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))
  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. skill_consume_requirement(sd,skill,skilllv,2); // Autocasts don't consume sp
  879. switch (skill_get_casttype(skill)) {
  880. case CAST_GROUND:
  881. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  882. break;
  883. case CAST_NODAMAGE:
  884. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  885. break;
  886. case CAST_DAMAGE:
  887. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  888. break;
  889. }
  890. //Set canact delay. [Skotlex]
  891. ud = unit_bl2ud(src);
  892. if (ud) {
  893. rate = skill_delayfix(src, skill, skilllv);
  894. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  895. ud->canact_tick = tick+rate;
  896. if ( battle_config.display_status_timers && sd )
  897. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  898. }
  899. }
  900. break; //Only one auto skill comes off at a time.
  901. }
  902. }
  903. //Auto-script when attacking
  904. if( sd && sd->autoscript[0].script )
  905. {
  906. int i;
  907. for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
  908. {
  909. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  910. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  911. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  912. continue; // one or more trigger conditions were not fulfilled
  913. if( rand()%1000 > sd->autoscript[i].rate )
  914. continue;
  915. run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
  916. break; //Have only one script execute at a time.
  917. }
  918. }
  919. //Polymorph
  920. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  921. dstmd && !(tstatus->mode&MD_BOSS) &&
  922. (rand()%10000 < sd->classchange))
  923. {
  924. struct mob_db *mob;
  925. int class_;
  926. skill = 0;
  927. do {
  928. do {
  929. class_ = rand() % MAX_MOB_DB;
  930. } while (!mobdb_checkid(class_));
  931. rate = rand() % 1000000;
  932. mob = mob_db(class_);
  933. } while (
  934. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  935. (skill++) < 2000);
  936. if (skill < 2000)
  937. mob_class_change(dstmd,class_);
  938. }
  939. return 0;
  940. }
  941. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  942. {
  943. int skill, skilllv, i;
  944. struct block_list *tbl;
  945. if( sd == NULL || skillid <= 0 )
  946. return 0;
  947. sd->state.skillonskill = 1;
  948. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  949. {
  950. if( sd->autospell3[i].flag != skillid )
  951. continue;
  952. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  953. if( skillnotok(skill, sd) )
  954. continue;
  955. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  956. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  957. if( sd->autospell3[i].id >= 0 && bl == NULL )
  958. continue; // No target
  959. if( rand()%1000 > sd->autospell3[i].rate )
  960. continue;
  961. if( sd->autospell3[i].id < 0 )
  962. tbl = &sd->bl;
  963. else
  964. tbl = bl;
  965. switch( skill_get_casttype(skill) )
  966. {
  967. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  968. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  969. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  970. }
  971. break;
  972. }
  973. if( sd->autoscript3[0].script )
  974. {
  975. for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
  976. {
  977. if( sd->autoscript3[i].flag != skillid )
  978. continue;
  979. if( sd->autoscript3[i].target && bl == NULL )
  980. continue;
  981. if( rand()%1000 > sd->autoscript3[i].rate )
  982. continue;
  983. run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
  984. break;
  985. }
  986. }
  987. sd->state.skillonskill = 0;
  988. return 1;
  989. }
  990. /* Splitted off from skill_additional_effect, which is never called when the
  991. * attack skill kills the enemy. Place in this function counter status effects
  992. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  993. * from cards) that will take effect on the source, not the target. [Skotlex]
  994. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  995. * type of skills, so not every instance of skill_additional_effect needs a call
  996. * to this one.
  997. */
  998. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  999. {
  1000. int rate;
  1001. struct map_session_data *sd=NULL;
  1002. struct map_session_data *dstsd=NULL;
  1003. struct status_change *tsc;
  1004. nullpo_retr(0, src);
  1005. nullpo_retr(0, bl);
  1006. if(skillid < 0) return 0;
  1007. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1008. tsc = status_get_sc(bl);
  1009. if (tsc && !tsc->count)
  1010. tsc = NULL;
  1011. sd = BL_CAST(BL_PC, src);
  1012. dstsd = BL_CAST(BL_PC, bl);
  1013. if(dstsd && attack_type&BF_WEAPON)
  1014. { //Counter effects.
