skill.c 345 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  240. {
  241. int skill, hp;
  242. struct map_session_data *sd = map_id2sd(src->id);
  243. struct map_session_data *tsd = map_id2sd(target->id);
  244. struct status_change* sc;
  245. switch( skill_id )
  246. {
  247. case BA_APPLEIDUN:
  248. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  249. if( sd )
  250. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  251. break;
  252. case PR_SANCTUARY:
  253. hp = (skill_lv>6)?777:skill_lv*100;
  254. break;
  255. case NPC_EVILLAND:
  256. hp = (skill_lv>6)?666:skill_lv*100;
  257. break;
  258. default:
  259. if (skill_lv >= battle_config.max_heal_lv)
  260. return battle_config.max_heal;
  261. hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  262. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  263. hp += hp * skill * 2 / 100;
  264. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  265. hp += hp * skill * 2 / 100;
  266. break;
  267. }
  268. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  269. hp >>= 1;
  270. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  271. hp += hp*skill/100;
  272. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  273. hp += hp*skill/100;
  274. sc = status_get_sc(target);
  275. if( sc && sc->count )
  276. {
  277. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  278. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  279. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  280. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  281. }
  282. return hp;
  283. }
  284. // Making plagiarize check its own function [Aru]
  285. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  286. {
  287. struct status_change* sc;
  288. sc = status_get_sc(bl);
  289. // Never copy NPC/Wedding Skills
  290. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  291. return 0;
  292. // High-class skills
  293. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  294. {
  295. if(battle_config.copyskill_restrict == 2)
  296. return 0;
  297. else if(battle_config.copyskill_restrict)
  298. return (sd->status.class_ == JOB_STALKER);
  299. }
  300. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  301. if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI))
  302. return 0;
  303. return 1;
  304. }
  305. // [MouseJstr] - skill ok to cast? and when?
  306. int skillnotok (int skillid, struct map_session_data *sd)
  307. {
  308. int i,m;
  309. nullpo_retr (1, sd);
  310. m = sd->bl.m;
  311. i = skill_get_index(skillid);
  312. if (i == 0)
  313. return 1; // invalid skill id
  314. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  315. return 0; // GMs can do any damn thing they want
  316. if (sd->blockskill[i] > 0)
  317. return 1;
  318. // Check skill restrictions [Celest]
  319. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  320. return 1;
  321. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  322. return 1;
  323. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  324. return 1;
  325. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  326. return 1;
  327. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  328. return 1;
  329. switch (skillid) {
  330. case AL_WARP:
  331. if(map[m].flag.nowarp) {
  332. clif_skill_teleportmessage(sd,0);
  333. return 1;
  334. }
  335. return 0;
  336. break;
  337. case AL_TELEPORT:
  338. if(map[m].flag.noteleport) {
  339. clif_skill_teleportmessage(sd,0);
  340. return 1;
  341. }
  342. return 0;
  343. case WE_CALLPARTNER:
  344. case WE_CALLPARENT:
  345. case WE_CALLBABY:
  346. if (map[m].flag.nomemo) {
  347. clif_skill_teleportmessage(sd,1);
  348. return 1;
  349. }
  350. break;
  351. case MC_VENDING:
  352. case MC_IDENTIFY:
  353. return 0; // always allowed
  354. case WZ_ICEWALL:
  355. // noicewall flag [Valaris]
  356. if (map[m].flag.noicewall) {
  357. clif_skill_fail(sd,skillid,0,0);
  358. return 1;
  359. }
  360. break;
  361. case GD_EMERGENCYCALL:
  362. if (
  363. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  364. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  365. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  366. ) {
  367. clif_skill_fail(sd,skillid,0,0);
  368. return 1;
  369. }
  370. break;
  371. }
  372. return (map[m].flag.noskill);
  373. }
  374. int skillnotok_hom(int skillid, struct homun_data *hd)
  375. {
  376. int i = skill_get_index(skillid);
  377. nullpo_retr(1,hd);
  378. if (i == 0)
  379. return 1; // invalid skill id
  380. if (hd->blockskill[i] > 0)
  381. return 1;
  382. //Use master's criteria.
  383. return skillnotok(skillid, hd->master);
  384. }
  385. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  386. {
  387. int i = skill_get_index(skillid);
  388. nullpo_retr(1,md);
  389. if( i == 0 )
  390. return 1; // Invalid Skill ID
  391. if( md->blockskill[i] > 0 )
  392. return 1;
  393. return skillnotok(skillid, md->master);
  394. }
  395. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  396. {
  397. int pos = skill_get_unit_layout_type(skillid,skilllv);
  398. int dir;
  399. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  400. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  401. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  402. }
  403. if (pos != -1) // simple single-definition layout
  404. return &skill_unit_layout[pos];
  405. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  406. if (skillid == MG_FIREWALL)
  407. return &skill_unit_layout [firewall_unit_pos + dir];
  408. else if (skillid == WZ_ICEWALL)
  409. return &skill_unit_layout [icewall_unit_pos + dir];
  410. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  411. return &skill_unit_layout[0]; // default 1x1 layout
  412. }
  413. /*==========================================
  414. *
  415. *------------------------------------------*/
  416. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  417. {
  418. struct map_session_data *sd, *dstsd;
  419. struct mob_data *md, *dstmd;
  420. struct status_data *sstatus, *tstatus;
  421. struct status_change *sc, *tsc;
  422. enum sc_type status;
  423. int skill;
  424. int rate;
  425. nullpo_retr(0, src);
  426. nullpo_retr(0, bl);
  427. if(skillid < 0) return 0;
  428. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  429. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  430. return 0;
  431. sd = BL_CAST(BL_PC, src);
  432. md = BL_CAST(BL_MOB, src);
  433. dstsd = BL_CAST(BL_PC, bl);
  434. dstmd = BL_CAST(BL_MOB, bl);
  435. sc = status_get_sc(src);
  436. tsc = status_get_sc(bl);
  437. sstatus = status_get_status_data(src);
  438. tstatus = status_get_status_data(bl);
  439. if (!tsc) //skill additional effect is about adding effects to the target...
  440. //So if the target can't be inflicted with statuses, this is pointless.
  441. return 0;
  442. if( sd )
  443. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  444. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  445. { // Trigger status effects
  446. enum sc_type type;
  447. int i;
  448. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  449. {
  450. rate = sd->addeff[i].rate;
  451. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  452. rate += sd->addeff[i].arrow_rate;
  453. if( !rate ) continue;
  454. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
  455. { // Trigger has attack type consideration.
  456. if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
  457. continue;
  458. }
  459. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  460. { // Trigger has range consideration.
  461. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  462. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  463. continue; //Range Failed.
  464. }
  465. type = sd->addeff[i].id;
  466. skill = skill_get_time2(status_sc2skill(type),7);
  467. if (sd->addeff[i].flag&ATF_TARGET)
  468. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  469. if (sd->addeff[i].flag&ATF_SELF)
  470. status_change_start(src,type,rate,7,0,0,0,skill,0);
  471. }
  472. }
  473. if( skillid )
  474. { // Trigger status effects on skills
  475. enum sc_type type;
  476. int i;
  477. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  478. {
  479. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  480. continue;
  481. type = sd->addeff3[i].id;
  482. skill = skill_get_time2(status_sc2skill(type),7);
  483. if( sd->addeff3[i].target&ATF_TARGET )
  484. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  485. if( sd->addeff3[i].target&ATF_SELF )
  486. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  487. }
  488. }
  489. }
  490. if( dmg_lv < ATK_DEF ) // no damage, return;
  491. return 0;
  492. switch(skillid)
  493. {
  494. case 0: // Normal attacks (no skill used)
  495. {
  496. if( attack_type&BF_SKILL )
  497. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  498. if(sd) {
  499. // Automatic trigger of Blitz Beat
  500. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  501. rand()%1000 <= sstatus->luk*10/3+1 ) {
  502. rate=(sd->status.job_level+9)/10;
  503. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  504. }
  505. // Gank
  506. if(dstmd && sd->status.weapon != W_BOW &&
  507. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  508. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  509. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  510. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  511. else
  512. clif_skill_fail(sd,RG_SNATCHER,0,0);
  513. }
  514. // Chance to trigger Taekwon kicks [Dralnu]
  515. if(sc && !sc->data[SC_COMBO]) {
  516. if(sc->data[SC_READYSTORM] &&
  517. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  518. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  519. ; //Stance triggered
  520. else if(sc->data[SC_READYDOWN] &&
  521. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  522. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  523. ; //Stance triggered
  524. else if(sc->data[SC_READYTURN] &&
  525. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  526. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  527. ; //Stance triggered
  528. else if(sc->data[SC_READYCOUNTER])
  529. { //additional chance from SG_FRIEND [Komurka]
  530. rate = 20;
  531. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  532. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  533. status_change_end(src,SC_SKILLRATE_UP,-1);
  534. }
  535. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  536. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  537. }
  538. }
  539. }
  540. if (sc) {
  541. struct status_change_entry *sce;
  542. // Enchant Poison gives a chance to poison attacked enemies
  543. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  544. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  545. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  546. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  547. if((sce=sc->data[SC_EDP]))
  548. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  549. skill_get_time2(ASC_EDP,sce->val1));
  550. }
  551. }
  552. break;
  553. case SM_BASH:
  554. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  555. //TODO: How much % per base level it actually is?
  556. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  557. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  558. }
  559. break;
  560. case MER_CRASH:
  561. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  562. break;
  563. case AS_VENOMKNIFE:
  564. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  565. skilllv = pc_checkskill(sd, TF_POISON);
  566. case TF_POISON:
  567. case AS_SPLASHER:
  568. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  569. && sd && skillid==TF_POISON
  570. )
  571. clif_skill_fail(sd,skillid,0,0);
  572. break;
  573. case AS_SONICBLOW:
  574. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  575. break;
  576. case WZ_FIREPILLAR:
  577. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  578. break;
  579. case MG_FROSTDIVER:
  580. case WZ_FROSTNOVA:
  581. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  582. break;
  583. case WZ_STORMGUST:
  584. //Tharis pointed out that this is normal freeze chance with a base of 300%
  585. if(tsc->sg_counter >= 3 &&
  586. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  587. tsc->sg_counter = 0;
  588. break;
  589. case WZ_METEOR:
  590. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  591. break;
  592. case WZ_VERMILION:
  593. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  594. break;
  595. case HT_FREEZINGTRAP:
  596. case MA_FREEZINGTRAP:
  597. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  598. break;
  599. case HT_FLASHER:
  600. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  601. break;
  602. case HT_LANDMINE:
  603. case MA_LANDMINE:
  604. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  605. break;
  606. case HT_SHOCKWAVE:
  607. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  608. break;
  609. case HT_SANDMAN:
  610. case MA_SANDMAN:
  611. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  612. break;
  613. case TF_SPRINKLESAND:
  614. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  615. break;
  616. case TF_THROWSTONE:
  617. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  618. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  619. break;
  620. case NPC_DARKCROSS:
  621. case CR_HOLYCROSS:
  622. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  623. break;
  624. case CR_GRANDCROSS:
  625. case NPC_GRANDDARKNESS:
  626. //Chance to cause blind status vs demon and undead element, but not against players
  627. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  628. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  629. attack_type |= BF_WEAPON;
  630. break;
  631. case AM_ACIDTERROR:
  632. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  633. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  634. clif_emotion(bl,23);
  635. break;
  636. case AM_DEMONSTRATION:
  637. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  638. break;
  639. case CR_SHIELDCHARGE:
  640. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  641. break;
  642. case PA_PRESSURE:
  643. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  644. break;
  645. case RG_RAID:
  646. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  647. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  648. break;
  649. case BA_FROSTJOKER:
  650. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  651. break;
  652. case DC_SCREAM:
  653. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  654. break;
  655. case BD_LULLABY:
  656. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  657. break;
  658. case DC_UGLYDANCE:
  659. rate = 5+5*skilllv;
  660. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  661. rate += 5+skill;
  662. status_zap(bl, 0, rate);
  663. break;
  664. case SL_STUN:
  665. if (tstatus->size==1) //Only stuns mid-sized mobs.
  666. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  667. break;
  668. case NPC_PETRIFYATTACK:
  669. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  670. skilllv,0,0,skill_get_time(skillid,skilllv),
  671. skill_get_time2(skillid,skilllv));
  672. break;
  673. case NPC_CURSEATTACK:
  674. case NPC_SLEEPATTACK:
  675. case NPC_BLINDATTACK:
  676. case NPC_POISON:
  677. case NPC_SILENCEATTACK:
  678. case NPC_STUNATTACK:
  679. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  680. break;
  681. case NPC_ACIDBREATH:
  682. case NPC_ICEBREATH:
  683. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  684. break;
  685. case NPC_BLEEDING:
  686. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  687. break;
  688. case NPC_MENTALBREAKER:
  689. { //Based on observations by Tharis, Mental Breaker should do SP damage
  690. //equal to Matk*skLevel.
  691. rate = sstatus->matk_min;
  692. if (rate < sstatus->matk_max)
  693. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  694. rate*=skilllv;
  695. status_zap(bl, 0, rate);
  696. break;
  697. }
  698. // Equipment breaking monster skills [Celest]
  699. case NPC_WEAPONBRAKER:
  700. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  701. break;
  702. case NPC_ARMORBRAKE:
  703. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  704. break;
  705. case NPC_HELMBRAKE:
  706. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  707. break;
  708. case NPC_SHIELDBRAKE:
  709. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  710. break;
  711. case CH_TIGERFIST:
  712. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  713. break;
  714. case LK_SPIRALPIERCE:
  715. case ML_SPIRALPIERCE:
  716. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  717. break;
  718. case ST_REJECTSWORD:
  719. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  720. break;
  721. case PF_FOGWALL:
  722. if (src != bl && !tsc->data[SC_DELUGE])
  723. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  724. break;
  725. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  726. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  727. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  728. break;
  729. case LK_JOINTBEAT:
  730. status = status_skill2sc(skillid);
  731. if (tsc->jb_flag) {
  732. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  733. tsc->jb_flag = 0;
  734. }
  735. break;
  736. case ASC_METEORASSAULT:
  737. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  738. switch(rand()%3) {
  739. case 0:
  740. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  741. break;
  742. case 1:
  743. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  744. break;
  745. default:
  746. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  747. }
  748. break;
  749. case HW_NAPALMVULCAN:
  750. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  751. break;
  752. case WS_CARTTERMINATION: // Cart termination
  753. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  754. break;
  755. case CR_ACIDDEMONSTRATION:
  756. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  757. break;
  758. case TK_DOWNKICK:
  759. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  760. break;
  761. case TK_JUMPKICK:
  762. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  763. {// debuff the following statuses
  764. status_change_end(bl, SC_SPIRIT, -1);
  765. status_change_end(bl, SC_ADRENALINE2, -1);
  766. status_change_end(bl, SC_KAITE, -1);
  767. status_change_end(bl, SC_KAAHI, -1);
  768. status_change_end(bl, SC_ONEHAND, -1);
  769. status_change_end(bl, SC_ASPDPOTION2, -1);
  770. }
  771. break;
  772. case TK_TURNKICK:
  773. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  774. if(attack_type&BF_MISC) //70% base stun chance...
  775. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  776. break;
  777. case GS_BULLSEYE: //0.1% coma rate.
  778. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  779. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  780. break;
  781. case GS_PIERCINGSHOT:
  782. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  783. break;
  784. case NJ_HYOUSYOURAKU:
  785. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  786. break;
  787. case GS_FLING:
  788. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  789. break;
  790. case GS_DISARM:
  791. rate = 3*skilllv;
  792. if (sstatus->dex > tstatus->dex)
  793. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  794. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  795. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  796. break;
  797. case NPC_EVILLAND:
  798. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  799. break;
  800. case NPC_HELLJUDGEMENT:
  801. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  802. break;
  803. case NPC_CRITICALWOUND:
  804. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  805. break;
  806. }
  807. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  808. { //Pass heritage to Master for status causing effects. [Skotlex]
  809. sd = map_id2sd(md->master_id);
  810. src = sd?&sd->bl:src;
  811. }
  812. if( attack_type&BF_WEAPON )
  813. { // Coma, Breaking Equipment
  814. if( sd && sd->special_state.bonus_coma )
  815. {
  816. rate = sd->weapon_coma_ele[tstatus->def_ele];
  817. rate += sd->weapon_coma_race[tstatus->race];
  818. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  819. if (rate)
  820. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  821. }
  822. if( sd && battle_config.equip_self_break_rate )
  823. { // Self weapon breaking
  824. rate = battle_config.equip_natural_break_rate;
  825. if( sc )
  826. {
  827. if(sc->data[SC_OVERTHRUST])
  828. rate += 10;
  829. if(sc->data[SC_MAXOVERTHRUST])
  830. rate += 10;
  831. }
  832. if( rate )
  833. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  834. }
  835. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  836. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  837. // Target weapon breaking
  838. rate = 0;
  839. if( sd )
  840. rate += sd->break_weapon_rate;
  841. if( sc && sc->data[SC_MELTDOWN] )
  842. rate += sc->data[SC_MELTDOWN]->val2;
  843. if( rate )
  844. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  845. // Target armor breaking
  846. rate = 0;
  847. if( sd )
  848. rate += sd->break_armor_rate;
  849. if( sc && sc->data[SC_MELTDOWN] )
  850. rate += sc->data[SC_MELTDOWN]->val3;
  851. if( rate )
  852. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  853. }
  854. }
  855. // Autospell when attacking
  856. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  857. {
  858. struct block_list *tbl;
  859. struct unit_data *ud;
  860. int i, skilllv;
  861. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  862. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  863. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  864. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  865. continue; // one or more trigger conditions were not fulfilled
  866. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  867. if (skillnotok(skill, sd))
  868. continue;
  869. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  870. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  871. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  872. if (rand()%1000 > rate)
  873. continue;
  874. if (sd->autospell[i].id < 0)
  875. tbl = src;
  876. else
  877. tbl = bl;
  878. sd->state.autocast = 1;
  879. skill_consume_requirement(sd,skill,skilllv,1);
  880. switch (skill_get_casttype(skill)) {
  881. case CAST_GROUND:
  882. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  883. break;
  884. case CAST_NODAMAGE:
  885. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  886. break;
  887. case CAST_DAMAGE:
  888. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  889. break;
  890. }
  891. sd->state.autocast = 0;
  892. //Set canact delay. [Skotlex]
  893. ud = unit_bl2ud(src);
  894. if (ud) {
  895. rate = skill_delayfix(src, skill, skilllv);
  896. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  897. ud->canact_tick = tick+rate;
  898. if ( battle_config.display_status_timers && sd )
  899. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  900. }
  901. }
  902. }
  903. }
  904. //Auto-script when attacking
  905. if( sd && sd->autoscript[0].script )
  906. {
  907. int i;
  908. for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
  909. {
  910. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  911. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  912. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  913. continue; // one or more trigger conditions were not fulfilled
  914. if( rand()%1000 > sd->autoscript[i].rate )
  915. continue;
  916. run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
  917. break; //Have only one script execute at a time.
  918. }
  919. }
  920. //Polymorph
  921. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  922. dstmd && !(tstatus->mode&MD_BOSS) &&
  923. (rand()%10000 < sd->classchange))
  924. {
  925. struct mob_db *mob;
  926. int class_;
  927. skill = 0;
  928. do {
  929. do {
  930. class_ = rand() % MAX_MOB_DB;
  931. } while (!mobdb_checkid(class_));
  932. rate = rand() % 1000000;
  933. mob = mob_db(class_);
  934. } while (
  935. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  936. (skill++) < 2000);
  937. if (skill < 2000)
  938. mob_class_change(dstmd,class_);
  939. }
  940. return 0;
  941. }
  942. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  943. {
  944. int skill, skilllv, i;
  945. struct block_list *tbl;
  946. if( sd == NULL || skillid <= 0 )
  947. return 0;
  948. sd->state.skillonskill = 1;
  949. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  950. {
  951. if( sd->autospell3[i].flag != skillid )
  952. continue;
  953. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  954. if( skillnotok(skill, sd) )
  955. continue;
  956. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  957. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  958. if( sd->autospell3[i].id >= 0 && bl == NULL )
  959. continue; // No target
  960. if( rand()%1000 > sd->autospell3[i].rate )
  961. continue;
  962. if( sd->autospell3[i].id < 0 )
  963. tbl = &sd->bl;
  964. else
  965. tbl = bl;
  966. sd->state.autocast = 1;
  967. skill_consume_requirement(sd,skill,skilllv,1);
  968. switch( skill_get_casttype(skill) )
  969. {
  970. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  971. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  972. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  973. }
  974. sd->state.autocast = 0;
  975. }
  976. if( sd->autoscript3[0].script )
  977. {
  978. for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
  979. {
  980. if( sd->autoscript3[i].flag != skillid )
  981. continue;
  982. if( sd->autoscript3[i].target && bl == NULL )
  983. continue;
  984. if( rand()%1000 > sd->autoscript3[i].rate )
  985. continue;
  986. run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
  987. break;
  988. }
  989. }
  990. sd->state.skillonskill = 0;
  991. return 1;
  992. }
  993. /* Splitted off from skill_additional_effect, which is never called when the
  994. * attack skill kills the enemy. Place in this function counter status effects
  995. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  996. * from cards) that will take effect on the source, not the target. [Skotlex]
  997. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  998. * type of skills, so not every instance of skill_additional_effect needs a call
  999. * to this one.
  1000. */
  1001. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1002. {
  1003. int rate;
  1004. struct map_session_data *sd=NULL;
  1005. struct map_session_data *dstsd=NULL;
  1006. struct status_change *tsc;
  1007. nullpo_retr(0, src);
  1008. nullpo_retr(0, bl);
  1009. if(skillid < 0) return 0;
  1010. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1011. tsc = status_get_sc(bl);
  1012. if (tsc && !tsc->count)
  1013. tsc = NULL;
  1014. sd = BL_CAST(BL_PC, src);
  1015. dstsd = BL_CAST(BL_PC, bl);
  1016. if(dstsd && attack_type&BF_WEAPON)
  1017. { //Counter effects.
  1018. enum sc_type type;
  1019. int i, time;
  1020. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1021. {
  1022. rate = dstsd->addeff2[i].rate;
  1023. if (attack_type&BF_LONG)
  1024. rate+=dstsd->addeff2[i].arrow_rate;
  1025. if (!rate) continue;
  1026. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1027. { //Trigger has range consideration.
  1028. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1029. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1030. continue; //Range Failed.
  1031. }
  1032. type = dstsd->addeff2[i].id;
  1033. time = skill_get_time2(status_sc2skill(type),7);
  1034. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1035. status_change_start(src,type,rate,7,0,0,0,time,0);
  1036. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1037. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1038. }
  1039. }
  1040. switch(skillid){
  1041. case 0: //Normal Attack
  1042. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  1043. tsc->data[SC_KAAHI]->val4 = add_timer(
  1044. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  1045. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1046. break;
  1047. case MO_EXTREMITYFIST:
  1048. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1049. break;
  1050. case GS_FULLBUSTER:
  1051. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1052. break;
  1053. case HFLI_SBR44: //[orn]
  1054. case HVAN_EXPLOSION:
  1055. if(src->type == BL_HOM){
  1056. TBL_HOM *hd = (TBL_HOM*)src;
  1057. hd->homunculus.intimacy = 200;
  1058. if (hd->master)
  1059. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1060. }
  1061. break;
  1062. case CR_GRANDCROSS:
  1063. case NPC_GRANDDARKNESS:
  1064. attack_type |= BF_WEAPON;
  1065. break;
  1066. }
  1067. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1068. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1069. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1070. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1071. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1072. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1073. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1074. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1075. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1076. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1077. }
  1078. // Trigger counter-spells to retaliate against damage causing skills.
  1079. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1080. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1081. {
  1082. struct block_list *tbl;
  1083. struct unit_data *ud;
  1084. int i, skillid, skilllv, rate;
  1085. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1086. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1087. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1088. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1089. continue; // one or more trigger conditions were not fulfilled
  1090. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1091. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1092. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1093. rate = dstsd->autospell2[i].rate;
  1094. if (attack_type&BF_LONG)
  1095. rate>>=1;
  1096. if (skillnotok(skillid, dstsd))
  1097. continue;
  1098. if (rand()%1000 > rate)
  1099. continue;
  1100. if (dstsd->autospell2[i].id < 0)
  1101. tbl = bl;
  1102. else
  1103. tbl = src;
  1104. dstsd->state.autocast = 1;
  1105. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1106. switch (skill_get_casttype(skillid)) {
  1107. case CAST_GROUND:
  1108. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1109. break;
  1110. case CAST_NODAMAGE:
  1111. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1112. break;
  1113. case CAST_DAMAGE:
  1114. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1115. break;
  1116. }
  1117. dstsd->state.autocast = 0;
  1118. //Set canact delay. [Skotlex]
  1119. ud = unit_bl2ud(bl);
  1120. if (ud) {
  1121. rate = skill_delayfix(bl, skillid, skilllv);
  1122. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1123. ud->canact_tick = tick+rate;
  1124. if ( battle_config.display_status_timers && dstsd )
  1125. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1126. }
  1127. }
  1128. }
  1129. }
  1130. //Auto-script when attacked
  1131. if( dstsd && !status_isdead(bl) && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1132. {
  1133. int i;
  1134. for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
  1135. {
  1136. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1137. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1138. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1139. continue; // one or more trigger conditions were not fulfilled
  1140. if( rand()%1000 > dstsd->autoscript2[i].rate )
  1141. continue;
  1142. run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
  1143. break; //Have only one script execute at a time.
  1144. }
  1145. }
  1146. return 0;
  1147. }
  1148. /*=========================================================================
  1149. Breaks equipment. On-non players causes the corresponding strip effect.
  1150. - rate goes from 0 to 10000 (100.00%)
  1151. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1152. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1153. --------------------------------------------------------------------------*/
  1154. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1155. {
  1156. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1157. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1158. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1159. struct status_change *sc = status_get_sc(bl);
  1160. int i,j;
  1161. TBL_PC *sd;
  1162. sd = BL_CAST(BL_PC, bl);
  1163. if (sc && !sc->count)
  1164. sc = NULL;
  1165. if (sd) {
  1166. if (sd->unbreakable_equip)
  1167. where &= ~sd->unbreakable_equip;
  1168. if (sd->unbreakable)
  1169. rate -= rate*sd->unbreakable/100;
  1170. if (where&EQP_WEAPON) {
  1171. switch (sd->status.weapon) {
  1172. case W_FIST: //Bare fists should not break :P
  1173. case W_1HAXE:
  1174. case W_2HAXE:
  1175. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1176. case W_2HMACE:
  1177. case W_STAFF:
  1178. case W_2HSTAFF:
  1179. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1180. case W_HUUMA:
  1181. where &= ~EQP_WEAPON;
  1182. }
  1183. }
  1184. }
  1185. if (flag&BCT_ENEMY) {
  1186. if (battle_config.equip_skill_break_rate != 100)
  1187. rate = rate*battle_config.equip_skill_break_rate/100;
  1188. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1189. if (battle_config.equip_self_break_rate != 100)
  1190. rate = rate*battle_config.equip_self_break_rate/100;
  1191. }
  1192. for (i = 0; i < 4; i++) {
  1193. if (where&where_list[i]) {
  1194. if (sc && sc->count && sc->data[scdef[i]])
  1195. where&=~where_list[i];
  1196. else if (rand()%10000 >= rate)
  1197. where&=~where_list[i];
  1198. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1199. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1200. }
  1201. }
  1202. if (!where) //Nothing to break.
  1203. return 0;
  1204. if (sd) {
  1205. for (i = 0; i < EQI_MAX; i++) {
  1206. j = sd->equip_index[i];
  1207. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1208. continue;
  1209. flag = 0;
  1210. switch(i) {
  1211. case EQI_HEAD_TOP: //Upper Head
  1212. flag = (where&EQP_HELM);
  1213. break;
  1214. case EQI_ARMOR: //Body
  1215. flag = (where&EQP_ARMOR);
  1216. break;
  1217. case EQI_HAND_R: //Left/Right hands
  1218. case EQI_HAND_L:
  1219. flag = (
  1220. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1221. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1222. break;
  1223. case EQI_SHOES:
  1224. flag = (where&EQP_SHOES);
  1225. break;
  1226. case EQI_GARMENT:
  1227. flag = (where&EQP_GARMENT);
  1228. break;
  1229. default:
  1230. continue;
  1231. }
  1232. if (flag) {
  1233. sd->status.inventory[j].attribute = 1;
  1234. pc_unequipitem(sd, j, 3);
  1235. }
  1236. }
  1237. clif_equiplist(sd);
  1238. }
  1239. return where; //Return list of pieces broken.
  1240. }
  1241. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1242. {
  1243. struct status_change *sc;
  1244. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1245. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1246. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1247. int i;
  1248. if (rand()%100 >= rate)
  1249. return 0;
  1250. sc = status_get_sc(bl);
  1251. if (!sc)
  1252. return 0;
  1253. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1254. if (where&pos[i] && sc->data[sc_def[i]])
  1255. where&=~pos[i];
  1256. }
  1257. if (!where) return 0;
  1258. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1259. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1260. where&=~pos[i];
  1261. }
  1262. return where?1:0;
  1263. }
  1264. /*=========================================================================
  1265. Used to knock back players, monsters, traps, etc
  1266. - 'count' is the number of squares to knock back
  1267. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1268. - if 'flag&0x1', position update packets must not be sent.
  1269. -------------------------------------------------------------------------*/
  1270. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1271. {
  1272. int dx = 0, dy = 0, nx, ny;
  1273. int ret;
  1274. struct skill_unit* su = NULL;
  1275. nullpo_retr(0, src);
  1276. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1277. return 0; //No knocking back in WoE
  1278. if (count == 0)
  1279. return 0; //Actual knockback distance is 0.
  1280. switch (target->type)
  1281. {
  1282. case BL_MOB:
  1283. {
  1284. struct mob_data* md = BL_CAST(BL_MOB, target);
  1285. if( md->class_ == MOBID_EMPERIUM )
  1286. return 0;
  1287. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1288. return 0;
  1289. }
  1290. break;
  1291. case BL_PC:
  1292. {
  1293. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1294. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1295. return 0; // Basilica caster can't be knocked-back
  1296. if( src != target && sd->special_state.no_knockback )
  1297. return 0;
  1298. }
  1299. break;
  1300. case BL_SKILL:
  1301. su = (struct skill_unit *)target;
  1302. if( su->group->unit_id == UNT_ANKLESNARE )
  1303. return 0; // ankle snare cannot be knocked back
  1304. break;
  1305. }
  1306. if (direction == -1) // <optimized>: do the computation here instead of outside
  1307. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1308. if (direction >= 0 && direction < 8)
  1309. { // take the reversed 'direction' and reverse it
  1310. dx = -dirx[direction];
  1311. dy = -diry[direction];
  1312. }
  1313. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1314. nx = ret>>16;
  1315. ny = ret&0xffff;
  1316. if (!su)
  1317. unit_stop_walking(target,0);
  1318. dx = nx - target->x;
  1319. dy = ny - target->y;
  1320. if (!dx && !dy) //Could not knockback.
  1321. return 0;
  1322. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1323. if(su)
  1324. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1325. else
  1326. map_moveblock(target, nx, ny, gettick());
  1327. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1328. if(!(flag&0x1))
  1329. clif_blown(target);
  1330. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1331. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1332. return count; //Return amount of knocked back cells.
  1333. }
  1334. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1335. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1336. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1337. {
  1338. struct status_change *sc = status_get_sc(bl);
  1339. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1340. // item-based reflection
  1341. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1342. return 1;
  1343. // status-based reflection
  1344. if( !sc || sc->count == 0 )
  1345. return 0;
  1346. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1347. return 1;
  1348. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1349. {// Kaite only works against non-players if they are low-level.
  1350. clif_specialeffect(bl, 438, AREA);
  1351. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1352. status_change_end(bl, SC_KAITE, -1);
  1353. return 1;
  1354. }
  1355. return 0;
  1356. }
  1357. /*
  1358. * =========================================================================
  1359. * Does a skill attack with the given properties.
  1360. * src is the master behind the attack (player/mob/pet)
  1361. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1362. * bl is the target to be attacked.
  1363. * flag can hold a bunch of information:
  1364. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1365. * (usually holds number of targets, or just 1 for simple splash attacks)
  1366. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1367. * packet shouldn't display a skill animation)
  1368. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1369. * client (causes player characters to not scream skill name)
  1370. *-------------------------------------------------------------------------*/
  1371. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1372. {
  1373. struct Damage dmg;
  1374. struct status_data *sstatus, *tstatus;
  1375. struct status_change *sc;
  1376. struct map_session_data *sd, *tsd;
  1377. int type,damage,rdamage=0;
  1378. if(skillid > 0 && skilllv <= 0) return 0;
  1379. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1380. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1381. nullpo_retr(0, bl); //Target to be attacked.
  1382. if (src != dsrc) {
  1383. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1384. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1385. return 0;
  1386. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1387. //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]
  1388. if (!status_check_skilluse(src, bl, skillid, 2))
  1389. return 0;
  1390. }
  1391. sd = BL_CAST(BL_PC, src);
  1392. tsd = BL_CAST(BL_PC, bl);
  1393. sstatus = status_get_status_data(src);
  1394. tstatus = status_get_status_data(bl);
  1395. sc= status_get_sc(bl);
  1396. if (sc && !sc->count) sc = NULL; //Don't need it.
  1397. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1398. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1399. return 0;
  1400. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1401. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1402. return 0;
  1403. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1404. //Skotlex: Adjusted to the new system
  1405. if(src->type==BL_PET)
  1406. { // [Valaris]
  1407. struct pet_data *pd = (TBL_PET*)src;
  1408. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1409. {
  1410. int element = skill_get_ele(skillid, skilllv);
  1411. if (skillid == -1)
  1412. element = sstatus->rhw.ele;
  1413. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1414. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1415. else
  1416. dmg.damage= skilllv;
  1417. dmg.damage2=0;
  1418. dmg.div_= pd->a_skill->div_;
  1419. }
  1420. }
  1421. if (dmg.flag&BF_MAGIC) {
  1422. if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
  1423. { //Magic reflection, switch caster/target
  1424. struct block_list *tbl = bl;
  1425. bl = src;
  1426. src = tbl;
  1427. sd = BL_CAST(BL_PC, src);
  1428. tsd = BL_CAST(BL_PC, bl);
  1429. sc = status_get_sc(bl);
  1430. if (sc && !sc->count)
  1431. sc = NULL; //Don't need it.
  1432. //Spirit of Wizard blocks bounced back spells.
  1433. if (sc && sc->data[SC_SPIRIT] &&
  1434. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1435. {
  1436. //It should only consume once per skill casted. Val3 is the skill
  1437. //id and val4 is the ID of the damage src, this should account for
  1438. //ground spells (and single target spells will be completed on
  1439. //castend_id) [Skotlex]
  1440. if (tsd && !(
  1441. sc->data[SC_SPIRIT]->val3 == skillid &&
  1442. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1443. ) { //Check if you have stone to consume.
  1444. type = pc_search_inventory (tsd, 7321);
  1445. if (type >= 0)
  1446. pc_delitem(tsd, type, 1, 0);
  1447. } else
  1448. type = 0;
  1449. if (type >= 0) {
  1450. dmg.damage = dmg.damage2 = 0;
  1451. dmg.dmg_lv = ATK_MISS;
  1452. sc->data[SC_SPIRIT]->val3 = skillid;
  1453. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1454. }
  1455. }
  1456. }
  1457. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1458. int sp = skill_get_sp(skillid,skilllv);
  1459. dmg.damage = dmg.damage2 = 0;
  1460. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1461. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1462. if(skillid == WZ_WATERBALL && skilllv > 1)
  1463. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1464. status_heal(bl, 0, sp, 2);
  1465. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1466. }
  1467. }
  1468. damage = dmg.damage + dmg.damage2;
  1469. if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1470. damage = 1;
  1471. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1472. && skillid != WS_CARTTERMINATION )
  1473. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1474. //Skill hit type
  1475. type=(skillid==0)?5:skill_get_hit(skillid);
  1476. if(damage < dmg.div_
  1477. //Only skills that knockback even when they miss. [Skotlex]
  1478. && skillid != CH_PALMSTRIKE)
  1479. dmg.blewcount = 0;
  1480. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1481. if(battle_config.gx_disptype) dsrc = src;
  1482. if(src == bl) type = 4;
  1483. else flag|=SD_ANIMATION;
  1484. }
  1485. if(skillid == NJ_TATAMIGAESHI) {
  1486. dsrc = src; //For correct knockback.
  1487. flag|=SD_ANIMATION;
  1488. }
  1489. if(sd) {
  1490. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1491. if (sd->sc.data[SC_COMBO])
  1492. { //End combo state after skill is invoked. [Skotlex]
  1493. switch (skillid) {
  1494. case TK_TURNKICK:
  1495. case TK_STORMKICK:
  1496. case TK_DOWNKICK:
  1497. case TK_COUNTER:
  1498. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1499. { //Extend combo time.
  1500. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1501. sd->skilllv_old = skilllv;
  1502. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1503. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1504. sd->sc.data[SC_COMBO]->timer = add_timer(
  1505. tick+sd->sc.data[SC_COMBO]->val4,
  1506. status_change_timer, src->id, SC_COMBO);
  1507. break;
  1508. }
  1509. unit_cancel_combo(src); // Cancel combo wait
  1510. break;
  1511. default:
  1512. status_change_end(src,SC_COMBO,-1);
  1513. }
  1514. }
  1515. switch(skillid)
  1516. {
  1517. case MO_TRIPLEATTACK:
  1518. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1519. flag=1;
  1520. break;
  1521. case MO_CHAINCOMBO:
  1522. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1523. flag=1;
  1524. break;
  1525. case MO_COMBOFINISH:
  1526. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1527. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1528. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1529. flag=1;
  1530. case CH_TIGERFIST:
  1531. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1532. flag=1;
  1533. case CH_CHAINCRUSH:
  1534. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1535. flag=1;
  1536. break;
  1537. case AC_DOUBLE:
  1538. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1539. {
  1540. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1541. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1542. clif_combo_delay(src,2000);
  1543. }
  1544. break;
  1545. case TK_COUNTER:
  1546. { //bonus from SG_FRIEND [Komurka]
  1547. int level;
  1548. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1549. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1550. }
  1551. break;
  1552. case SL_STIN:
  1553. case SL_STUN:
  1554. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1555. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1556. break;
  1557. case GS_FULLBUSTER:
  1558. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1559. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1560. break;
  1561. } //Switch End
  1562. if (flag) { //Possible to chain
  1563. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1564. if (flag < 0) flag = 0;
  1565. flag += 300 * battle_config.combo_delay_rate/100;
  1566. sc_start(src,SC_COMBO,100,skillid,flag);
  1567. clif_combo_delay(src, flag);
  1568. }
  1569. }
  1570. //Display damage.
  1571. switch( skillid )
  1572. {
  1573. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1574. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1575. break;
  1576. //Skills that need be passed as a normal attack for the client to display correctly.