  1015. enum sc_type type;
  1016. int i, time;
  1017. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1018. {
  1019. rate = dstsd->addeff2[i].rate;
  1020. if (attack_type&BF_LONG)
  1021. rate+=dstsd->addeff2[i].arrow_rate;
  1022. if (!rate) continue;
  1023. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1024. { //Trigger has range consideration.
  1025. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1026. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1027. continue; //Range Failed.
  1028. }
  1029. type = dstsd->addeff2[i].id;
  1030. time = skill_get_time2(status_sc2skill(type),7);
  1031. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1032. status_change_start(src,type,rate,7,0,0,0,time,0);
  1033. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1034. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1035. }
  1036. }
  1037. switch(skillid){
  1038. case 0: //Normal Attack
  1039. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  1040. tsc->data[SC_KAAHI]->val4 = add_timer(
  1041. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  1042. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1043. break;
  1044. case MO_EXTREMITYFIST:
  1045. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1046. break;
  1047. case GS_FULLBUSTER:
  1048. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1049. break;
  1050. case HFLI_SBR44: //[orn]
  1051. case HVAN_EXPLOSION:
  1052. if(src->type == BL_HOM){
  1053. TBL_HOM *hd = (TBL_HOM*)src;
  1054. hd->homunculus.intimacy = 200;
  1055. if (hd->master)
  1056. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1057. }
  1058. break;
  1059. case CR_GRANDCROSS:
  1060. case NPC_GRANDDARKNESS:
  1061. attack_type |= BF_WEAPON;
  1062. break;
  1063. }
  1064. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1065. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1066. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1067. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1068. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1069. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1070. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1071. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1072. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1073. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1074. }
  1075. // Trigger counter-spells to retaliate against damage causing skills.
  1076. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1077. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1078. {
  1079. struct block_list *tbl;
  1080. struct unit_data *ud;
  1081. int i, skillid, skilllv, rate;
  1082. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1083. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1084. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1085. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1086. continue; // one or more trigger conditions were not fulfilled
  1087. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1088. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1089. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1090. rate = dstsd->autospell2[i].rate;
  1091. if (attack_type&BF_LONG)
  1092. rate>>=1;
  1093. if (skillnotok(skillid, dstsd))
  1094. continue;
  1095. if (rand()%1000 > rate)
  1096. continue;
  1097. if (dstsd->autospell2[i].id < 0)
  1098. tbl = bl;
  1099. else
  1100. tbl = src;
  1101. skill_consume_requirement(sd,skillid,skilllv,2); // Autocasts don't consume sp
  1102. switch (skill_get_casttype(skillid)) {
  1103. case CAST_GROUND:
  1104. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1105. break;
  1106. case CAST_NODAMAGE:
  1107. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1108. break;
  1109. case CAST_DAMAGE:
  1110. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1111. break;
  1112. }
  1113. //Set canact delay. [Skotlex]
  1114. ud = unit_bl2ud(bl);
  1115. if (ud) {
  1116. rate = skill_delayfix(bl, skillid, skilllv);
  1117. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1118. ud->canact_tick = tick+rate;
  1119. if ( battle_config.display_status_timers && dstsd )
  1120. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1121. }
  1122. }
  1123. break; //trigger only one auto-spell per hit.
  1124. }
  1125. }
  1126. //Auto-script when attacked
  1127. if( dstsd && !status_isdead(bl) && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1128. {
  1129. int i;
  1130. for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
  1131. {
  1132. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1133. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1134. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1135. continue; // one or more trigger conditions were not fulfilled
  1136. if( rand()%1000 > dstsd->autoscript2[i].rate )
  1137. continue;
  1138. run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
  1139. break; //Have only one script execute at a time.