  1577. case HVAN_EXPLOSION:
  1578. case NPC_SELFDESTRUCTION:
  1579. if(src->type==BL_PC)
  1580. dmg.blewcount = 10;
  1581. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1582. // fall through
  1583. case KN_AUTOCOUNTER:
  1584. case NPC_CRITICALSLASH:
  1585. case TF_DOUBLE:
  1586. case GS_CHAINACTION:
  1587. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1588. break;
  1589. case AS_SPLASHER:
  1590. if( flag&SD_ANIMATION ) // the surrounding targets
  1591. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1592. else // the central target doesn't display an animation
  1593. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1594. break;
  1595. default:
  1596. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1597. type = 5;
  1598. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1599. break;
  1600. }
  1601. map_freeblock_lock();
  1602. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1603. && pc_checkskill(tsd,RG_PLAGIARISM)
  1604. && (!sc || !sc->data[SC_PRESERVE])
  1605. && damage < tsd->status.hp)
  1606. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1607. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1608. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1609. {
  1610. int lv = skilllv;
  1611. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1612. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1613. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1614. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1615. }
  1616. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1617. lv = type;
  1618. tsd->cloneskill_id = skillid;
  1619. tsd->status.skill[skillid].id = skillid;
  1620. tsd->status.skill[skillid].lv = lv;
  1621. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1622. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1623. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1624. clif_skillinfoblock(tsd);
  1625. }
  1626. }
  1627. if( skillid != WZ_SIGHTRASHER &&
  1628. skillid != WZ_SIGHTBLASTER &&
  1629. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1630. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1631. bl->type == BL_SKILL && damage > 0 )
  1632. {
  1633. struct skill_unit* su = (struct skill_unit*)bl;
  1634. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1635. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1636. }
  1637. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1638. { //Skills with can't walk delay also stop normal attacking for that
  1639. //duration when the attack connects. [Skotlex]
  1640. struct unit_data *ud = unit_bl2ud(src);
  1641. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1642. ud->attackabletime = tick + type;
  1643. }
  1644. if( !dmg.amotion )
  1645. { //Instant damage
  1646. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1647. if( !status_isdead(bl) )
  1648. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1649. if( damage > 0 ) //Counter status effects [Skotlex]
  1650. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
  1651. }
  1652. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1653. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1654. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1655. {
  1656. int direction = -1; // default
  1657. switch(skillid)
  1658. {
  1659. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1660. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1661. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1662. }
  1663. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1664. }
  1665. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1666. if (dmg.amotion)
  1667. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1668. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1669. int rate = 50 + skilllv * 5;
  1670. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1671. if(rand()%100 < rate)
  1672. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1673. }
  1674. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1675. dmg.flag |= BF_WEAPON;
  1676. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1677. if (battle_config.left_cardfix_to_right)
  1678. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1679. else
  1680. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1681. }
  1682. if( rdamage > 0 )
  1683. {
  1684. if( dmg.amotion )
  1685. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1686. else
  1687. status_fix_damage(bl,src,rdamage,0);
  1688. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1689. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1690. if( tsd && src != bl )
  1691. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1692. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1693. }
  1694. if (!(flag&2) &&
  1695. (
  1696. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1697. ) &&
  1698. (sc = status_get_sc(src)) &&
  1699. sc->data[SC_DOUBLECAST] &&
  1700. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1701. {
  1702. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1703. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1704. }
  1705. map_freeblock_unlock();
  1706. return damage;
  1707. }
  1708. /*==========================================
  1709. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1710. * flagについて?F16?i?を確認
  1711. * MSB <- 00fTffff ->LSB
  1712. * T =タ?ゲット選?用(BCT_*)
  1713. * ffff=自由に使用可能
  1714. * 0 =予約?B0に固定
  1715. *------------------------------------------*/
  1716. static int skill_area_temp[8];
  1717. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1718. int skill_area_sub (struct block_list *bl, va_list ap)
  1719. {
  1720. struct block_list *src;
  1721. int skill_id,skill_lv,flag;
  1722. unsigned int tick;
  1723. SkillFunc func;
  1724. nullpo_retr(0, bl);
  1725. src=va_arg(ap,struct block_list *);
  1726. skill_id=va_arg(ap,int);
  1727. skill_lv=va_arg(ap,int);
  1728. tick=va_arg(ap,unsigned int);
  1729. flag=va_arg(ap,int);
  1730. func=va_arg(ap,SkillFunc);
  1731. if(battle_check_target(src,bl,flag) > 0)
  1732. {
  1733. // several splash skills need this initial dummy packet to display correctly
  1734. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1735. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1736. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1737. skill_area_temp[2]++;
  1738. return func(src,bl,skill_id,skill_lv,tick,flag);
  1739. }
  1740. return 0;
  1741. }
  1742. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1743. {
  1744. struct skill_unit *unit;
  1745. int skillid,g_skillid;
  1746. unit = (struct skill_unit *)bl;
  1747. if(bl->prev == NULL || bl->type != BL_SKILL)
  1748. return 0;
  1749. if(!unit->alive)
  1750. return 0;
  1751. skillid = va_arg(ap,int);
  1752. g_skillid = unit->group->skill_id;
  1753. switch (skillid)
  1754. {
  1755. case MG_SAFETYWALL:
  1756. case AL_PNEUMA:
  1757. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1758. return 0;
  1759. break;
  1760. case AL_WARP:
  1761. case HT_SKIDTRAP:
  1762. case MA_SKIDTRAP:
  1763. case HT_LANDMINE:
  1764. case MA_LANDMINE:
  1765. case HT_ANKLESNARE:
  1766. case HT_SHOCKWAVE:
  1767. case HT_SANDMAN:
  1768. case MA_SANDMAN:
  1769. case HT_FLASHER:
  1770. case HT_FREEZINGTRAP:
  1771. case MA_FREEZINGTRAP:
  1772. case HT_BLASTMINE:
  1773. case HT_CLAYMORETRAP:
  1774. case HT_TALKIEBOX:
  1775. case HP_BASILICA:
  1776. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1777. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1778. return 0;
  1779. break;
  1780. default: //Avoid stacking with same kind of trap. [Skotlex]
  1781. if (g_skillid != skillid)
  1782. return 0;
  1783. break;
  1784. }
  1785. return 1;
  1786. }
  1787. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1788. {
  1789. //Non players do not check for the skill's splash-trigger area.
  1790. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1791. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1792. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1793. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1794. return 0;
  1795. }
  1796. range += layout_type;
  1797. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1798. }
  1799. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1800. {
  1801. int skillid;
  1802. if(bl->prev == NULL)
  1803. return 0;
  1804. skillid = va_arg(ap,int);
  1805. if( status_isdead(bl) && skillid != AL_WARP )
  1806. return 0;
  1807. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1808. return 0;
  1809. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1810. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1811. return 1;
  1812. }
  1813. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1814. {
  1815. int range, type;
  1816. switch (skillid) { // to be expanded later
  1817. case WZ_ICEWALL:
  1818. range = 2;
  1819. break;
  1820. default:
  1821. {
  1822. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1823. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1824. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1825. return 0;
  1826. }
  1827. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1828. }
  1829. break;
  1830. }
  1831. // if the caster is a monster/NPC, only check for players
  1832. // otherwise just check characters
  1833. if (bl->type == BL_PC)
  1834. type = BL_CHAR;
  1835. else
  1836. type = BL_PC;
  1837. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1838. x - range, y - range, x + range, y + range,
  1839. type, skillid);
  1840. }
  1841. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1842. {
  1843. struct map_session_data *sd;
  1844. int gid, id, strvit, agidex;
  1845. sd = (struct map_session_data *)bl;
  1846. id = va_arg(ap,int);
  1847. gid = va_arg(ap,int);
  1848. if (sd->status.guild_id != gid)
  1849. return 0;
  1850. if(id == sd->bl.id && battle_config.guild_aura&16)
  1851. return 0;
  1852. strvit = va_arg(ap,int);
  1853. agidex = va_arg(ap,int);
  1854. if (sd->sc.data[SC_GUILDAURA]) {
  1855. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1856. if (sce->val3 != strvit || sce->val4 != agidex) {
  1857. sce->val3 = strvit;
  1858. sce->val4 = agidex;
  1859. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1860. }
  1861. return 0;
  1862. }
  1863. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1864. return 1;
  1865. }
  1866. /*==========================================
  1867. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1868. * Flag:
  1869. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1870. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1871. *------------------------------------------*/
  1872. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1873. {
  1874. struct status_data *status;
  1875. struct map_session_data *sd = NULL;
  1876. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1877. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1878. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1879. return 0;
  1880. nullpo_retr(0,bl);
  1881. switch( bl->type )
  1882. {
  1883. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1884. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1885. }
  1886. status = status_get_status_data(bl);
  1887. if( (j = skill_get_index(skill)) == 0 )
  1888. return 0;
  1889. // Requeriments
  1890. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1891. {
  1892. itemid[i] = skill_db[j].itemid[i];
  1893. amount[i] = skill_db[j].amount[i];
  1894. }
  1895. hp = skill_db[j].hp[lv-1];
  1896. sp = skill_db[j].sp[lv-1];
  1897. hp_rate = skill_db[j].hp_rate[lv-1];
  1898. sp_rate = skill_db[j].sp_rate[lv-1];
  1899. state = skill_db[j].state;
  1900. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1901. hp += (status->max_hp * mhp) / 100;
  1902. if( hp_rate > 0 )
  1903. hp += (status->hp * hp_rate) / 100;
  1904. else
  1905. hp += (status->max_hp * (-hp_rate)) / 100;
  1906. if( sp_rate > 0 )
  1907. sp += (status->sp * sp_rate) / 100;
  1908. else
  1909. sp += (status->max_sp * (-sp_rate)) / 100;
  1910. if( bl->type == BL_HOM )
  1911. { // Intimacy Requeriments
  1912. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1913. switch( skill )
  1914. {
  1915. case HFLI_SBR44:
  1916. if( hd->homunculus.intimacy <= 200 )
  1917. return 0;
  1918. break;
  1919. case HVAN_EXPLOSION:
  1920. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1921. return 0;
  1922. break;
  1923. }
  1924. }
  1925. if( !(type&2) )
  1926. {
  1927. if( hp > 0 && status->hp <= (unsigned int)hp )
  1928. {
  1929. clif_skill_fail(sd, skill, 2, 0);
  1930. return 0;
  1931. }
  1932. if( sp > 0 && status->sp <= (unsigned int)sp )
  1933. {
  1934. clif_skill_fail(sd, skill, 1, 0);
  1935. return 0;
  1936. }
  1937. }
  1938. if( !type )
  1939. switch( state )
  1940. {
  1941. case ST_MOVE_ENABLE:
  1942. if( !unit_can_move(bl) )
  1943. {
  1944. clif_skill_fail(sd, skill, 0, 0);
  1945. return 0;
  1946. }
  1947. break;
  1948. }
  1949. if( !(type&1) )
  1950. return 1;
  1951. // Check item existences
  1952. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1953. {
  1954. index[i] = -1;
  1955. if( itemid[i] < 1 ) continue; // No item
  1956. index[i] = pc_search_inventory(sd, itemid[i]);
  1957. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1958. {
  1959. clif_skill_fail(sd, skill, 0, 0);
  1960. return 0;
  1961. }
  1962. }
  1963. // Consume items
  1964. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1965. {
  1966. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1967. }
  1968. if( type&2 )
  1969. return 1;
  1970. if( sp || hp )
  1971. status_zap(bl, hp, sp);
  1972. return 1;
  1973. }
  1974. /*==========================================
  1975. *
  1976. *------------------------------------------*/
  1977. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1978. {
  1979. return 1;
  1980. }
  1981. /*==========================================
  1982. *
  1983. *------------------------------------------*/
  1984. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1985. {
  1986. struct block_list *src = map_id2bl(id),*target;
  1987. struct unit_data *ud = unit_bl2ud(src);
  1988. struct skill_timerskill *skl = NULL;
  1989. int range;
  1990. nullpo_retr(0, src);
  1991. nullpo_retr(0, ud);
  1992. skl = ud->skilltimerskill[data];
  1993. nullpo_retr(0, skl);
  1994. ud->skilltimerskill[data] = NULL;
  1995. do {
  1996. if(src->prev == NULL)
  1997. break;
  1998. if(skl->target_id) {
  1999. target = map_id2bl(skl->target_id);
  2000. if(!target && skl->skill_id == RG_INTIMIDATE)
  2001. target = src; //Required since it has to warp.
  2002. if(target == NULL)
  2003. break;
  2004. if(target->prev == NULL)
  2005. break;
  2006. if(src->m != target->m)
  2007. break;
  2008. if(status_isdead(src))
  2009. break;
  2010. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2011. break;
  2012. switch(skl->skill_id) {
  2013. case RG_INTIMIDATE:
  2014. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2015. short x,y;
  2016. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2017. if (target != src && !status_isdead(target))
  2018. unit_warp(target, -1, x, y, 3);
  2019. }
  2020. break;
  2021. case BA_FROSTJOKER:
  2022. case DC_SCREAM:
  2023. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2024. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2025. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2026. break;
  2027. case NPC_EARTHQUAKE:
  2028. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2029. skill_area_temp[1] = src->id;
  2030. skill_area_temp[2] = 0;
  2031. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2032. if( skl->type > 1 )
  2033. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2034. break;
  2035. case WZ_WATERBALL:
  2036. if (!status_isdead(target))
  2037. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2038. if (skl->type>1 && !status_isdead(target)) {
  2039. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2040. } else {
  2041. struct status_change *sc = status_get_sc(src);
  2042. if(sc) {
  2043. if(sc->data[SC_MAGICPOWER])
  2044. status_change_end(src,SC_MAGICPOWER,-1);
  2045. if(sc->data[SC_SPIRIT] &&
  2046. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2047. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2048. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2049. }
  2050. }
  2051. break;
  2052. default:
  2053. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2054. break;
  2055. }
  2056. }
  2057. else {
  2058. if(src->m != skl->map)
  2059. break;
  2060. switch( skl->skill_id )
  2061. {
  2062. case WZ_METEOR:
  2063. if( skl->type >= 0 )
  2064. {
  2065. int x = skl->type>>16, y = skl->type&0xFFFF;
  2066. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2067. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2068. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2069. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2070. }
  2071. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2072. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2073. break;
  2074. }
  2075. }
  2076. } while (0);
  2077. //Free skl now that it is no longer needed.
  2078. ers_free(skill_timer_ers, skl);
  2079. return 0;
  2080. }
  2081. /*==========================================
  2082. *
  2083. *------------------------------------------*/
  2084. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2085. {
  2086. int i;
  2087. struct unit_data *ud;
  2088. nullpo_retr(1, src);
  2089. ud = unit_bl2ud(src);
  2090. nullpo_retr(1, ud);
  2091. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2092. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2093. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2094. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2095. ud->skilltimerskill[i]->src_id = src->id;
  2096. ud->skilltimerskill[i]->target_id = target;
  2097. ud->skilltimerskill[i]->skill_id = skill_id;
  2098. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2099. ud->skilltimerskill[i]->map = src->m;
  2100. ud->skilltimerskill[i]->x = x;
  2101. ud->skilltimerskill[i]->y = y;
  2102. ud->skilltimerskill[i]->type = type;
  2103. ud->skilltimerskill[i]->flag = flag;
  2104. return 0;
  2105. }
  2106. /*==========================================
  2107. *
  2108. *------------------------------------------*/
  2109. int skill_cleartimerskill (struct block_list *src)
  2110. {
  2111. int i;
  2112. struct unit_data *ud;
  2113. nullpo_retr(0, src);
  2114. ud = unit_bl2ud(src);
  2115. nullpo_retr(0, ud);
  2116. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2117. if(ud->skilltimerskill[i]) {
  2118. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2119. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2120. ud->skilltimerskill[i]=NULL;
  2121. }
  2122. }
  2123. return 1;
  2124. }
  2125. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2126. {
  2127. TBL_SKILL *su = (TBL_SKILL*)bl;
  2128. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2129. { //Reveal trap.
  2130. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2131. //clif_changetraplook(bl, su->group->unit_id);
  2132. clif_skill_setunit(su);
  2133. return 1;
  2134. }
  2135. return 0;
  2136. }
  2137. /*==========================================
  2138. *
  2139. *
  2140. *------------------------------------------*/
  2141. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2142. {
  2143. struct map_session_data *sd = NULL, *tsd = NULL;
  2144. struct status_data *tstatus;
  2145. struct status_change *sc;
  2146. if (skillid > 0 && skilllv <= 0) return 0;
  2147. nullpo_retr(1, src);
  2148. nullpo_retr(1, bl);
  2149. if (src->m != bl->m)
  2150. return 1;
  2151. if (bl->prev == NULL)
  2152. return 1;
  2153. sd = BL_CAST(BL_PC, src);
  2154. tsd = BL_CAST(BL_PC, bl);
  2155. if (status_isdead(bl))
  2156. return 1;
  2157. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2158. { //GTB makes all targetted magic display miss with a single bolt.
  2159. sc_type sct = status_skill2sc(skillid);
  2160. if(sct != SC_NONE)
  2161. status_change_end(bl, sct, -1);
  2162. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2163. return 1;
  2164. }
  2165. sc = status_get_sc(src);
  2166. if (sc && !sc->count)
  2167. sc = NULL; //Unneeded
  2168. tstatus = status_get_status_data(bl);
  2169. map_freeblock_lock();
  2170. switch(skillid)
  2171. {
  2172. case MER_CRASH:
  2173. case SM_BASH:
  2174. case MS_BASH:
  2175. case MC_MAMMONITE:
  2176. case TF_DOUBLE:
  2177. case AC_DOUBLE:
  2178. case MA_DOUBLE:
  2179. case AS_SONICBLOW:
  2180. case KN_PIERCE:
  2181. case ML_PIERCE:
  2182. case KN_SPEARBOOMERANG:
  2183. case TF_POISON:
  2184. case TF_SPRINKLESAND:
  2185. case AC_CHARGEARROW:
  2186. case MA_CHARGEARROW:
  2187. case RG_INTIMIDATE:
  2188. case AM_ACIDTERROR:
  2189. case BA_MUSICALSTRIKE:
  2190. case DC_THROWARROW:
  2191. case BA_DISSONANCE:
  2192. case CR_HOLYCROSS:
  2193. case NPC_DARKCROSS:
  2194. case CR_SHIELDCHARGE:
  2195. case CR_SHIELDBOOMERANG:
  2196. case NPC_PIERCINGATT:
  2197. case NPC_MENTALBREAKER:
  2198. case NPC_RANGEATTACK:
  2199. case NPC_CRITICALSLASH:
  2200. case NPC_COMBOATTACK:
  2201. case NPC_GUIDEDATTACK:
  2202. case NPC_POISON:
  2203. case NPC_RANDOMATTACK:
  2204. case NPC_WATERATTACK:
  2205. case NPC_GROUNDATTACK:
  2206. case NPC_FIREATTACK:
  2207. case NPC_WINDATTACK:
  2208. case NPC_POISONATTACK:
  2209. case NPC_HOLYATTACK:
  2210. case NPC_DARKNESSATTACK:
  2211. case NPC_TELEKINESISATTACK:
  2212. case NPC_UNDEADATTACK:
  2213. case NPC_ARMORBRAKE:
  2214. case NPC_WEAPONBRAKER:
  2215. case NPC_HELMBRAKE:
  2216. case NPC_SHIELDBRAKE:
  2217. case NPC_BLINDATTACK:
  2218. case NPC_SILENCEATTACK:
  2219. case NPC_STUNATTACK:
  2220. case NPC_PETRIFYATTACK:
  2221. case NPC_CURSEATTACK:
  2222. case NPC_SLEEPATTACK:
  2223. case LK_AURABLADE:
  2224. case LK_SPIRALPIERCE:
  2225. case ML_SPIRALPIERCE:
  2226. case LK_HEADCRUSH:
  2227. case CG_ARROWVULCAN:
  2228. case HW_MAGICCRASHER:
  2229. case ITM_TOMAHAWK:
  2230. case MO_TRIPLEATTACK:
  2231. case CH_CHAINCRUSH:
  2232. case CH_TIGERFIST:
  2233. case PA_SHIELDCHAIN: // Shield Chain
  2234. case PA_SACRIFICE:
  2235. case WS_CARTTERMINATION: // Cart Termination
  2236. case AS_VENOMKNIFE:
  2237. case HT_PHANTASMIC:
  2238. case HT_POWER:
  2239. case TK_DOWNKICK:
  2240. case TK_COUNTER:
  2241. case GS_CHAINACTION:
  2242. case GS_TRIPLEACTION:
  2243. case GS_MAGICALBULLET:
  2244. case GS_TRACKING:
  2245. case GS_PIERCINGSHOT:
  2246. case GS_RAPIDSHOWER:
  2247. case GS_DUST:
  2248. case GS_DISARM: // Added disarm. [Reddozen]
  2249. case GS_FULLBUSTER:
  2250. case NJ_SYURIKEN:
  2251. case NJ_KUNAI:
  2252. case ASC_BREAKER:
  2253. case HFLI_MOON: //[orn]
  2254. case HFLI_SBR44: //[orn]
  2255. case NPC_BLEEDING:
  2256. case NPC_CRITICALWOUND:
  2257. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2258. break;
  2259. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2260. switch( rand()%6 ){
  2261. case 0: flag |= BREAK_ANKLE; break;
  2262. case 1: flag |= BREAK_WRIST; break;
  2263. case 2: flag |= BREAK_KNEE; break;
  2264. case 3: flag |= BREAK_SHOULDER; break;
  2265. case 4: flag |= BREAK_WAIST; break;
  2266. case 5: flag |= BREAK_NECK; break;
  2267. }
  2268. //TODO: is there really no cleaner way to do this?
  2269. sc = status_get_sc(bl);
  2270. if (sc) sc->jb_flag = flag;
  2271. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2272. break;
  2273. case MO_COMBOFINISH:
  2274. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2275. { //Becomes a splash attack when Soul Linked.
  2276. map_foreachinrange(skill_area_sub, bl,
  2277. skill_get_splash(skillid, skilllv),splash_target(src),
  2278. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2279. skill_castend_damage_id);
  2280. } else
  2281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2282. break;
  2283. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2285. skill_area_temp[1] = 0;
  2286. map_foreachinrange(skill_attack_area, src,
  2287. skill_get_splash(skillid, skilllv), splash_target(src),
  2288. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2289. break;
  2290. case KN_CHARGEATK:
  2291. {
  2292. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2293. unsigned int dist = distance_bl(src, bl);
  2294. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2295. // teleport to target (if not on WoE grounds)
  2296. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2297. clif_slide(src, bl->x, bl->y);
  2298. // cause damage and knockback if the path to target was a straight one
  2299. if( path )
  2300. {
  2301. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2302. skill_blown(src, bl, dist, dir, 0);
  2303. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2304. // make the caster look in the direction of the target
  2305. unit_setdir(src, (dir+4)%8);
  2306. }
  2307. }
  2308. break;
  2309. case TK_JUMPKICK:
  2310. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2311. {
  2312. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2313. clif_slide(src,bl->x,bl->y);
  2314. }
  2315. break;
  2316. case SN_SHARPSHOOTING:
  2317. case MA_SHARPSHOOTING:
  2318. case NJ_KAMAITACHI:
  2319. //It won't shoot through walls since on castend there has to be a direct
  2320. //line of sight between caster and target.
  2321. skill_area_temp[1] = bl->id;
  2322. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2323. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2324. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2325. break;
  2326. case NPC_ACIDBREATH:
  2327. case NPC_DARKNESSBREATH:
  2328. case NPC_FIREBREATH:
  2329. case NPC_ICEBREATH:
  2330. case NPC_THUNDERBREATH:
  2331. skill_area_temp[1] = bl->id;
  2332. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2333. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2334. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2335. break;
  2336. case MO_INVESTIGATE:
  2337. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2338. if (sc && sc->data[SC_BLADESTOP])
  2339. status_change_end(src,SC_BLADESTOP,-1);
  2340. break;
  2341. case RG_BACKSTAP:
  2342. {
  2343. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2344. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2345. if (sc && sc->data[SC_HIDING])
  2346. status_change_end(src, SC_HIDING, -1);
  2347. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2348. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2349. unit_setdir(bl,dir);
  2350. }
  2351. else if (sd)
  2352. clif_skill_fail(sd,skillid,0,0);
  2353. }
  2354. break;
  2355. case MO_FINGEROFFENSIVE:
  2356. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2357. if (battle_config.finger_offensive_type && sd) {
  2358. int i;
  2359. for (i = 1; i < sd->spiritball_old; i++)
  2360. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2361. }
  2362. if (sc && sc->data[SC_BLADESTOP])
  2363. status_change_end(src,SC_BLADESTOP,-1);
  2364. break;
  2365. case MO_CHAINCOMBO:
  2366. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2367. if (sc && sc->data[SC_BLADESTOP])
  2368. status_change_end(src,SC_BLADESTOP,-1);
  2369. break;
  2370. case NJ_ISSEN:
  2371. status_change_end(src,SC_NEN,-1);
  2372. status_change_end(src,SC_HIDING,-1);
  2373. // fall through
  2374. case MO_EXTREMITYFIST:
  2375. if( skillid == MO_EXTREMITYFIST )
  2376. {
  2377. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2378. status_change_end(src,SC_BLADESTOP,-1);
  2379. }
  2380. //Client expects you to move to target regardless of distance
  2381. {
  2382. struct unit_data *ud = unit_bl2ud(src);
  2383. short dx,dy;
  2384. int i,speed;
  2385. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2386. dx = bl->x - src->x;
  2387. dy = bl->y - src->y;
  2388. if (dx < 0) dx-=i;
  2389. else if (dx > 0) dx+=i;
  2390. if (dy < 0) dy-=i;
  2391. else if (dy > 0) dy+=i;
  2392. if (!dx && !dy) dy++;
  2393. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2394. {
  2395. dx = bl->x;
  2396. dy = bl->y;
  2397. } else {
  2398. dx = src->x + dx;
  2399. dy = src->y + dy;
  2400. }
  2401. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2402. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2403. //Increase can't walk delay to not alter your walk path
  2404. ud->canmove_tick = tick;
  2405. speed = status_get_speed(src);
  2406. for (i = 0; i < ud->walkpath.path_len; i ++)
  2407. {
  2408. if(ud->walkpath.path[i]&1)
  2409. ud->canmove_tick+=7*speed/5;
  2410. else
  2411. ud->canmove_tick+=speed;
  2412. }
  2413. }
  2414. }
  2415. break;
  2416. //Splash attack skills.
  2417. case AS_GRIMTOOTH:
  2418. case MC_CARTREVOLUTION:
  2419. case NPC_SPLASHATTACK:
  2420. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2421. case AS_SPLASHER:
  2422. case SM_MAGNUM:
  2423. case MS_MAGNUM:
  2424. case HT_BLITZBEAT:
  2425. case AC_SHOWER:
  2426. case MA_SHOWER:
  2427. case MG_NAPALMBEAT:
  2428. case MG_FIREBALL:
  2429. case RG_RAID:
  2430. case HW_NAPALMVULCAN:
  2431. case NJ_HUUMA:
  2432. case NJ_BAKUENRYU:
  2433. case ASC_METEORASSAULT:
  2434. case GS_DESPERADO:
  2435. case GS_SPREADATTACK:
  2436. case NPC_EARTHQUAKE:
  2437. case NPC_PULSESTRIKE:
  2438. case NPC_HELLJUDGEMENT:
  2439. if( flag&1 )
  2440. { //Recursive invocation
  2441. // skill_area_temp[0] holds number of targets in area
  2442. // skill_area_temp[1] holds the id of the original target
  2443. // skill_area_temp[2] counts how many targets have already been processed
  2444. int sflag = skill_area_temp[0] & 0xFFF;
  2445. if( flag&SD_LEVEL )
  2446. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2447. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2448. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2449. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2450. }
  2451. else
  2452. {
  2453. if ( skillid == NJ_BAKUENRYU )
  2454. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2455. skill_area_temp[0] = 0;
  2456. skill_area_temp[1] = bl->id;
  2457. skill_area_temp[2] = 0;
  2458. // if skill damage should be split among targets, count them
  2459. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2460. //special case: Venom Splasher uses a different range for searching than for splashing
  2461. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2462. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2463. // recursive invocation of skill_castend_damage_id() with flag|1
  2464. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2465. //FIXME: Isn't EarthQuake a ground skill after all?
  2466. if( skillid == NPC_EARTHQUAKE )
  2467. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2468. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2469. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2470. { // Initiate 10% of your damage becomes fire element.
  2471. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2472. if( sd )
  2473. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2474. if( bl->type == BL_MER )
  2475. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2476. }
  2477. }
  2478. break;
  2479. case KN_BRANDISHSPEAR:
  2480. case ML_BRANDISH:
  2481. //Coded apart for it needs the flag passed to the damage calculation.
  2482. if (skill_area_temp[1] != bl->id)
  2483. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2484. else
  2485. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2486. break;
  2487. case KN_BOWLINGBASH:
  2488. case MS_BOWLINGBASH:
  2489. if(flag&1){
  2490. if(bl->id==skill_area_temp[1])
  2491. break;
  2492. //two hits for 500%
  2493. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2494. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2495. } else {
  2496. int i,c;
  2497. c = skill_get_blewcount(skillid,skilllv);
  2498. // keep moving target in the direction that src is looking, square by square
  2499. for(i=0;i<c;i++){
  2500. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2501. break; //Can't knockback
  2502. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2503. if( skill_area_temp[0] > 1 ) break; // collision
  2504. }
  2505. clif_blown(bl); //Update target pos.
  2506. if (i!=c) { //Splash
  2507. skill_area_temp[1] = bl->id;
  2508. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2509. }
  2510. //Weirdo dual-hit property, two attacks for 500%
  2511. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2512. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2513. }
  2514. break;
  2515. case KN_SPEARSTAB:
  2516. if(flag&1) {
  2517. if (bl->id==skill_area_temp[1])
  2518. break;
  2519. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2520. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2521. } else {
  2522. int x=bl->x,y=bl->y,i,dir;
  2523. dir = map_calc_dir(bl,src->x,src->y);
  2524. skill_area_temp[1] = bl->id;
  2525. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2526. // all the enemies between the caster and the target are hit, as well as the target
  2527. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2528. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2529. for (i=0;i<4;i++) {
  2530. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2531. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2532. x += dirx[dir];
  2533. y += diry[dir];
  2534. }
  2535. }
  2536. break;
  2537. case TK_TURNKICK:
  2538. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2539. {
  2540. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2541. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2542. map_foreachinrange(skill_area_sub,bl,
  2543. skill_get_splash(skillid, skilllv),BL_CHAR,
  2544. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2545. skill_castend_nodamage_id);
  2546. }
  2547. break;
  2548. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2549. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2550. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2551. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2552. break;
  2553. case PR_TURNUNDEAD:
  2554. case ALL_RESURRECTION:
  2555. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2556. break;
  2557. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2558. break;
  2559. case MG_SOULSTRIKE:
  2560. case NPC_DARKSTRIKE:
  2561. case MG_COLDBOLT:
  2562. case MG_FIREBOLT:
  2563. case MG_LIGHTNINGBOLT:
  2564. case WZ_EARTHSPIKE:
  2565. case AL_HEAL:
  2566. case AL_HOLYLIGHT:
  2567. case WZ_JUPITEL:
  2568. case NPC_DARKTHUNDER:
  2569. case PR_ASPERSIO:
  2570. case MG_FROSTDIVER:
  2571. case WZ_SIGHTBLASTER:
  2572. case WZ_SIGHTRASHER:
  2573. case NJ_KOUENKA:
  2574. case NJ_HYOUSENSOU:
  2575. case NJ_HUUJIN:
  2576. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2577. break;
  2578. case NPC_MAGICALATTACK:
  2579. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2580. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2581. break;
  2582. case HVAN_CAPRICE: //[blackhole89]
  2583. {
  2584. int ran=rand()%4;
  2585. int sid = 0;
  2586. switch(ran)
  2587. {
  2588. case 0: sid=MG_COLDBOLT; break;
  2589. case 1: sid=MG_FIREBOLT; break;
  2590. case 2: sid=MG_LIGHTNINGBOLT; break;
  2591. case 3: sid=WZ_EARTHSPIKE; break;
  2592. }
  2593. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2594. }
  2595. break;
  2596. case WZ_WATERBALL:
  2597. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2598. {
  2599. int range = skilllv / 2;
  2600. int maxlv = skill_get_max(skillid); // learnable level
  2601. int count = 0;
  2602. int x, y;
  2603. struct skill_unit* unit;
  2604. if( skilllv > maxlv )
  2605. {
  2606. if( src->type == BL_MOB && skilllv == 10 )
  2607. range = 4;
  2608. else
  2609. range = maxlv / 2;
  2610. }
  2611. for( y = src->y - range; y <= src->y + range; ++y )
  2612. for( x = src->x - range; x <= src->x + range; ++x )
  2613. {
  2614. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2615. {
  2616. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2617. count++; // natural water cell
  2618. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2619. {
  2620. count++; // skill-induced water cell
  2621. skill_delunit(unit); // consume cell
  2622. }
  2623. }
  2624. }
  2625. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2626. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2627. }
  2628. break;
  2629. case PR_BENEDICTIO:
  2630. //Should attack undead and demons. [Skotlex]
  2631. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2632. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2633. break;
  2634. case SL_SMA:
  2635. if (sc && sc->data[SC_SMA])
  2636. status_change_end(src,SC_SMA,-1);
  2637. case SL_STIN:
  2638. case SL_STUN:
  2639. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2640. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2641. clif_skill_fail(sd,skillid,0,0);
  2642. break;
  2643. }
  2644. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2645. break;
  2646. case NPC_DARKBREATH:
  2647. clif_emotion(src,7);
  2648. case SN_FALCONASSAULT:
  2649. case PA_PRESSURE:
  2650. case CR_ACIDDEMONSTRATION:
  2651. case TF_THROWSTONE:
  2652. case NPC_SMOKING:
  2653. case GS_FLING:
  2654. case NJ_ZENYNAGE:
  2655. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2656. break;
  2657. case HVAN_EXPLOSION:
  2658. case NPC_SELFDESTRUCTION:
  2659. if (src != bl)
  2660. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2661. break;
  2662. // Celest
  2663. case PF_SOULBURN:
  2664. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2665. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2666. if (skilllv == 5)
  2667. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2668. status_percent_damage(src, bl, 0, 100, false);
  2669. } else {
  2670. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2671. if (skilllv == 5)
  2672. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2673. status_percent_damage(src, src, 0, 100, false);
  2674. }
  2675. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2676. break;
  2677. case NPC_BLOODDRAIN:
  2678. case NPC_ENERGYDRAIN:
  2679. {
  2680. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2681. src, src, bl, skillid, skilllv, tick, flag);
  2682. if (heal > 0){
  2683. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2684. status_heal(src, heal, 0, 0);
  2685. }
  2686. }
  2687. break;
  2688. case GS_BULLSEYE:
  2689. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2690. break;
  2691. case NJ_KASUMIKIRI:
  2692. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2693. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2694. break;
  2695. case NJ_KIRIKAGE:
  2696. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2697. { //You don't move on GVG grounds.
  2698. short x, y;
  2699. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2700. if (unit_movepos(src, x, y, 0, 0))
  2701. clif_slide(src,src->x,src->y);
  2702. }
  2703. if (sc && sc->data[SC_HIDING])
  2704. status_change_end(src, SC_HIDING, -1);
  2705. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2706. break;
  2707. case 0:
  2708. if(sd) {
  2709. if (flag & 3){
  2710. if (bl->id != skill_area_temp[1])
  2711. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2712. } else {
  2713. skill_area_temp[1] = bl->id;
  2714. map_foreachinrange(skill_area_sub, bl,
  2715. sd->splash_range, BL_CHAR,
  2716. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2717. skill_castend_damage_id);
  2718. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2719. }
  2720. }
  2721. break;
  2722. default:
  2723. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2724. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2725. 0, abs(skill_get_num(skillid, skilllv)),
  2726. skillid, skilllv, skill_get_hit(skillid));
  2727. map_freeblock_unlock();
  2728. return 1;
  2729. }
  2730. map_freeblock_unlock();
  2731. if( sd && !(flag&1) )
  2732. {
  2733. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2734. battle_consume_ammo(sd, skillid, skilllv);
  2735. if( !sd->state.skillonskill )
  2736. skill_onskillusage(sd, bl, skillid, tick);
  2737. skill_consume_requirement(sd,skillid,skilllv,2);
  2738. }
  2739. return 0;
  2740. }
  2741. /*==========================================
  2742. *
  2743. *------------------------------------------*/
  2744. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2745. {
  2746. struct map_session_data *sd, *dstsd;
  2747. struct mob_data *md, *dstmd;
  2748. struct homun_data *hd;
  2749. struct mercenary_data *mer;
  2750. struct status_data *sstatus, *tstatus;
  2751. struct status_change *tsc;
  2752. struct status_change_entry *tsce;
  2753. int i;
  2754. enum sc_type type;
  2755. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2756. nullpo_retr(1, src);
  2757. nullpo_retr(1, bl);
  2758. if (src->m != bl->m)
  2759. return 1;
  2760. sd = BL_CAST(BL_PC, src);
  2761. hd = BL_CAST(BL_HOM, src);
  2762. md = BL_CAST(BL_MOB, src);
  2763. mer = BL_CAST(BL_MER, src);
  2764. dstsd = BL_CAST(BL_PC, bl);
  2765. dstmd = BL_CAST(BL_MOB, bl);
  2766. if(bl->prev == NULL)
  2767. return 1;
  2768. if(status_isdead(src))
  2769. return 1;
  2770. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2771. return 1;
  2772. tstatus = status_get_status_data(bl);
  2773. sstatus = status_get_status_data(src);
  2774. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2775. switch (skillid) {
  2776. case HLIF_HEAL: //[orn]
  2777. if (bl->type != BL_HOM) {
  2778. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2779. break ;
  2780. }
  2781. case AL_HEAL:
  2782. case ALL_RESURRECTION:
  2783. case PR_ASPERSIO:
  2784. //Apparently only player casted skills can be offensive like this.
  2785. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2786. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2787. //Offensive heal does not works on non-enemies. [Skotlex]
  2788. clif_skill_fail(sd,skillid,0,0);
  2789. return 0;
  2790. }
  2791. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2792. }
  2793. break;
  2794. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2795. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2796. default:
  2797. //Skill is actually ground placed.
  2798. if (src == bl && skill_get_unit_id(skillid,0))
  2799. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2800. }
  2801. type = status_skill2sc(skillid);
  2802. tsc = status_get_sc(bl);
  2803. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2804. if (src!=bl && type > -1 &&
  2805. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2806. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2807. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2808. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2809. map_freeblock_lock();
  2810. switch(skillid)
  2811. {
  2812. case HLIF_HEAL: //[orn]
  2813. case AL_HEAL:
  2814. {
  2815. int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
  2816. int heal_get_jobexp;
  2817. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2818. heal=0;
  2819. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2820. heal = heal*2;
  2821. if( tsc && tsc->count )
  2822. {
  2823. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2824. { //Bounce back heal
  2825. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2826. status_change_end(bl, SC_KAITE, -1);
  2827. if (src == bl)
  2828. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2829. else {
  2830. bl = src;
  2831. dstsd = sd;
  2832. }
  2833. } else
  2834. if (tsc->data[SC_BERSERK])
  2835. heal = 0; //Needed so that it actually displays 0 when healing.
  2836. }
  2837. heal_get_jobexp = status_heal(bl,heal,0,0);
  2838. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2839. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2840. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2841. if (heal_get_jobexp <= 0)
  2842. heal_get_jobexp = 1;
  2843. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2844. }
  2845. }
  2846. break;
  2847. case PR_REDEMPTIO:
  2848. if (sd && !(flag&1)) {
  2849. if (sd->status.party_id == 0) {
  2850. clif_skill_fail(sd,skillid,0,0);
  2851. break;
  2852. }
  2853. skill_area_temp[0] = 0;
  2854. party_foreachsamemap(skill_area_sub,
  2855. sd,skill_get_splash(skillid, skilllv),
  2856. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2857. skill_castend_nodamage_id);
  2858. if (skill_area_temp[0] == 0) {
  2859. clif_skill_fail(sd,skillid,0,0);
  2860. break;
  2861. }
  2862. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2863. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2864. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2865. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2866. clif_updatestatus(sd,SP_BASEEXP);
  2867. clif_updatestatus(sd,SP_JOBEXP);
  2868. }
  2869. status_set_hp(src, 1, 0);
  2870. status_set_sp(src, 0, 0);
  2871. break;
  2872. } else if (status_isdead(bl) && flag&1) { //Revive
  2873. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2874. skilllv = 3; //Resurrection level 3 is used
  2875. } else //Invalid target, skip resurrection.