  1140. }
  1141. }
  1142. return 0;
  1143. }
  1144. /*=========================================================================
  1145. Breaks equipment. On-non players causes the corresponding strip effect.
  1146. - rate goes from 0 to 10000 (100.00%)
  1147. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1148. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1149. --------------------------------------------------------------------------*/
  1150. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1151. {
  1152. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1153. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1154. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1155. struct status_change *sc = status_get_sc(bl);
  1156. int i,j;
  1157. TBL_PC *sd;
  1158. sd = BL_CAST(BL_PC, bl);
  1159. if (sc && !sc->count)
  1160. sc = NULL;
  1161. if (sd) {
  1162. if (sd->unbreakable_equip)
  1163. where &= ~sd->unbreakable_equip;
  1164. if (sd->unbreakable)
  1165. rate -= rate*sd->unbreakable/100;
  1166. if (where&EQP_WEAPON) {
  1167. switch (sd->status.weapon) {
  1168. case W_FIST: //Bare fists should not break :P
  1169. case W_1HAXE:
  1170. case W_2HAXE:
  1171. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1172. case W_2HMACE:
  1173. case W_STAFF:
  1174. case W_2HSTAFF:
  1175. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1176. case W_HUUMA:
  1177. where &= ~EQP_WEAPON;
  1178. }
  1179. }
  1180. }
  1181. if (flag&BCT_ENEMY) {
  1182. if (battle_config.equip_skill_break_rate != 100)
  1183. rate = rate*battle_config.equip_skill_break_rate/100;
  1184. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1185. if (battle_config.equip_self_break_rate != 100)
  1186. rate = rate*battle_config.equip_self_break_rate/100;
  1187. }
  1188. for (i = 0; i < 4; i++) {
  1189. if (where&where_list[i]) {
  1190. if (sc && sc->count && sc->data[scdef[i]])
  1191. where&=~where_list[i];
  1192. else if (rand()%10000 >= rate)
  1193. where&=~where_list[i];
  1194. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1195. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1196. }
  1197. }
  1198. if (!where) //Nothing to break.
  1199. return 0;
  1200. if (sd) {
  1201. for (i = 0; i < EQI_MAX; i++) {
  1202. j = sd->equip_index[i];
  1203. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1204. continue;
  1205. flag = 0;
  1206. switch(i) {
  1207. case EQI_HEAD_TOP: //Upper Head
  1208. flag = (where&EQP_HELM);
  1209. break;
  1210. case EQI_ARMOR: //Body
  1211. flag = (where&EQP_ARMOR);
  1212. break;
  1213. case EQI_HAND_R: //Left/Right hands
  1214. case EQI_HAND_L:
  1215. flag = (
  1216. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1217. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1218. break;
  1219. case EQI_SHOES:
  1220. flag = (where&EQP_SHOES);
  1221. break;
  1222. case EQI_GARMENT:
  1223. flag = (where&EQP_GARMENT);
  1224. break;
  1225. default:
  1226. continue;
  1227. }
  1228. if (flag) {
  1229. sd->status.inventory[j].attribute = 1;
  1230. pc_unequipitem(sd, j, 3);
  1231. }
  1232. }
  1233. clif_equiplist(sd);
  1234. }
  1235. return where; //Return list of pieces broken.
  1236. }
  1237. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1238. {
  1239. struct status_change *sc;
  1240. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1241. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1242. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1243. int i;
  1244. if (rand()%100 >= rate)
  1245. return 0;
  1246. sc = status_get_sc(bl);
  1247. if (!sc)
  1248. return 0;
  1249. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1250. if (where&pos[i] && sc->data[sc_def[i]])
  1251. where&=~pos[i];
  1252. }
  1253. if (!where) return 0;
  1254. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1255. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1256. where&=~pos[i];
  1257. }
  1258. return where?1:0;
  1259. }
  1260. /*=========================================================================
  1261. Used to knock back players, monsters, traps, etc
  1262. - 'count' is the number of squares to knock back
  1263. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1264. - if 'flag&0x1', position update packets must not be sent.
  1265. -------------------------------------------------------------------------*/
  1266. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1267. {
  1268. int dx = 0, dy = 0, nx, ny;
  1269. int ret;
  1270. struct skill_unit* su = NULL;
  1271. nullpo_retr(0, src);
  1272. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1273. return 0; //No knocking back in WoE
  1274. if (count == 0)
  1275. return 0; //Actual knockback distance is 0.