  2876. break;
  2877. case ALL_RESURRECTION:
  2878. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2879. { //No reviving in WoE grounds!
  2880. clif_skill_fail(sd,skillid,0,0);
  2881. break;
  2882. }
  2883. if (!status_isdead(bl))
  2884. break;
  2885. {
  2886. int per = 0, sper = 0;
  2887. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2888. break;
  2889. switch(skilllv){
  2890. case 1: per=10; break;
  2891. case 2: per=30; break;
  2892. case 3: per=50; break;
  2893. case 4: per=80; break;
  2894. }
  2895. if(dstsd && dstsd->special_state.restart_full_recover)
  2896. per = sper = 100;
  2897. if (status_revive(bl, per, sper))
  2898. {
  2899. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2900. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2901. {
  2902. int exp = 0,jexp = 0;
  2903. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2904. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2905. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2906. if (exp < 1) exp = 1;
  2907. }
  2908. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2909. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2910. if (jexp < 1) jexp = 1;
  2911. }
  2912. if(exp > 0 || jexp > 0)
  2913. pc_gainexp (sd, bl, exp, jexp);
  2914. }
  2915. }
  2916. }
  2917. break;
  2918. case AL_DECAGI:
  2919. case MER_DECAGI:
  2920. clif_skill_nodamage (src, bl, skillid, skilllv,
  2921. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2922. break;
  2923. case AL_CRUCIS:
  2924. if (flag&1)
  2925. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2926. else {
  2927. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2928. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2929. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2930. }
  2931. break;
  2932. case PR_LEXDIVINA:
  2933. case MER_LEXDIVINA:
  2934. if( tsce )
  2935. status_change_end(bl,type, -1);
  2936. else
  2937. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2938. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2939. break;
  2940. case SA_ABRACADABRA:
  2941. {
  2942. int abra_skillid = 0, abra_skilllv;
  2943. do {
  2944. i = rand() % MAX_SKILL_ABRA_DB;
  2945. abra_skillid = skill_abra_db[i].skillid;
  2946. } while (abra_skillid == 0 ||
  2947. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2948. rand()%10000 >= skill_abra_db[i].per
  2949. );
  2950. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2951. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2952. if( sd )
  2953. {// player-casted
  2954. sd->state.abra_flag = 1;
  2955. sd->skillitem = abra_skillid;
  2956. sd->skillitemlv = abra_skilllv;
  2957. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2958. }
  2959. else
  2960. {// mob-casted
  2961. struct unit_data *ud = unit_bl2ud(src);
  2962. int inf = skill_get_inf(abra_skillid);
  2963. int target_id = 0;
  2964. if (!ud) break;
  2965. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2966. if (src->type == BL_PET)
  2967. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2968. if (!bl) bl = src;
  2969. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2970. } else { //Assume offensive skills
  2971. if (ud->target)
  2972. target_id = ud->target;
  2973. else switch (src->type) {
  2974. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2975. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2976. }
  2977. if (!target_id)
  2978. break;
  2979. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2980. bl = map_id2bl(target_id);
  2981. if (!bl) bl = src;
  2982. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2983. } else
  2984. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2985. }
  2986. }
  2987. }
  2988. break;
  2989. case SA_COMA:
  2990. clif_skill_nodamage(src,bl,skillid,skilllv,
  2991. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2992. break;
  2993. case SA_FULLRECOVERY:
  2994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2995. if (status_isimmune(bl))
  2996. break;
  2997. status_percent_heal(bl, 100, 100);
  2998. break;
  2999. case NPC_ALLHEAL:
  3000. {
  3001. int heal;
  3002. if( status_isimmune(bl) )
  3003. break;
  3004. heal = status_percent_heal(bl, 100, 0);
  3005. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3006. if( skillid == NPC_ALLHEAL && dstmd )
  3007. { // Reset Damage Logs
  3008. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3009. dstmd->tdmg = 0;
  3010. }
  3011. }
  3012. break;
  3013. case SA_SUMMONMONSTER:
  3014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3015. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3016. break;
  3017. case SA_LEVELUP:
  3018. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3019. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3020. break;
  3021. case SA_INSTANTDEATH:
  3022. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3023. status_set_hp(bl,1,0);
  3024. break;
  3025. case SA_QUESTION:
  3026. case SA_GRAVITY:
  3027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3028. break;
  3029. case SA_CLASSCHANGE:
  3030. case SA_MONOCELL:
  3031. if (dstmd)
  3032. {
  3033. int class_;
  3034. if ( sd && dstmd->status.mode&MD_BOSS )
  3035. {
  3036. clif_skill_fail(sd,skillid,0,0);
  3037. break;
  3038. }
  3039. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3041. mob_class_change(dstmd,class_);
  3042. if( tsc && dstmd->status.mode&MD_BOSS )
  3043. {
  3044. 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 };
  3045. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3046. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  3047. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3048. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  3049. }
  3050. }
  3051. break;
  3052. case SA_DEATH:
  3053. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3054. {
  3055. clif_skill_fail(sd,skillid,0,0);
  3056. break;
  3057. }
  3058. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3059. status_kill(bl);
  3060. break;
  3061. case SA_REVERSEORCISH:
  3062. clif_skill_nodamage(src,bl,skillid,skilllv,
  3063. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3064. break;
  3065. case SA_FORTUNE:
  3066. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3067. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3068. break;
  3069. case SA_TAMINGMONSTER:
  3070. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3071. if (sd && dstmd) {
  3072. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3073. if( i < MAX_PET_DB )
  3074. pet_catch_process1(sd, dstmd->class_);
  3075. }
  3076. break;
  3077. case CR_PROVIDENCE:
  3078. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3079. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3080. clif_skill_fail(sd,skillid,0,0);
  3081. map_freeblock_unlock();
  3082. return 1;
  3083. }
  3084. }
  3085. clif_skill_nodamage(src,bl,skillid,skilllv,
  3086. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3087. break;
  3088. case CG_MARIONETTE:
  3089. {
  3090. struct status_change* sc = status_get_sc(src);
  3091. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3092. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3093. clif_skill_fail(sd,skillid,0,0);
  3094. map_freeblock_unlock();
  3095. return 1;
  3096. }
  3097. if( sc && tsc )
  3098. {
  3099. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3100. {
  3101. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3102. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3103. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3104. }
  3105. else
  3106. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3107. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3108. {
  3109. status_change_end(src, SC_MARIONETTE, -1);
  3110. status_change_end(bl, SC_MARIONETTE2, -1);
  3111. }
  3112. else
  3113. {
  3114. if( sd )
  3115. clif_skill_fail(sd,skillid,0,0);
  3116. map_freeblock_unlock();
  3117. return 1;
  3118. }
  3119. }
  3120. }
  3121. break;
  3122. case RG_CLOSECONFINE:
  3123. clif_skill_nodamage(src,bl,skillid,skilllv,
  3124. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3125. break;
  3126. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3127. case SA_FROSTWEAPON:
  3128. case SA_LIGHTNINGLOADER:
  3129. case SA_SEISMICWEAPON:
  3130. if (dstsd) {
  3131. if(dstsd->status.weapon == W_FIST ||
  3132. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3133. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3134. dstsd->sc.data[SC_FIREWEAPON] ||
  3135. dstsd->sc.data[SC_WATERWEAPON] ||
  3136. dstsd->sc.data[SC_WINDWEAPON] ||
  3137. dstsd->sc.data[SC_EARTHWEAPON] ||
  3138. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3139. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3140. dstsd->sc.data[SC_ENCPOISON]
  3141. ))
  3142. ) {
  3143. if (sd) clif_skill_fail(sd,skillid,0,0);
  3144. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3145. break;
  3146. }
  3147. }
  3148. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3149. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3150. if (sd)
  3151. clif_skill_fail(sd,skillid,0,0);
  3152. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3153. clif_displaymessage(sd->fd,"You broke target's weapon");
  3154. }
  3155. break;
  3156. case PR_ASPERSIO:
  3157. if (sd && dstmd) {
  3158. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3159. break;
  3160. }
  3161. clif_skill_nodamage(src,bl,skillid,skilllv,
  3162. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3163. break;
  3164. case ITEM_ENCHANTARMS:
  3165. clif_skill_nodamage(src,bl,skillid,skilllv,
  3166. sc_start2(bl,type,100,skilllv,
  3167. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3168. break;
  3169. case TK_SEVENWIND:
  3170. switch(skill_get_ele(skillid,skilllv)) {
  3171. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3172. case ELE_WIND : type = SC_WINDWEAPON; break;
  3173. case ELE_WATER : type = SC_WATERWEAPON; break;
  3174. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3175. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3176. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3177. case ELE_HOLY : type = SC_ASPERSIO; break;
  3178. }
  3179. clif_skill_nodamage(src,bl,skillid,skilllv,
  3180. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3181. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3182. break;
  3183. case PR_KYRIE:
  3184. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3185. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3186. break;
  3187. //Passive Magnum, should had been casted on yourself.
  3188. case SM_MAGNUM:
  3189. case MS_MAGNUM:
  3190. skill_area_temp[1] = 0;
  3191. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3192. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3193. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3194. //Initiate 10% of your damage becomes fire element.
  3195. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3196. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3197. break;
  3198. case AL_INCAGI:
  3199. case AL_BLESSING:
  3200. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3201. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3202. break;
  3203. }
  3204. case PR_SLOWPOISON:
  3205. case PR_IMPOSITIO:
  3206. case PR_LEXAETERNA:
  3207. case PR_SUFFRAGIUM:
  3208. case PR_BENEDICTIO:
  3209. case LK_BERSERK:
  3210. case MS_BERSERK:
  3211. case KN_AUTOCOUNTER:
  3212. case KN_TWOHANDQUICKEN:
  3213. case KN_ONEHAND:
  3214. case MER_QUICKEN:
  3215. case CR_SPEARQUICKEN:
  3216. case CR_REFLECTSHIELD:
  3217. case MS_REFLECTSHIELD:
  3218. case AS_POISONREACT:
  3219. case MC_LOUD:
  3220. case MG_ENERGYCOAT:
  3221. case MO_EXPLOSIONSPIRITS:
  3222. case MO_STEELBODY:
  3223. case MO_BLADESTOP:
  3224. case LK_AURABLADE:
  3225. case LK_PARRYING:
  3226. case MS_PARRYING:
  3227. case LK_CONCENTRATION:
  3228. case WS_CARTBOOST:
  3229. case SN_SIGHT:
  3230. case WS_MELTDOWN:
  3231. case WS_OVERTHRUSTMAX:
  3232. case ST_REJECTSWORD:
  3233. case HW_MAGICPOWER:
  3234. case PF_MEMORIZE:
  3235. case PA_SACRIFICE:
  3236. case ASC_EDP:
  3237. case PF_DOUBLECASTING:
  3238. case SG_SUN_COMFORT:
  3239. case SG_MOON_COMFORT:
  3240. case SG_STAR_COMFORT:
  3241. case NPC_HALLUCINATION:
  3242. case GS_MADNESSCANCEL:
  3243. case GS_ADJUSTMENT:
  3244. case GS_INCREASING:
  3245. case NJ_KASUMIKIRI:
  3246. case NJ_UTSUSEMI:
  3247. case NJ_NEN:
  3248. case NPC_DEFENDER:
  3249. case NPC_MAGICMIRROR:
  3250. clif_skill_nodamage(src,bl,skillid,skilllv,
  3251. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3252. break;
  3253. case NPC_STOP:
  3254. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  3255. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  3256. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  3257. break;
  3258. case HP_ASSUMPTIO:
  3259. if( sd && dstmd )
  3260. clif_skill_fail(sd,skillid,0,0);
  3261. else
  3262. clif_skill_nodamage(src,bl,skillid,skilllv,
  3263. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3264. break;
  3265. case MG_SIGHT:
  3266. case MER_SIGHT:
  3267. case AL_RUWACH:
  3268. case WZ_SIGHTBLASTER:
  3269. case NPC_WIDESIGHT:
  3270. case NPC_STONESKIN:
  3271. case NPC_ANTIMAGIC:
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,
  3273. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3274. break;
  3275. case HLIF_AVOID:
  3276. case HAMI_DEFENCE:
  3277. i = skill_get_time(skillid,skilllv);
  3278. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3279. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3280. break;
  3281. case NJ_BUNSINJYUTSU:
  3282. clif_skill_nodamage(src,bl,skillid,skilllv,
  3283. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3284. if (tsc && tsc->data[SC_NEN])
  3285. status_change_end(bl,SC_NEN,-1);
  3286. break;
  3287. /* Was modified to only affect targetted char. [Skotlex]
  3288. case HP_ASSUMPTIO:
  3289. if (flag&1)
  3290. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3291. else
  3292. {
  3293. map_foreachinrange(skill_area_sub, bl,
  3294. skill_get_splash(skillid, skilllv), BL_PC,
  3295. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3296. skill_castend_nodamage_id);
  3297. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3298. }
  3299. break;
  3300. */
  3301. case SM_ENDURE:
  3302. clif_skill_nodamage(src,bl,skillid,skilllv,
  3303. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3304. if (sd)
  3305. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3306. break;
  3307. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3308. if (sd && dstsd && dstsd->sc.count) {
  3309. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3310. dstsd->sc.data[SC_WATERWEAPON] ||
  3311. dstsd->sc.data[SC_WINDWEAPON] ||
  3312. dstsd->sc.data[SC_EARTHWEAPON] ||
  3313. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3314. dstsd->sc.data[SC_GHOSTWEAPON]
  3315. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3316. ) {
  3317. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3318. clif_skill_fail(sd,skillid,0,0);
  3319. break;
  3320. }
  3321. }
  3322. clif_skill_nodamage(src,bl,skillid,skilllv,
  3323. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3324. break;
  3325. case LK_TENSIONRELAX:
  3326. clif_skill_nodamage(src,bl,skillid,skilllv,
  3327. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3328. skill_get_time(skillid,skilllv)));
  3329. break;
  3330. case MC_CHANGECART:
  3331. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3332. break;
  3333. case TK_MISSION:
  3334. if (sd) {
  3335. int id;
  3336. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3337. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3338. clif_skill_fail(sd,skillid,0,0);
  3339. break;
  3340. }
  3341. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3342. if (!id) {
  3343. clif_skill_fail(sd,skillid,0,0);
  3344. break;
  3345. }
  3346. sd->mission_mobid = id;
  3347. sd->mission_count = 0;
  3348. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3349. clif_mission_info(sd, id, 0);
  3350. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3351. }
  3352. break;
  3353. case AC_CONCENTRATION:
  3354. {
  3355. clif_skill_nodamage(src,bl,skillid,skilllv,
  3356. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3357. map_foreachinrange( status_change_timer_sub, src,
  3358. skill_get_splash(skillid, skilllv), BL_CHAR,
  3359. src,NULL,type,tick);
  3360. }
  3361. break;
  3362. case SM_PROVOKE:
  3363. case SM_SELFPROVOKE:
  3364. case MER_PROVOKE:
  3365. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3366. {
  3367. map_freeblock_unlock();
  3368. return 1;
  3369. }
  3370. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3371. clif_skill_nodamage(src,bl,skillid,skilllv,
  3372. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  3373. if( !i )
  3374. {
  3375. if( sd )
  3376. clif_skill_fail(sd,skillid,0,0);
  3377. map_freeblock_unlock();
  3378. return 0;
  3379. }
  3380. unit_skillcastcancel(bl, 2);
  3381. if( tsc && tsc->count )
  3382. {
  3383. if( tsc->data[SC_FREEZE] )
  3384. status_change_end(bl,SC_FREEZE,-1);
  3385. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3386. status_change_end(bl,SC_STONE,-1);
  3387. if( tsc->data[SC_SLEEP] )
  3388. status_change_end(bl,SC_SLEEP,-1);
  3389. }
  3390. if( dstmd )
  3391. {
  3392. dstmd->state.provoke_flag = src->id;
  3393. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3394. }
  3395. break;
  3396. case ML_DEVOTION:
  3397. case CR_DEVOTION:
  3398. {
  3399. int count, lv;
  3400. if( !dstsd )
  3401. { // Only players can be devoted
  3402. if( sd )
  3403. clif_skill_fail(sd, skillid, 0, 0);
  3404. break;
  3405. }
  3406. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3407. lv = -lv;
  3408. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3409. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3410. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3411. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3412. {
  3413. if( sd )
  3414. clif_skill_fail(sd,skillid,0,0);
  3415. map_freeblock_unlock();
  3416. return 1;
  3417. }
  3418. i = 0;
  3419. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3420. if( sd )
  3421. { // Player Devoting Player
  3422. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3423. if( i == count )
  3424. {
  3425. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3426. if( i == count )
  3427. { // No free slots, skill Fail
  3428. clif_skill_fail(sd, skillid, 0, 0);
  3429. map_freeblock_unlock();
  3430. return 1;
  3431. }
  3432. }
  3433. sd->devotion[i] = bl->id;
  3434. }
  3435. else
  3436. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3437. clif_skill_nodamage(src, bl, skillid, skilllv,
  3438. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3439. clif_devotion(src, NULL);
  3440. }
  3441. break;
  3442. case MO_CALLSPIRITS:
  3443. if(sd) {
  3444. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3445. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3446. }
  3447. break;
  3448. case CH_SOULCOLLECT:
  3449. if(sd) {
  3450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3451. for (i = 0; i < 5; i++)
  3452. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3453. }
  3454. break;
  3455. case MO_KITRANSLATION:
  3456. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3457. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3458. }
  3459. break;
  3460. case TK_TURNKICK:
  3461. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3462. if (skill_area_temp[1] != bl->id) {
  3463. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3464. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3465. }
  3466. break;
  3467. case MO_ABSORBSPIRITS:
  3468. i = 0;
  3469. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3470. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3471. i = dstsd->spiritball * 7;
  3472. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3473. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3474. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3475. i = 2 * dstmd->level;
  3476. mob_target(dstmd,src,0);
  3477. }
  3478. if (i) status_heal(src, 0, i, 3);
  3479. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3480. break;
  3481. case AC_MAKINGARROW:
  3482. if(sd) {
  3483. clif_arrow_create_list(sd);
  3484. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3485. }
  3486. break;
  3487. case AM_PHARMACY:
  3488. if(sd) {
  3489. clif_skill_produce_mix_list(sd,22);
  3490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3491. }
  3492. break;
  3493. case SA_CREATECON:
  3494. if(sd) {
  3495. clif_skill_produce_mix_list(sd,23);
  3496. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3497. }
  3498. break;
  3499. case BS_HAMMERFALL:
  3500. clif_skill_nodamage(src,bl,skillid,skilllv,
  3501. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3502. break;
  3503. case RG_RAID:
  3504. skill_area_temp[1] = 0;
  3505. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3506. map_foreachinrange(skill_area_sub, bl,
  3507. skill_get_splash(skillid, skilllv), splash_target(src),
  3508. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3509. skill_castend_damage_id);
  3510. status_change_end(src, SC_HIDING, -1);
  3511. break;
  3512. case ASC_METEORASSAULT:
  3513. case GS_SPREADATTACK:
  3514. case NPC_EARTHQUAKE:
  3515. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3516. case NPC_HELLJUDGEMENT:
  3517. case NPC_PULSESTRIKE:
  3518. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3519. break;
  3520. case KN_BRANDISHSPEAR:
  3521. case ML_BRANDISH:
  3522. {
  3523. int c,n=4;
  3524. int dir = map_calc_dir(src,bl->x,bl->y);
  3525. struct square tc;
  3526. int x=bl->x,y=bl->y;
  3527. skill_brandishspear_first(&tc,dir,x,y);
  3528. skill_brandishspear_dir(&tc,dir,4);
  3529. skill_area_temp[1] = bl->id;
  3530. if(skilllv > 9){
  3531. for(c=1;c<4;c++){
  3532. map_foreachincell(skill_area_sub,
  3533. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3534. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3535. skill_castend_damage_id);
  3536. }
  3537. }
  3538. if(skilllv > 6){
  3539. skill_brandishspear_dir(&tc,dir,-1);
  3540. n--;
  3541. }else{
  3542. skill_brandishspear_dir(&tc,dir,-2);
  3543. n-=2;
  3544. }
  3545. if(skilllv > 3){
  3546. for(c=0;c<5;c++){
  3547. map_foreachincell(skill_area_sub,
  3548. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3549. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3550. skill_castend_damage_id);
  3551. if(skilllv > 6 && n==3 && c==4){
  3552. skill_brandishspear_dir(&tc,dir,-1);
  3553. n--;c=-1;
  3554. }
  3555. }
  3556. }
  3557. for(c=0;c<10;c++){
  3558. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3559. map_foreachincell(skill_area_sub,
  3560. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3561. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3562. skill_castend_damage_id);
  3563. }
  3564. }
  3565. break;
  3566. case WZ_SIGHTRASHER:
  3567. //Passive side of the attack.
  3568. status_change_end(src,SC_SIGHT,-1);
  3569. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3570. map_foreachinrange(skill_area_sub,src,
  3571. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3572. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3573. skill_castend_damage_id);
  3574. break;
  3575. case NJ_HYOUSYOURAKU:
  3576. case NJ_RAIGEKISAI:
  3577. case WZ_FROSTNOVA:
  3578. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3579. skill_area_temp[1] = 0;
  3580. map_foreachinrange(skill_attack_area, src,
  3581. skill_get_splash(skillid, skilllv), splash_target(src),
  3582. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3583. break;
  3584. case HVAN_EXPLOSION: //[orn]
  3585. case NPC_SELFDESTRUCTION:
  3586. //Self Destruction hits everyone in range (allies+enemies)
  3587. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3588. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3589. BCT_ENEMY:BCT_ALL;
  3590. clif_skill_nodamage(src, src, skillid, -1, 1);
  3591. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3592. map_foreachinrange(skill_area_sub, bl,
  3593. skill_get_splash(skillid, skilllv), splash_target(src),
  3594. src, skillid, skilllv, tick, flag|i,
  3595. skill_castend_damage_id);
  3596. map_addblock(src);
  3597. status_damage(src, src, sstatus->max_hp,0,0,1);
  3598. break;
  3599. case AL_ANGELUS:
  3600. case PR_MAGNIFICAT:
  3601. case PR_GLORIA:
  3602. case SN_WINDWALK:
  3603. case CASH_BLESSING:
  3604. case CASH_INCAGI:
  3605. case CASH_ASSUMPTIO:
  3606. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3607. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3608. else if( sd )
  3609. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3610. break;
  3611. case MER_MAGNIFICAT:
  3612. if( mer != NULL )
  3613. {
  3614. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3615. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3616. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3617. else if( mer->master && !(flag&1) )
  3618. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3619. }
  3620. break;
  3621. case BS_ADRENALINE:
  3622. case BS_ADRENALINE2:
  3623. case BS_WEAPONPERFECT:
  3624. case BS_OVERTHRUST:
  3625. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3626. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3627. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3628. } else if (sd) {
  3629. party_foreachsamemap(skill_area_sub,
  3630. sd,skill_get_splash(skillid, skilllv),
  3631. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3632. skill_castend_nodamage_id);
  3633. }
  3634. break;
  3635. case BS_MAXIMIZE:
  3636. case NV_TRICKDEAD:
  3637. case CR_DEFENDER:
  3638. case ML_DEFENDER:
  3639. case CR_AUTOGUARD:
  3640. case ML_AUTOGUARD:
  3641. case TK_READYSTORM:
  3642. case TK_READYDOWN:
  3643. case TK_READYTURN:
  3644. case TK_READYCOUNTER:
  3645. case TK_DODGE:
  3646. case CR_SHRINK:
  3647. case ST_PRESERVE:
  3648. case SG_FUSION:
  3649. case GS_GATLINGFEVER:
  3650. if( tsce )
  3651. i = status_change_end(bl, type, -1);
  3652. else
  3653. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3654. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3655. break;
  3656. case SL_KAITE:
  3657. case SL_KAAHI:
  3658. case SL_KAIZEL:
  3659. case SL_KAUPE:
  3660. if (sd) {
  3661. if (!dstsd || !(
  3662. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3663. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3664. dstsd->status.char_id == sd->status.char_id ||
  3665. dstsd->status.char_id == sd->status.partner_id ||
  3666. dstsd->status.char_id == sd->status.child
  3667. )) {
  3668. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3669. clif_skill_fail(sd,skillid,0,0);
  3670. break;
  3671. }
  3672. }
  3673. clif_skill_nodamage(src,bl,skillid,skilllv,
  3674. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3675. break;
  3676. case SM_AUTOBERSERK:
  3677. case MER_AUTOBERSERK:
  3678. if( tsce )
  3679. i = status_change_end(bl, type, -1);
  3680. else
  3681. i = sc_start(bl,type,100,skilllv,60000);
  3682. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3683. break;
  3684. case TF_HIDING:
  3685. case ST_CHASEWALK:
  3686. if (tsce)
  3687. i = status_change_end(bl, type, -1);
  3688. else
  3689. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3690. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3691. break;
  3692. case TK_RUN:
  3693. if (tsce)
  3694. clif_skill_nodamage(src,bl,skillid,skilllv,
  3695. status_change_end(bl, type, -1));
  3696. else {
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,
  3698. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3699. // If the client receives a skill-use packet inmediately before
  3700. // a walkok packet, it will discard the walk packet! [Skotlex]
  3701. // So aegis has to resend the walk ok.
  3702. if (sd) clif_walkok(sd);
  3703. }
  3704. break;
  3705. case AS_CLOAKING:
  3706. if( !tsce )
  3707. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3708. else
  3709. i = status_change_end(bl, type, -1);
  3710. if( i )
  3711. clif_skill_nodamage(src,bl,skillid,-1,i);
  3712. else
  3713. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3714. break;
  3715. case BD_ADAPTATION:
  3716. if(tsc && tsc->data[SC_DANCING]){
  3717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3718. skill_stop_dancing(bl);
  3719. }
  3720. break;
  3721. case BA_FROSTJOKER:
  3722. case DC_SCREAM:
  3723. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3724. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3725. if (md) {
  3726. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3727. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3728. char temp[70];
  3729. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3730. clif_message(&md->bl,temp);
  3731. }
  3732. break;
  3733. case BA_PANGVOICE:
  3734. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3735. break;
  3736. case DC_WINKCHARM:
  3737. if( dstsd )
  3738. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3739. else
  3740. if( dstmd )
  3741. {
  3742. if( status_get_lv(src) > status_get_lv(bl)
  3743. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3744. && !(tstatus->mode&MD_BOSS) )
  3745. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3746. else
  3747. {
  3748. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3749. if(sd) clif_skill_fail(sd,skillid,0,0);
  3750. }
  3751. }
  3752. break;
  3753. case TF_STEAL:
  3754. if(sd) {
  3755. if(pc_steal_item(sd,bl,skilllv))
  3756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3757. else
  3758. clif_skill_fail(sd,skillid,0x0a,0);
  3759. }
  3760. break;
  3761. case RG_STEALCOIN:
  3762. if(sd) {
  3763. if(pc_steal_coin(sd,bl))
  3764. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3765. else
  3766. clif_skill_fail(sd,skillid,0,0);
  3767. }
  3768. break;
  3769. case MG_STONECURSE:
  3770. {
  3771. if (tstatus->mode&MD_BOSS) {
  3772. if (sd) clif_skill_fail(sd,skillid,0,0);
  3773. break;
  3774. }
  3775. if(status_isimmune(bl) || !tsc)
  3776. break;
  3777. if (dstmd)
  3778. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3779. if (tsc->data[SC_STONE]) {
  3780. status_change_end(bl,SC_STONE,-1);
  3781. if (sd) clif_skill_fail(sd,skillid,0,0);
  3782. break;
  3783. }
  3784. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3785. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3786. skill_get_time2(skillid,skilllv)))
  3787. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3788. else if(sd) {
  3789. clif_skill_fail(sd,skillid,0,0);
  3790. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3791. if (skilllv > 5)
  3792. { // not to consume items
  3793. map_freeblock_unlock();
  3794. return 0;
  3795. }
  3796. }
  3797. }
  3798. break;
  3799. case NV_FIRSTAID:
  3800. clif_skill_nodamage(src,bl,skillid,5,1);
  3801. status_heal(bl,5,0,0);
  3802. break;
  3803. case AL_CURE:
  3804. if(status_isimmune(bl)) {
  3805. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3806. break;
  3807. }
  3808. status_change_end(bl, SC_SILENCE , -1 );
  3809. status_change_end(bl, SC_BLIND , -1 );
  3810. status_change_end(bl, SC_CONFUSION, -1 );
  3811. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3812. break;
  3813. case TF_DETOXIFY:
  3814. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3815. status_change_end(bl, SC_POISON , -1 );
  3816. status_change_end(bl, SC_DPOISON , -1 );
  3817. break;
  3818. case PR_STRECOVERY:
  3819. if(status_isimmune(bl)) {
  3820. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3821. break;
  3822. }
  3823. if (tsc && tsc->opt1) {
  3824. status_change_end(bl, SC_FREEZE, -1 );
  3825. status_change_end(bl, SC_STONE, -1 );
  3826. status_change_end(bl, SC_SLEEP, -1 );
  3827. status_change_end(bl, SC_STUN, -1 );
  3828. }
  3829. //Is this equation really right? It looks so... special.
  3830. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3831. {
  3832. status_change_start(bl, SC_BLIND,
  3833. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3834. 1,0,0,0,
  3835. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3836. }
  3837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3838. if(dstmd)
  3839. mob_unlocktarget(dstmd,tick);
  3840. break;
  3841. // Mercenary Supportive Skills
  3842. case MER_BENEDICTION:
  3843. status_change_end(bl, SC_CURSE, -1);
  3844. status_change_end(bl, SC_BLIND, -1);
  3845. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3846. break;
  3847. case MER_COMPRESS:
  3848. status_change_end(bl, SC_BLEEDING, -1);
  3849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3850. break;
  3851. case MER_MENTALCURE:
  3852. status_change_end(bl, SC_CONFUSION, -1);
  3853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3854. break;
  3855. case MER_RECUPERATE:
  3856. status_change_end(bl, SC_POISON, -1);
  3857. status_change_end(bl, SC_SILENCE, -1);
  3858. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3859. break;
  3860. case MER_REGAIN:
  3861. status_change_end(bl, SC_SLEEP, -1);
  3862. status_change_end(bl, SC_STUN, -1);
  3863. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3864. break;
  3865. case MER_TENDER:
  3866. status_change_end(bl, SC_FREEZE, -1);
  3867. status_change_end(bl, SC_STONE, -1);
  3868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3869. break;
  3870. case MER_SCAPEGOAT:
  3871. if( mer && mer->master )
  3872. {
  3873. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3874. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3875. }
  3876. break;
  3877. case MER_ESTIMATION:
  3878. if( !mer )
  3879. break;
  3880. sd = mer->master;
  3881. case WZ_ESTIMATION:
  3882. if( sd == NULL )
  3883. break;
  3884. if( dstsd )
  3885. { // Fail on Players
  3886. clif_skill_fail(sd,skillid,0,0);
  3887. break;
  3888. }
  3889. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3890. break; // Cannot be Used on Emperium
  3891. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3892. clif_skill_estimation(sd, bl);
  3893. if( skillid == MER_ESTIMATION )
  3894. sd = NULL;
  3895. break;
  3896. case BS_REPAIRWEAPON:
  3897. if(sd && dstsd)
  3898. clif_item_repair_list(sd,dstsd);
  3899. break;
  3900. case MC_IDENTIFY:
  3901. if(sd)
  3902. clif_item_identify_list(sd);
  3903. break;
  3904. // Weapon Refining [Celest]
  3905. case WS_WEAPONREFINE:
  3906. if(sd)
  3907. clif_item_refine_list(sd);
  3908. break;
  3909. case MC_VENDING:
  3910. if(sd)
  3911. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3912. if ( !pc_can_give_items(pc_isGM(sd)) )
  3913. clif_skill_fail(sd,skillid,0,0);
  3914. else
  3915. clif_openvendingreq(sd,2+skilllv);
  3916. }
  3917. break;
  3918. case AL_TELEPORT:
  3919. if(sd)
  3920. {
  3921. if (map[bl->m].flag.noteleport) {
  3922. clif_skill_teleportmessage(sd,0);
  3923. break;
  3924. }
  3925. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3926. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3927. break;
  3928. }
  3929. if( sd->state.autocast || sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu || skilllv > 2 )
  3930. {
  3931. if( skilllv == 1 )
  3932. pc_randomwarp(sd,3);
  3933. else
  3934. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3935. break;
  3936. }
  3937. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3938. if( skilllv == 1 )
  3939. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3940. else
  3941. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3942. } else
  3943. unit_warp(bl,-1,-1,-1,3);
  3944. break;
  3945. case NPC_EXPULSION:
  3946. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3947. unit_warp(bl,-1,-1,-1,3);
  3948. break;
  3949. case AL_HOLYWATER:
  3950. if(sd) {
  3951. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3952. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3953. else
  3954. clif_skill_fail(sd,skillid,0,0);
  3955. }
  3956. break;
  3957. case TF_PICKSTONE:
  3958. if(sd) {
  3959. int eflag;
  3960. struct item item_tmp;
  3961. struct block_list tbl;
  3962. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3963. memset(&item_tmp,0,sizeof(item_tmp));
  3964. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3965. item_tmp.nameid = ITEMID_STONE;
  3966. item_tmp.identify = 1;
  3967. tbl.id = 0;
  3968. clif_takeitem(&sd->bl,&tbl);
  3969. eflag = pc_additem(sd,&item_tmp,1);
  3970. if(eflag) {
  3971. clif_additem(sd,0,0,eflag);
  3972. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3973. }
  3974. }
  3975. break;
  3976. case ASC_CDP:
  3977. if(sd) {
  3978. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3979. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3980. }
  3981. break;
  3982. case RG_STRIPWEAPON:
  3983. case RG_STRIPSHIELD:
  3984. case RG_STRIPARMOR:
  3985. case RG_STRIPHELM:
  3986. case ST_FULLSTRIP:
  3987. {
  3988. unsigned short location = 0;
  3989. int d = 0;
  3990. //Rate in percent
  3991. if ( skillid == ST_FULLSTRIP ) {
  3992. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  3993. } else {
  3994. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  3995. }
  3996. if (i < 5) i = 5; //Minimum rate 5%
  3997. //Duration in ms
  3998. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  3999. if (d < 0) d = 0; //Minimum duration 0ms
  4000. switch (skillid) {
  4001. case RG_STRIPWEAPON:
  4002. location = EQP_WEAPON;
  4003. break;
  4004. case RG_STRIPSHIELD:
  4005. location = EQP_SHIELD;
  4006. break;
  4007. case RG_STRIPARMOR:
  4008. location = EQP_ARMOR;
  4009. break;
  4010. case RG_STRIPHELM:
  4011. location = EQP_HELM;
  4012. break;
  4013. case ST_FULLSTRIP:
  4014. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4015. break;
  4016. }
  4017. //Attempts to strip at rate i and duration d
  4018. if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
  4019. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4020. }
  4021. break;
  4022. case AM_BERSERKPITCHER:
  4023. case AM_POTIONPITCHER:
  4024. {
  4025. int i,x,hp = 0,sp = 0,bonus=100;
  4026. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4027. {
  4028. map_freeblock_unlock();
  4029. return 1;
  4030. }
  4031. if( sd )
  4032. {
  4033. x = skilllv%11 - 1;
  4034. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4035. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4036. {
  4037. clif_skill_fail(sd,skillid,0,0);
  4038. map_freeblock_unlock();
  4039. return 1;
  4040. }
  4041. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4042. {
  4043. clif_skill_fail(sd,skillid,0,0);
  4044. map_freeblock_unlock();
  4045. return 1;
  4046. }
  4047. if( skillid == AM_BERSERKPITCHER )
  4048. {
  4049. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4050. {
  4051. clif_skill_fail(sd,skillid,0,0);
  4052. map_freeblock_unlock();
  4053. return 1;
  4054. }
  4055. }
  4056. potion_flag = 1;
  4057. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4058. potion_target = bl->id;
  4059. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4060. potion_flag = potion_target = 0;
  4061. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4062. bonus += sd->status.base_level;
  4063. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4064. {
  4065. hp = tstatus->max_hp * potion_per_hp / 100;
  4066. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4067. if( dstsd )
  4068. {
  4069. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4070. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4071. }
  4072. }
  4073. else
  4074. {
  4075. if( potion_hp > 0 )
  4076. {
  4077. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4078. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4079. if( dstsd )
  4080. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4081. }
  4082. if( potion_sp > 0 )
  4083. {
  4084. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4085. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4086. if( dstsd )
  4087. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4088. }
  4089. }
  4090. if (sd->itemgrouphealrate[IG_POTION]>0)
  4091. {
  4092. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4093. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4094. }
  4095. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4096. {
  4097. hp += hp * i / 100;
  4098. sp += sp * i / 100;
  4099. }
  4100. }
  4101. else
  4102. {
  4103. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4104. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4105. if( dstsd )
  4106. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4107. }
  4108. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4109. {
  4110. hp += hp * i / 100;
  4111. sp += sp * i / 100;
  4112. }
  4113. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4114. {
  4115. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4116. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4117. }
  4118. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4119. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4120. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4121. if( sp > 0 )
  4122. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4123. status_heal(bl,hp,sp,0);
  4124. }
  4125. break;
  4126. case AM_CP_WEAPON:
  4127. case AM_CP_SHIELD:
  4128. case AM_CP_ARMOR:
  4129. case AM_CP_HELM:
  4130. {
  4131. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4132. if(tsc && tsc->data[scid])
  4133. status_change_end(bl, scid, -1 );
  4134. clif_skill_nodamage(src,bl,skillid,skilllv,
  4135. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4136. }
  4137. break;
  4138. case AM_TWILIGHT1:
  4139. if (sd) {
  4140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4141. //Prepare 200 White Potions.
  4142. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4143. clif_skill_fail(sd,skillid,0,0);
  4144. }
  4145. break;
  4146. case AM_TWILIGHT2:
  4147. if (sd) {
  4148. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4149. //Prepare 200 Slim White Potions.
  4150. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4151. clif_skill_fail(sd,skillid,0,0);
  4152. }
  4153. break;
  4154. case AM_TWILIGHT3:
  4155. if (sd) {
  4156. //check if you can produce all three, if not, then fail:
  4157. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4158. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4159. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4160. ) {
  4161. clif_skill_fail(sd,skillid,0,0);
  4162. break;
  4163. }
  4164. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4165. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4166. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4167. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4168. }
  4169. break;
  4170. case SA_DISPELL:
  4171. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4172. {
  4173. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4174. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4175. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4176. || rand()%100 >= 50+10*skilllv)
  4177. {
  4178. if (sd)
  4179. clif_skill_fail(sd,skillid,0,0);
  4180. break;
  4181. }
  4182. if(status_isimmune(bl) || !tsc || !tsc->count)
  4183. break;
  4184. for(i=0;i<SC_MAX;i++)
  4185. {
  4186. if (!tsc->data[i])
  4187. continue;
  4188. switch (i) {
  4189. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4190. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4191. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4192. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4193. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4194. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4195. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4196. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4197. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4198. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4199. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4200. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4201. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4202. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4203. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4204. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4205. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4206. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4207. continue;
  4208. case SC_ASSUMPTIO:
  4209. if( bl->type == BL_MOB )
  4210. continue;
  4211. break;
  4212. }
  4213. 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.
  4214. status_change_end(bl,(sc_type)i,-1);
  4215. }
  4216. break;
  4217. }
  4218. //Affect all targets on splash area.