  1276. switch (target->type)
  1277. {
  1278. case BL_MOB:
  1279. {
  1280. struct mob_data* md = BL_CAST(BL_MOB, target);
  1281. if( md->class_ == MOBID_EMPERIUM )
  1282. return 0;
  1283. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1284. return 0;
  1285. }
  1286. break;
  1287. case BL_PC:
  1288. {
  1289. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1290. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1291. return 0; // Basilica caster can't be knocked-back
  1292. if( src != target && sd->special_state.no_knockback )
  1293. return 0;
  1294. }
  1295. break;
  1296. case BL_SKILL:
  1297. su = (struct skill_unit *)target;
  1298. if( su->group->unit_id == UNT_ANKLESNARE )
  1299. return 0; // ankle snare cannot be knocked back
  1300. break;
  1301. }
  1302. if (direction == -1) // <optimized>: do the computation here instead of outside
  1303. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1304. if (direction >= 0 && direction < 8)
  1305. { // take the reversed 'direction' and reverse it
  1306. dx = -dirx[direction];
  1307. dy = -diry[direction];
  1308. }
  1309. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1310. nx = ret>>16;
  1311. ny = ret&0xffff;
  1312. if (!su)
  1313. unit_stop_walking(target,0);
  1314. dx = nx - target->x;
  1315. dy = ny - target->y;
  1316. if (!dx && !dy) //Could not knockback.
  1317. return 0;
  1318. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1319. if(su)
  1320. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1321. else
  1322. map_moveblock(target, nx, ny, gettick());
  1323. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1324. if(!(flag&0x1))
  1325. clif_blown(target);
  1326. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1327. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1328. return count; //Return amount of knocked back cells.
  1329. }
  1330. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1331. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1332. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1333. {
  1334. struct status_change *sc = status_get_sc(bl);
  1335. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1336. // item-based reflection
  1337. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1338. return 1;
  1339. // status-based reflection
  1340. if( !sc || sc->count == 0 )
  1341. return 0;
  1342. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1343. return 1;
  1344. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1345. {// Kaite only works against non-players if they are low-level.
  1346. clif_specialeffect(bl, 438, AREA);
  1347. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1348. status_change_end(bl, SC_KAITE, -1);
  1349. return 1;
  1350. }
  1351. return 0;
  1352. }
  1353. /*
  1354. * =========================================================================
  1355. * Does a skill attack with the given properties.
  1356. * src is the master behind the attack (player/mob/pet)
  1357. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1358. * bl is the target to be attacked.
  1359. * flag can hold a bunch of information:
  1360. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1361. * (usually holds number of targets, or just 1 for simple splash attacks)
  1362. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1363. * packet shouldn't display a skill animation)
  1364. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1365. * client (causes player characters to not scream skill name)
  1366. *-------------------------------------------------------------------------*/
  1367. 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)
  1368. {
  1369. struct Damage dmg;
  1370. struct status_data *sstatus, *tstatus;
  1371. struct status_change *sc;
  1372. struct map_session_data *sd, *tsd;
  1373. int type,damage,rdamage=0;
  1374. if(skillid > 0 && skilllv <= 0) return 0;
  1375. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1376. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1377. nullpo_retr(0, bl); //Target to be attacked.
  1378. if (src != dsrc) {
  1379. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1380. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1381. return 0;
  1382. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1383. //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]
  1384. if (!status_check_skilluse(src, bl, skillid, 2))
  1385. return 0;
  1386. }
  1387. sd = BL_CAST(BL_PC, src);
  1388. tsd = BL_CAST(BL_PC, bl);
  1389. sstatus = status_get_status_data(src);
  1390. tstatus = status_get_status_data(bl);
  1391. sc= status_get_sc(bl);
  1392. if (sc && !sc->count) sc = NULL; //Don't need it.
  1393. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1394. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1395. return 0;
  1396. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1397. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1398. return 0;
  1399. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1400. //Skotlex: Adjusted to the new system
  1401. if(src->type==BL_PET)
  1402. { // [Valaris]
  1403. struct pet_data *pd = (TBL_PET*)src;
  1404. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1405. {
  1406. int element = skill_get_ele(skillid, skilllv);
  1407. if (skillid == -1)
  1408. element = sstatus->rhw.ele;
  1409. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1410. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1411. else
  1412. dmg.damage= skilllv;
  1413. dmg.damage2=0;
  1414. dmg.div_= pd->a_skill->div_;
  1415. }
  1416. }
  1417. if (dmg.flag&BF_MAGIC) {
  1418. if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
  1419. { //Magic reflection, switch caster/target
  1420. struct block_list *tbl = bl;
  1421. bl = src;
  1422. src = tbl;
  1423. sd = BL_CAST(BL_PC, src);
  1424. tsd = BL_CAST(BL_PC, bl);
  1425. sc = status_get_sc(bl);
  1426. if (sc && !sc->count)
  1427. sc = NULL; //Don't need it.