  4219. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4220. src, skillid, skilllv, tick, flag|1,
  4221. skill_castend_damage_id);
  4222. break;
  4223. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4225. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4226. break;
  4227. case TK_HIGHJUMP:
  4228. {
  4229. int x,y, dir = unit_getdir(src);
  4230. //Fails on noteleport maps, except for vs maps [Skotlex]
  4231. if(map[src->m].flag.noteleport &&
  4232. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4233. ) {
  4234. x = src->x;
  4235. y = src->y;
  4236. } else {
  4237. x = src->x + dirx[dir]*skilllv*2;
  4238. y = src->y + diry[dir]*skilllv*2;
  4239. }
  4240. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4241. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4242. clif_slide(src,x,y);
  4243. unit_movepos(src, x, y, 1, 0);
  4244. }
  4245. }
  4246. break;
  4247. case SA_CASTCANCEL:
  4248. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4249. unit_skillcastcancel(src,1);
  4250. if(sd) {
  4251. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4252. sp = sp * (90 - (skilllv-1)*20) / 100;
  4253. if(sp < 0) sp = 0;
  4254. status_zap(src, 0, sp);
  4255. }
  4256. break;
  4257. case SA_SPELLBREAKER:
  4258. {
  4259. int sp;
  4260. if(tsc && tsc->data[SC_MAGICROD]) {
  4261. sp = skill_get_sp(skillid,skilllv);
  4262. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4263. if(sp < 1) sp = 1;
  4264. status_heal(bl,0,sp,2);
  4265. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4266. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4267. } else {
  4268. struct unit_data *ud = unit_bl2ud(bl);
  4269. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4270. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4271. bl_skillid = ud->skillid;
  4272. bl_skilllv = ud->skilllv;
  4273. if (tstatus->mode & MD_BOSS)
  4274. { //Only 10% success chance against bosses. [Skotlex]
  4275. if (rand()%100 < 90)
  4276. {
  4277. if (sd) clif_skill_fail(sd,skillid,0,0);
  4278. break;
  4279. }
  4280. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4281. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4282. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4283. unit_skillcastcancel(bl,0);
  4284. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4285. status_zap(bl, hp, sp);
  4286. if (hp && skilllv >= 5)
  4287. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4288. else
  4289. hp = 0;
  4290. if (sp) //Recover some of the SP used
  4291. sp = sp*(25*(skilllv-1))/100;
  4292. if(hp || sp)
  4293. status_heal(src, hp, sp, 2);
  4294. }
  4295. }
  4296. break;
  4297. case SA_MAGICROD:
  4298. //It activates silently, no use animation.
  4299. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4300. break;
  4301. case SA_AUTOSPELL:
  4302. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4303. if(sd)
  4304. clif_autospell(sd,skilllv);
  4305. else {
  4306. int maxlv=1,spellid=0;
  4307. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4308. if(skilllv >= 10) {
  4309. spellid = MG_FROSTDIVER;
  4310. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4311. // maxlv = 10;
  4312. // else
  4313. maxlv = skilllv - 9;
  4314. }
  4315. else if(skilllv >=8) {
  4316. spellid = MG_FIREBALL;
  4317. maxlv = skilllv - 7;
  4318. }
  4319. else if(skilllv >=5) {
  4320. spellid = MG_SOULSTRIKE;
  4321. maxlv = skilllv - 4;
  4322. }
  4323. else if(skilllv >=2) {
  4324. int i = rand()%3;
  4325. spellid = spellarray[i];
  4326. maxlv = skilllv - 1;
  4327. }
  4328. else if(skilllv > 0) {
  4329. spellid = MG_NAPALMBEAT;
  4330. maxlv = 3;
  4331. }
  4332. if(spellid > 0)
  4333. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4334. skill_get_time(SA_AUTOSPELL,skilllv));
  4335. }
  4336. break;
  4337. case BS_GREED:
  4338. if(sd){
  4339. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4340. map_foreachinrange(skill_greed,bl,
  4341. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4342. }
  4343. break;
  4344. case SA_ELEMENTWATER:
  4345. case SA_ELEMENTFIRE:
  4346. case SA_ELEMENTGROUND:
  4347. case SA_ELEMENTWIND:
  4348. if(sd && !dstmd) //Only works on monsters.
  4349. break;
  4350. if(tstatus->mode&MD_BOSS)
  4351. break;
  4352. case NPC_ATTRICHANGE:
  4353. case NPC_CHANGEWATER:
  4354. case NPC_CHANGEGROUND:
  4355. case NPC_CHANGEFIRE:
  4356. case NPC_CHANGEWIND:
  4357. case NPC_CHANGEPOISON:
  4358. case NPC_CHANGEHOLY:
  4359. case NPC_CHANGEDARKNESS:
  4360. case NPC_CHANGETELEKINESIS:
  4361. clif_skill_nodamage(src,bl,skillid,skilllv,
  4362. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4363. skill_get_time(skillid, skilllv)));
  4364. break;
  4365. case NPC_CHANGEUNDEAD:
  4366. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4367. //TO-DO This is ugly, fix it
  4368. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4369. clif_skill_nodamage(src,bl,skillid,skilllv,
  4370. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4371. skill_get_time(skillid, skilllv)));
  4372. break;
  4373. case NPC_PROVOCATION:
  4374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4375. if (md) mob_unlocktarget(md, tick);
  4376. break;
  4377. case NPC_KEEPING:
  4378. case NPC_BARRIER:
  4379. {
  4380. int skill_time = skill_get_time(skillid,skilllv);
  4381. struct unit_data *ud = unit_bl2ud(bl);
  4382. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4383. sc_start(bl,type,100,skilllv,skill_time))
  4384. && ud) { //Disable attacking/acting/moving for skill's duration.
  4385. ud->attackabletime =
  4386. ud->canact_tick =
  4387. ud->canmove_tick = tick + skill_time;
  4388. }
  4389. }
  4390. break;
  4391. case NPC_REBIRTH:
  4392. if( md && md->state.rebirth )
  4393. break; // only works once
  4394. sc_start(bl,type,100,skilllv,-1);
  4395. break;
  4396. case NPC_DARKBLESSING:
  4397. clif_skill_nodamage(src,bl,skillid,skilllv,
  4398. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4399. break;
  4400. case NPC_LICK:
  4401. status_zap(bl, 0, 100);
  4402. clif_skill_nodamage(src,bl,skillid,skilllv,
  4403. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4404. break;
  4405. case NPC_SUICIDE:
  4406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4407. status_kill(src); //When suiciding, neither exp nor drops is given.
  4408. break;
  4409. case NPC_SUMMONSLAVE:
  4410. case NPC_SUMMONMONSTER:
  4411. if(md && md->skillidx >= 0)
  4412. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4413. break;
  4414. case NPC_CALLSLAVE:
  4415. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4416. break;
  4417. case NPC_RANDOMMOVE:
  4418. if (md) {
  4419. md->next_walktime = tick - 1;
  4420. mob_randomwalk(md,tick);
  4421. }
  4422. break;
  4423. case NPC_SPEEDUP:
  4424. {
  4425. // or does it increase casting rate? just a guess xD
  4426. int i = SC_ASPDPOTION0 + skilllv - 1;
  4427. if (i > SC_ASPDPOTION3)
  4428. i = SC_ASPDPOTION3;
  4429. clif_skill_nodamage(src,bl,skillid,skilllv,
  4430. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4431. }
  4432. break;
  4433. case NPC_REVENGE:
  4434. // not really needed... but adding here anyway ^^
  4435. if (md && md->master_id > 0) {
  4436. struct block_list *mbl, *tbl;
  4437. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4438. (tbl = battle_gettargeted(mbl)) == NULL)
  4439. break;
  4440. md->state.provoke_flag = tbl->id;
  4441. mob_target(md, tbl, sstatus->rhw.range);
  4442. }
  4443. break;
  4444. case NPC_RUN:
  4445. {
  4446. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4447. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4448. unit_stop_attack(src);
  4449. //Run skillv tiles overriding the can-move check.
  4450. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4451. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4452. }
  4453. break;
  4454. case NPC_TRANSFORMATION:
  4455. case NPC_METAMORPHOSIS:
  4456. if(md && md->skillidx >= 0) {
  4457. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4458. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4459. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4460. if (class_) mob_class_change(md, class_);
  4461. }
  4462. break;
  4463. case NPC_EMOTION_ON:
  4464. case NPC_EMOTION:
  4465. //va[0] is the emotion to use.
  4466. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4467. //val[1] 'sets' the mode
  4468. //val[2] adds to the current mode
  4469. //val[3] removes from the current mode
  4470. //val[4] if set, asks to delete the previous mode change.
  4471. if(md && md->skillidx >= 0 && tsc)
  4472. {
  4473. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4474. if(md->db->skill[md->skillidx].val[4] && tsce)
  4475. status_change_end(bl, type, -1);
  4476. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4477. sc_start4(src, type, 100, skilllv,
  4478. md->db->skill[md->skillidx].val[1],
  4479. md->db->skill[md->skillidx].val[2],
  4480. md->db->skill[md->skillidx].val[3],
  4481. skill_get_time(skillid, skilllv));
  4482. }
  4483. break;
  4484. case NPC_POWERUP:
  4485. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4486. clif_skill_nodamage(src,bl,skillid,skilllv,
  4487. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4488. break;
  4489. case NPC_AGIUP:
  4490. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4491. clif_skill_nodamage(src,bl,skillid,skilllv,
  4492. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4493. break;
  4494. case NPC_INVISIBLE:
  4495. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4496. clif_skill_nodamage(src,bl,skillid,skilllv,
  4497. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4498. break;
  4499. case NPC_SIEGEMODE:
  4500. // not sure what it does
  4501. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4502. break;
  4503. case WE_MALE:
  4504. {
  4505. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4506. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4507. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4508. }
  4509. break;
  4510. case WE_FEMALE:
  4511. {
  4512. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4513. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4514. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4515. }
  4516. break;
  4517. // parent-baby skills
  4518. case WE_BABY:
  4519. if(sd){
  4520. struct map_session_data *f_sd = pc_get_father(sd);
  4521. struct map_session_data *m_sd = pc_get_mother(sd);
  4522. // if neither was found
  4523. if(!f_sd && !m_sd){
  4524. clif_skill_fail(sd,skillid,0,0);
  4525. map_freeblock_unlock();
  4526. return 0;
  4527. }
  4528. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4529. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4530. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4531. }
  4532. break;
  4533. case PF_HPCONVERSION:
  4534. {
  4535. int hp, sp;
  4536. hp = sstatus->max_hp/10;
  4537. sp = hp * 10 * skilllv / 100;
  4538. if (!status_charge(src,hp,0)) {
  4539. if (sd) clif_skill_fail(sd,skillid,0,0);
  4540. break;
  4541. }
  4542. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4543. status_heal(bl,0,sp,2);
  4544. }
  4545. break;
  4546. case MA_REMOVETRAP:
  4547. case HT_REMOVETRAP:
  4548. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4549. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4550. {
  4551. struct skill_unit* su;
  4552. struct skill_unit_group* sg;
  4553. su = BL_CAST(BL_SKILL, bl);
  4554. // Mercenaries can remove any trap
  4555. // Players can only remove their own traps or traps on Vs maps.
  4556. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4557. {
  4558. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4559. { // prevent picking up expired traps
  4560. if( battle_config.skill_removetrap_type )
  4561. { // get back all items used to deploy the trap
  4562. for( i = 0; i < 10; i++ )
  4563. {
  4564. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4565. {
  4566. int flag;
  4567. struct item item_tmp;
  4568. memset(&item_tmp,0,sizeof(item_tmp));
  4569. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4570. item_tmp.identify = 1;
  4571. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4572. {
  4573. clif_additem(sd,0,0,flag);
  4574. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4575. }
  4576. }
  4577. }
  4578. }
  4579. else
  4580. { // get back 1 trap
  4581. struct item item_tmp;
  4582. memset(&item_tmp,0,sizeof(item_tmp));
  4583. item_tmp.nameid = ITEMID_TRAP;
  4584. item_tmp.identify = 1;
  4585. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4586. {
  4587. clif_additem(sd,0,0,flag);
  4588. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4589. }
  4590. }
  4591. }
  4592. skill_delunit(su);
  4593. }
  4594. }
  4595. break;
  4596. case HT_SPRINGTRAP:
  4597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4598. {
  4599. struct skill_unit *su=NULL;
  4600. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4601. switch(su->group->unit_id){
  4602. case UNT_ANKLESNARE: // ankle snare
  4603. if (su->group->val2 != 0)
  4604. // if it is already trapping something don't spring it,
  4605. // remove trap should be used instead
  4606. break;
  4607. // otherwise fallthrough to below
  4608. case UNT_BLASTMINE:
  4609. case UNT_SKIDTRAP:
  4610. case UNT_LANDMINE:
  4611. case UNT_SHOCKWAVE:
  4612. case UNT_SANDMAN:
  4613. case UNT_FLASHER:
  4614. case UNT_FREEZINGTRAP:
  4615. case UNT_CLAYMORETRAP:
  4616. case UNT_TALKIEBOX:
  4617. su->group->unit_id = UNT_USED_TRAPS;
  4618. clif_changetraplook(bl, UNT_USED_TRAPS);
  4619. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4620. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4621. }
  4622. }
  4623. }
  4624. break;
  4625. case BD_ENCORE:
  4626. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4627. if(sd)
  4628. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4629. break;
  4630. case AS_SPLASHER:
  4631. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4632. if (sd) clif_skill_fail(sd,skillid,0,0);
  4633. map_freeblock_unlock();
  4634. return 1;
  4635. }
  4636. clif_skill_nodamage(src,bl,skillid,skilllv,
  4637. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4638. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4639. break;
  4640. case PF_MINDBREAKER:
  4641. {
  4642. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4643. {
  4644. map_freeblock_unlock();
  4645. return 1;
  4646. }
  4647. if (tsce)
  4648. { //HelloKitty2 (?) explained that this silently fails when target is
  4649. //already inflicted. [Skotlex]
  4650. map_freeblock_unlock();
  4651. return 1;
  4652. }
  4653. //Has a 55% + skilllv*5% success chance.
  4654. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4655. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4656. {
  4657. if (sd) clif_skill_fail(sd,skillid,0,0);
  4658. map_freeblock_unlock();
  4659. return 0;
  4660. }
  4661. unit_skillcastcancel(bl,0);
  4662. if(tsc && tsc->count){
  4663. if(tsc->data[SC_FREEZE])
  4664. status_change_end(bl,SC_FREEZE,-1);
  4665. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4666. status_change_end(bl,SC_STONE,-1);
  4667. if(tsc->data[SC_SLEEP])
  4668. status_change_end(bl,SC_SLEEP,-1);
  4669. }
  4670. if(dstmd)
  4671. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4672. }
  4673. break;
  4674. case PF_SOULCHANGE:
  4675. {
  4676. unsigned int sp1 = 0, sp2 = 0;
  4677. if (dstmd) {
  4678. if (dstmd->state.soul_change_flag) {
  4679. if(sd) clif_skill_fail(sd,skillid,0,0);
  4680. break;
  4681. }
  4682. dstmd->state.soul_change_flag = 1;
  4683. sp2 = sstatus->max_sp * 3 /100;
  4684. status_heal(src, 0, sp2, 2);
  4685. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4686. break;
  4687. }
  4688. sp1 = sstatus->sp;
  4689. sp2 = tstatus->sp;
  4690. status_set_sp(src, sp2, 3);
  4691. status_set_sp(bl, sp1, 3);
  4692. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4693. }
  4694. break;
  4695. // Slim Pitcher
  4696. case CR_SLIMPITCHER:
  4697. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4698. break;
  4699. if (potion_hp || potion_sp) {
  4700. int hp = potion_hp, sp = potion_sp;
  4701. hp = hp * (100 + (tstatus->vit<<1))/100;
  4702. sp = sp * (100 + (tstatus->int_<<1))/100;
  4703. if (dstsd) {
  4704. if (hp)
  4705. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4706. if (sp)
  4707. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4708. }
  4709. if (tsc && tsc->data[SC_CRITICALWOUND])
  4710. {
  4711. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4712. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4713. }
  4714. if(hp > 0)
  4715. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4716. if(sp > 0)
  4717. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4718. status_heal(bl,hp,sp,0);
  4719. }
  4720. break;
  4721. // Full Chemical Protection
  4722. case CR_FULLPROTECTION:
  4723. {
  4724. int i, skilltime;
  4725. skilltime = skill_get_time(skillid,skilllv);
  4726. if (!tsc) {
  4727. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4728. break;
  4729. }
  4730. for (i=0; i<4; i++) {
  4731. if(tsc->data[SC_STRIPWEAPON + i])
  4732. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4733. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4734. }
  4735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4736. }
  4737. break;
  4738. case RG_CLEANER: //AppleGirl
  4739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4740. break;
  4741. case CG_LONGINGFREEDOM:
  4742. {
  4743. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4744. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4745. {
  4746. clif_skill_nodamage(src,bl,skillid,skilllv,
  4747. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4748. }
  4749. }
  4750. break;
  4751. case CG_TAROTCARD:
  4752. {
  4753. int eff, count = -1;
  4754. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4755. {
  4756. if( sd )
  4757. clif_skill_fail(sd,skillid,0,0);
  4758. map_freeblock_unlock();
  4759. return 0;
  4760. }
  4761. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  4762. do {
  4763. eff = rand() % 14;
  4764. clif_specialeffect(bl, 523 + eff, AREA);
  4765. switch (eff)
  4766. {
  4767. case 0: // heals SP to 0
  4768. status_percent_damage(src, bl, 0, 100, false);
  4769. break;
  4770. case 1: // matk halved
  4771. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4772. break;
  4773. case 2: // all buffs removed
  4774. status_change_clear_buffs(bl,1);
  4775. break;
  4776. case 3: // 1000 damage, random armor destroyed
  4777. {
  4778. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  4779. status_fix_damage(src, bl, 1000, 0);
  4780. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4781. if( !status_isdead(bl) )
  4782. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  4783. }
  4784. break;
  4785. case 4: // atk halved
  4786. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4787. break;
  4788. case 5: // 2000HP heal, random teleported
  4789. status_heal(src, 2000, 0, 0);
  4790. unit_warp(src, -1,-1,-1, 3);
  4791. break;
  4792. case 6: // random 2 other effects
  4793. if (count == -1)
  4794. count = 3;
  4795. else
  4796. count++; //Should not retrigger this one.
  4797. break;
  4798. case 7: // stop freeze or stoned
  4799. {
  4800. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4801. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4802. }
  4803. break;
  4804. case 8: // curse coma and poison
  4805. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4806. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4807. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4808. break;
  4809. case 9: // confusion
  4810. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4811. break;
  4812. case 10: // 6666 damage, atk matk halved, cursed
  4813. status_fix_damage(src, bl, 6666, 0);
  4814. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4815. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4816. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4817. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4818. break;
  4819. case 11: // 4444 damage
  4820. status_fix_damage(src, bl, 4444, 0);
  4821. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4822. break;
  4823. case 12: // stun
  4824. sc_start(bl,SC_STUN,100,skilllv,5000);
  4825. break;
  4826. case 13: // atk,matk,hit,flee,def reduced
  4827. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4828. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4829. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4830. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4831. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4832. break;
  4833. default:
  4834. break;
  4835. }
  4836. } while ((--count) > 0);
  4837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4838. }
  4839. break;
  4840. case SL_ALCHEMIST:
  4841. case SL_ASSASIN:
  4842. case SL_BARDDANCER:
  4843. case SL_BLACKSMITH:
  4844. case SL_CRUSADER:
  4845. case SL_HUNTER:
  4846. case SL_KNIGHT:
  4847. case SL_MONK:
  4848. case SL_PRIEST:
  4849. case SL_ROGUE:
  4850. case SL_SAGE:
  4851. case SL_SOULLINKER:
  4852. case SL_STAR:
  4853. case SL_SUPERNOVICE:
  4854. case SL_WIZARD:
  4855. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4856. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4857. clif_skill_fail(sd,skillid,0,0);
  4858. break;
  4859. }
  4860. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4861. { //Erase death count 1% of the casts
  4862. dstsd->die_counter = 0;
  4863. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4864. clif_misceffect2(bl, 0x152);
  4865. //SC_SPIRIT invokes status_calc_pc for us.
  4866. }
  4867. clif_skill_nodamage(src,bl,skillid,skilllv,
  4868. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4869. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4870. break;
  4871. case SL_HIGH:
  4872. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4873. clif_skill_fail(sd,skillid,0,0);
  4874. break;
  4875. }
  4876. clif_skill_nodamage(src,bl,skillid,skilllv,
  4877. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4878. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4879. break;
  4880. case SL_SWOO:
  4881. if (tsce) {
  4882. sc_start(src,SC_STUN,100,skilllv,10000);
  4883. break;
  4884. }
  4885. case SL_SKA: // [marquis007]
  4886. case SL_SKE:
  4887. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4888. clif_skill_fail(sd,skillid,0,0);
  4889. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4890. break;
  4891. }
  4892. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4893. if (skillid == SL_SKE)
  4894. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4895. break;
  4896. // New guild skills [Celest]
  4897. case GD_BATTLEORDER:
  4898. if(flag&1) {
  4899. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4900. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4901. } else if (status_get_guild_id(src)) {
  4902. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4903. map_foreachinrange(skill_area_sub, src,
  4904. skill_get_splash(skillid, skilllv), BL_PC,
  4905. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4906. skill_castend_nodamage_id);
  4907. if (sd)
  4908. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4909. }
  4910. break;
  4911. case GD_REGENERATION:
  4912. if(flag&1) {
  4913. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4914. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4915. } else if (status_get_guild_id(src)) {
  4916. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4917. map_foreachinrange(skill_area_sub, src,
  4918. skill_get_splash(skillid, skilllv), BL_PC,
  4919. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4920. skill_castend_nodamage_id);
  4921. if (sd)
  4922. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4923. }
  4924. break;
  4925. case GD_RESTORE:
  4926. if(flag&1) {
  4927. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4928. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4929. } else if (status_get_guild_id(src)) {
  4930. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4931. map_foreachinrange(skill_area_sub, src,
  4932. skill_get_splash(skillid, skilllv), BL_PC,
  4933. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4934. skill_castend_nodamage_id);
  4935. if (sd)
  4936. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4937. }
  4938. break;
  4939. case GD_EMERGENCYCALL:
  4940. {
  4941. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4942. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4943. int j = 0;
  4944. struct guild *g = NULL;
  4945. // i don't know if it actually summons in a circle, but oh well. ;P
  4946. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4947. if (!g)
  4948. break;
  4949. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4950. for(i = 0; i < g->max_member; i++, j++) {
  4951. if (j>8) j=0;
  4952. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  4953. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4954. continue;
  4955. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4956. dx[j] = dy[j] = 0;
  4957. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4958. }
  4959. }
  4960. if (sd)
  4961. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4962. }
  4963. break;
  4964. case SG_FEEL:
  4965. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4966. if (sd) {
  4967. if(!sd->feel_map[skilllv-1].index)
  4968. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4969. else
  4970. clif_feel_info(sd, skilllv-1, 1);
  4971. }
  4972. break;
  4973. case SG_HATE:
  4974. if (sd) {
  4975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4976. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4977. clif_skill_fail(sd,skillid,0,0);
  4978. }
  4979. break;
  4980. case GS_GLITTERING:
  4981. if(sd) {
  4982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4983. if(rand()%100 < (20+10*skilllv))
  4984. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4985. else if(sd->spiritball > 0)
  4986. pc_delspiritball(sd,1,0);
  4987. }
  4988. break;
  4989. case GS_CRACKER:
  4990. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4991. {
  4992. i =65 -5*distance_bl(src,bl); //Base rate
  4993. if (i < 30) i = 30;
  4994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4995. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4996. }
  4997. else if (sd)
  4998. clif_skill_fail(sd,skillid,0,0);
  4999. break;
  5000. case AM_CALLHOMUN: //[orn]
  5001. if (sd && !merc_call_homunculus(sd))
  5002. clif_skill_fail(sd,skillid,0,0);
  5003. break;
  5004. case AM_REST:
  5005. if (sd)
  5006. {
  5007. if (merc_hom_vaporize(sd,1))
  5008. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5009. else
  5010. clif_skill_fail(sd,skillid,0,0);
  5011. }
  5012. break;
  5013. case HAMI_CASTLE: //[orn]
  5014. if(rand()%100 < 20*skilllv && src != bl)
  5015. {
  5016. int x,y;
  5017. x = src->x;
  5018. y = src->y;
  5019. if (hd)
  5020. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5021. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5022. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5023. clif_slide(src,bl->x,bl->y) ;
  5024. if (unit_movepos(bl,x,y,0,0))
  5025. {
  5026. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5027. clif_slide(bl,x,y) ;
  5028. }
  5029. //TODO: Shouldn't also players and the like switch targets?
  5030. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5031. AREA_SIZE, BL_MOB, bl, src);
  5032. }
  5033. }
  5034. // Failed
  5035. else if (hd && hd->master)
  5036. clif_skill_fail(hd->master, skillid, 0, 0);
  5037. else if (sd)
  5038. clif_skill_fail(sd, skillid, 0, 0);
  5039. break;
  5040. case HVAN_CHAOTIC: //[orn]
  5041. {
  5042. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5043. int rnd = rand()%100;
  5044. i = (skilllv-1)%5;
  5045. if(rnd<per[i][0]) //Self
  5046. bl = src;
  5047. else if(rnd<per[i][1]) //Master
  5048. bl = battle_get_master(src);
  5049. else //Enemy
  5050. bl = map_id2bl(battle_gettarget(src));
  5051. if (!bl) bl = src;
  5052. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5053. //Eh? why double skill packet?
  5054. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5055. clif_skill_nodamage(src,bl,skillid,i,1);
  5056. status_heal(bl, i, 0, 0);
  5057. }
  5058. break;
  5059. //Homun single-target support skills [orn]
  5060. case HAMI_BLOODLUST:
  5061. case HFLI_FLEET:
  5062. case HFLI_SPEED:
  5063. case HLIF_CHANGE:
  5064. clif_skill_nodamage(src,bl,skillid,skilllv,
  5065. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5066. if (hd)
  5067. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5068. break;
  5069. case NPC_DRAGONFEAR:
  5070. if (flag&1) {
  5071. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5072. int j;
  5073. j = i = rand()%ARRAYLENGTH(sc);
  5074. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5075. i++;
  5076. if ( i == ARRAYLENGTH(sc) )
  5077. i = 0;
  5078. if (i == j)
  5079. break;
  5080. }
  5081. break;
  5082. }
  5083. case NPC_WIDEBLEEDING:
  5084. case NPC_WIDECONFUSE:
  5085. case NPC_WIDECURSE:
  5086. case NPC_WIDEFREEZE:
  5087. case NPC_WIDESLEEP:
  5088. case NPC_WIDESILENCE:
  5089. case NPC_WIDESTONE:
  5090. case NPC_WIDESTUN:
  5091. case NPC_SLOWCAST:
  5092. if (flag&1)
  5093. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5094. else {
  5095. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5096. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5097. map_foreachinrange(skill_area_sub, bl,
  5098. skill_get_splash(skillid, skilllv),BL_CHAR,
  5099. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5100. skill_castend_nodamage_id);
  5101. }
  5102. break;
  5103. default:
  5104. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5105. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5106. map_freeblock_unlock();
  5107. return 1;
  5108. }
  5109. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5110. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5111. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5112. }
  5113. if( sd && !(flag&1) )
  5114. {
  5115. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5116. battle_consume_ammo(sd, skillid, skilllv);
  5117. if( !sd->state.skillonskill )
  5118. skill_onskillusage(sd, bl, skillid, tick);
  5119. skill_consume_requirement(sd,skillid,skilllv,2);
  5120. }
  5121. map_freeblock_unlock();
  5122. return 0;
  5123. }
  5124. /*==========================================
  5125. *
  5126. *------------------------------------------*/
  5127. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5128. {
  5129. struct block_list *target, *src;
  5130. struct map_session_data *sd;
  5131. struct mob_data *md;
  5132. struct unit_data *ud;
  5133. struct status_change *sc = NULL;
  5134. int inf,inf2,flag = 0;
  5135. src = map_id2bl(id);
  5136. if( src == NULL )
  5137. {
  5138. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5139. return 0;// not found
  5140. }
  5141. ud = unit_bl2ud(src);
  5142. if( ud == NULL )
  5143. {
  5144. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5145. return 0;// ???
  5146. }
  5147. sd = BL_CAST(BL_PC, src);
  5148. md = BL_CAST(BL_MOB, src);
  5149. if( src->prev == NULL ) {
  5150. ud->skilltimer = INVALID_TIMER;
  5151. return 0;
  5152. }
  5153. if(ud->skillid != SA_CASTCANCEL )
  5154. {// otherwise handled in unit_skillcastcancel()
  5155. if( ud->skilltimer != tid ) {
  5156. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5157. ud->skilltimer = INVALID_TIMER;
  5158. return 0;
  5159. }
  5160. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5161. {// restore original walk speed
  5162. ud->skilltimer = INVALID_TIMER;
  5163. status_calc_bl(&sd->bl, SCB_SPEED);
  5164. }
  5165. ud->skilltimer = INVALID_TIMER;
  5166. }
  5167. if (ud->skilltarget == id)
  5168. target = src;
  5169. else
  5170. target = map_id2bl(ud->skilltarget);
  5171. // Use a do so that you can break out of it when the skill fails.
  5172. do {
  5173. if(!target || target->prev==NULL) break;
  5174. if(src->m != target->m || status_isdead(src)) break;
  5175. switch (ud->skillid) {
  5176. //These should become skill_castend_pos
  5177. case WE_CALLPARTNER:
  5178. case WE_CALLPARENT:
  5179. case WE_CALLBABY:
  5180. case AM_RESURRECTHOMUN:
  5181. case PF_SPIDERWEB:
  5182. //Find a random spot to place the skill. [Skotlex]
  5183. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5184. ud->skillx = target->x + inf2;
  5185. ud->skilly = target->y + inf2;
  5186. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5187. ud->skillx = target->x;
  5188. ud->skilly = target->y;
  5189. }
  5190. ud->skilltimer=tid;
  5191. return skill_castend_pos(tid,tick,id,data);
  5192. }
  5193. if(ud->skillid == RG_BACKSTAP) {
  5194. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5195. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5196. break;
  5197. }
  5198. }
  5199. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5200. {
  5201. sc = status_get_sc(target);
  5202. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5203. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5204. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5205. break;
  5206. }
  5207. }
  5208. else
  5209. { // Check target validity.
  5210. inf = skill_get_inf(ud->skillid);
  5211. inf2 = skill_get_inf2(ud->skillid);
  5212. if(inf&INF_ATTACK_SKILL ||
  5213. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5214. inf = BCT_ENEMY; //Offensive skill.
  5215. else if(inf2&INF2_NO_ENEMY)
  5216. inf = BCT_NOENEMY;
  5217. else
  5218. inf = 0;
  5219. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5220. {
  5221. inf |=
  5222. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5223. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5224. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5225. inf &= ~BCT_NEUTRAL;
  5226. }
  5227. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5228. {
  5229. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5230. break;
  5231. }
  5232. else
  5233. if (inf && battle_check_target(src, target, inf) <= 0)
  5234. break;
  5235. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5236. sc->data[SC_FOGWALL] &&
  5237. rand()%100 < 75)
  5238. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5239. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5240. break;
  5241. }
  5242. }
  5243. //Avoid doing double checks for instant-cast skills.
  5244. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5245. break;
  5246. if(md) {
  5247. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5248. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5249. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5250. }
  5251. if(src != target && battle_config.skill_add_range &&
  5252. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5253. {
  5254. if (sd) {
  5255. clif_skill_fail(sd,ud->skillid,0,0);
  5256. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5257. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5258. }
  5259. break;
  5260. }
  5261. if( sd )
  5262. {
  5263. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5264. break;
  5265. else
  5266. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5267. }
  5268. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5269. break;
  5270. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5271. flag = 1;
  5272. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5273. unit_stop_walking(src,1);
  5274. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5275. if ( battle_config.display_status_timers && sd )
  5276. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5277. if( sd )
  5278. {
  5279. switch( ud->skillid )
  5280. {
  5281. case GS_DESPERADO:
  5282. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5283. break;
  5284. case CR_GRANDCROSS:
  5285. case NPC_GRANDDARKNESS:
  5286. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5287. {
  5288. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5289. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5290. break;
  5291. }
  5292. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5293. break;
  5294. }
  5295. }
  5296. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5297. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5298. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5299. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5300. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5301. map_freeblock_lock();
  5302. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5303. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5304. else
  5305. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5306. sc = status_get_sc(src);
  5307. if(sc && sc->count) {
  5308. if(sc->data[SC_MAGICPOWER] &&
  5309. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5310. status_change_end(src,SC_MAGICPOWER,-1);
  5311. if(sc->data[SC_SPIRIT] &&
  5312. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5313. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5314. ud->skillid != WZ_WATERBALL)
  5315. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5316. }
  5317. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  5318. sd->skillitem = sd->skillitemlv = 0;
  5319. if (ud->skilltimer == -1) {
  5320. if(md) md->skillidx = -1;
  5321. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5322. ud->skilllv = ud->skilltarget = 0;
  5323. }
  5324. map_freeblock_unlock();
  5325. return 1;
  5326. } while(0);
  5327. //Skill failed.
  5328. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5329. { //When Asura fails... (except when it fails from Fog of Wall)
  5330. //Consume SP/spheres
  5331. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  5332. status_set_sp(src, 0, 0);
  5333. sc = &sd->sc;
  5334. if (sc->count)
  5335. { //End states
  5336. if (sc->data[SC_EXPLOSIONSPIRITS])
  5337. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5338. if (sc->data[SC_BLADESTOP])
  5339. status_change_end(src,SC_BLADESTOP,-1);
  5340. }
  5341. if (target && target->m == src->m)
  5342. { //Move character to target anyway.
  5343. int dx,dy;
  5344. dx = target->x - src->x;
  5345. dy = target->y - src->y;
  5346. if(dx > 0) dx++;
  5347. else if(dx < 0) dx--;
  5348. if (dy > 0) dy++;
  5349. else if(dy < 0) dy--;
  5350. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5351. { //Display movement + animation.
  5352. clif_slide(src,src->x,src->y);
  5353. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5354. }
  5355. clif_skill_fail(sd,ud->skillid,0,0);
  5356. }
  5357. }
  5358. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5359. ud->canact_tick = tick;
  5360. //You can't place a skill failed packet here because it would be
  5361. //sent in ALL cases, even cases where skill_check_condition fails
  5362. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5363. if(sd)
  5364. sd->skillitem = sd->skillitemlv = 0;
  5365. else if(md)
  5366. md->skillidx = -1;
  5367. return 0;
  5368. }
  5369. /*==========================================
  5370. *
  5371. *------------------------------------------*/
  5372. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5373. {
  5374. struct block_list* src = map_id2bl(id);
  5375. int maxcount;
  5376. struct map_session_data *sd;
  5377. struct unit_data *ud = unit_bl2ud(src);
  5378. struct mob_data *md;
  5379. nullpo_retr(0, ud);
  5380. sd = BL_CAST(BL_PC , src);
  5381. md = BL_CAST(BL_MOB, src);
  5382. if( src->prev == NULL ) {
  5383. ud->skilltimer = INVALID_TIMER;
  5384. return 0;
  5385. }
  5386. if( ud->skilltimer != tid )
  5387. {
  5388. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5389. ud->skilltimer = INVALID_TIMER;
  5390. return 0;
  5391. }
  5392. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5393. {// restore original walk speed
  5394. ud->skilltimer = INVALID_TIMER;
  5395. status_calc_bl(&sd->bl, SCB_SPEED);
  5396. }
  5397. ud->skilltimer = INVALID_TIMER;
  5398. do {
  5399. if( status_isdead(src) )
  5400. break;
  5401. if( !(src->type&battle_config.skill_reiteration) &&
  5402. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5403. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5404. )
  5405. {
  5406. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5407. break;
  5408. }
  5409. if( src->type&battle_config.skill_nofootset &&
  5410. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5411. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5412. )
  5413. {
  5414. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5415. break;
  5416. }
  5417. if( src->type&battle_config.land_skill_limit &&
  5418. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5419. ) {
  5420. int i;
  5421. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5422. if(ud->skillunit[i]->skill_id == ud->skillid)
  5423. maxcount--;
  5424. }
  5425. if( maxcount == 0 )
  5426. {
  5427. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5428. break;
  5429. }
  5430. }
  5431. if(tid != -1)
  5432. { //Avoid double checks on instant cast skills. [Skotlex]
  5433. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5434. break;
  5435. if(battle_config.skill_add_range &&
  5436. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5437. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5438. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5439. break;
  5440. }
  5441. }
  5442. if( sd )
  5443. {
  5444. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5445. break;
  5446. else
  5447. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5448. }
  5449. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5450. break;
  5451. if(md) {
  5452. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5453. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5454. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5455. }
  5456. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5457. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5458. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5459. if (ud->walktimer != -1)
  5460. unit_stop_walking(src,1);
  5461. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5462. if ( battle_config.display_status_timers && sd )
  5463. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5464. // if( sd )
  5465. // {
  5466. // switch( ud->skillid )
  5467. // {
  5468. // case ????:
  5469. // sd->canequip_tick = tick + ????;
  5470. // break;
  5471. // }
  5472. // }
  5473. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5474. map_freeblock_lock();
  5475. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5476. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  5477. sd->skillitem = sd->skillitemlv = 0;
  5478. if (ud->skilltimer == -1) {
  5479. if (md) md->skillidx = -1;
  5480. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5481. ud->skilllv = ud->skillx = ud->skilly = 0;
  5482. }
  5483. map_freeblock_unlock();
  5484. return 1;
  5485. } while(0);
  5486. ud->canact_tick = tick;
  5487. ud->skillid = ud->skilllv = 0;
  5488. if(sd)
  5489. sd->skillitem = sd->skillitemlv = 0;
  5490. else if(md)
  5491. md->skillidx = -1;
  5492. return 0;
  5493. }
  5494. /*==========================================
  5495. *
  5496. *------------------------------------------*/
  5497. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5498. {
  5499. struct map_session_data* sd;
  5500. struct status_change* sc;
  5501. struct status_change_entry *sce;
  5502. struct skill_unit_group* sg;
  5503. enum sc_type type;
  5504. int i;
  5505. //if(skilllv <= 0) return 0;
  5506. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5507. nullpo_retr(0, src);
  5508. if(status_isdead(src))
  5509. return 0;
  5510. sd = BL_CAST(BL_PC, src);
  5511. sc = status_get_sc(src);
  5512. type = status_skill2sc(skillid);
  5513. sce = (sc && type != -1)?sc->data[type]:NULL;
  5514. switch (skillid) { //Skill effect.
  5515. case WZ_METEOR:
  5516. case MO_BODYRELOCATION:
  5517. case CR_CULTIVATION:
  5518. case HW_GANBANTEIN:
  5519. break; //Effect is displayed on respective switch case.
  5520. default:
  5521. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5522. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5523. else
  5524. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5525. }
  5526. switch(skillid)
  5527. {
  5528. case PR_BENEDICTIO:
  5529. skill_area_temp[1] = src->id;
  5530. i = skill_get_splash(skillid, skilllv);
  5531. map_foreachinarea(skill_area_sub,
  5532. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5533. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5534. skill_castend_nodamage_id);
  5535. map_foreachinarea(skill_area_sub,
  5536. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5537. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5538. skill_castend_damage_id);
  5539. break;
  5540. case BS_HAMMERFALL:
  5541. i = skill_get_splash(skillid, skilllv);
  5542. map_foreachinarea (skill_area_sub,
  5543. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5544. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5545. skill_castend_nodamage_id);
  5546. break;
  5547. case HT_DETECTING:
  5548. i = skill_get_splash(skillid, skilllv);
  5549. map_foreachinarea( status_change_timer_sub,
  5550. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5551. src,NULL,SC_SIGHT,tick);
  5552. if(battle_config.traps_setting&1)
  5553. map_foreachinarea( skill_reveal_trap,
  5554. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5555. break;
  5556. case SA_VOLCANO:
  5557. case SA_DELUGE:
  5558. case SA_VIOLENTGALE:
  5559. { //Does not consumes if the skill is already active. [Skotlex]
  5560. struct skill_unit_group *sg;
  5561. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  5562. {
  5563. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  5564. {
  5565. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5566. return 0; // not to consume items
  5567. }
  5568. else
  5569. sg->limit = 0; //Disable it.
  5570. }
  5571. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5572. break;
  5573. }
  5574. case MG_SAFETYWALL:
  5575. case MG_FIREWALL:
  5576. case MG_THUNDERSTORM:
  5577. case AL_PNEUMA:
  5578. case WZ_ICEWALL:
  5579. case WZ_FIREPILLAR:
  5580. case WZ_QUAGMIRE:
  5581. case WZ_VERMILION:
  5582. case WZ_STORMGUST:
  5583. case WZ_HEAVENDRIVE:
  5584. case PR_SANCTUARY:
  5585. case PR_MAGNUS:
  5586. case CR_GRANDCROSS:
  5587. case NPC_GRANDDARKNESS:
  5588. case HT_SKIDTRAP:
  5589. case MA_SKIDTRAP:
  5590. case HT_LANDMINE:
  5591. case MA_LANDMINE:
  5592. case HT_ANKLESNARE:
  5593. case HT_SHOCKWAVE:
  5594. case HT_SANDMAN:
  5595. case MA_SANDMAN:
  5596. case HT_FLASHER:
  5597. case HT_FREEZINGTRAP:
  5598. case MA_FREEZINGTRAP:
  5599. case HT_BLASTMINE:
  5600. case HT_CLAYMORETRAP:
  5601. case AS_VENOMDUST:
  5602. case AM_DEMONSTRATION:
  5603. case PF_FOGWALL:
  5604. case PF_SPIDERWEB:
  5605. case HT_TALKIEBOX:
  5606. case WE_CALLPARTNER:
  5607. case WE_CALLPARENT:
  5608. case WE_CALLBABY:
  5609. case AC_SHOWER: //Ground-placed skill implementation.
  5610. case MA_SHOWER:
  5611. case SA_LANDPROTECTOR:
  5612. case BD_LULLABY:
  5613. case BD_RICHMANKIM:
  5614. case BD_ETERNALCHAOS:
  5615. case BD_DRUMBATTLEFIELD:
  5616. case BD_RINGNIBELUNGEN:
  5617. case BD_ROKISWEIL:
  5618. case BD_INTOABYSS:
  5619. case BD_SIEGFRIED:
  5620. case BA_DISSONANCE:
  5621. case BA_POEMBRAGI:
  5622. case BA_WHISTLE:
  5623. case BA_ASSASSINCROSS:
  5624. case BA_APPLEIDUN:
  5625. case DC_UGLYDANCE:
  5626. case DC_HUMMING:
  5627. case DC_DONTFORGETME:
  5628. case DC_FORTUNEKISS:
  5629. case DC_SERVICEFORYOU:
  5630. case CG_MOONLIT:
  5631. case GS_DESPERADO:
  5632. case NJ_KAENSIN:
  5633. case NJ_BAKUENRYU:
  5634. case NJ_SUITON:
  5635. case NJ_HYOUSYOURAKU:
  5636. case NJ_RAIGEKISAI:
  5637. case NJ_KAMAITACHI:
  5638. case NPC_EVILLAND:
  5639. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5640. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5641. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5642. break;
  5643. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5644. skill_clear_unitgroup(src);
  5645. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5646. flag|=1;
  5647. break;
  5648. case HP_BASILICA:
  5649. if( sc->data[SC_BASILICA] )
  5650. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5651. else
  5652. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5653. skill_clear_unitgroup(src);
  5654. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5655. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5656. flag|=1;
  5657. }
  5658. break;
  5659. case CG_HERMODE:
  5660. skill_clear_unitgroup(src);
  5661. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5662. sc_start4(src,SC_DANCING,100,
  5663. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5664. flag|=1;
  5665. break;
  5666. case RG_CLEANER: // [Valaris]
  5667. i = skill_get_splash(skillid, skilllv);
  5668. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5669. break;
  5670. case WZ_METEOR:
  5671. {
  5672. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5673. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5674. if( sc && sc->data[SC_MAGICPOWER] )
  5675. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5676. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5677. {
  5678. // Creates a random Cell in the Splash Area
  5679. tmpx = x - area + rand()%(area * 2 + 1);
  5680. tmpy = y - area + rand()%(area * 2 + 1);
  5681. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5682. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5683. if( i > 0 )
  5684. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5685. x1 = tmpx;
  5686. y1 = tmpy;
  5687. }
  5688. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5689. }
  5690. break;
  5691. case AL_WARP:
  5692. if(sd)
  5693. {
  5694. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5695. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5696. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5697. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5698. );
  5699. }
  5700. return 0; // not to consume item.
  5701. case MO_BODYRELOCATION:
  5702. if (unit_movepos(src, x, y, 1, 1)) {
  5703. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5704. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5705. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5706. }
  5707. break;
  5708. case NJ_SHADOWJUMP:
  5709. {
  5710. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5711. { //You don't move on GVG grounds.
  5712. unit_movepos(src, x, y, 1, 0);
  5713. clif_slide(src,x,y);
  5714. }
  5715. if (sc && sc->data[SC_HIDING])
  5716. status_change_end(src, SC_HIDING, -1);
  5717. }
  5718. break;
  5719. case AM_SPHEREMINE:
  5720. case AM_CANNIBALIZE:
  5721. {
  5722. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5723. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5724. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5725. struct mob_data *md;
  5726. // Correct info, don't change any of this! [celest]
  5727. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5728. if (md) {
  5729. md->master_id = src->id;
  5730. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5731. if( md->deletetimer != INVALID_TIMER )
  5732. delete_timer(md->deletetimer, mob_timer_delete);
  5733. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5734. mob_spawn (md); //Now it is ready for spawning.
  5735. }
  5736. }
  5737. break;
  5738. // Slim Pitcher [Celest]
  5739. case CR_SLIMPITCHER:
  5740. if (sd) {
  5741. int i = skilllv%11 - 1;
  5742. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5743. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  5744. {
  5745. clif_skill_fail(sd,skillid,0,0);
  5746. return 1;
  5747. }
  5748. potion_flag = 1;
  5749. potion_hp = 0;
  5750. potion_sp = 0;
  5751. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5752. potion_flag = 0;
  5753. //Apply skill bonuses
  5754. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5755. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5756. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5757. + pc_skillheal_bonus(sd, skillid);
  5758. potion_hp = potion_hp * (100+i)/100;
  5759. potion_sp = potion_sp * (100+i)/100;
  5760. if(potion_hp > 0 || potion_sp > 0) {
  5761. i = skill_get_splash(skillid, skilllv);
  5762. map_foreachinarea(skill_area_sub,
  5763. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5764. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5765. skill_castend_nodamage_id);
  5766. }
  5767. } else {
  5768. int i = skilllv%11 - 1;
  5769. struct item_data *item = itemdb_search(i);
  5770. i = skill_db[skillid].itemid[i];
  5771. item = itemdb_search(i);
  5772. potion_flag = 1;
  5773. potion_hp = 0;
  5774. potion_sp = 0;
  5775. run_script(item->script,0,src->id,0);
  5776. potion_flag = 0;
  5777. i = skill_get_max(CR_SLIMPITCHER)*10;
  5778. potion_hp = potion_hp * (100+i)/100;
  5779. potion_sp = potion_sp * (100+i)/100;
  5780. if(potion_hp > 0 || potion_sp > 0) {
  5781. i = skill_get_splash(skillid, skilllv);
  5782. map_foreachinarea(skill_area_sub,
  5783. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5784. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5785. skill_castend_nodamage_id);
  5786. }
  5787. }
  5788. break;
  5789. case HW_GANBANTEIN:
  5790. if (rand()%100 < 80) {
  5791. int dummy = 1;
  5792. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5793. i = skill_get_splash(skillid, skilllv);
  5794. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5795. } else {
  5796. if (sd) clif_skill_fail(sd,skillid,0,0);
  5797. return 1;
  5798. }
  5799. break;
  5800. case HW_GRAVITATION:
  5801. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5802. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5803. flag|=1;
  5804. break;
  5805. // Plant Cultivation [Celest]
  5806. case CR_CULTIVATION:
  5807. if (sd) {
  5808. int i;
  5809. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  5810. {
  5811. clif_skill_fail(sd,skillid,0,0);
  5812. return 1;
  5813. }
  5814. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5815. if (rand()%100 < 50) {
  5816. clif_skill_fail(sd,skillid,0,0);
  5817. } else {
  5818. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5819. if (!md) break;
  5820. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5821. {
  5822. if( md->deletetimer != INVALID_TIMER )
  5823. delete_timer(md->deletetimer, mob_timer_delete);
  5824. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5825. }
  5826. mob_spawn (md);
  5827. }
  5828. }
  5829. break;
  5830. case SG_SUN_WARM:
  5831. case SG_MOON_WARM:
  5832. case SG_STAR_WARM:
  5833. skill_clear_unitgroup(src);
  5834. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5835. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5836. flag|=1;
  5837. break;
  5838. case PA_GOSPEL:
  5839. if (sce && sce->val4 == BCT_SELF)
  5840. status_change_end(src,SC_GOSPEL,-1);
  5841. else
  5842. {
  5843. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5844. if (!sg) break;
  5845. if (sce)
  5846. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5847. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5848. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5849. }
  5850. break;
  5851. case NJ_TATAMIGAESHI:
  5852. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5853. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5854. break;
  5855. case AM_RESURRECTHOMUN: //[orn]
  5856. if (sd)
  5857. {
  5858. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5859. {
  5860. clif_skill_fail(sd,skillid,0,0);
  5861. break;
  5862. }
  5863. }
  5864. break;
  5865. default:
  5866. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5867. return 1;
  5868. }
  5869. if (sc && sc->data[SC_MAGICPOWER])
  5870. status_change_end(src,SC_MAGICPOWER,-1);
  5871. if( sd )
  5872. {
  5873. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5874. battle_consume_ammo(sd, skillid, skilllv);
  5875. if( !sd->state.skillonskill )
  5876. skill_onskillusage(sd, NULL, skillid, tick);
  5877. skill_consume_requirement(sd,skillid,skilllv,2);
  5878. }
  5879. return 0;
  5880. }
  5881. /*==========================================
  5882. *
  5883. *------------------------------------------*/
  5884. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5885. {
  5886. nullpo_retr(0, sd);
  5887. //Simplify skill_failed code.
  5888. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5889. if(skill_num != sd->menuskill_id)
  5890. return 0;
  5891. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5892. skill_failed(sd);
  5893. return 0;
  5894. }
  5895. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5896. skill_failed(sd);
  5897. return 0;
  5898. }
  5899. if(sd->sc.count && (
  5900. sd->sc.data[SC_SILENCE] ||
  5901. sd->sc.data[SC_ROKISWEIL] ||
  5902. sd->sc.data[SC_AUTOCOUNTER] ||
  5903. sd->sc.data[SC_STEELBODY] ||
  5904. sd->sc.data[SC_DANCING] ||
  5905. sd->sc.data[SC_BERSERK] ||
  5906. sd->sc.data[SC_BASILICA] ||
  5907. sd->sc.data[SC_MARIONETTE]
  5908. )) {
  5909. skill_failed(sd);
  5910. return 0;
  5911. }
  5912. pc_stop_attack(sd);
  5913. pc_stop_walking(sd,0);
  5914. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5915. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5916. if(strcmp(map,"cancel")==0) {
  5917. skill_failed(sd);
  5918. return 0;
  5919. }
  5920. switch(skill_num)
  5921. {
  5922. case AL_TELEPORT:
  5923. if(strcmp(map,"Random")==0)
  5924. pc_randomwarp(sd,3);
  5925. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5926. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5927. break;
  5928. case AL_WARP:
  5929. {
  5930. const struct point *p[4];
  5931. struct skill_unit_group *group;
  5932. int i, lv, wx, wy;
  5933. int maxcount=0;
  5934. int x,y;
  5935. unsigned short mapindex;
  5936. mapindex = mapindex_name2id((char*)map);
  5937. if(!mapindex) { //Given map not found?
  5938. clif_skill_fail(sd,skill_num,0,0);
  5939. skill_failed(sd);
  5940. return 0;
  5941. }
  5942. p[0] = &sd->status.save_point;
  5943. p[1] = &sd->status.memo_point[0];
  5944. p[2] = &sd->status.memo_point[1];
  5945. p[3] = &sd->status.memo_point[2];
  5946. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5947. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5948. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5949. maxcount--;
  5950. }
  5951. if(!maxcount) {
  5952. clif_skill_fail(sd,skill_num,0,0);
  5953. skill_failed(sd);
  5954. return 0;
  5955. }
  5956. }
  5957. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  5958. wx = sd->menuskill_val>>16;
  5959. wy = sd->menuskill_val&0xffff;
  5960. if( lv <= 0 ) return 0;
  5961. if( lv > 4 ) lv = 4; // crash prevention
  5962. // check if the chosen map exists in the memo list
  5963. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5964. if( i < lv ) {
  5965. x=p[i]->x;
  5966. y=p[i]->y;
  5967. } else {
  5968. skill_failed(sd);
  5969. return 0;
  5970. }
  5971. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  5972. { // This checks versus skillid/skilllv...
  5973. skill_failed(sd);
  5974. return 0;
  5975. }
  5976. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  5977. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  5978. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5979. skill_failed(sd);
  5980. return 0;
  5981. }
  5982. // record the destination coordinates
  5983. group->val2 = (x<<16)|y;
  5984. group->val3 = mapindex;
  5985. }
  5986. break;
  5987. }
  5988. sd->menuskill_id = sd->menuskill_val = 0;
  5989. return 0;
  5990. #undef skill_failed
  5991. }
  5992. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5993. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5994. {
  5995. struct skill_unit* target = (struct skill_unit*)bl;
  5996. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5997. int flag = va_arg(ap, int);
  5998. if (src == target)
  5999. return 0;
  6000. if (!target->group || !(target->group->state.song_dance&0x1))
  6001. return 0;
  6002. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6003. return 0;
  6004. if (flag) //Set dissonance
  6005. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6006. else //Remove dissonance
  6007. target->val2 &= ~UF_ENSEMBLE;
  6008. clif_skill_setunit(target); //Update look of affected cell.
  6009. return 1;
  6010. }
  6011. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6012. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6013. //When 1, this unit has been positioned, so start the cancel effect.
  6014. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6015. {
  6016. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6017. return 0;
  6018. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6019. return 0; //Nothing to remove, this unit is not overlapped.
  6020. if (unit->val1 != unit->group->skill_id)
  6021. { //Reset state
  6022. unit->val1 = unit->group->skill_id;
  6023. unit->val2 &= ~UF_ENSEMBLE;
  6024. }
  6025. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6026. }
  6027. /*==========================================
  6028. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6029. * Flag: 0 - Convert, 1 - Revert.
  6030. *------------------------------------------*/
  6031. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6032. {
  6033. static struct skill_unit_group backup;
  6034. struct skill_unit_group* group = unit->group;
  6035. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6036. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6037. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6038. return false;
  6039. if( !flag )
  6040. { //Transform
  6041. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6042. // backup
  6043. backup.skill_id = group->skill_id;
  6044. backup.skill_lv = group->skill_lv;
  6045. backup.unit_id = group->unit_id;
  6046. backup.target_flag = group->target_flag;
  6047. backup.bl_flag = group->bl_flag;
  6048. backup.interval = group->interval;
  6049. // replace
  6050. group->skill_id = skillid;
  6051. group->skill_lv = 1;
  6052. group->unit_id = skill_get_unit_id(skillid,0);
  6053. group->target_flag = skill_get_unit_target(skillid);
  6054. group->bl_flag = skill_get_unit_bl_target(skillid);
  6055. group->interval = skill_get_unit_interval(skillid);
  6056. }
  6057. else
  6058. { //Restore
  6059. group->skill_id = backup.skill_id;
  6060. group->skill_lv = backup.skill_lv;
  6061. group->unit_id = backup.unit_id;
  6062. group->target_flag = backup.target_flag;
  6063. group->bl_flag = backup.bl_flag;
  6064. group->interval = backup.interval;
  6065. }
  6066. return true;
  6067. }
  6068. /*==========================================
  6069. * Initializes and sets a ground skill.
  6070. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6071. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6072. *------------------------------------------*/
  6073. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6074. {
  6075. struct skill_unit_group *group;
  6076. int i,limit,val1=0,val2=0,val3=0;
  6077. int target,interval,range,unit_flag;
  6078. struct s_skill_unit_layout *layout;
  6079. struct map_session_data *sd;
  6080. struct status_data *status;
  6081. struct status_change *sc;
  6082. int active_flag=1;
  6083. int subunt=0;
  6084. nullpo_retr(NULL, src);
  6085. limit = skill_get_time(skillid,skilllv);
  6086. range = skill_get_unit_range(skillid,skilllv);
  6087. interval = skill_get_unit_interval(skillid);
  6088. target = skill_get_unit_target(skillid);
  6089. unit_flag = skill_get_unit_flag(skillid);
  6090. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6091. sd = BL_CAST(BL_PC, src);
  6092. status = status_get_status_data(src);
  6093. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6094. switch( skillid )
  6095. {
  6096. case MG_SAFETYWALL:
  6097. val2=skilllv+1;
  6098. break;
  6099. case MG_FIREWALL:
  6100. if(sc && sc->data[SC_VIOLENTGALE])
  6101. limit = limit*3/2;
  6102. val2=4+skilllv;
  6103. break;
  6104. case AL_WARP:
  6105. val1=skilllv+6;
  6106. if(!(flag&1))
  6107. limit=2000;
  6108. else // previous implementation (not used anymore)
  6109. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6110. if( src->type != BL_SKILL ) return NULL;
  6111. group = ((TBL_SKILL*)src)->group;
  6112. src = map_id2bl(group->src_id);
  6113. if( !src ) return NULL;
  6114. val2 = group->val2; //Copy the (x,y) position you warp to
  6115. val3 = group->val3; //as well as the mapindex to warp to.
  6116. }
  6117. break;
  6118. case HP_BASILICA:
  6119. val1 = src->id; // Store caster id.
  6120. break;
  6121. case PR_SANCTUARY:
  6122. case NPC_EVILLAND:
  6123. val1=(skilllv+3)*2;
  6124. break;
  6125. case WZ_FIREPILLAR:
  6126. if((flag&1)!=0)
  6127. limit=1000;
  6128. val1=skilllv+2;
  6129. break;
  6130. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6131. case AM_DEMONSTRATION:
  6132. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6133. && (src->type&battle_config.vs_traps_bctall))
  6134. target = BCT_ALL;
  6135. break;
  6136. case HT_SHOCKWAVE:
  6137. val1=skilllv*15+10;
  6138. case HT_SANDMAN:
  6139. case MA_SANDMAN:
  6140. case HT_CLAYMORETRAP:
  6141. case HT_SKIDTRAP:
  6142. case MA_SKIDTRAP:
  6143. case HT_LANDMINE:
  6144. case MA_LANDMINE:
  6145. case HT_ANKLESNARE:
  6146. case HT_FLASHER:
  6147. case HT_FREEZINGTRAP:
  6148. case MA_FREEZINGTRAP:
  6149. case HT_BLASTMINE:
  6150. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6151. limit *= 4; // longer trap times in WOE [celest]
  6152. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6153. target = BCT_ALL;
  6154. break;
  6155. case SA_LANDPROTECTOR:
  6156. case SA_VOLCANO:
  6157. case SA_DELUGE:
  6158. case SA_VIOLENTGALE:
  6159. {
  6160. struct skill_unit_group *old_sg;
  6161. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6162. { //HelloKitty confirmed that these are interchangeable,
  6163. //so you can change element and not consume gemstones.
  6164. if ((
  6165. old_sg->skill_id == SA_VOLCANO ||
  6166. old_sg->skill_id == SA_DELUGE ||
  6167. old_sg->skill_id == SA_VIOLENTGALE
  6168. ) && old_sg->limit > 0)
  6169. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6170. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6171. if (limit < 0) //This can happen...
  6172. limit = skill_get_time(skillid,skilllv);
  6173. }
  6174. skill_clear_group(src,1);
  6175. }
  6176. break;
  6177. }
  6178. case BA_DISSONANCE:
  6179. case DC_UGLYDANCE:
  6180. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6181. break;
  6182. case BA_WHISTLE:
  6183. val1 = skilllv +status->agi/10; // Flee increase
  6184. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6185. if(sd){
  6186. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6187. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6188. }
  6189. break;
  6190. case DC_HUMMING:
  6191. val1 = 2*skilllv+status->dex/10; // Hit increase
  6192. if(sd)
  6193. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6194. break;
  6195. case BA_POEMBRAGI:
  6196. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6197. //For some reason at level 10 the base delay reduction is 50%.
  6198. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6199. if(sd){
  6200. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6201. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6202. }
  6203. break;
  6204. case DC_DONTFORGETME:
  6205. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6206. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6207. if(sd){
  6208. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6209. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6210. }
  6211. break;
  6212. case BA_APPLEIDUN:
  6213. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6214. if(sd)
  6215. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6216. break;
  6217. case DC_SERVICEFORYOU:
  6218. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6219. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6220. if(sd){
  6221. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6222. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6223. }
  6224. break;
  6225. case BA_ASSASSINCROSS:
  6226. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6227. if(sd)
  6228. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6229. break;
  6230. case DC_FORTUNEKISS:
  6231. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6232. if(sd)
  6233. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6234. val1*=10; //Because every 10 crit is an actual cri point.
  6235. break;
  6236. case BD_DRUMBATTLEFIELD:
  6237. val1 = (skilllv+1)*25; //Watk increase
  6238. val2 = (skilllv+1)*2; //Def increase
  6239. break;
  6240. case BD_RINGNIBELUNGEN:
  6241. val1 = (skilllv+2)*25; //Watk increase
  6242. break;
  6243. case BD_RICHMANKIM:
  6244. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6245. break;
  6246. case BD_SIEGFRIED:
  6247. val1 = 55 + skilllv*5; //Elemental Resistance
  6248. val2 = skilllv*10; //Status ailment resistance
  6249. break;
  6250. case WE_CALLPARTNER:
  6251. if (sd) val1 = sd->status.partner_id;
  6252. break;
  6253. case WE_CALLPARENT:
  6254. if (sd) {
  6255. val1 = sd->status.father;
  6256. val2 = sd->status.mother;
  6257. }
  6258. break;
  6259. case WE_CALLBABY:
  6260. if (sd) val1 = sd->status.child;
  6261. break;
  6262. case NJ_KAENSIN:
  6263. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6264. val2 = (skilllv+1)/2 + 4;
  6265. break;
  6266. case NJ_SUITON:
  6267. skill_clear_group(src, 1);
  6268. break;
  6269. case GS_GROUNDDRIFT:
  6270. {
  6271. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6272. val1 = status->rhw.ele;
  6273. if (!val1)
  6274. val1=element[rand()%5];
  6275. switch (val1)
  6276. {
  6277. case ELE_FIRE:
  6278. subunt++;
  6279. case ELE_WATER:
  6280. subunt++;
  6281. case ELE_POISON:
  6282. subunt++;
  6283. case ELE_DARK:
  6284. subunt++;
  6285. case ELE_WIND:
  6286. break;
  6287. default:
  6288. subunt=rand()%5;
  6289. break;
  6290. }
  6291. break;
  6292. }
  6293. }
  6294. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6295. group->val1=val1;
  6296. group->val2=val2;
  6297. group->val3=val3;
  6298. group->target_flag=target;
  6299. group->bl_flag= skill_get_unit_bl_target(skillid);
  6300. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6301. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6302. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6303. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6304. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  6305. active_flag = 0;
  6306. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6307. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6308. if (sd)
  6309. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6310. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6311. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6312. }
  6313. if (group->state.song_dance) {
  6314. if(sd){
  6315. sd->skillid_dance = skillid;
  6316. sd->skilllv_dance = skilllv;
  6317. }
  6318. if (
  6319. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6320. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6321. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6322. )
  6323. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6324. }
  6325. limit = group->limit;
  6326. for( i = 0; i < layout->count; i++ )
  6327. {
  6328. struct skill_unit *unit;
  6329. int ux = x + layout->dx[i];
  6330. int uy = y + layout->dy[i];
  6331. int val1 = skilllv;
  6332. int val2 = 0;
  6333. int alive = 1;
  6334. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6335. continue; // don't place skill units on walls (except for songs/dances/encores)
  6336. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  6337. continue; // no path between cell and center of casting.
  6338. switch( skillid )
  6339. {
  6340. case MG_FIREWALL:
  6341. case NJ_KAENSIN:
  6342. val2=group->val2;
  6343. break;
  6344. case WZ_ICEWALL:
  6345. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6346. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6347. break;
  6348. case HT_LANDMINE:
  6349. case MA_LANDMINE:
  6350. case HT_ANKLESNARE:
  6351. case HT_SHOCKWAVE:
  6352. case HT_SANDMAN:
  6353. case MA_SANDMAN:
  6354. case HT_FLASHER:
  6355. case HT_FREEZINGTRAP:
  6356. case MA_FREEZINGTRAP:
  6357. case HT_TALKIEBOX:
  6358. case HT_SKIDTRAP:
  6359. case MA_SKIDTRAP:
  6360. val1 = 3500;
  6361. break;
  6362. case GS_DESPERADO:
  6363. val1 = abs(layout->dx[i]);
  6364. val2 = abs(layout->dy[i]);
  6365. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6366. if (val2 > val1) val1 = val2;
  6367. if (val1) val1--;
  6368. val1 = 36 -12*val1;
  6369. } else //Diagonal edges
  6370. val1 = 28 -4*val1 -4*val2;
  6371. if (val1 < 1) val1 = 1;
  6372. val2 = 0;
  6373. break;
  6374. default:
  6375. if (group->state.song_dance&0x1)
  6376. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6377. break;
  6378. }
  6379. if( range <= 0 )
  6380. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6381. if( !alive )
  6382. continue;
  6383. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6384. unit->limit=limit;
  6385. unit->range=range;
  6386. if (skillid == PF_FOGWALL && alive == 2)
  6387. { //Double duration of cells on top of Deluge/Suiton
  6388. unit->limit *= 2;
  6389. group->limit = unit->limit;
  6390. }
  6391. // execute on all targets standing on this cell
  6392. if (range==0 && active_flag)
  6393. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6394. }
  6395. if (!group->alive_count)
  6396. { //No cells? Something that was blocked completely by Land Protector?
  6397. skill_delunitgroup(src, group);
  6398. return NULL;
  6399. }
  6400. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6401. group->val1 = group->alive_count;
  6402. return group;
  6403. }
  6404. /*==========================================
  6405. *
  6406. *------------------------------------------*/
  6407. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6408. {
  6409. struct skill_unit_group *sg;
  6410. struct block_list *ss;
  6411. struct status_change *sc;
  6412. struct status_change_entry *sce;
  6413. enum sc_type type;
  6414. int skillid;
  6415. nullpo_retr(0, src);
  6416. nullpo_retr(0, bl);
  6417. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6418. return 0;
  6419. nullpo_retr(0, sg=src->group);
  6420. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6421. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6422. return 0; //AoE skills are ineffective. [Skotlex]
  6423. sc = status_get_sc(bl);
  6424. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6425. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6426. type = status_skill2sc(sg->skill_id);
  6427. sce = (sc && type != -1)?sc->data[type]:NULL;
  6428. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6429. switch (sg->unit_id)
  6430. {
  6431. case UNT_SPIDERWEB:
  6432. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  6433. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  6434. sc->data[SC_SPIDERWEB]->val2++;
  6435. break;
  6436. }
  6437. else if( sc )
  6438. {
  6439. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6440. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec,8) )
  6441. {
  6442. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  6443. if( td )
  6444. sec = DIFF_TICK(td->tick, tick);
  6445. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6446. clif_fixpos(bl);
  6447. sg->val2 = bl->id;
  6448. }
  6449. else
  6450. sec = 3000; //Couldn't trap it?
  6451. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6452. }
  6453. break;
  6454. case UNT_SAFETYWALL:
  6455. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6456. if (!sce)
  6457. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6458. break;
  6459. case UNT_PNEUMA:
  6460. if (!sce)
  6461. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6462. break;
  6463. case UNT_WARP_WAITING:
  6464. if(bl->type==BL_PC){
  6465. struct map_session_data *sd = (struct map_session_data *)bl;
  6466. if((!sd->chatID || battle_config.chat_warpportal)
  6467. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6468. {
  6469. int x = sg->val2>>16;
  6470. int y = sg->val2&0xffff;
  6471. unsigned short m = sg->val3;
  6472. if( --sg->val1 <= 0 )
  6473. skill_delunitgroup(NULL, sg);
  6474. pc_setpos(sd,m,x,y,3);
  6475. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6476. }
  6477. } else
  6478. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6479. {
  6480. int m = map_mapindex2mapid(sg->val3);
  6481. if (m < 0) break; //Map not available on this map-server.
  6482. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6483. }
  6484. break;
  6485. case UNT_QUAGMIRE:
  6486. if(!sce)
  6487. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6488. break;
  6489. case UNT_VOLCANO:
  6490. case UNT_DELUGE:
  6491. case UNT_VIOLENTGALE:
  6492. if(!sce)
  6493. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6494. break;
  6495. case UNT_SUITON:
  6496. if(!sce)
  6497. sc_start4(bl,type,100,sg->skill_lv,
  6498. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6499. 0,0,sg->limit);
  6500. break;
  6501. case UNT_HERMODE:
  6502. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6503. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6504. case UNT_RICHMANKIM:
  6505. case UNT_ETERNALCHAOS:
  6506. case UNT_DRUMBATTLEFIELD:
  6507. case UNT_RINGNIBELUNGEN:
  6508. case UNT_ROKISWEIL:
  6509. case UNT_INTOABYSS:
  6510. case UNT_SIEGFRIED:
  6511. //Needed to check when a dancer/bard leaves their ensemble area.
  6512. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6513. return skillid;
  6514. if (!sce)
  6515. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6516. break;
  6517. case UNT_WHISTLE:
  6518. case UNT_ASSASSINCROSS:
  6519. case UNT_POEMBRAGI:
  6520. case UNT_APPLEIDUN:
  6521. case UNT_HUMMING:
  6522. case UNT_DONTFORGETME:
  6523. case UNT_FORTUNEKISS:
  6524. case UNT_SERVICEFORYOU:
  6525. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6526. return 0;
  6527. if (!sc) return 0;
  6528. if (!sce)
  6529. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6530. else if (sce->val4 == 1) {
  6531. //Readjust timers since the effect will not last long.
  6532. sce->val4 = 0;
  6533. delete_timer(sce->timer, status_change_timer);
  6534. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6535. }
  6536. break;
  6537. case UNT_FOGWALL:
  6538. if (!sce)
  6539. {
  6540. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6541. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6542. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6543. }
  6544. break;
  6545. case UNT_GRAVITATION:
  6546. if (!sce)
  6547. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6548. break;
  6549. // officially, icewall has no problems existing on occupied cells [ultramage]
  6550. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6551. // src->val1 = 0;
  6552. // if(src->limit + sg->tick > tick + 700)
  6553. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6554. // break;
  6555. case UNT_MOONLIT:
  6556. //Knockback out of area if affected char isn't in Moonlit effect
  6557. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6558. break;
  6559. if (ss == bl) //Also needed to prevent infinite loop crash.
  6560. break;
  6561. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6562. break;
  6563. }
  6564. return skillid;
  6565. }
  6566. /*==========================================
  6567. *
  6568. *------------------------------------------*/
  6569. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6570. {
  6571. struct skill_unit_group *sg;
  6572. struct block_list *ss;
  6573. TBL_PC* sd;
  6574. TBL_PC* tsd;
  6575. struct status_data *tstatus, *sstatus;
  6576. struct status_change *tsc, *sc;
  6577. struct skill_unit_group_tickset *ts;
  6578. enum sc_type type;
  6579. int skillid;
  6580. int diff=0;
  6581. nullpo_retr(0, src);
  6582. nullpo_retr(0, bl);
  6583. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6584. return 0;
  6585. nullpo_retr(0, sg=src->group);
  6586. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6587. sd = BL_CAST(BL_PC, ss);
  6588. tsd = BL_CAST(BL_PC, bl);
  6589. tsc = status_get_sc(bl);
  6590. tstatus = status_get_status_data(bl);
  6591. if (sg->state.magic_power) //For magic power.
  6592. {
  6593. sc = status_get_sc(ss);
  6594. sstatus = status_get_status_data(ss);
  6595. } else {
  6596. sc = NULL;
  6597. sstatus = NULL;
  6598. }
  6599. type = status_skill2sc(sg->skill_id);
  6600. skillid = sg->skill_id;
  6601. if (sg->interval == -1) {
  6602. switch (sg->unit_id) {
  6603. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6604. case UNT_FIREPILLAR_ACTIVE:
  6605. return 0;
  6606. default:
  6607. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6608. return 0;
  6609. }
  6610. }
  6611. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6612. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6613. diff = DIFF_TICK(tick,ts->tick);
  6614. if (diff < 0)
  6615. return 0;
  6616. ts->tick = tick+sg->interval;
  6617. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6618. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6619. }
  6620. //Temporarily set magic power to have it take effect. [Skotlex]
  6621. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6622. { //Store previous values.
  6623. swap(sstatus->matk_min, sc->mp_matk_min);
  6624. swap(sstatus->matk_max, sc->mp_matk_max);
  6625. //Note to NOT return from the function until this is unset!
  6626. }
  6627. switch (sg->unit_id)
  6628. {
  6629. case UNT_FIREWALL:
  6630. case UNT_KAEN:
  6631. {
  6632. int count=0;
  6633. const int x = bl->x, y = bl->y;
  6634. //Take into account these hit more times than the timer interval can handle.
  6635. do
  6636. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6637. while(--src->val2 && x == bl->x && y == bl->y &&
  6638. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6639. if (src->val2<=0)
  6640. skill_delunit(src);
  6641. }
  6642. break;
  6643. case UNT_SANCTUARY:
  6644. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6645. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6646. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  6647. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6648. }
  6649. else
  6650. {
  6651. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6652. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6653. if( md && mob_is_battleground(md) )
  6654. break;
  6655. if( tstatus->hp >= tstatus->max_hp )
  6656. break;
  6657. if( status_isimmune(bl) )
  6658. heal = 0;
  6659. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6660. status_heal(bl, heal, 0, 0);
  6661. if( diff >= 500 )
  6662. sg->val1--;
  6663. }
  6664. if( sg->val1 <= 0 )
  6665. skill_delunitgroup(NULL,sg);
  6666. break;
  6667. case UNT_EVILLAND:
  6668. //Will heal demon and undead element monsters, but not players.
  6669. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6670. { //Damage enemies
  6671. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6672. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6673. } else {
  6674. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6675. if (tstatus->hp >= tstatus->max_hp)
  6676. break;
  6677. if (status_isimmune(bl))
  6678. heal = 0;
  6679. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6680. status_heal(bl, heal, 0, 0);
  6681. }
  6682. break;
  6683. case UNT_MAGNUS:
  6684. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6685. break;
  6686. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6687. break;
  6688. case UNT_DUMMYSKILL:
  6689. switch (sg->skill_id)
  6690. {
  6691. case SG_SUN_WARM: //SG skills [Komurka]
  6692. case SG_MOON_WARM:
  6693. case SG_STAR_WARM:
  6694. {
  6695. int count = 0;
  6696. const int x = bl->x, y = bl->y;
  6697. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6698. do
  6699. {
  6700. if( bl->type == BL_PC )
  6701. status_zap(bl, 0, 15); // sp damage to players
  6702. else // mobs
  6703. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6704. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6705. else { //should end when out of sp.
  6706. sg->limit = DIFF_TICK(tick,sg->tick);
  6707. break;
  6708. }
  6709. } while( x == bl->x && y == bl->y &&
  6710. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6711. }
  6712. break;
  6713. case WZ_STORMGUST:
  6714. if (tsc)
  6715. { //Reset hit counter when under new storm gust.
  6716. if (tsc->sg_id != sg->group_id) {
  6717. tsc->sg_id = sg->group_id;
  6718. tsc->sg_counter = 0;
  6719. }
  6720. tsc->sg_counter++; //SG hit counter.
  6721. }
  6722. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6723. tsc->sg_counter=0; //Attack absorbed.
  6724. break;
  6725. case GS_DESPERADO:
  6726. if (rand()%100 < src->val1)
  6727. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6728. break;
  6729. default:
  6730. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6731. }
  6732. break;
  6733. case UNT_FIREPILLAR_WAITING:
  6734. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6735. skill_delunit(src);
  6736. break;
  6737. case UNT_SKIDTRAP:
  6738. {
  6739. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6740. sg->unit_id = UNT_USED_TRAPS;
  6741. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6742. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6743. }
  6744. break;
  6745. case UNT_ANKLESNARE:
  6746. if( sg->val2 == 0 && tsc )
  6747. {
  6748. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6749. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6750. {
  6751. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6752. if( td )
  6753. sec = DIFF_TICK(td->tick, tick);
  6754. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6755. clif_fixpos(bl);
  6756. sg->val2 = bl->id;
  6757. }
  6758. else
  6759. sec = 3000; //Couldn't trap it?
  6760. clif_01ac(&src->bl); // mysterious packet
  6761. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6762. sg->interval = -1;
  6763. src->range = 0;
  6764. }
  6765. break;
  6766. case UNT_VENOMDUST:
  6767. if(tsc && !tsc->data[type])
  6768. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6769. break;
  6770. case UNT_LANDMINE:
  6771. case UNT_CLAYMORETRAP:
  6772. case UNT_BLASTMINE:
  6773. case UNT_SHOCKWAVE:
  6774. case UNT_SANDMAN:
  6775. case UNT_FLASHER:
  6776. case UNT_FREEZINGTRAP:
  6777. case UNT_FIREPILLAR_ACTIVE:
  6778. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6779. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6780. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6781. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6782. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6783. break;
  6784. case UNT_TALKIEBOX:
  6785. if (sg->src_id == bl->id)
  6786. break;
  6787. if (sg->val2 == 0){
  6788. clif_talkiebox(&src->bl, sg->valstr);
  6789. sg->unit_id = UNT_USED_TRAPS;
  6790. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6791. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6792. sg->val2 = -1;
  6793. }
  6794. break;
  6795. case UNT_LULLABY:
  6796. if (ss->id == bl->id)
  6797. break;
  6798. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6799. break;
  6800. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6801. if (ss->id != bl->id)
  6802. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6803. break;
  6804. case UNT_DISSONANCE:
  6805. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6806. break;
  6807. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6808. {
  6809. int heal;
  6810. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6811. break; // affects self only when soullinked
  6812. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  6813. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6814. status_heal(bl, heal, 0, 0);
  6815. break;
  6816. }
  6817. case UNT_TATAMIGAESHI:
  6818. case UNT_DEMONSTRATION:
  6819. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6820. break;
  6821. case UNT_GOSPEL:
  6822. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6823. break;
  6824. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6825. { // Support Effect only on party, not guild
  6826. int heal;
  6827. int i = rand()%13; // Positive buff count
  6828. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6829. switch (i)
  6830. {
  6831. case 0: // Heal 1~9999 HP
  6832. heal = rand() %9999+1;
  6833. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6834. status_heal(bl,heal,0,0);
  6835. break;
  6836. case 1: // End all negative status
  6837. status_change_clear_buffs(bl,2);
  6838. if (tsd) clif_gospel_info(tsd, 0x15);
  6839. break;
  6840. case 2: // Immunity to all status
  6841. sc_start(bl,SC_SCRESIST,100,100,time);
  6842. if (tsd) clif_gospel_info(tsd, 0x16);
  6843. break;
  6844. case 3: // MaxHP +100%
  6845. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6846. if (tsd) clif_gospel_info(tsd, 0x17);
  6847. break;
  6848. case 4: // MaxSP +100%
  6849. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6850. if (tsd) clif_gospel_info(tsd, 0x18);
  6851. break;
  6852. case 5: // All stats +20
  6853. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6854. if (tsd) clif_gospel_info(tsd, 0x19);
  6855. break;
  6856. case 6: // Level 10 Blessing
  6857. sc_start(bl,SC_BLESSING,100,10,time);
  6858. break;
  6859. case 7: // Level 10 Increase AGI
  6860. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6861. break;
  6862. case 8: // Enchant weapon with Holy element
  6863. sc_start(bl,SC_ASPERSIO,100,1,time);
  6864. if (tsd) clif_gospel_info(tsd, 0x1c);
  6865. break;
  6866. case 9: // Enchant armor with Holy element
  6867. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6868. if (tsd) clif_gospel_info(tsd, 0x1d);
  6869. break;
  6870. case 10: // DEF +25%
  6871. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6872. if (tsd) clif_gospel_info(tsd, 0x1e);
  6873. break;
  6874. case 11: // ATK +100%
  6875. sc_start(bl,SC_INCATKRATE,100,100,time);
  6876. if (tsd) clif_gospel_info(tsd, 0x1f);
  6877. break;
  6878. case 12: // HIT/Flee +50
  6879. sc_start(bl,SC_INCHIT,100,50,time);
  6880. sc_start(bl,SC_INCFLEE,100,50,time);
  6881. if (tsd) clif_gospel_info(tsd, 0x20);
  6882. break;
  6883. }
  6884. }
  6885. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6886. { // Offensive Effect
  6887. int i = rand()%9; // Negative buff count
  6888. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6889. switch (i)
  6890. {
  6891. case 0: // Deal 1~9999 damage
  6892. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6893. break;
  6894. case 1: // Curse
  6895. sc_start(bl,SC_CURSE,100,1,time);
  6896. break;
  6897. case 2: // Blind
  6898. sc_start(bl,SC_BLIND,100,1,time);
  6899. break;
  6900. case 3: // Poison
  6901. sc_start(bl,SC_POISON,100,1,time);
  6902. break;
  6903. case 4: // Level 10 Provoke
  6904. sc_start(bl,SC_PROVOKE,100,10,time);
  6905. break;
  6906. case 5: // DEF -100%
  6907. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6908. break;
  6909. case 6: // ATK -100%
  6910. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6911. break;
  6912. case 7: // Flee -100%
  6913. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6914. break;
  6915. case 8: // Speed/ASPD -25%
  6916. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6917. break;
  6918. }
  6919. }
  6920. break;
  6921. case UNT_BASILICA:
  6922. {
  6923. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6924. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6925. { // knock-back any enemy except Boss
  6926. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6927. clif_fixpos(bl);
  6928. }
  6929. if( sg->src_id != bl->id && i <= 0 )
  6930. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6931. }
  6932. break;
  6933. case UNT_GRAVITATION:
  6934. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6935. break;
  6936. case UNT_GROUNDDRIFT_WIND:
  6937. case UNT_GROUNDDRIFT_DARK:
  6938. case UNT_GROUNDDRIFT_POISON:
  6939. case UNT_GROUNDDRIFT_WATER:
  6940. case UNT_GROUNDDRIFT_FIRE:
  6941. map_foreachinrange(skill_trap_splash,&src->bl,
  6942. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6943. &src->bl,tick);
  6944. sg->unit_id = UNT_USED_TRAPS;
  6945. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6946. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6947. break;
  6948. }
  6949. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6950. { //Unset magic power.
  6951. swap(sstatus->matk_min, sc->mp_matk_min);
  6952. swap(sstatus->matk_max, sc->mp_matk_max);
  6953. }
  6954. if (bl->type == BL_MOB && ss != bl)
  6955. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6956. return skillid;
  6957. }
  6958. /*==========================================
  6959. * Triggered when a char steps out of a skill cell
  6960. *------------------------------------------*/
  6961. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6962. {
  6963. struct skill_unit_group *sg;
  6964. struct status_change *sc;
  6965. struct status_change_entry *sce;
  6966. enum sc_type type;
  6967. nullpo_retr(0, src);
  6968. nullpo_retr(0, bl);
  6969. nullpo_retr(0, sg=src->group);
  6970. sc = status_get_sc(bl);
  6971. type = status_skill2sc(sg->skill_id);
  6972. sce = (sc && type != -1)?sc->data[type]:NULL;
  6973. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6974. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6975. return 0;
  6976. switch(sg->unit_id){
  6977. case UNT_SAFETYWALL:
  6978. case UNT_PNEUMA:
  6979. if (sce)
  6980. status_change_end(bl,type,-1);
  6981. break;
  6982. case UNT_BASILICA:
  6983. if( sce && sce->val4 == src->bl.id )
  6984. status_change_end(bl,type,-1);
  6985. break;
  6986. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6987. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6988. status_change_end(bl,type,-1);
  6989. break;
  6990. case UNT_SPIDERWEB:
  6991. {
  6992. struct block_list *target = map_id2bl(sg->val2);
  6993. if (target && target==bl)
  6994. {
  6995. if (sce && sce->val2 == sg->group_id)
  6996. status_change_end(bl,type,-1);
  6997. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6998. }
  6999. break;
  7000. }
  7001. }
  7002. return sg->skill_id;
  7003. }
  7004. /*==========================================
  7005. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7006. *------------------------------------------*/
  7007. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7008. {
  7009. struct status_change *sc;
  7010. struct status_change_entry *sce;
  7011. enum sc_type type;
  7012. sc = status_get_sc(bl);
  7013. if (sc && !sc->count)
  7014. sc = NULL;
  7015. type = status_skill2sc(skill_id);
  7016. sce = (sc && type != -1)?sc->data[type]:NULL;
  7017. switch (skill_id)
  7018. {
  7019. case WZ_QUAGMIRE:
  7020. if (bl->type==BL_MOB)
  7021. break;
  7022. if (sce)
  7023. status_change_end(bl, type, -1);
  7024. break;
  7025. case BD_LULLABY:
  7026. case BD_RICHMANKIM:
  7027. case BD_ETERNALCHAOS:
  7028. case BD_DRUMBATTLEFIELD:
  7029. case BD_RINGNIBELUNGEN:
  7030. case BD_ROKISWEIL:
  7031. case BD_INTOABYSS:
  7032. case BD_SIEGFRIED:
  7033. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  7034. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7035. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7036. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7037. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7038. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7039. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7040. skill_stop_dancing(bl);
  7041. }
  7042. case MG_SAFETYWALL:
  7043. case AL_PNEUMA:
  7044. case SA_VOLCANO:
  7045. case SA_DELUGE:
  7046. case SA_VIOLENTGALE:
  7047. case CG_HERMODE:
  7048. case HW_GRAVITATION:
  7049. case NJ_SUITON:
  7050. if (sce)
  7051. status_change_end(bl, type, -1);
  7052. break;
  7053. case BA_POEMBRAGI:
  7054. case BA_WHISTLE:
  7055. case BA_ASSASSINCROSS:
  7056. case BA_APPLEIDUN:
  7057. case DC_HUMMING:
  7058. case DC_DONTFORGETME:
  7059. case DC_FORTUNEKISS:
  7060. case DC_SERVICEFORYOU:
  7061. if (sce)
  7062. {
  7063. delete_timer(sce->timer, status_change_timer);
  7064. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7065. //not possible on our current implementation.
  7066. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7067. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7068. }
  7069. break;
  7070. case PF_FOGWALL:
  7071. if (sce)
  7072. {
  7073. status_change_end(bl,type,-1);
  7074. if ((sce=sc->data[SC_BLIND]))
  7075. {
  7076. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7077. status_change_end(bl, SC_BLIND, -1);
  7078. else {
  7079. delete_timer(sce->timer, status_change_timer);
  7080. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7081. }
  7082. }
  7083. }
  7084. break;
  7085. }
  7086. return skill_id;
  7087. }
  7088. /*==========================================
  7089. * Invoked when a unit cell has been placed/removed/deleted.
  7090. * flag values:
  7091. * flag&1: Invoke onplace function (otherwise invoke onout)
  7092. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7093. *------------------------------------------*/
  7094. static int skill_unit_effect (struct block_list* bl, va_list ap)
  7095. {
  7096. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7097. struct skill_unit_group* group = unit->group;
  7098. unsigned int tick = va_arg(ap,unsigned int);
  7099. unsigned int flag = va_arg(ap,unsigned int);
  7100. int skill_id;
  7101. bool dissonance;
  7102. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  7103. return 0;
  7104. nullpo_retr(0, group);
  7105. dissonance = skill_dance_switch(unit, 0);
  7106. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7107. skill_id = group->skill_id;
  7108. //Target-type check.
  7109. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7110. {
  7111. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7112. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7113. }
  7114. else
  7115. {
  7116. if( flag&1 )
  7117. skill_unit_onplace(unit,bl,tick);
  7118. else
  7119. skill_unit_onout(unit,bl,tick);
  7120. if( flag&4 )
  7121. skill_unit_onleft(skill_id, bl, tick);
  7122. }
  7123. if( dissonance ) skill_dance_switch(unit, 1);
  7124. return 0;
  7125. }
  7126. /*==========================================
  7127. *
  7128. *------------------------------------------*/
  7129. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7130. {
  7131. struct skill_unit_group *sg;
  7132. nullpo_retr(0, src);
  7133. nullpo_retr(0, sg=src->group);
  7134. switch( sg->unit_id )
  7135. {
  7136. case UNT_SKIDTRAP:
  7137. case UNT_LANDMINE:
  7138. case UNT_SHOCKWAVE:
  7139. case UNT_SANDMAN:
  7140. case UNT_FLASHER:
  7141. case UNT_FREEZINGTRAP:
  7142. case UNT_TALKIEBOX:
  7143. case UNT_ANKLESNARE:
  7144. case UNT_ICEWALL:
  7145. src->val1-=damage;
  7146. break;
  7147. case UNT_BLASTMINE:
  7148. case UNT_CLAYMORETRAP:
  7149. skill_blown(bl, &src->bl, 2, -1, 0);
  7150. break;
  7151. default:
  7152. damage = 0;
  7153. break;
  7154. }
  7155. return damage;
  7156. }
  7157. /*==========================================
  7158. *
  7159. *------------------------------------------*/
  7160. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7161. {
  7162. int *c, skillid;
  7163. struct block_list *src;
  7164. struct map_session_data *sd;
  7165. struct map_session_data *tsd;
  7166. int *p_sd; //Contains the list of characters found.
  7167. nullpo_retr(0, bl);
  7168. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7169. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7170. nullpo_retr(0, sd=(struct map_session_data*)src);
  7171. c=va_arg(ap,int *);
  7172. p_sd = va_arg(ap, int *);
  7173. skillid = va_arg(ap,int);
  7174. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7175. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7176. if (bl == src)
  7177. return 0;
  7178. if(pc_isdead(tsd))
  7179. return 0;
  7180. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7181. return 0;
  7182. switch(skillid)
  7183. {
  7184. case PR_BENEDICTIO:
  7185. {
  7186. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7187. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7188. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7189. && sd->status.sp >= 10)
  7190. p_sd[(*c)++]=tsd->bl.id;
  7191. return 1;
  7192. }
  7193. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7194. {
  7195. int skilllv;
  7196. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7197. return 0;
  7198. if (sd->status.sex != tsd->status.sex &&
  7199. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7200. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7201. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7202. sd->status.party_id && tsd->status.party_id &&
  7203. sd->status.party_id == tsd->status.party_id &&
  7204. !tsd->sc.data[SC_DANCING])
  7205. {
  7206. p_sd[(*c)++]=tsd->bl.id;
  7207. return skilllv;
  7208. } else {
  7209. return 0;
  7210. }
  7211. }
  7212. break;
  7213. }
  7214. return 0;
  7215. }
  7216. /*==========================================
  7217. * Checks and stores partners for ensemble skills [Skotlex]
  7218. *------------------------------------------*/
  7219. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7220. {
  7221. static int c=0;
  7222. static int p_sd[2] = { 0, 0 };
  7223. int i;
  7224. if (!battle_config.player_skill_partner_check ||
  7225. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7226. return 99; //As if there were infinite partners.
  7227. if (cast_flag)
  7228. { //Execute the skill on the partners.
  7229. struct map_session_data* tsd;
  7230. switch (skill_id)
  7231. {
  7232. case PR_BENEDICTIO:
  7233. for (i = 0; i < c; i++)
  7234. {
  7235. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7236. status_charge(&tsd->bl, 0, 10);
  7237. }
  7238. return c;
  7239. default: //Warning: Assuming Ensemble skills here (for speed)
  7240. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7241. {
  7242. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7243. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7244. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7245. tsd->skillid_dance = skill_id;
  7246. tsd->skilllv_dance = *skill_lv;
  7247. }
  7248. return c;
  7249. }
  7250. }
  7251. //Else: new search for partners.
  7252. c = 0;
  7253. memset (p_sd, 0, sizeof(p_sd));
  7254. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7255. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7256. *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.
  7257. return c;
  7258. }
  7259. /*==========================================
  7260. *
  7261. *------------------------------------------*/
  7262. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7263. {
  7264. int *c,src_id,mob_class,skill;
  7265. struct mob_data *md;
  7266. md=(struct mob_data*)bl;
  7267. src_id=va_arg(ap,int);
  7268. mob_class=va_arg(ap,int);
  7269. skill=va_arg(ap,int);
  7270. c=va_arg(ap,int *);
  7271. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7272. return 0; //Non alchemist summoned mobs have nothing to do here.
  7273. if(md->class_==mob_class)
  7274. (*c)++;
  7275. return 1;
  7276. }
  7277. /*==========================================
  7278. * Determines if a given skill should be made to consume ammo
  7279. * when used by the player. [Skotlex]
  7280. *------------------------------------------*/
  7281. int skill_isammotype (struct map_session_data *sd, int skill)
  7282. {
  7283. return (
  7284. battle_config.arrow_decrement==2 &&
  7285. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7286. skill != HT_PHANTASMIC &&
  7287. skill_get_type(skill) == BF_WEAPON &&
  7288. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7289. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7290. );
  7291. }
  7292. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  7293. {
  7294. struct status_data *status;
  7295. struct status_change *sc;
  7296. struct skill_condition require;
  7297. int i;
  7298. nullpo_retr(0, sd);
  7299. if (lv <= 0 || sd->chatID) return 0;
  7300. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  7301. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7302. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7303. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7304. return 1;
  7305. }
  7306. if(pc_is90overweight(sd)) {
  7307. clif_skill_fail(sd,skill,9,0);
  7308. return 0;
  7309. }
  7310. if( sd->menuskill_id == AM_PHARMACY )
  7311. {
  7312. switch( skill )
  7313. {
  7314. case AM_PHARMACY:
  7315. case AC_MAKINGARROW:
  7316. case BS_REPAIRWEAPON:
  7317. case AM_TWILIGHT1:
  7318. case AM_TWILIGHT2:
  7319. case AM_TWILIGHT3:
  7320. return 0;
  7321. }
  7322. }
  7323. status = &sd->battle_status;
  7324. sc = &sd->sc;
  7325. if( !sc->count )
  7326. sc = NULL;
  7327. if( sd->skillitem == skill )
  7328. {
  7329. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  7330. sd->state.abra_flag = 0;
  7331. else
  7332. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  7333. if( (i = sd->itemindex) == -1 ||
  7334. sd->status.inventory[i].nameid != sd->itemid ||
  7335. sd->inventory_data[i] == NULL ||
  7336. !sd->inventory_data[i]->flag.delay_consume ||
  7337. sd->status.inventory[i].amount < 1
  7338. )
  7339. { //Something went wrong, item exploit?
  7340. sd->itemid = sd->itemindex = -1;
  7341. return 0;
  7342. }
  7343. //Consume
  7344. sd->itemid = sd->itemindex = -1;
  7345. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7346. ; //Do not consume item.
  7347. else if( sd->status.inventory[i].expire_time == 0 )
  7348. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7349. }
  7350. return 1;
  7351. }
  7352. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7353. return 0;
  7354. require = skill_get_requirement(sd,skill,lv);
  7355. //Can only update state when weapon/arrow info is checked.
  7356. if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
  7357. // perform skill-specific checks (and actions)
  7358. switch( skill )
  7359. {
  7360. case SA_CASTCANCEL:
  7361. if(sd->ud.skilltimer == -1) {
  7362. clif_skill_fail(sd,skill,0,0);
  7363. return 0;
  7364. }
  7365. break;
  7366. case BS_MAXIMIZE:
  7367. case NV_TRICKDEAD:
  7368. case TF_HIDING:
  7369. case AS_CLOAKING:
  7370. case CR_AUTOGUARD:
  7371. case ML_AUTOGUARD:
  7372. case CR_DEFENDER:
  7373. case ML_DEFENDER:
  7374. case ST_CHASEWALK:
  7375. case PA_GOSPEL:
  7376. case CR_SHRINK:
  7377. case TK_RUN:
  7378. case GS_GATLINGFEVER:
  7379. if(sc && sc->data[status_skill2sc(skill)])
  7380. return 1; //Allow turning off.
  7381. break;
  7382. case AL_WARP:
  7383. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7384. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7385. return 0;
  7386. }
  7387. break;
  7388. case MO_CALLSPIRITS:
  7389. if(sd->spiritball >= lv) {
  7390. clif_skill_fail(sd,skill,0,0);
  7391. return 0;
  7392. }
  7393. break;
  7394. case MO_FINGEROFFENSIVE:
  7395. case GS_FLING:
  7396. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  7397. sd->spiritball_old = require.spiritball = sd->spiritball;
  7398. else
  7399. sd->spiritball_old = require.spiritball;
  7400. break;
  7401. case MO_CHAINCOMBO:
  7402. if(!sc)
  7403. return 0;
  7404. if(sc->data[SC_BLADESTOP])
  7405. break;
  7406. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7407. break;
  7408. return 0;
  7409. case MO_COMBOFINISH:
  7410. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7411. return 0;
  7412. break;
  7413. case CH_TIGERFIST:
  7414. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7415. return 0;
  7416. break;
  7417. case CH_CHAINCRUSH:
  7418. if(!(sc && sc->data[SC_COMBO]))
  7419. return 0;
  7420. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7421. return 0;
  7422. break;
  7423. case MO_EXTREMITYFIST:
  7424. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7425. // return 0;
  7426. if( sc && sc->data[SC_BLADESTOP] )
  7427. break;
  7428. if( sc && sc->data[SC_COMBO] )
  7429. {
  7430. switch(sc->data[SC_COMBO]->val1) {
  7431. case MO_COMBOFINISH:
  7432. case CH_TIGERFIST:
  7433. case CH_CHAINCRUSH:
  7434. break;
  7435. default:
  7436. return 0;
  7437. }
  7438. }
  7439. if( !unit_can_move(&sd->bl) )
  7440. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7441. clif_skill_fail(sd,skill,0,0);
  7442. return 0;
  7443. }
  7444. break;
  7445. case TK_MISSION:
  7446. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7447. {// Cannot be used by Non-Taekwon classes
  7448. clif_skill_fail(sd,skill,0,0);
  7449. return 0;
  7450. }
  7451. break;
  7452. case TK_READYCOUNTER:
  7453. case TK_READYDOWN:
  7454. case TK_READYSTORM:
  7455. case TK_READYTURN:
  7456. if(sc && sc->data[status_skill2sc(skill)])
  7457. return 1; //Enable disabling them regardless of who you are.
  7458. case TK_JUMPKICK:
  7459. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7460. {// Soul Linkers cannot use this skill
  7461. clif_skill_fail(sd,skill,0,0);
  7462. return 0;
  7463. }
  7464. break;
  7465. case TK_TURNKICK:
  7466. case TK_STORMKICK:
  7467. case TK_DOWNKICK:
  7468. case TK_COUNTER:
  7469. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7470. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7471. if(!(sc && sc->data[SC_COMBO]))
  7472. return 0; //Combo needs to be ready
  7473. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7474. { //Unlimited Combo
  7475. if (skill == sd->skillid_old) {
  7476. status_change_end(&sd->bl, SC_COMBO, -1);
  7477. sd->skillid_old = sd->skilllv_old = 0;
  7478. return 0; //Can't repeat previous combo skill.
  7479. }
  7480. break;
  7481. }
  7482. if(sc->data[SC_COMBO]->val1 != skill)
  7483. { //Cancel combo wait.
  7484. unit_cancel_combo(&sd->bl);
  7485. return 0;
  7486. }
  7487. break; //Combo ready.
  7488. case BD_ADAPTATION:
  7489. {
  7490. int time;
  7491. if(!(sc && sc->data[SC_DANCING]))
  7492. {
  7493. clif_skill_fail(sd,skill,0,0);
  7494. return 0;
  7495. }
  7496. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7497. if (skill_get_time(
  7498. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7499. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7500. - time <= skill_get_time2(skill,lv))
  7501. {
  7502. clif_skill_fail(sd,skill,0,0);
  7503. return 0;
  7504. }
  7505. }
  7506. break;
  7507. case PR_BENEDICTIO:
  7508. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7509. {
  7510. clif_skill_fail(sd,skill,0,0);
  7511. return 0;
  7512. }
  7513. break;
  7514. case SL_SMA:
  7515. if(!(sc && sc->data[SC_SMA]))
  7516. return 0;
  7517. break;
  7518. case HT_POWER:
  7519. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7520. return 0;
  7521. break;
  7522. case CG_HERMODE:
  7523. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7524. {
  7525. clif_skill_fail(sd,skill,0,0);
  7526. return 0;
  7527. }
  7528. break;
  7529. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7530. {
  7531. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7532. int size = range*2+1;
  7533. for (i=0;i<size*size;i++) {
  7534. x = sd->bl.x+(i%size-range);
  7535. y = sd->bl.y+(i/size-range);
  7536. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7537. clif_skill_fail(sd,skill,0,0);
  7538. return 0;
  7539. }
  7540. }
  7541. }
  7542. break;
  7543. case PR_REDEMPTIO:
  7544. {
  7545. int exp;
  7546. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7547. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7548. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7549. return 0;
  7550. }
  7551. break;
  7552. }
  7553. case AM_TWILIGHT2:
  7554. case AM_TWILIGHT3:
  7555. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7556. {
  7557. clif_skill_fail(sd,skill,0,0);
  7558. return 0;
  7559. }
  7560. break;
  7561. case SG_SUN_WARM:
  7562. case SG_MOON_WARM:
  7563. case SG_STAR_WARM:
  7564. if (sc && sc->data[SC_MIRACLE])
  7565. break;
  7566. i = skill-SG_SUN_WARM;
  7567. if (sd->bl.m == sd->feel_map[i].m)
  7568. break;
  7569. clif_skill_fail(sd,skill,0,0);
  7570. return 0;
  7571. break;
  7572. case SG_SUN_COMFORT:
  7573. case SG_MOON_COMFORT:
  7574. case SG_STAR_COMFORT:
  7575. if (sc && sc->data[SC_MIRACLE])
  7576. break;
  7577. i = skill-SG_SUN_COMFORT;
  7578. if (sd->bl.m == sd->feel_map[i].m &&
  7579. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7580. break;
  7581. clif_skill_fail(sd,skill,0,0);
  7582. return 0;
  7583. case SG_FUSION:
  7584. if (sc && sc->data[SC_FUSION])
  7585. return 1;
  7586. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7587. break;
  7588. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7589. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7590. if( require.sp > 0 )
  7591. {
  7592. if (status->sp < (unsigned int)require.sp)
  7593. clif_skill_fail(sd,skill,1,0);
  7594. else
  7595. status_zap(&sd->bl, 0, require.sp);
  7596. }
  7597. return 0;
  7598. case GD_BATTLEORDER:
  7599. case GD_REGENERATION:
  7600. case GD_RESTORE:
  7601. if (!map_flag_gvg2(sd->bl.m)) {
  7602. clif_skill_fail(sd,skill,0,0);
  7603. return 0;
  7604. }
  7605. case GD_EMERGENCYCALL:
  7606. // other checks were already done in skillnotok()
  7607. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7608. return 0;
  7609. break;
  7610. case GS_GLITTERING:
  7611. if(sd->spiritball >= 10) {
  7612. clif_skill_fail(sd,skill,0,0);
  7613. return 0;
  7614. }
  7615. break;
  7616. case NJ_ISSEN:
  7617. if (status->hp < 2) {
  7618. clif_skill_fail(sd,skill,0,0);
  7619. return 0;
  7620. }
  7621. case NJ_BUNSINJYUTSU:
  7622. if (!(sc && sc->data[SC_NEN])) {
  7623. clif_skill_fail(sd,skill,0,0);
  7624. return 0;
  7625. }
  7626. break;
  7627. case NJ_ZENYNAGE:
  7628. if(sd->status.zeny < require.zeny) {
  7629. clif_skill_fail(sd,skill,5,0);
  7630. return 0;
  7631. }
  7632. break;
  7633. case PF_HPCONVERSION:
  7634. if (status->sp == status->max_sp)
  7635. return 0; //Unusable when at full SP.
  7636. break;
  7637. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7638. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7639. clif_skill_fail(sd,skill,0,0);
  7640. return 0;
  7641. }
  7642. break;
  7643. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7644. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7645. {
  7646. clif_skill_fail(sd,skill,0,0);
  7647. return 0;
  7648. }
  7649. break;
  7650. }
  7651. switch(require.state) {
  7652. case ST_HIDING:
  7653. if(!(sc && sc->option&OPTION_HIDE)) {
  7654. clif_skill_fail(sd,skill,0,0);
  7655. return 0;
  7656. }
  7657. break;
  7658. case ST_CLOAKING:
  7659. if(!pc_iscloaking(sd)) {
  7660. clif_skill_fail(sd,skill,0,0);
  7661. return 0;
  7662. }
  7663. break;
  7664. case ST_HIDDEN:
  7665. if(!pc_ishiding(sd)) {
  7666. clif_skill_fail(sd,skill,0,0);
  7667. return 0;
  7668. }
  7669. break;
  7670. case ST_RIDING:
  7671. if(!pc_isriding(sd)) {
  7672. clif_skill_fail(sd,skill,0,0);
  7673. return 0;
  7674. }
  7675. break;
  7676. case ST_FALCON:
  7677. if(!pc_isfalcon(sd)) {
  7678. clif_skill_fail(sd,skill,0,0);
  7679. return 0;
  7680. }
  7681. break;
  7682. case ST_CARTBOOST:
  7683. if(!(sc && sc->data[SC_CARTBOOST])) {
  7684. clif_skill_fail(sd,skill,0,0);
  7685. return 0;
  7686. }
  7687. case ST_CART:
  7688. if(!pc_iscarton(sd)) {
  7689. clif_skill_fail(sd,skill,0,0);
  7690. return 0;
  7691. }
  7692. break;
  7693. case ST_SHIELD:
  7694. if(sd->status.shield <= 0) {
  7695. clif_skill_fail(sd,skill,0,0);
  7696. return 0;
  7697. }
  7698. break;
  7699. case ST_SIGHT:
  7700. if(!(sc && sc->data[SC_SIGHT])) {
  7701. clif_skill_fail(sd,skill,0,0);
  7702. return 0;
  7703. }
  7704. break;
  7705. case ST_EXPLOSIONSPIRITS:
  7706. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7707. clif_skill_fail(sd,skill,0,0);
  7708. return 0;
  7709. }
  7710. break;
  7711. case ST_RECOV_WEIGHT_RATE:
  7712. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7713. clif_skill_fail(sd,skill,0,0);
  7714. return 0;
  7715. }
  7716. break;
  7717. case ST_MOVE_ENABLE:
  7718. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7719. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7720. if (!unit_can_move(&sd->bl)) {
  7721. clif_skill_fail(sd,skill,0,0);
  7722. return 0;
  7723. }
  7724. break;
  7725. case ST_WATER:
  7726. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7727. break;
  7728. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7729. break;
  7730. clif_skill_fail(sd,skill,0,0);
  7731. return 0;
  7732. }
  7733. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  7734. //mhp is the max-hp-requirement, that is,
  7735. //you must have this % or less of HP to cast it.
  7736. clif_skill_fail(sd,skill,2,0);
  7737. return 0;
  7738. }
  7739. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  7740. clif_skill_fail(sd,skill,6,0);
  7741. return 0;
  7742. }
  7743. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  7744. clif_skill_fail(sd,skill,1,0);
  7745. return 0;
  7746. }
  7747. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  7748. clif_skill_fail(sd,skill,5,0);
  7749. return 0;
  7750. }
  7751. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  7752. clif_skill_fail(sd,skill,0,0);
  7753. return 0;
  7754. }
  7755. return 1;
  7756. }
  7757. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  7758. {
  7759. struct skill_condition require;
  7760. struct status_data *status;
  7761. int i;
  7762. int index[MAX_SKILL_ITEM_REQUIRE];
  7763. nullpo_retr(0, sd);
  7764. if( lv <= 0 || sd->chatID )
  7765. return 0;
  7766. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  7767. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7768. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7769. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7770. return 1;
  7771. }
  7772. if( pc_is90overweight(sd) )
  7773. {
  7774. clif_skill_fail(sd,skill,9,0);
  7775. return 0;
  7776. }
  7777. if( sd->menuskill_id == AM_PHARMACY )
  7778. { // Cast start or cast end??
  7779. switch( skill )
  7780. {
  7781. case AM_PHARMACY:
  7782. case AC_MAKINGARROW:
  7783. case BS_REPAIRWEAPON:
  7784. case AM_TWILIGHT1:
  7785. case AM_TWILIGHT2:
  7786. case AM_TWILIGHT3:
  7787. return 0;
  7788. }
  7789. }
  7790. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  7791. return 1;
  7792. // perform skill-specific checks (and actions)
  7793. switch( skill )
  7794. {
  7795. case PR_BENEDICTIO:
  7796. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7797. break;
  7798. case AM_CANNIBALIZE:
  7799. case AM_SPHEREMINE:
  7800. {
  7801. int c=0;
  7802. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7803. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7804. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7805. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7806. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7807. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7808. if(c >= maxcount ||
  7809. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7810. { //Fails when: exceed max limit. There are other plant types already out.
  7811. clif_skill_fail(sd,skill,0,0);
  7812. return 0;
  7813. }
  7814. }
  7815. break;
  7816. }
  7817. }
  7818. status = &sd->battle_status;
  7819. require = skill_get_requirement(sd,skill,lv);
  7820. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  7821. clif_skill_fail(sd,skill,2,0);
  7822. return 0;
  7823. }
  7824. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  7825. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7826. !sd->inventory_data[i] ||
  7827. sd->status.inventory[i].amount < require.ammo_qty
  7828. ) {
  7829. clif_arrow_fail(sd,0);
  7830. return 0;
  7831. }
  7832. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  7833. { //Ammo type check. Send the "wrong weapon type" message
  7834. //which is the closest we have to wrong ammo type. [Skotlex]
  7835. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7836. //clif_skill_fail(sd,skill,6,0);
  7837. return 0;
  7838. }
  7839. }
  7840. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7841. {
  7842. if( !require.itemid[i] )
  7843. continue;
  7844. index[i] = pc_search_inventory(sd,require.itemid[i]);
  7845. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  7846. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  7847. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7848. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  7849. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7850. else
  7851. clif_skill_fail(sd,skill,0,0);
  7852. return 0;
  7853. }
  7854. }
  7855. return 1;
  7856. }
  7857. // type&2: consume items (after skill was used)
  7858. // type&1: consume the others (before skill was used)
  7859. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  7860. {
  7861. int n,i;
  7862. struct skill_condition req;
  7863. nullpo_retr(0, sd);
  7864. req = skill_get_requirement(sd,skill,lv);
  7865. if( type&1 )
  7866. {
  7867. if( skill == CG_TAROTCARD || sd->state.autocast )
  7868. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  7869. if(req.hp || req.sp)
  7870. status_zap(&sd->bl, req.hp, req.sp);
  7871. if(req.spiritball > 0)
  7872. pc_delspiritball(sd,req.spiritball,0);
  7873. if(req.zeny > 0)
  7874. {
  7875. if( skill == NJ_ZENYNAGE )
  7876. req.zeny = 0; //Zeny is reduced on skill_attack.
  7877. if( sd->status.zeny < req.zeny )
  7878. req.zeny = sd->status.zeny;
  7879. pc_payzeny(sd,req.zeny);
  7880. }
  7881. }
  7882. if( type&2 )
  7883. {
  7884. struct status_change *sc = &sd->sc;
  7885. if( !sc->count )
  7886. sc = NULL;
  7887. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7888. {
  7889. if( !req.itemid[i] )
  7890. continue;
  7891. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  7892. continue; //Gemstones are checked, but not substracted from inventory.
  7893. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  7894. pc_delitem(sd,n,req.amount[i],0);
  7895. }
  7896. }
  7897. return 1;
  7898. }
  7899. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  7900. {
  7901. struct skill_condition req;
  7902. struct status_data *status;
  7903. struct status_change *sc;
  7904. int i,j,hp_rate,sp_rate;
  7905. memset(&req,0,sizeof(req));
  7906. if( !sd )
  7907. return req;
  7908. if( sd->skillitem == skill )
  7909. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  7910. j = skill_get_index(skill);
  7911. if( j == 0 ) // invalid skill id
  7912. return req;
  7913. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7914. return req;
  7915. status = &sd->battle_status;
  7916. sc = &sd->sc;
  7917. if( !sc->count )
  7918. sc = NULL;
  7919. req.hp = skill_db[j].hp[lv-1];
  7920. hp_rate = skill_db[j].hp_rate[lv-1];
  7921. if(hp_rate > 0)
  7922. req.hp += (status->hp * hp_rate)/100;
  7923. else
  7924. req.hp += (status->max_hp * (-hp_rate))/100;
  7925. req.sp = skill_db[j].sp[lv-1];
  7926. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7927. req.sp /= 2;
  7928. sp_rate = skill_db[j].sp_rate[lv-1];
  7929. if(sp_rate > 0)
  7930. req.sp += (status->sp * sp_rate)/100;
  7931. else
  7932. req.sp += (status->max_sp * (-sp_rate))/100;
  7933. if( sd->dsprate!=100 )
  7934. req.sp = req.sp * sd->dsprate / 100;
  7935. req.zeny = skill_db[j].zeny[lv-1];
  7936. req.spiritball = skill_db[j].spiritball[lv-1];
  7937. req.state = skill_db[j].state;
  7938. req.mhp = skill_db[j].mhp[lv-1];
  7939. req.weapon = skill_db[j].weapon;
  7940. req.ammo = skill_db[j].ammo;
  7941. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  7942. if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
  7943. { //Assume this skill is using the weapon, therefore it requires arrows.
  7944. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7945. req.ammo_qty = 1;
  7946. }
  7947. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  7948. {
  7949. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  7950. continue;
  7951. switch( skill )
  7952. {
  7953. case AM_CALLHOMUN:
  7954. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7955. continue;
  7956. break;
  7957. case WZ_FIREPILLAR: // celest
  7958. if (lv <= 5) // no gems required at level 1-5
  7959. continue;
  7960. break;
  7961. }
  7962. req.itemid[i] = skill_db[j].itemid[i];
  7963. req.amount[i] = skill_db[j].amount[i];
  7964. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  7965. {
  7966. if( sd->special_state.no_gemstone )
  7967. { //Make it substract 1 gem rather than skipping the cost.
  7968. if( --req.amount[i] < 1 )
  7969. req.itemid[i] = 0;
  7970. }
  7971. if(sc && sc->data[SC_INTOABYSS])
  7972. {
  7973. if( skill != SA_ABRACADABRA )
  7974. req.itemid[i] = req.amount[i] = 0;
  7975. else if( --req.amount[i] < 1 )
  7976. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7977. }
  7978. }
  7979. }
  7980. // Check for cost reductions due to skills & SCs
  7981. switch(skill) {
  7982. case MC_MAMMONITE:
  7983. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7984. req.zeny -= req.zeny*10/100;
  7985. break;
  7986. case AL_HOLYLIGHT:
  7987. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  7988. req.sp *= 5;
  7989. break;
  7990. case SL_SMA:
  7991. case SL_STUN:
  7992. case SL_STIN:
  7993. {
  7994. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7995. if(kaina_lv==0 || sd->status.base_level<70)
  7996. break;
  7997. if(sd->status.base_level>=90)
  7998. req.sp -= req.sp*7*kaina_lv/100;
  7999. else if(sd->status.base_level>=80)
  8000. req.sp -= req.sp*5*kaina_lv/100;
  8001. else if(sd->status.base_level>=70)
  8002. req.sp -= req.sp*3*kaina_lv/100;
  8003. }
  8004. break;
  8005. case MO_TRIPLEATTACK:
  8006. case MO_CHAINCOMBO:
  8007. case MO_COMBOFINISH:
  8008. case CH_TIGERFIST:
  8009. case CH_CHAINCRUSH:
  8010. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  8011. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  8012. break;
  8013. case MO_BODYRELOCATION:
  8014. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  8015. req.spiritball = 0;
  8016. break;
  8017. case MO_EXTREMITYFIST:
  8018. if( sc )
  8019. {
  8020. if( sc->data[SC_BLADESTOP] )
  8021. req.spiritball--;
  8022. else if( sc->data[SC_COMBO] )
  8023. {
  8024. switch( sc->data[SC_COMBO]->val1 )
  8025. {
  8026. case MO_COMBOFINISH:
  8027. req.spiritball = 4;
  8028. break;
  8029. case CH_TIGERFIST:
  8030. req.spiritball = 3;
  8031. break;
  8032. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  8033. req.spiritball = sd->spiritball?sd->spiritball:1;
  8034. break;
  8035. }
  8036. }
  8037. }
  8038. break;
  8039. }
  8040. return req;
  8041. }
  8042. /*==========================================
  8043. * Does cast-time reductions based on dex, item bonuses and config setting
  8044. *------------------------------------------*/
  8045. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8046. {
  8047. int time = skill_get_cast(skill_id, skill_lv);
  8048. struct map_session_data *sd;
  8049. struct status_change *sc;
  8050. nullpo_retr(0, bl);
  8051. sd = BL_CAST(BL_PC, bl);
  8052. sc = status_get_sc(bl);
  8053. // calculate base cast time (reduced by dex)
  8054. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  8055. {
  8056. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8057. if( scale > 0 ) // not instant cast
  8058. time = time * scale / battle_config.castrate_dex_scale;
  8059. else return 0; // instant cast
  8060. }
  8061. // calculate cast time reduced by item/card bonuses
  8062. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  8063. {
  8064. int i;
  8065. if( sd->castrate != 100 )
  8066. time = time * sd->castrate / 100;
  8067. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  8068. {
  8069. if( sd->skillcast[i].id == skill_id )
  8070. {
  8071. time+= time * sd->skillcast[i].val / 100;
  8072. break;
  8073. }
  8074. }
  8075. }
  8076. if( sc && sc->count && sc->data[SC_SKILLCASTRATE] && (sc->data[SC_SKILLCASTRATE]->val1 == skill_id || sc->data[SC_SKILLCASTRATE]->val2 == skill_id || sc->data[SC_SKILLCASTRATE]->val3 == skill_id) )
  8077. time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
  8078. // config cast time multiplier
  8079. if (battle_config.cast_rate != 100)
  8080. time = time * battle_config.cast_rate / 100;
  8081. // return final cast time
  8082. return (time > 0) ? time : 0;
  8083. }
  8084. /*==========================================
  8085. * Does cast-time reductions based on sc data.
  8086. *------------------------------------------*/
  8087. int skill_castfix_sc (struct block_list *bl, int time)
  8088. {
  8089. struct status_change *sc = status_get_sc(bl);
  8090. if (sc && sc->count) {
  8091. if (sc->data[SC_SLOWCAST])
  8092. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  8093. if (sc->data[SC_FASTCAST])
  8094. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  8095. if (sc->data[SC_SUFFRAGIUM]) {
  8096. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  8097. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8098. }
  8099. if (sc->data[SC_MEMORIZE]) {
  8100. time>>=1;
  8101. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  8102. status_change_end(bl, SC_MEMORIZE, -1);
  8103. }
  8104. if (sc->data[SC_POEMBRAGI])
  8105. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  8106. }
  8107. return (time > 0) ? time : 0;
  8108. }
  8109. /*==========================================
  8110. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8111. *------------------------------------------*/
  8112. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8113. {
  8114. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8115. int time = skill_get_delay(skill_id, skill_lv);
  8116. struct map_session_data *sd;
  8117. struct status_change *sc = status_get_sc(bl);
  8118. nullpo_retr(0, bl);
  8119. sd = BL_CAST(BL_PC, bl);
  8120. if (skill_id == SA_ABRACADABRA)
  8121. return 0; //Will use picked skill's delay.
  8122. if (bl->type&battle_config.no_skill_delay)
  8123. return battle_config.min_skill_delay_limit;
  8124. if (time < 0)
  8125. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8126. // Delay reductions
  8127. switch (skill_id)
  8128. { //Monk combo skills have their delay reduced by agi/dex.
  8129. case MO_TRIPLEATTACK:
  8130. case MO_CHAINCOMBO:
  8131. case MO_COMBOFINISH:
  8132. case CH_TIGERFIST:
  8133. case CH_CHAINCRUSH:
  8134. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8135. break;
  8136. case HP_BASILICA:
  8137. if( sc && !sc->data[SC_BASILICA] )
  8138. time = 0; // There is no Delay on Basilica creation, only on cancel
  8139. break;
  8140. default:
  8141. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8142. { // if skill delay is allowed to be reduced by dex
  8143. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8144. if (scale > 0)
  8145. time = time * scale / battle_config.castrate_dex_scale;
  8146. else //To be capped later to minimum.
  8147. time = 0;
  8148. }
  8149. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8150. { // if skill delay is allowed to be reduced by agi
  8151. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8152. if (scale > 0)
  8153. time = time * scale / battle_config.castrate_dex_scale;
  8154. else //To be capped later to minimum.
  8155. time = 0;
  8156. }
  8157. }
  8158. if ( sc && sc->data[SC_SPIRIT] )
  8159. {
  8160. switch (skill_id) {
  8161. case CR_SHIELDBOOMERANG:
  8162. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8163. time /= 2;
  8164. break;
  8165. case AS_SONICBLOW:
  8166. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8167. time /= 2;
  8168. break;
  8169. }
  8170. }
  8171. if (!(delaynodex&2))
  8172. {
  8173. if (sc && sc->count) {
  8174. if (sc->data[SC_POEMBRAGI])
  8175. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8176. }
  8177. }
  8178. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8179. time = time * sd->delayrate / 100;
  8180. if (battle_config.delay_rate != 100)
  8181. time = time * battle_config.delay_rate / 100;
  8182. if (time < status_get_amotion(bl))
  8183. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8184. return max(time, battle_config.min_skill_delay_limit);
  8185. }
  8186. /*=========================================
  8187. *
  8188. *-----------------------------------------*/
  8189. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8190. {
  8191. nullpo_retv(tc);
  8192. if(dir == 0){
  8193. tc->val1[0]=x-2;
  8194. tc->val1[1]=x-1;
  8195. tc->val1[2]=x;
  8196. tc->val1[3]=x+1;
  8197. tc->val1[4]=x+2;
  8198. tc->val2[0]=
  8199. tc->val2[1]=
  8200. tc->val2[2]=
  8201. tc->val2[3]=
  8202. tc->val2[4]=y-1;
  8203. }
  8204. else if(dir==2){
  8205. tc->val1[0]=
  8206. tc->val1[1]=
  8207. tc->val1[2]=
  8208. tc->val1[3]=
  8209. tc->val1[4]=x+1;
  8210. tc->val2[0]=y+2;
  8211. tc->val2[1]=y+1;
  8212. tc->val2[2]=y;
  8213. tc->val2[3]=y-1;
  8214. tc->val2[4]=y-2;
  8215. }
  8216. else if(dir==4){
  8217. tc->val1[0]=x-2;
  8218. tc->val1[1]=x-1;
  8219. tc->val1[2]=x;
  8220. tc->val1[3]=x+1;
  8221. tc->val1[4]=x+2;
  8222. tc->val2[0]=
  8223. tc->val2[1]=
  8224. tc->val2[2]=
  8225. tc->val2[3]=
  8226. tc->val2[4]=y+1;
  8227. }
  8228. else if(dir==6){
  8229. tc->val1[0]=
  8230. tc->val1[1]=
  8231. tc->val1[2]=
  8232. tc->val1[3]=
  8233. tc->val1[4]=x-1;
  8234. tc->val2[0]=y+2;
  8235. tc->val2[1]=y+1;
  8236. tc->val2[2]=y;
  8237. tc->val2[3]=y-1;
  8238. tc->val2[4]=y-2;
  8239. }
  8240. else if(dir==1){
  8241. tc->val1[0]=x-1;
  8242. tc->val1[1]=x;
  8243. tc->val1[2]=x+1;
  8244. tc->val1[3]=x+2;
  8245. tc->val1[4]=x+3;
  8246. tc->val2[0]=y-4;
  8247. tc->val2[1]=y-3;
  8248. tc->val2[2]=y-1;
  8249. tc->val2[3]=y;
  8250. tc->val2[4]=y+1;
  8251. }
  8252. else if(dir==3){
  8253. tc->val1[0]=x+3;
  8254. tc->val1[1]=x+2;
  8255. tc->val1[2]=x+1;
  8256. tc->val1[3]=x;
  8257. tc->val1[4]=x-1;
  8258. tc->val2[0]=y-1;
  8259. tc->val2[1]=y;
  8260. tc->val2[2]=y+1;
  8261. tc->val2[3]=y+2;
  8262. tc->val2[4]=y+3;
  8263. }
  8264. else if(dir==5){
  8265. tc->val1[0]=x+1;
  8266. tc->val1[1]=x;
  8267. tc->val1[2]=x-1;
  8268. tc->val1[3]=x-2;
  8269. tc->val1[4]=x-3;
  8270. tc->val2[0]=y+3;
  8271. tc->val2[1]=y+2;
  8272. tc->val2[2]=y+1;
  8273. tc->val2[3]=y;
  8274. tc->val2[4]=y-1;
  8275. }
  8276. else if(dir==7){
  8277. tc->val1[0]=x-3;
  8278. tc->val1[1]=x-2;
  8279. tc->val1[2]=x-1;
  8280. tc->val1[3]=x;
  8281. tc->val1[4]=x+1;
  8282. tc->val2[1]=y;
  8283. tc->val2[0]=y+1;
  8284. tc->val2[2]=y-1;
  8285. tc->val2[3]=y-2;
  8286. tc->val2[4]=y-3;
  8287. }
  8288. }
  8289. /*=========================================
  8290. *
  8291. *-----------------------------------------*/
  8292. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8293. {
  8294. int c;
  8295. nullpo_retv(tc);
  8296. for( c = 0; c < 5; c++ )
  8297. {
  8298. switch( dir )
  8299. {
  8300. case 0: tc->val2[c]+=are; break;
  8301. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8302. case 2: tc->val1[c]-=are; break;
  8303. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8304. case 4: tc->val2[c]-=are; break;
  8305. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8306. case 6: tc->val1[c]+=are; break;
  8307. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8308. }
  8309. }
  8310. }
  8311. /*==========================================
  8312. * Weapon Repair [Celest/DracoRPG]
  8313. *------------------------------------------*/
  8314. void skill_repairweapon (struct map_session_data *sd, int idx)
  8315. {
  8316. int material;
  8317. int materials[4] = { 1002, 998, 999, 756 };
  8318. struct item *item;
  8319. struct map_session_data *target_sd;
  8320. nullpo_retv(sd);
  8321. target_sd = map_id2sd(sd->menuskill_val);
  8322. if (!target_sd) //Failed....
  8323. return;
  8324. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8325. return;
  8326. if(idx < 0 || idx >= MAX_INVENTORY)
  8327. return; //Invalid index??
  8328. item = &target_sd->status.inventory[idx];
  8329. if(item->nameid <= 0 || item->attribute == 0)
  8330. return; //Again invalid item....
  8331. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8332. clif_item_repaireffect(sd,item->nameid,1);
  8333. return;
  8334. }
  8335. if (itemdb_type(item->nameid)==4)
  8336. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8337. else
  8338. material = materials [2]; // Armors consume 1 Steel
  8339. if (pc_search_inventory(sd,material) < 0 ) {
  8340. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8341. return;
  8342. }
  8343. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8344. item->attribute=0;
  8345. clif_equiplist(target_sd);
  8346. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8347. clif_item_repaireffect(sd,item->nameid,0);
  8348. if(sd!=target_sd)
  8349. clif_item_repaireffect(target_sd,item->nameid,0);
  8350. }
  8351. /*==========================================
  8352. * Item Appraisal
  8353. *------------------------------------------*/
  8354. void skill_identify (struct map_session_data *sd, int idx)
  8355. {
  8356. int flag=1;
  8357. nullpo_retv(sd);
  8358. if(idx >= 0 && idx < MAX_INVENTORY) {
  8359. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8360. flag=0;
  8361. sd->status.inventory[idx].identify=1;
  8362. }
  8363. }
  8364. clif_item_identified(sd,idx,flag);
  8365. }
  8366. /*==========================================
  8367. * Weapon Refine [Celest]
  8368. *------------------------------------------*/
  8369. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8370. {
  8371. int i = 0, ep = 0, per;
  8372. int material[5] = { 0, 1010, 1011, 984, 984 };
  8373. struct item *item;
  8374. nullpo_retv(sd);
  8375. if (idx >= 0 && idx < MAX_INVENTORY)
  8376. {
  8377. struct item_data *ditem = sd->inventory_data[idx];
  8378. item = &sd->status.inventory[idx];
  8379. if(item->nameid > 0 && ditem->type == 4)
  8380. {
  8381. if( item->refine >= sd->menuskill_val
  8382. || item->refine >= MAX_REFINE // if it's no longer refineable
  8383. || ditem->flag.no_refine // if the item isn't refinable
  8384. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8385. {
  8386. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8387. return;
  8388. }
  8389. per = percentrefinery [ditem->wlv][(int)item->refine];
  8390. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8391. pc_delitem(sd, i, 1, 0);
  8392. if (per > rand() % 100) {
  8393. item->refine++;
  8394. if(item->equip) {
  8395. ep = item->equip;
  8396. pc_unequipitem(sd,idx,3);
  8397. }
  8398. clif_refine(sd->fd,0,idx,item->refine);
  8399. clif_delitem(sd,idx,1);
  8400. clif_additem(sd,idx,1,0);
  8401. if (ep)
  8402. pc_equipitem(sd,idx,ep);
  8403. clif_misceffect(&sd->bl,3);
  8404. if(item->refine == MAX_REFINE &&
  8405. item->card[0] == CARD0_FORGE &&
  8406. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8407. { // Fame point system [DracoRPG]
  8408. switch(ditem->wlv){
  8409. case 1:
  8410. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8411. break;
  8412. case 2:
  8413. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8414. break;
  8415. case 3:
  8416. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8417. break;
  8418. }
  8419. }
  8420. } else {
  8421. item->refine = 0;
  8422. if(item->equip)
  8423. pc_unequipitem(sd,idx,3);
  8424. clif_refine(sd->fd,1,idx,item->refine);
  8425. pc_delitem(sd,idx,1,0);
  8426. clif_misceffect(&sd->bl,2);
  8427. clif_emotion(&sd->bl, 23);
  8428. }
  8429. }
  8430. }
  8431. }
  8432. /*==========================================
  8433. *
  8434. *------------------------------------------*/
  8435. int skill_autospell (struct map_session_data *sd, int skillid)
  8436. {
  8437. int skilllv;
  8438. int maxlv=1,lv;
  8439. nullpo_retr(0, sd);
  8440. skilllv = sd->menuskill_val;
  8441. lv=pc_checkskill(sd,skillid);
  8442. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8443. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8444. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8445. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8446. maxlv =10; //Soul Linker bonus. [Skotlex]
  8447. else if(skilllv==2) maxlv=1;
  8448. else if(skilllv==3) maxlv=2;
  8449. else if(skilllv>=4) maxlv=3;
  8450. }
  8451. else if(skillid==MG_SOULSTRIKE){
  8452. if(skilllv==5) maxlv=1;
  8453. else if(skilllv==6) maxlv=2;
  8454. else if(skilllv>=7) maxlv=3;
  8455. }
  8456. else if(skillid==MG_FIREBALL){
  8457. if(skilllv==8) maxlv=1;
  8458. else if(skilllv>=9) maxlv=2;
  8459. }
  8460. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8461. else return 0;
  8462. if(maxlv > lv)
  8463. maxlv = lv;
  8464. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8465. skill_get_time(SA_AUTOSPELL,skilllv));
  8466. return 0;
  8467. }
  8468. /*==========================================
  8469. * Sitting skills functions.
  8470. *------------------------------------------*/
  8471. static int skill_sit_count (struct block_list *bl, va_list ap)
  8472. {
  8473. struct map_session_data *sd;
  8474. int type =va_arg(ap,int);
  8475. sd=(struct map_session_data*)bl;
  8476. if(!pc_issit(sd))
  8477. return 0;
  8478. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8479. return 1;
  8480. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8481. return 1;
  8482. return 0;
  8483. }
  8484. static int skill_sit_in (struct block_list *bl, va_list ap)
  8485. {
  8486. struct map_session_data *sd;
  8487. int type =va_arg(ap,int);
  8488. sd=(struct map_session_data*)bl;
  8489. if(!pc_issit(sd))
  8490. return 0;
  8491. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8492. sd->state.gangsterparadise=1;
  8493. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8494. {
  8495. sd->state.rest=1;
  8496. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8497. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8498. }
  8499. return 0;
  8500. }
  8501. static int skill_sit_out (struct block_list *bl, va_list ap)
  8502. {
  8503. struct map_session_data *sd;
  8504. int type =va_arg(ap,int);
  8505. sd=(struct map_session_data*)bl;
  8506. if(sd->state.gangsterparadise && type&1)
  8507. sd->state.gangsterparadise=0;
  8508. if(sd->state.rest && type&2) {
  8509. sd->state.rest=0;
  8510. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8511. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8512. }
  8513. return 0;
  8514. }
  8515. int skill_sit (struct map_session_data *sd, int type)
  8516. {
  8517. int flag = 0;
  8518. int range = 0, lv;
  8519. nullpo_retr(0, sd);
  8520. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8521. flag|=1;
  8522. range = skill_get_splash(RG_GANGSTER, lv);
  8523. }
  8524. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8525. flag|=2;
  8526. range = skill_get_splash(TK_HPTIME, lv);
  8527. }
  8528. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8529. flag|=2;
  8530. range = skill_get_splash(TK_SPTIME, lv);
  8531. }
  8532. if (!flag) return 0;
  8533. if(type) {
  8534. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8535. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8536. } else {
  8537. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8538. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8539. }
  8540. return 0;
  8541. }
  8542. /*==========================================
  8543. *
  8544. *------------------------------------------*/
  8545. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8546. {
  8547. struct block_list *src;
  8548. int skillnum,skilllv;
  8549. unsigned int tick;
  8550. nullpo_retr(0, bl);
  8551. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8552. skillnum=va_arg(ap,int);
  8553. skilllv=va_arg(ap,int);
  8554. if(skilllv <= 0) return 0;
  8555. tick=va_arg(ap,unsigned int);
  8556. if (src == bl || status_isdead(bl))
  8557. return 0;
  8558. if (bl->type == BL_PC) {
  8559. struct map_session_data *sd = (struct map_session_data *)bl;
  8560. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8561. return 0;
  8562. }
  8563. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8564. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8565. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8566. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8567. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8568. return 0;
  8569. }
  8570. /*==========================================
  8571. *
  8572. *------------------------------------------*/
  8573. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8574. {
  8575. int range = skill_get_unit_range(skill_num,skill_lv);
  8576. int x,y;
  8577. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8578. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8579. map_setcell(src->bl.m, x, y, cell, flag);
  8580. }
  8581. /*==========================================
  8582. *
  8583. *------------------------------------------*/
  8584. int skill_attack_area (struct block_list *bl, va_list ap)
  8585. {
  8586. struct block_list *src,*dsrc;
  8587. int atk_type,skillid,skilllv,flag,type;
  8588. unsigned int tick;
  8589. if(status_isdead(bl))
  8590. return 0;
  8591. atk_type = va_arg(ap,int);
  8592. src=va_arg(ap,struct block_list*);
  8593. dsrc=va_arg(ap,struct block_list*);
  8594. skillid=va_arg(ap,int);
  8595. skilllv=va_arg(ap,int);
  8596. tick=va_arg(ap,unsigned int);
  8597. flag=va_arg(ap,int);
  8598. type=va_arg(ap,int);
  8599. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8600. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8601. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8602. !status_check_skilluse(NULL, bl, skillid, 2))
  8603. return 0;
  8604. switch (skillid) {
  8605. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8606. case NPC_ACIDBREATH:
  8607. case NPC_DARKNESSBREATH:
  8608. case NPC_FIREBREATH:
  8609. case NPC_ICEBREATH:
  8610. case NPC_THUNDERBREATH:
  8611. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8612. default:
  8613. //Area-splash, disable skill animation.
  8614. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8615. }
  8616. }
  8617. /*==========================================
  8618. *
  8619. *------------------------------------------*/
  8620. int skill_clear_group (struct block_list *bl, int flag)
  8621. {
  8622. struct unit_data *ud = unit_bl2ud(bl);
  8623. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8624. int i, count=0;
  8625. nullpo_retr(0, bl);
  8626. if (!ud) return 0;
  8627. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8628. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8629. {
  8630. switch (ud->skillunit[i]->skill_id) {
  8631. case SA_DELUGE:
  8632. case SA_VOLCANO:
  8633. case SA_VIOLENTGALE:
  8634. case SA_LANDPROTECTOR:
  8635. case NJ_SUITON:
  8636. case NJ_KAENSIN:
  8637. if (flag&1)
  8638. group[count++]= ud->skillunit[i];
  8639. break;
  8640. default:
  8641. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8642. group[count++]= ud->skillunit[i];
  8643. break;
  8644. }
  8645. }
  8646. for (i=0;i<count;i++)
  8647. skill_delunitgroup(bl, group[i]);
  8648. return count;
  8649. }
  8650. /*==========================================
  8651. * Returns the first element field found [Skotlex]
  8652. *------------------------------------------*/
  8653. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8654. {
  8655. struct unit_data *ud = unit_bl2ud(bl);
  8656. int i;
  8657. nullpo_retr(0, bl);
  8658. if (!ud) return NULL;
  8659. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8660. switch (ud->skillunit[i]->skill_id) {
  8661. case SA_DELUGE:
  8662. case SA_VOLCANO:
  8663. case SA_VIOLENTGALE:
  8664. case SA_LANDPROTECTOR:
  8665. case NJ_SUITON:
  8666. return ud->skillunit[i];
  8667. }
  8668. }
  8669. return NULL;
  8670. }
  8671. // for graffiti cleaner [Valaris]
  8672. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8673. {
  8674. struct skill_unit *unit=NULL;
  8675. nullpo_retr(0, bl);
  8676. nullpo_retr(0, ap);
  8677. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8678. return 0;
  8679. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8680. skill_delunit(unit);
  8681. return 0;
  8682. }
  8683. int skill_greed (struct block_list *bl, va_list ap)
  8684. {
  8685. struct block_list *src;
  8686. struct map_session_data *sd=NULL;
  8687. struct flooritem_data *fitem=NULL;
  8688. nullpo_retr(0, bl);
  8689. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8690. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8691. pc_takeitem(sd, fitem);
  8692. return 0;
  8693. }
  8694. /*==========================================
  8695. *
  8696. *------------------------------------------*/
  8697. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8698. {
  8699. int skillid;
  8700. int *alive;
  8701. struct skill_unit *unit;
  8702. struct block_list *src;
  8703. skillid = va_arg(ap,int);
  8704. alive = va_arg(ap,int *);
  8705. src = va_arg(ap,struct block_list *);
  8706. unit = (struct skill_unit *)bl;
  8707. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8708. return 0;
  8709. switch (skillid)
  8710. {
  8711. case SA_LANDPROTECTOR:
  8712. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8713. { //Check for offensive Land Protector to delete both. [Skotlex]
  8714. (*alive) = 0;
  8715. skill_delunit(unit);
  8716. return 1;
  8717. }
  8718. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8719. { //It deletes everything except songs/dances and traps
  8720. skill_delunit(unit);
  8721. return 1;
  8722. }
  8723. break;
  8724. case HW_GANBANTEIN:
  8725. if( !(unit->group->state.song_dance&0x1) )
  8726. {// Don't touch song/dance.
  8727. skill_delunit(unit);
  8728. return 1;
  8729. }
  8730. break;
  8731. case SA_VOLCANO:
  8732. case SA_DELUGE:
  8733. case SA_VIOLENTGALE:
  8734. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8735. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8736. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8737. if (unit->range <= 0)
  8738. {
  8739. (*alive) = 0;
  8740. return 1;
  8741. }
  8742. /*
  8743. switch (unit->group->skill_id)
  8744. { //These cannot override each other.
  8745. case SA_VOLCANO:
  8746. case SA_DELUGE:
  8747. case SA_VIOLENTGALE:
  8748. (*alive) = 0;
  8749. return 1;
  8750. }
  8751. */
  8752. break;
  8753. case PF_FOGWALL:
  8754. switch(unit->group->skill_id)
  8755. {
  8756. case SA_VOLCANO: //Can't be placed on top of these
  8757. case SA_VIOLENTGALE:
  8758. (*alive) = 0;
  8759. return 1;
  8760. case SA_DELUGE:
  8761. case NJ_SUITON:
  8762. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8763. (*alive) = 2;
  8764. break;
  8765. }
  8766. break;
  8767. case HP_BASILICA:
  8768. if (unit->group->skill_id == HP_BASILICA)
  8769. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8770. (*alive) = 0;
  8771. return 1;
  8772. }
  8773. break;
  8774. }
  8775. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8776. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8777. { //It deletes everything except songs/dances/traps
  8778. (*alive) = 0;
  8779. return 1;
  8780. }
  8781. return 0;
  8782. }
  8783. /*==========================================
  8784. *
  8785. *------------------------------------------*/
  8786. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8787. {
  8788. struct mob_data* md;
  8789. struct unit_data*ud = unit_bl2ud(bl);
  8790. struct block_list *from_bl;
  8791. struct block_list *to_bl;
  8792. md = (struct mob_data*)bl;
  8793. from_bl = va_arg(ap,struct block_list *);
  8794. to_bl = va_arg(ap,struct block_list *);
  8795. if(ud && ud->target == from_bl->id)
  8796. ud->target = to_bl->id;
  8797. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8798. md->target_id = to_bl->id;
  8799. return 0;
  8800. }
  8801. /*==========================================
  8802. *
  8803. *------------------------------------------*/
  8804. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8805. {
  8806. struct block_list *src;
  8807. int tick;
  8808. struct skill_unit *unit;
  8809. struct skill_unit_group *sg;
  8810. struct block_list *ss;
  8811. src = va_arg(ap,struct block_list *);
  8812. unit = (struct skill_unit *)src;
  8813. tick = va_arg(ap,int);
  8814. nullpo_retr(0, sg = unit->group);
  8815. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8816. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8817. return 0;
  8818. switch(sg->unit_id){
  8819. case UNT_SHOCKWAVE:
  8820. case UNT_SANDMAN:
  8821. case UNT_FLASHER:
  8822. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8823. break;
  8824. case UNT_GROUNDDRIFT_WIND:
  8825. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8826. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8827. break;
  8828. case UNT_GROUNDDRIFT_DARK:
  8829. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8830. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8831. break;
  8832. case UNT_GROUNDDRIFT_POISON:
  8833. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8834. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8835. break;
  8836. case UNT_GROUNDDRIFT_WATER:
  8837. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8838. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8839. break;
  8840. case UNT_GROUNDDRIFT_FIRE:
  8841. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8842. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8843. break;
  8844. default:
  8845. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8846. break;
  8847. }
  8848. return 1;
  8849. }
  8850. /*==========================================
  8851. *
  8852. *------------------------------------------*/
  8853. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8854. {
  8855. struct status_change *sc;
  8856. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8857. int i;
  8858. nullpo_retr(0, bl);
  8859. nullpo_retr(0, sc= status_get_sc(bl));
  8860. if (!sc->count) return 0;
  8861. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8862. if (type != scs[i] && sc->data[scs[i]])
  8863. status_change_end(bl, scs[i], -1);
  8864. return 0;
  8865. }
  8866. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8867. {
  8868. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8869. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8870. bool wall = true;
  8871. int i;
  8872. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8873. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8874. { //Check for walls.
  8875. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8876. if( i == 8 )
  8877. wall = false;
  8878. }
  8879. if( sce )
  8880. {
  8881. if( !wall )
  8882. {
  8883. if( sce->val1 < 3 ) //End cloaking.
  8884. status_change_end(bl, SC_CLOAKING, -1);
  8885. else
  8886. if( sce->val4&1 )
  8887. { //Remove wall bonus
  8888. sce->val4&=~1;
  8889. status_calc_bl(bl,SCB_SPEED);
  8890. }
  8891. }
  8892. else
  8893. {
  8894. if( !(sce->val4&1) )
  8895. { //Add wall speed bonus
  8896. sce->val4|=1;
  8897. status_calc_bl(bl,SCB_SPEED);
  8898. }
  8899. }
  8900. }
  8901. return wall;
  8902. }
  8903. /*==========================================
  8904. *
  8905. *
  8906. *------------------------------------------*/
  8907. void skill_stop_dancing (struct block_list *src)
  8908. {
  8909. struct status_change* sc;
  8910. struct status_change_entry *sce;
  8911. struct skill_unit_group* group;
  8912. struct map_session_data* dsd = NULL;
  8913. nullpo_retv(src);
  8914. nullpo_retv(sc = status_get_sc(src));
  8915. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8916. return;
  8917. group = skill_id2group(sce->val2);
  8918. sce->val2 = 0;
  8919. if (sce->val4)
  8920. {
  8921. if (sce->val4 != BCT_SELF)
  8922. dsd = map_id2sd(sce->val4);
  8923. sce->val4 = 0;
  8924. }
  8925. status_change_end(src, SC_DANCING, -1);
  8926. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8927. {
  8928. sce->val4 = sce->val2 = 0;
  8929. status_change_end(&dsd->bl, SC_DANCING, -1);
  8930. }
  8931. if (group)
  8932. skill_delunitgroup(NULL, group);
  8933. }
  8934. /*==========================================
  8935. *
  8936. *------------------------------------------*/
  8937. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8938. {
  8939. struct skill_unit *unit;
  8940. nullpo_retr(NULL, group);
  8941. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8942. nullpo_retr(NULL, unit=&group->unit[idx]);
  8943. if(!unit->alive)
  8944. group->alive_count++;
  8945. unit->bl.id=map_get_new_object_id();
  8946. unit->bl.type=BL_SKILL;
  8947. unit->bl.m=group->map;
  8948. unit->bl.x=x;
  8949. unit->bl.y=y;
  8950. unit->group=group;
  8951. unit->alive=1;
  8952. unit->val1=val1;
  8953. unit->val2=val2;
  8954. idb_put(skillunit_db, unit->bl.id, unit);
  8955. map_addiddb(&unit->bl);
  8956. map_addblock(&unit->bl);
  8957. // perform oninit actions
  8958. switch (group->skill_id) {
  8959. case WZ_ICEWALL:
  8960. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8961. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8962. break;
  8963. case SA_LANDPROTECTOR:
  8964. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8965. break;
  8966. case HP_BASILICA:
  8967. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8968. break;
  8969. default:
  8970. if (group->state.song_dance&0x1) //Check for dissonance.
  8971. skill_dance_overlap(unit, 1);
  8972. break;
  8973. }
  8974. clif_skill_setunit(unit);
  8975. return unit;
  8976. }
  8977. /*==========================================
  8978. *
  8979. *------------------------------------------*/
  8980. int skill_delunit (struct skill_unit* unit)
  8981. {
  8982. struct skill_unit_group *group;
  8983. nullpo_retr(0, unit);
  8984. if( !unit->alive )
  8985. return 0;
  8986. unit->alive=0;
  8987. nullpo_retr(0, group=unit->group);
  8988. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8989. skill_dance_overlap(unit, 0);
  8990. // invoke onout event
  8991. if( !unit->range )
  8992. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8993. // perform ondelete actions
  8994. switch (group->skill_id) {
  8995. case HT_ANKLESNARE:
  8996. {
  8997. struct block_list* target = map_id2bl(group->val2);
  8998. if( target )
  8999. status_change_end(target,SC_ANKLE,-1);
  9000. }
  9001. break;
  9002. case WZ_ICEWALL:
  9003. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  9004. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  9005. break;
  9006. case SA_LANDPROTECTOR:
  9007. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  9008. break;
  9009. case HP_BASILICA:
  9010. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  9011. break;
  9012. }
  9013. clif_skill_delunit(unit);
  9014. unit->group=NULL;
  9015. map_delblock(&unit->bl); // don't free yet
  9016. map_deliddb(&unit->bl);
  9017. idb_remove(skillunit_db, unit->bl.id);
  9018. if(--group->alive_count==0)
  9019. skill_delunitgroup(NULL, group);
  9020. return 0;
  9021. }
  9022. /*==========================================
  9023. *
  9024. *------------------------------------------*/
  9025. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  9026. /// Returns the target skill_unit_group or NULL if not found.
  9027. struct skill_unit_group* skill_id2group(int group_id)
  9028. {
  9029. return (struct skill_unit_group*)idb_get(group_db, group_id);
  9030. }
  9031. static int skill_unit_group_newid = MAX_SKILL_DB;
  9032. /// Returns a new group_id that isn't being used in group_db.
  9033. /// Fatal error if nothing is available.
  9034. static int skill_get_new_group_id(void)
  9035. {
  9036. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  9037. return skill_unit_group_newid++;// available
  9038. {// find next id
  9039. int base_id = skill_unit_group_newid;
  9040. while( base_id != ++skill_unit_group_newid )
  9041. {
  9042. if( skill_unit_group_newid < MAX_SKILL_DB )
  9043. skill_unit_group_newid = MAX_SKILL_DB;
  9044. if( skill_id2group(skill_unit_group_newid) == NULL )
  9045. return skill_unit_group_newid++;// available
  9046. }
  9047. // full loop, nothing available
  9048. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  9049. exit(1);
  9050. }
  9051. }
  9052. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9053. {
  9054. struct unit_data* ud = unit_bl2ud( src );
  9055. struct skill_unit_group* group;
  9056. int i;
  9057. if(skillid <= 0 || skilllv <= 0) return 0;
  9058. nullpo_retr(NULL, src);
  9059. nullpo_retr(NULL, ud);
  9060. // find a free spot to store the new unit group
  9061. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9062. if(i == MAX_SKILLUNITGROUP)
  9063. {
  9064. // array is full, make room by discarding oldest group
  9065. int j=0;
  9066. unsigned maxdiff=0,x,tick=gettick();
  9067. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9068. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9069. maxdiff=x;
  9070. j=i;
  9071. }
  9072. skill_delunitgroup(src, ud->skillunit[j]);
  9073. //Since elements must have shifted, we use the last slot.
  9074. i = MAX_SKILLUNITGROUP-1;
  9075. }
  9076. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9077. group->src_id = src->id;
  9078. group->party_id = status_get_party_id(src);
  9079. group->guild_id = status_get_guild_id(src);
  9080. group->bg_id = bg_team_get_id(src);
  9081. group->group_id = skill_get_new_group_id();
  9082. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9083. group->unit_count = count;
  9084. group->alive_count = 0;
  9085. group->val1 = 0;
  9086. group->val2 = 0;
  9087. group->val3 = 0;
  9088. group->skill_id = skillid;
  9089. group->skill_lv = skilllv;
  9090. group->unit_id = unit_id;
  9091. group->map = src->m;
  9092. group->limit = limit;
  9093. group->interval = interval;
  9094. group->tick = gettick();
  9095. group->valstr = NULL;
  9096. ud->skillunit[i] = group;
  9097. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9098. group->tick += 1500;
  9099. idb_put(group_db, group->group_id, group);
  9100. return group;
  9101. }
  9102. /*==========================================
  9103. *
  9104. *------------------------------------------*/
  9105. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  9106. {
  9107. struct unit_data *ud;
  9108. int i,j;
  9109. nullpo_retr(0, group);
  9110. if (!src) src=map_id2bl(group->src_id);
  9111. ud = unit_bl2ud(src);
  9112. if(!src || !ud) {
  9113. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9114. return 0;
  9115. }
  9116. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9117. {
  9118. struct status_change* sc = status_get_sc(src);
  9119. if (sc && sc->data[SC_DANCING])
  9120. {
  9121. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9122. status_change_end(src,SC_DANCING,-1);
  9123. }
  9124. }
  9125. // end Gospel's status change on 'src'
  9126. // (needs to be done when the group is deleted by other means than skill deactivation)
  9127. if (group->unit_id == UNT_GOSPEL) {
  9128. struct status_change *sc = status_get_sc(src);
  9129. if(sc && sc->data[SC_GOSPEL]) {
  9130. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  9131. status_change_end(src,SC_GOSPEL,-1);
  9132. }
  9133. }
  9134. if (group->skill_id == SG_SUN_WARM ||
  9135. group->skill_id == SG_MOON_WARM ||
  9136. group->skill_id == SG_STAR_WARM) {
  9137. struct status_change *sc = status_get_sc(src);
  9138. if(sc && sc->data[SC_WARM]) {
  9139. sc->data[SC_WARM]->val4 = 0;
  9140. status_change_end(src,SC_WARM,-1);
  9141. }
  9142. }
  9143. if (src->type==BL_PC && group->state.ammo_consume)
  9144. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9145. group->alive_count=0;
  9146. // remove all unit cells
  9147. if(group->unit != NULL)
  9148. for( i = 0; i < group->unit_count; i++ )
  9149. skill_delunit(&group->unit[i]);
  9150. // clear Talkie-box string
  9151. if( group->valstr != NULL )
  9152. {
  9153. aFree(group->valstr);
  9154. group->valstr = NULL;
  9155. }
  9156. idb_remove(group_db, group->group_id);
  9157. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9158. group->unit=NULL;
  9159. group->group_id=0;
  9160. group->unit_count=0;
  9161. // locate this group, swap with the last entry and delete it
  9162. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9163. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9164. if( i < MAX_SKILLUNITGROUP )
  9165. {
  9166. ud->skillunit[i] = ud->skillunit[j];
  9167. ud->skillunit[j] = NULL;
  9168. ers_free(skill_unit_ers, group);
  9169. }
  9170. else
  9171. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9172. return 1;
  9173. }
  9174. /*==========================================
  9175. *
  9176. *------------------------------------------*/
  9177. int skill_clear_unitgroup (struct block_list *src)
  9178. {
  9179. struct unit_data *ud = unit_bl2ud(src);
  9180. nullpo_retr(0, ud);
  9181. while (ud->skillunit[0])
  9182. skill_delunitgroup(src, ud->skillunit[0]);
  9183. return 1;
  9184. }
  9185. /*==========================================
  9186. *
  9187. *------------------------------------------*/
  9188. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9189. {
  9190. int i,j=-1,k,s,id;
  9191. struct unit_data *ud;
  9192. struct skill_unit_group_tickset *set;
  9193. nullpo_retr(0, bl);
  9194. if (group->interval==-1)
  9195. return NULL;
  9196. ud = unit_bl2ud(bl);
  9197. if (!ud) return NULL;
  9198. set = ud->skillunittick;
  9199. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9200. id = s = group->skill_id;
  9201. else
  9202. id = s = group->group_id;
  9203. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9204. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9205. if (set[k].id == id)
  9206. return &set[k];
  9207. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9208. j=k;
  9209. }
  9210. if (j == -1) {
  9211. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9212. j = id % MAX_SKILLUNITGROUPTICKSET;
  9213. }
  9214. set[j].id = id;
  9215. set[j].tick = tick;
  9216. return &set[j];
  9217. }
  9218. /*==========================================
  9219. *
  9220. *------------------------------------------*/
  9221. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9222. {
  9223. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9224. struct skill_unit_group* group = unit->group;
  9225. unsigned int tick = va_arg(ap,unsigned int);
  9226. if( !unit->alive || bl->prev == NULL )
  9227. return 0;
  9228. nullpo_retr(0, group);
  9229. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9230. return 0; //AoE skills are ineffective. [Skotlex]
  9231. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9232. return 0;
  9233. skill_unit_onplace_timer(unit,bl,tick);
  9234. return 1;
  9235. }
  9236. /*==========================================
  9237. *
  9238. *------------------------------------------*/
  9239. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9240. {
  9241. struct skill_unit* unit = (struct skill_unit*)data;
  9242. struct skill_unit_group* group = unit->group;
  9243. unsigned int tick = va_arg(ap,unsigned int);
  9244. bool dissonance;
  9245. struct block_list* bl = &unit->bl;
  9246. if( !unit->alive )
  9247. return 0;
  9248. nullpo_retr(0, group);
  9249. // check for expiration
  9250. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9251. {// skill unit expired (inlined from skill_unit_onlimit())
  9252. switch( group->unit_id )
  9253. {
  9254. case UNT_BLASTMINE:
  9255. case UNT_GROUNDDRIFT_WIND:
  9256. case UNT_GROUNDDRIFT_DARK:
  9257. case UNT_GROUNDDRIFT_POISON:
  9258. case UNT_GROUNDDRIFT_WATER:
  9259. case UNT_GROUNDDRIFT_FIRE:
  9260. group->unit_id = UNT_USED_TRAPS;
  9261. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9262. group->limit=DIFF_TICK(tick+1500,group->tick);
  9263. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9264. break;
  9265. case UNT_ANKLESNARE:
  9266. if( group->val2 > 0 ) {
  9267. // Used Trap don't returns back to item
  9268. skill_delunit(unit);
  9269. break;
  9270. }
  9271. case UNT_SKIDTRAP:
  9272. case UNT_LANDMINE:
  9273. case UNT_SHOCKWAVE:
  9274. case UNT_SANDMAN:
  9275. case UNT_FLASHER:
  9276. case UNT_FREEZINGTRAP:
  9277. case UNT_CLAYMORETRAP:
  9278. case UNT_TALKIEBOX:
  9279. {
  9280. struct block_list* src;
  9281. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9282. { // revert unit back into a trap
  9283. struct item item_tmp;
  9284. memset(&item_tmp,0,sizeof(item_tmp));
  9285. item_tmp.nameid = ITEMID_TRAP;
  9286. item_tmp.identify = 1;
  9287. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9288. }
  9289. skill_delunit(unit);
  9290. }
  9291. break;
  9292. case UNT_WARP_ACTIVE:
  9293. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9294. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9295. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9296. // restart timers
  9297. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9298. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9299. // apply effect to all units standing on it
  9300. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9301. break;
  9302. case UNT_CALLFAMILY:
  9303. {
  9304. struct map_session_data *sd = NULL;
  9305. if(group->val1) {
  9306. sd = map_charid2sd(group->val1);
  9307. group->val1 = 0;
  9308. if (sd && !map[sd->bl.m].flag.nowarp)
  9309. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9310. }
  9311. if(group->val2) {
  9312. sd = map_charid2sd(group->val2);
  9313. group->val2 = 0;
  9314. if (sd && !map[sd->bl.m].flag.nowarp)
  9315. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9316. }
  9317. skill_delunit(unit);
  9318. }
  9319. break;
  9320. default:
  9321. skill_delunit(unit);
  9322. }
  9323. }
  9324. else
  9325. {// skill unit is still active
  9326. switch( group->unit_id )
  9327. {
  9328. case UNT_ICEWALL:
  9329. // icewall loses 50 hp every second
  9330. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9331. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9332. unit->limit = DIFF_TICK(tick+700,group->tick);
  9333. break;
  9334. case UNT_SKIDTRAP:
  9335. case UNT_LANDMINE:
  9336. case UNT_SHOCKWAVE:
  9337. case UNT_SANDMAN:
  9338. case UNT_FLASHER:
  9339. case UNT_FREEZINGTRAP:
  9340. case UNT_TALKIEBOX:
  9341. case UNT_ANKLESNARE:
  9342. if( unit->val1 <= 0 ) {
  9343. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9344. skill_delunit(unit);
  9345. else {
  9346. group->unit_id = UNT_USED_TRAPS;
  9347. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9348. }
  9349. }
  9350. break;
  9351. case UNT_TATAMIGAESHI:
  9352. if( unit->range >= 0 )
  9353. { //Disable processed cell.
  9354. unit->range = -1;
  9355. if (--group->val1 <= 0) // number of live cells
  9356. { //All tiles were processed, disable skill.
  9357. group->target_flag=BCT_NOONE;
  9358. group->bl_flag= BL_NUL;
  9359. }
  9360. }
  9361. break;
  9362. }
  9363. }
  9364. //Don't continue if unit or even group is expired and has been deleted.
  9365. if( !group || !unit->alive )
  9366. return 0;
  9367. dissonance = skill_dance_switch(unit, 0);
  9368. if( unit->range >= 0 && group->interval != -1 )
  9369. {
  9370. if( battle_config.skill_wall_check )
  9371. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9372. else
  9373. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9374. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9375. group->unit_id = UNT_USED_TRAPS;
  9376. if( !unit->alive )
  9377. {
  9378. if( dissonance ) skill_dance_switch(unit, 1);
  9379. return 0;
  9380. }
  9381. }
  9382. if( dissonance ) skill_dance_switch(unit, 1);
  9383. return 0;
  9384. }
  9385. /*==========================================
  9386. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9387. *------------------------------------------*/
  9388. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9389. {
  9390. map_freeblock_lock();
  9391. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9392. map_freeblock_unlock();
  9393. return 0;
  9394. }
  9395. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9396. /*==========================================
  9397. *
  9398. *------------------------------------------*/
  9399. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9400. {
  9401. struct skill_unit* unit = (struct skill_unit *)bl;
  9402. struct skill_unit_group* group = unit->group;
  9403. struct block_list* target = va_arg(ap,struct block_list*);
  9404. unsigned int tick = va_arg(ap,unsigned int);
  9405. int flag = va_arg(ap,int);
  9406. bool dissonance;
  9407. int skill_id;
  9408. int i;
  9409. nullpo_retr(0, group);
  9410. if( !unit->alive || target->prev == NULL )
  9411. return 0;
  9412. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  9413. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  9414. dissonance = skill_dance_switch(unit, 0);
  9415. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9416. skill_id = unit->group->skill_id;
  9417. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9418. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9419. if( dissonance ) skill_dance_switch(unit, 1);
  9420. return 0;
  9421. }
  9422. //Target-type check.
  9423. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9424. {
  9425. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9426. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9427. if( flag&1 )
  9428. {
  9429. if( flag&2 )
  9430. { //Clear this skill id.
  9431. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9432. if( i < ARRAYLENGTH(skill_unit_temp) )
  9433. skill_unit_temp[i] = 0;
  9434. }
  9435. }
  9436. else
  9437. {
  9438. if( flag&2 )
  9439. { //Store this skill id.
  9440. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9441. if( i < ARRAYLENGTH(skill_unit_temp) )
  9442. skill_unit_temp[i] = skill_id;
  9443. else
  9444. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9445. }
  9446. }
  9447. if( flag&4 )
  9448. skill_unit_onleft(skill_id,target,tick);
  9449. }
  9450. if( dissonance ) skill_dance_switch(unit, 1);
  9451. return 0;
  9452. }
  9453. else
  9454. {
  9455. if( flag&1 )
  9456. {
  9457. int result = skill_unit_onplace(unit,target,tick);
  9458. if( flag&2 && result )
  9459. { //Clear skill ids we have stored in onout.
  9460. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9461. if( i < ARRAYLENGTH(skill_unit_temp) )
  9462. skill_unit_temp[i] = 0;
  9463. }
  9464. }
  9465. else
  9466. {
  9467. int result = skill_unit_onout(unit,target,tick);
  9468. if( flag&2 && result )
  9469. { //Store this unit id.
  9470. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9471. if( i < ARRAYLENGTH(skill_unit_temp) )
  9472. skill_unit_temp[i] = skill_id;
  9473. else
  9474. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9475. }
  9476. }
  9477. //TODO: Normally, this is dangerous since the unit and group could be freed
  9478. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9479. //cells do not get deleted within them. [Skotlex]
  9480. if( dissonance ) skill_dance_switch(unit, 1);
  9481. if( flag&4 )
  9482. skill_unit_onleft(skill_id,target,tick);
  9483. return 1;
  9484. }
  9485. }
  9486. /*==========================================
  9487. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9488. * Flag values:
  9489. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9490. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9491. * units to figure out when they have left a group.
  9492. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9493. *------------------------------------------*/
  9494. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9495. {
  9496. nullpo_retr(0, bl);
  9497. if( bl->prev == NULL )
  9498. return 0;
  9499. if( flag&2 && !(flag&1) )
  9500. { //Onout, clear data
  9501. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9502. }
  9503. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9504. if( flag&2 && flag&1 )
  9505. { //Onplace, check any skill units you have left.
  9506. int i;
  9507. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9508. if( skill_unit_temp[i] )
  9509. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9510. }
  9511. return 0;
  9512. }
  9513. /*==========================================
  9514. *
  9515. *------------------------------------------*/
  9516. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9517. {
  9518. int i,j;
  9519. unsigned int tick = gettick();
  9520. int *m_flag;
  9521. struct skill_unit *unit1;
  9522. struct skill_unit *unit2;
  9523. if (group == NULL)
  9524. return 0;
  9525. if (group->unit_count<=0)
  9526. return 0;
  9527. if (group->unit==NULL)
  9528. return 0;
  9529. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9530. return 0; //Ensembles may not be moved around.
  9531. if( group->unit_id == UNT_ICEWALL )
  9532. return 0; //Icewalls don't get knocked back
  9533. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9534. // m_flag
  9535. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9536. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9537. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9538. // 3: Both 1+2.
  9539. for(i=0;i<group->unit_count;i++){
  9540. unit1=&group->unit[i];
  9541. if (!unit1->alive || unit1->bl.m!=m)
  9542. continue;
  9543. for(j=0;j<group->unit_count;j++){
  9544. unit2=&group->unit[j];
  9545. if (!unit2->alive)
  9546. continue;
  9547. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9548. m_flag[i] |= 0x1;
  9549. }
  9550. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9551. m_flag[i] |= 0x2;
  9552. }
  9553. }
  9554. }
  9555. j = 0;
  9556. for (i=0;i<group->unit_count;i++) {
  9557. unit1=&group->unit[i];
  9558. if (!unit1->alive)
  9559. continue;
  9560. if (!(m_flag[i]&0x2)) {
  9561. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9562. skill_dance_overlap(unit1, 0);
  9563. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9564. }
  9565. //Move Cell using "smart" criteria (avoid useless moving around)
  9566. switch(m_flag[i])
  9567. {
  9568. case 0:
  9569. //Cell moves independently, safely move it.
  9570. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9571. break;
  9572. case 1:
  9573. //Cell moves unto another cell, look for a replacement cell that won't collide
  9574. //and has no cell moving into it (flag == 2)
  9575. for(;j<group->unit_count;j++)
  9576. {
  9577. if(m_flag[j]!=2 || !group->unit[j].alive)
  9578. continue;
  9579. //Move to where this cell would had moved.
  9580. unit2 = &group->unit[j];
  9581. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9582. j++; //Skip this cell as we have used it.
  9583. break;
  9584. }
  9585. break;
  9586. case 2:
  9587. case 3:
  9588. break; //Don't move the cell as a cell will end on this tile anyway.
  9589. }
  9590. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9591. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9592. skill_dance_overlap(unit1, 1);
  9593. clif_skill_setunit(unit1);
  9594. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9595. }
  9596. }
  9597. aFree(m_flag);
  9598. return 0;
  9599. }
  9600. /*==========================================
  9601. *
  9602. *------------------------------------------*/
  9603. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9604. {
  9605. int i,j;
  9606. nullpo_retr(0, sd);
  9607. if(nameid<=0)
  9608. return 0;
  9609. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9610. if(skill_produce_db[i].nameid == nameid )
  9611. break;
  9612. }
  9613. if( i >= MAX_SKILL_PRODUCE_DB )
  9614. return 0;
  9615. if(trigger>=0){
  9616. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9617. if(skill_produce_db[i].itemlv!=trigger)
  9618. return 0;
  9619. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9620. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9621. return 0;
  9622. } else { // Weapon (itemlv must be higher or equal)
  9623. if(skill_produce_db[i].itemlv>trigger)
  9624. return 0;
  9625. }
  9626. }
  9627. if((j=skill_produce_db[i].req_skill)>0 &&
  9628. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9629. return 0;
  9630. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9631. int id,x,y;
  9632. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9633. continue;
  9634. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9635. if(pc_search_inventory(sd,id) < 0)
  9636. return 0;
  9637. }
  9638. else {
  9639. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9640. if( sd->status.inventory[y].nameid == id )
  9641. x+=sd->status.inventory[y].amount;
  9642. if(x<qty*skill_produce_db[i].mat_amount[j])
  9643. return 0;
  9644. }
  9645. }
  9646. return i+1;
  9647. }
  9648. /*==========================================
  9649. *
  9650. *------------------------------------------*/
  9651. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9652. {
  9653. int slot[3];
  9654. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9655. struct status_data *status;
  9656. nullpo_retr(0, sd);
  9657. status = status_get_status_data(&sd->bl);
  9658. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9659. return 0;
  9660. idx--;
  9661. if (qty < 1)
  9662. qty = 1;
  9663. if (!skill_id) //A skill can be specified for some override cases.
  9664. skill_id = skill_produce_db[idx].req_skill;
  9665. slot[0]=slot1;
  9666. slot[1]=slot2;
  9667. slot[2]=slot3;
  9668. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9669. int j;
  9670. if( slot[i]<=0 )
  9671. continue;
  9672. j = pc_search_inventory(sd,slot[i]);
  9673. if(j < 0)
  9674. continue;
  9675. if(slot[i]==1000){ /* Star Crumb */
  9676. pc_delitem(sd,j,1,1);
  9677. sc++;
  9678. }
  9679. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9680. static const int ele_table[4]={3,1,4,2};
  9681. pc_delitem(sd,j,1,1);
  9682. ele=ele_table[slot[i]-994];
  9683. }
  9684. }
  9685. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9686. int j,id,x;
  9687. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9688. continue;
  9689. x=qty*skill_produce_db[idx].mat_amount[i];
  9690. do{
  9691. int y=0;
  9692. j = pc_search_inventory(sd,id);
  9693. if(j >= 0){
  9694. y = sd->status.inventory[j].amount;
  9695. if(y>x)y=x;
  9696. pc_delitem(sd,j,y,0);
  9697. } else
  9698. ShowError("skill_produce_mix: material item error\n");
  9699. x-=y;
  9700. }while( j>=0 && x>0 );
  9701. }
  9702. if((equip=itemdb_isequip(nameid)))
  9703. wlv = itemdb_wlv(nameid);
  9704. if(!equip) {
  9705. switch(skill_id){
  9706. case BS_IRON:
  9707. case BS_STEEL:
  9708. case BS_ENCHANTEDSTONE:
  9709. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9710. i = pc_checkskill(sd,skill_id);
  9711. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9712. switch(nameid){
  9713. case 998: // Iron
  9714. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9715. break;
  9716. case 999: // Steel
  9717. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9718. break;
  9719. case 1000: //Star Crumb
  9720. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9721. break;
  9722. default: // Enchanted Stones
  9723. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9724. break;
  9725. }
  9726. break;
  9727. case ASC_CDP:
  9728. make_per = (2000 + 40*status->dex + 20*status->luk);
  9729. break;
  9730. case AL_HOLYWATER:
  9731. make_per = 100000; //100% success
  9732. break;
  9733. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9734. case AM_TWILIGHT1:
  9735. case AM_TWILIGHT2:
  9736. case AM_TWILIGHT3:
  9737. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9738. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9739. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9740. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9741. int skill;
  9742. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9743. make_per += skill*100; //+1% bonus per level
  9744. }
  9745. switch(nameid){
  9746. case 501: // Red Potion
  9747. case 503: // Yellow Potion
  9748. case 504: // White Potion
  9749. make_per += (1+rand()%100)*10 + 2000;
  9750. break;
  9751. case 970: // Alcohol
  9752. make_per += (1+rand()%100)*10 + 1000;
  9753. break;
  9754. case 7135: // Bottle Grenade
  9755. case 7136: // Acid Bottle
  9756. case 7137: // Plant Bottle
  9757. case 7138: // Marine Sphere Bottle
  9758. make_per += (1+rand()%100)*10;
  9759. break;
  9760. case 546: // Condensed Yellow Potion
  9761. make_per -= (1+rand()%50)*10;
  9762. break;
  9763. case 547: // Condensed White Potion
  9764. case 7139: // Glistening Coat
  9765. make_per -= (1+rand()%100)*10;
  9766. break;
  9767. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9768. case 505: // Blue Potion
  9769. case 545: // Condensed Red Potion
  9770. case 605: // Anodyne
  9771. case 606: // Aloevera
  9772. default:
  9773. break;
  9774. }
  9775. if(battle_config.pp_rate != 100)
  9776. make_per = make_per * battle_config.pp_rate / 100;
  9777. break;
  9778. case SA_CREATECON: // Elemental Converter Creation
  9779. make_per = 100000; // should be 100% success rate
  9780. break;
  9781. default:
  9782. if (sd->menuskill_id == AM_PHARMACY &&
  9783. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9784. { //Assume Cooking Dish
  9785. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9786. make_per = 10000; //100% Success
  9787. else
  9788. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9789. + 1000 - 500*(skill_produce_db[idx].itemlv-10) //10% - 5% per dish level
  9790. + 20*status->dex + 10*status->luk //0.2% per DEX, 0.1% per LUK
  9791. + 1000; //TODO: Replace with MIN(5*COOKINGATTEMPTS;2000)
  9792. break;
  9793. }
  9794. make_per = 5000;
  9795. break;
  9796. }
  9797. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9798. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9799. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9800. 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
  9801. 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
  9802. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9803. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9804. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9805. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9806. if(battle_config.wp_rate != 100)
  9807. make_per = make_per * battle_config.wp_rate / 100;
  9808. }
  9809. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9810. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9811. if(make_per < 1) make_per = 1;
  9812. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9813. struct item tmp_item;
  9814. memset(&tmp_item,0,sizeof(tmp_item));
  9815. tmp_item.nameid=nameid;
  9816. tmp_item.amount=1;
  9817. tmp_item.identify=1;
  9818. if(equip){
  9819. tmp_item.card[0]=CARD0_FORGE;
  9820. tmp_item.card[1]=((sc*5)<<8)+ele;
  9821. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9822. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9823. } else {
  9824. //Flag is only used on the end, so it can be used here. [Skotlex]
  9825. switch (skill_id) {
  9826. case BS_DAGGER:
  9827. case BS_SWORD:
  9828. case BS_TWOHANDSWORD:
  9829. case BS_AXE:
  9830. case BS_MACE:
  9831. case BS_KNUCKLE:
  9832. case BS_SPEAR:
  9833. flag = battle_config.produce_item_name_input&0x1;
  9834. break;
  9835. case AM_PHARMACY:
  9836. case AM_TWILIGHT1:
  9837. case AM_TWILIGHT2:
  9838. case AM_TWILIGHT3:
  9839. flag = battle_config.produce_item_name_input&0x2;
  9840. break;
  9841. case AL_HOLYWATER:
  9842. flag = battle_config.produce_item_name_input&0x8;
  9843. break;
  9844. case ASC_CDP:
  9845. flag = battle_config.produce_item_name_input&0x10;
  9846. break;
  9847. default:
  9848. flag = battle_config.produce_item_name_input&0x80;
  9849. break;
  9850. }
  9851. if (flag) {
  9852. tmp_item.card[0]=CARD0_CREATE;
  9853. tmp_item.card[1]=0;
  9854. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9855. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9856. }
  9857. }
  9858. // if(log_config.produce > 0)
  9859. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9860. //TODO update PICKLOG
  9861. if(equip){
  9862. clif_produceeffect(sd,0,nameid);
  9863. clif_misceffect(&sd->bl,3);
  9864. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9865. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9866. } else {
  9867. int fame = 0;
  9868. tmp_item.amount = 0;
  9869. for (i=0; i< qty; i++)
  9870. { //Apply quantity modifiers.
  9871. if (rand()%10000 < make_per || qty == 1)
  9872. { //Success
  9873. tmp_item.amount++;
  9874. if(nameid < 545 || nameid > 547)
  9875. continue;
  9876. if(skill_id != AM_PHARMACY &&
  9877. skill_id != AM_TWILIGHT1 &&
  9878. skill_id != AM_TWILIGHT2 &&
  9879. skill_id != AM_TWILIGHT3)
  9880. continue;
  9881. //Add fame as needed.
  9882. switch(++sd->potion_success_counter) {
  9883. case 3:
  9884. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9885. break;
  9886. case 5:
  9887. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9888. break;
  9889. case 7:
  9890. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9891. break;
  9892. case 10:
  9893. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9894. sd->potion_success_counter = 0;
  9895. break;
  9896. }
  9897. } else //Failure
  9898. sd->potion_success_counter = 0;
  9899. }
  9900. if (fame)
  9901. pc_addfame(sd,fame);
  9902. //Visual effects and the like.
  9903. switch (skill_id) {
  9904. case AM_PHARMACY:
  9905. case AM_TWILIGHT1:
  9906. case AM_TWILIGHT2:
  9907. case AM_TWILIGHT3:
  9908. case ASC_CDP:
  9909. clif_produceeffect(sd,2,nameid);
  9910. clif_misceffect(&sd->bl,5);
  9911. break;
  9912. case BS_IRON:
  9913. case BS_STEEL:
  9914. case BS_ENCHANTEDSTONE:
  9915. clif_produceeffect(sd,0,nameid);
  9916. clif_misceffect(&sd->bl,3);
  9917. break;
  9918. default: //Those that don't require a skill?
  9919. if (skill_produce_db[idx].itemlv>10 &&
  9920. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9921. clif_specialeffect(&sd->bl, 608, AREA);
  9922. break;
  9923. }
  9924. }
  9925. if (tmp_item.amount) { //Success
  9926. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9927. clif_additem(sd,0,0,flag);
  9928. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9929. }
  9930. return 1;
  9931. }
  9932. }
  9933. //Failure
  9934. // if(log_config.produce)
  9935. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9936. //TODO update PICKLOG
  9937. if(equip){
  9938. clif_produceeffect(sd,1,nameid);
  9939. clif_misceffect(&sd->bl,2);
  9940. } else {
  9941. switch (skill_id) {
  9942. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9943. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9944. case AM_PHARMACY:
  9945. case AM_TWILIGHT1:
  9946. case AM_TWILIGHT2:
  9947. case AM_TWILIGHT3:
  9948. clif_produceeffect(sd,3,nameid);
  9949. clif_misceffect(&sd->bl,6);
  9950. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9951. break;
  9952. case BS_IRON:
  9953. case BS_STEEL:
  9954. case BS_ENCHANTEDSTONE:
  9955. clif_produceeffect(sd,1,nameid);
  9956. clif_misceffect(&sd->bl,2);
  9957. break;
  9958. default:
  9959. if (skill_produce_db[idx].itemlv>10 &&
  9960. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9961. clif_specialeffect(&sd->bl, 609, AREA);
  9962. }
  9963. }
  9964. return 0;
  9965. }
  9966. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9967. {
  9968. int i,j,flag,index=-1;
  9969. struct item tmp_item;
  9970. nullpo_retr(0, sd);
  9971. if(nameid <= 0)
  9972. return 1;
  9973. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9974. if(nameid == skill_arrow_db[i].nameid) {
  9975. index = i;
  9976. break;
  9977. }
  9978. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9979. return 1;
  9980. pc_delitem(sd,j,1,0);
  9981. for(i=0;i<5;i++) {
  9982. memset(&tmp_item,0,sizeof(tmp_item));
  9983. tmp_item.identify = 1;
  9984. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9985. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9986. if(battle_config.produce_item_name_input&0x4) {
  9987. tmp_item.card[0]=CARD0_CREATE;
  9988. tmp_item.card[1]=0;
  9989. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9990. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9991. }
  9992. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9993. continue;
  9994. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9995. clif_additem(sd,0,0,flag);
  9996. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9997. }
  9998. }
  9999. return 0;
  10000. }
  10001. /*==========================================
  10002. *
  10003. *------------------------------------------*/
  10004. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  10005. {
  10006. struct map_session_data *sd = map_id2sd(id);
  10007. if (data <= 0 || data >= MAX_SKILL)
  10008. return 0;
  10009. if (!sd) return 0;
  10010. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  10011. sd->blockskill[data] = 0;
  10012. return 1;
  10013. }
  10014. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10015. {
  10016. nullpo_retr (-1, sd);
  10017. skillid = skill_get_index(skillid);
  10018. if (skillid == 0)
  10019. return -1;
  10020. if (tick < 1) {
  10021. sd->blockskill[skillid] = 0;
  10022. return -1;
  10023. }
  10024. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  10025. return 0;
  10026. }
  10027. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10028. {
  10029. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10030. if (data <= 0 || data >= MAX_SKILL)
  10031. return 0;
  10032. if (hd) hd->blockskill[data] = 0;
  10033. return 1;
  10034. }
  10035. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10036. {
  10037. nullpo_retr (-1, hd);
  10038. skillid = skill_get_index(skillid);
  10039. if (skillid == 0)
  10040. return -1;
  10041. if (tick < 1) {
  10042. hd->blockskill[skillid] = 0;
  10043. return -1;
  10044. }
  10045. hd->blockskill[skillid] = 1;
  10046. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  10047. }
  10048. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10049. {
  10050. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  10051. if( data <= 0 || data >= MAX_SKILL )
  10052. return 0;
  10053. if( md ) md->blockskill[data] = 0;
  10054. return 1;
  10055. }
  10056. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  10057. {
  10058. nullpo_retr (-1, md);
  10059. if( (skillid = skill_get_index(skillid)) == 0 )
  10060. return -1;
  10061. if( tick < 1 )
  10062. {
  10063. md->blockskill[skillid] = 0;
  10064. return -1;
  10065. }
  10066. md->blockskill[skillid] = 1;
  10067. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  10068. }
  10069. /*
  10070. *
  10071. */
  10072. int skill_split_str (char *str, char **val, int num)
  10073. {
  10074. int i;
  10075. for( i = 0; i < num && str; i++ )
  10076. {
  10077. val[i] = str;
  10078. str = strchr(str,',');
  10079. if( str )
  10080. *str++=0;
  10081. }
  10082. return i;
  10083. }
  10084. /*
  10085. *
  10086. */
  10087. int skill_split_atoi (char *str, int *val)
  10088. {
  10089. int i, j, diff, step = 1;
  10090. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10091. if (!str) break;
  10092. val[i] = atoi(str);
  10093. str = strchr(str,':');
  10094. if (str)
  10095. *str++=0;
  10096. }
  10097. if(i==0) //No data found.
  10098. return 0;
  10099. if(i==1)
  10100. { //Single value, have the whole range have the same value.
  10101. for (; i < MAX_SKILL_LEVEL; i++)
  10102. val[i] = val[i-1];
  10103. return i;
  10104. }
  10105. //Check for linear change with increasing steps until we reach half of the data acquired.
  10106. for (step = 1; step <= i/2; step++)
  10107. {
  10108. diff = val[i-1] - val[i-step-1];
  10109. for(j = i-1; j >= step; j--)
  10110. if ((val[j]-val[j-step]) != diff)
  10111. break;
  10112. if (j>=step) //No match, try next step.
  10113. continue;
  10114. for(; i < MAX_SKILL_LEVEL; i++)
  10115. { //Apply linear increase
  10116. val[i] = val[i-step]+diff;
  10117. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10118. { val[i] = 1; diff = 0; step = 1; }
  10119. }
  10120. return i;
  10121. }
  10122. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10123. for (;i<MAX_SKILL_LEVEL; i++)
  10124. val[i] = val[i-1];
  10125. return i;
  10126. }
  10127. /*
  10128. *
  10129. */
  10130. void skill_init_unit_layout (void)
  10131. {
  10132. int i,j,size,pos = 0;
  10133. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10134. // standard square layouts go first
  10135. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10136. size = i*2+1;
  10137. skill_unit_layout[i].count = size*size;
  10138. for (j=0; j<size*size; j++) {
  10139. skill_unit_layout[i].dx[j] = (j%size-i);
  10140. skill_unit_layout[i].dy[j] = (j/size-i);
  10141. }
  10142. }
  10143. // afterwards add special ones
  10144. pos = i;
  10145. for (i=0;i<MAX_SKILL_DB;i++) {
  10146. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10147. continue;
  10148. switch (i) {
  10149. case MG_FIREWALL:
  10150. case WZ_ICEWALL:
  10151. // these will be handled later
  10152. break;
  10153. case PR_SANCTUARY:
  10154. case NPC_EVILLAND:
  10155. {
  10156. static const int dx[] = {
  10157. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10158. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10159. static const int dy[]={
  10160. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10161. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10162. skill_unit_layout[pos].count = 21;
  10163. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10164. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10165. break;
  10166. }
  10167. case PR_MAGNUS:
  10168. {
  10169. static const int dx[] = {
  10170. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10171. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10172. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10173. static const int dy[] = {
  10174. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10175. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10176. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10177. skill_unit_layout[pos].count = 33;
  10178. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10179. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10180. break;
  10181. }
  10182. case AS_VENOMDUST:
  10183. {
  10184. static const int dx[] = {-1, 0, 0, 0, 1};
  10185. static const int dy[] = { 0,-1, 0, 1, 0};
  10186. skill_unit_layout[pos].count = 5;
  10187. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10188. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10189. break;
  10190. }
  10191. case CR_GRANDCROSS:
  10192. case NPC_GRANDDARKNESS:
  10193. {
  10194. static const int dx[] = {
  10195. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10196. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10197. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10198. static const int dy[] = {
  10199. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10200. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10201. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10202. skill_unit_layout[pos].count = 29;
  10203. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10204. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10205. break;
  10206. }
  10207. case PF_FOGWALL:
  10208. {
  10209. static const int dx[] = {
  10210. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10211. static const int dy[] = {
  10212. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10213. skill_unit_layout[pos].count = 15;
  10214. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10215. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10216. break;
  10217. }
  10218. case PA_GOSPEL:
  10219. {
  10220. static const int dx[] = {
  10221. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10222. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10223. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10224. -1, 0, 1};
  10225. static const int dy[] = {
  10226. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10227. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10228. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10229. 3, 3, 3};
  10230. skill_unit_layout[pos].count = 33;
  10231. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10232. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10233. break;
  10234. }
  10235. case NJ_KAENSIN:
  10236. {
  10237. 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};
  10238. 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};
  10239. skill_unit_layout[pos].count = 24;
  10240. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10241. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10242. break;
  10243. }
  10244. case NJ_TATAMIGAESHI:
  10245. {
  10246. //Level 1 (count 4, cross of 3x3)
  10247. static const int dx1[] = {-1, 1, 0, 0};
  10248. static const int dy1[] = { 0, 0,-1, 1};
  10249. //Level 2-3 (count 8, cross of 5x5)
  10250. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10251. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10252. //Level 4-5 (count 12, cross of 7x7
  10253. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10254. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10255. //lv1
  10256. j = 0;
  10257. skill_unit_layout[pos].count = 4;
  10258. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10259. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10260. skill_db[i].unit_layout_type[j] = pos;
  10261. //lv2/3
  10262. j++;
  10263. pos++;
  10264. skill_unit_layout[pos].count = 8;
  10265. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10266. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10267. skill_db[i].unit_layout_type[j] = pos;
  10268. skill_db[i].unit_layout_type[++j] = pos;
  10269. //lv4/5
  10270. j++;
  10271. pos++;
  10272. skill_unit_layout[pos].count = 12;
  10273. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10274. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10275. skill_db[i].unit_layout_type[j] = pos;
  10276. skill_db[i].unit_layout_type[++j] = pos;
  10277. //Fill in the rest using lv 5.
  10278. for (;j<MAX_SKILL_LEVEL;j++)
  10279. skill_db[i].unit_layout_type[j] = pos;
  10280. //Skip, this way the check below will fail and continue to the next skill.
  10281. pos++;
  10282. break;
  10283. }
  10284. default:
  10285. ShowError("unknown unit layout at skill %d\n",i);
  10286. break;
  10287. }
  10288. if (!skill_unit_layout[pos].count)
  10289. continue;
  10290. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10291. skill_db[i].unit_layout_type[j] = pos;
  10292. pos++;
  10293. }
  10294. // firewall and icewall have 8 layouts (direction-dependent)
  10295. firewall_unit_pos = pos;
  10296. for (i=0;i<8;i++) {
  10297. if (i&1) {
  10298. skill_unit_layout[pos].count = 5;
  10299. if (i&0x2) {
  10300. int dx[] = {-1,-1, 0, 0, 1};
  10301. int dy[] = { 1, 0, 0,-1,-1};
  10302. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10303. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10304. } else {
  10305. int dx[] = { 1, 1 ,0, 0,-1};
  10306. int dy[] = { 1, 0, 0,-1,-1};
  10307. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10308. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10309. }
  10310. } else {
  10311. skill_unit_layout[pos].count = 3;
  10312. if (i%4==0) {
  10313. int dx[] = {-1, 0, 1};
  10314. int dy[] = { 0, 0, 0};
  10315. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10316. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10317. } else {
  10318. int dx[] = { 0, 0, 0};
  10319. int dy[] = {-1, 0, 1};
  10320. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10321. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10322. }
  10323. }
  10324. pos++;
  10325. }
  10326. icewall_unit_pos = pos;
  10327. for (i=0;i<8;i++) {
  10328. skill_unit_layout[pos].count = 5;
  10329. if (i&1) {
  10330. if (i&0x2) {
  10331. int dx[] = {-2,-1, 0, 1, 2};
  10332. int dy[] = { 2, 1, 0,-1,-2};
  10333. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10334. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10335. } else {
  10336. int dx[] = { 2, 1 ,0,-1,-2};
  10337. int dy[] = { 2, 1, 0,-1,-2};
  10338. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10339. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10340. }
  10341. } else {
  10342. if (i%4==0) {
  10343. int dx[] = {-2,-1, 0, 1, 2};
  10344. int dy[] = { 0, 0, 0, 0, 0};
  10345. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10346. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10347. } else {
  10348. int dx[] = { 0, 0, 0, 0, 0};
  10349. int dy[] = {-2,-1, 0, 1, 2};
  10350. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10351. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10352. }
  10353. }
  10354. pos++;
  10355. }
  10356. }
  10357. /*==========================================
  10358. * DB reading.
  10359. * skill_db.txt
  10360. * skill_require_db.txt
  10361. * skill_cast_db.txt
  10362. * skill_castnodex_db.txt
  10363. * skill_nocast_db.txt
  10364. * skill_unit_db.txt
  10365. * produce_db.txt
  10366. * create_arrow_db.txt
  10367. * abra_db.txt
  10368. *------------------------------------------*/
  10369. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10370. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10371. int id = atoi(split[0]);
  10372. int i;
  10373. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10374. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10375. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10376. {
  10377. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10378. return false;
  10379. }
  10380. i = skill_get_index(id);
  10381. if( !i ) // invalid skill id
  10382. return false;
  10383. skill_split_atoi(split[1],skill_db[i].range);
  10384. skill_db[i].hit = atoi(split[2]);
  10385. skill_db[i].inf = atoi(split[3]);
  10386. skill_split_atoi(split[4],skill_db[i].element);
  10387. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10388. skill_split_atoi(split[6],skill_db[i].splash);
  10389. skill_db[i].max = atoi(split[7]);
  10390. skill_split_atoi(split[8],skill_db[i].num);
  10391. if( strcmpi(split[9],"yes") == 0 )
  10392. skill_db[i].castcancel = 1;
  10393. else
  10394. skill_db[i].castcancel = 0;
  10395. skill_db[i].cast_def_rate = atoi(split[10]);
  10396. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10397. skill_split_atoi(split[12],skill_db[i].maxcount);
  10398. if( strcmpi(split[13],"weapon") == 0 )
  10399. skill_db[i].skill_type = BF_WEAPON;
  10400. else if( strcmpi(split[13],"magic") == 0 )
  10401. skill_db[i].skill_type = BF_MAGIC;
  10402. else if( strcmpi(split[13],"misc") == 0 )
  10403. skill_db[i].skill_type = BF_MISC;
  10404. else
  10405. skill_db[i].skill_type = 0;
  10406. skill_split_atoi(split[14],skill_db[i].blewcount);
  10407. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10408. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10409. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10410. return true;
  10411. }
  10412. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10413. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  10414. char* p;
  10415. int j;
  10416. int i = atoi(split[0]);
  10417. i = skill_get_index(i);
  10418. if( !i ) // invalid skill id
  10419. return false;
  10420. skill_split_atoi(split[1],skill_db[i].hp);
  10421. skill_split_atoi(split[2],skill_db[i].mhp);
  10422. skill_split_atoi(split[3],skill_db[i].sp);
  10423. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10424. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10425. skill_split_atoi(split[6],skill_db[i].zeny);
  10426. //FIXME: document this
  10427. p = split[7];
  10428. for( j = 0; j < 32; j++ )
  10429. {
  10430. int l = atoi(p);
  10431. if( l == 99 ) // magic value?
  10432. {
  10433. skill_db[i].weapon = 0xffffffff;
  10434. break;
  10435. }
  10436. else
  10437. skill_db[i].weapon |= 1<<l;
  10438. p = strchr(p,':');
  10439. if(!p)
  10440. break;
  10441. p++;
  10442. }
  10443. //FIXME: document this
  10444. p = split[8];
  10445. for( j = 0; j < 32; j++ )
  10446. {
  10447. int l = atoi(p);
  10448. if( l == 99 ) // magic value?
  10449. {
  10450. skill_db[i].ammo = 0xffffffff;
  10451. break;
  10452. }
  10453. else if( l ) // 0 not allowed?
  10454. skill_db[i].ammo |= 1<<l;
  10455. p = strchr(p,':');
  10456. if( !p )
  10457. break;
  10458. p++;
  10459. }
  10460. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10461. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10462. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10463. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10464. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10465. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10466. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10467. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10468. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10469. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10470. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10471. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10472. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10473. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10474. else skill_db[i].state = ST_NONE;
  10475. skill_split_atoi(split[11],skill_db[i].spiritball);
  10476. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  10477. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10478. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10479. }
  10480. return true;
  10481. }
  10482. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10483. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10484. int i = atoi(split[0]);
  10485. i = skill_get_index(i);
  10486. if( !i ) // invalid skill id
  10487. return false;
  10488. skill_split_atoi(split[1],skill_db[i].cast);
  10489. skill_split_atoi(split[2],skill_db[i].delay);
  10490. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10491. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10492. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10493. return true;
  10494. }
  10495. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10496. {// Skill id,Cast,Delay (optional)
  10497. int i = atoi(split[0]);
  10498. i = skill_get_index(i);
  10499. if( !i ) // invalid skill id
  10500. return false;
  10501. skill_split_atoi(split[1],skill_db[i].castnodex);
  10502. if( split[2] ) // optional column
  10503. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10504. return true;
  10505. }
  10506. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10507. {// SkillID,Flag
  10508. int i = atoi(split[0]);
  10509. i = skill_get_index(i);
  10510. if( !i ) // invalid skill id
  10511. return false;
  10512. skill_db[i].nocast |= atoi(split[1]);
  10513. return true;
  10514. }
  10515. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10516. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10517. int i = atoi(split[0]);
  10518. i = skill_get_index(i);
  10519. if( !i ) // invalid skill id
  10520. return false;
  10521. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10522. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10523. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10524. skill_split_atoi(split[4],skill_db[i].unit_range);
  10525. skill_db[i].unit_interval = atoi(split[5]);
  10526. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10527. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10528. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10529. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10530. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10531. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10532. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10533. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10534. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10535. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10536. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10537. skill_db[i].unit_target = BCT_NOENEMY;
  10538. //By default, target just characters.
  10539. skill_db[i].unit_target |= BL_CHAR;
  10540. if (skill_db[i].unit_flag&UF_NOPC)
  10541. skill_db[i].unit_target &= ~BL_PC;
  10542. if (skill_db[i].unit_flag&UF_NOMOB)
  10543. skill_db[i].unit_target &= ~BL_MOB;
  10544. if (skill_db[i].unit_flag&UF_SKILL)
  10545. skill_db[i].unit_target |= BL_SKILL;
  10546. return true;
  10547. }
  10548. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10549. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10550. int x,y;
  10551. int i = atoi(split[0]);
  10552. if( !i )
  10553. return false;
  10554. skill_produce_db[current].nameid = i;
  10555. skill_produce_db[current].itemlv = atoi(split[1]);
  10556. skill_produce_db[current].req_skill = atoi(split[2]);
  10557. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10558. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10559. {
  10560. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10561. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10562. }
  10563. return true;
  10564. }
  10565. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10566. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10567. int x,y;
  10568. int i = atoi(split[0]);
  10569. if( !i )
  10570. return false;
  10571. skill_arrow_db[current].nameid = i;
  10572. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10573. {
  10574. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10575. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10576. }
  10577. return true;
  10578. }
  10579. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10580. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10581. int i = atoi(split[0]);
  10582. if( !skill_get_index(i) || !skill_get_max(i) )
  10583. {
  10584. ShowError("abra_db: Invalid skill ID %d\n", i);
  10585. return false;
  10586. }
  10587. if ( !skill_get_inf(i) )
  10588. {
  10589. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10590. return false;
  10591. }
  10592. skill_abra_db[current].skillid = i;
  10593. skill_abra_db[current].req_lv = atoi(split[2]);
  10594. skill_abra_db[current].per = atoi(split[3]);
  10595. return true;
  10596. }
  10597. static void skill_readdb(void)
  10598. {
  10599. // init skill db structures
  10600. db_clear(skilldb_name2id);
  10601. memset(skill_db,0,sizeof(skill_db));
  10602. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10603. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10604. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10605. // load skill databases
  10606. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10607. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10608. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10609. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10610. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10611. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10612. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10613. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10614. skill_init_unit_layout();
  10615. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10616. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10617. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10618. }
  10619. void skill_reload (void)
  10620. {
  10621. skill_readdb();
  10622. }
  10623. /*==========================================
  10624. *
  10625. *------------------------------------------*/
  10626. int do_init_skill (void)
  10627. {
  10628. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10629. skill_readdb();
  10630. group_db = idb_alloc(DB_OPT_BASE);
  10631. skillunit_db = idb_alloc(DB_OPT_BASE);
  10632. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10633. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10634. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10635. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10636. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10637. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10638. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10639. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10640. return 0;
  10641. }
  10642. int do_final_skill(void)
  10643. {
  10644. db_destroy(skilldb_name2id);
  10645. db_destroy(group_db);
  10646. db_destroy(skillunit_db);
  10647. ers_destroy(skill_unit_ers);
  10648. ers_destroy(skill_timer_ers);
  10649. return 0;
  10650. }