  1428. //Spirit of Wizard blocks bounced back spells.
  1429. if (sc && sc->data[SC_SPIRIT] &&
  1430. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1431. {
  1432. //It should only consume once per skill casted. Val3 is the skill
  1433. //id and val4 is the ID of the damage src, this should account for
  1434. //ground spells (and single target spells will be completed on
  1435. //castend_id) [Skotlex]
  1436. if (tsd && !(
  1437. sc->data[SC_SPIRIT]->val3 == skillid &&
  1438. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1439. ) { //Check if you have stone to consume.
  1440. type = pc_search_inventory (tsd, 7321);
  1441. if (type >= 0)
  1442. pc_delitem(tsd, type, 1, 0);
  1443. } else
  1444. type = 0;
  1445. if (type >= 0) {
  1446. dmg.damage = dmg.damage2 = 0;
  1447. dmg.dmg_lv = ATK_MISS;
  1448. sc->data[SC_SPIRIT]->val3 = skillid;
  1449. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1450. }
  1451. }
  1452. }
  1453. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1454. int sp = skill_get_sp(skillid,skilllv);
  1455. dmg.damage = dmg.damage2 = 0;
  1456. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1457. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1458. if(skillid == WZ_WATERBALL && skilllv > 1)
  1459. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1460. status_heal(bl, 0, sp, 2);
  1461. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1462. }
  1463. }
  1464. damage = dmg.damage + dmg.damage2;
  1465. if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1466. damage = 1;
  1467. 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 ) ) )
  1468. && skillid != WS_CARTTERMINATION )
  1469. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1470. //Skill hit type
  1471. type=(skillid==0)?5:skill_get_hit(skillid);
  1472. if(damage < dmg.div_
  1473. //Only skills that knockback even when they miss. [Skotlex]
  1474. && skillid != CH_PALMSTRIKE)
  1475. dmg.blewcount = 0;
  1476. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1477. if(battle_config.gx_disptype) dsrc = src;
  1478. if(src == bl) type = 4;
  1479. else flag|=SD_ANIMATION;
  1480. }
  1481. if(skillid == NJ_TATAMIGAESHI) {
  1482. dsrc = src; //For correct knockback.
  1483. flag|=SD_ANIMATION;
  1484. }
  1485. if(sd) {
  1486. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1487. if (sd->sc.data[SC_COMBO])
  1488. { //End combo state after skill is invoked. [Skotlex]
  1489. switch (skillid) {
  1490. case TK_TURNKICK:
  1491. case TK_STORMKICK:
  1492. case TK_DOWNKICK:
  1493. case TK_COUNTER:
  1494. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1495. { //Extend combo time.
  1496. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1497. sd->skilllv_old = skilllv;
  1498. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1499. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1500. sd->sc.data[SC_COMBO]->timer = add_timer(
  1501. tick+sd->sc.data[SC_COMBO]->val4,
  1502. status_change_timer, src->id, SC_COMBO);
  1503. break;
  1504. }
  1505. unit_cancel_combo(src); // Cancel combo wait
  1506. break;
  1507. default:
  1508. status_change_end(src,SC_COMBO,-1);
  1509. }
  1510. }
  1511. switch(skillid)
  1512. {
  1513. case MO_TRIPLEATTACK:
  1514. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1515. flag=1;
  1516. break;
  1517. case MO_CHAINCOMBO:
  1518. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1519. flag=1;
  1520. break;
  1521. case MO_COMBOFINISH:
  1522. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1523. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1524. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1525. flag=1;
  1526. case CH_TIGERFIST:
  1527. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1528. flag=1;
  1529. case CH_CHAINCRUSH:
  1530. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1531. flag=1;
  1532. break;
  1533. case AC_DOUBLE:
  1534. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1535. {
  1536. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1537. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1538. clif_combo_delay(src,2000);
  1539. }
  1540. break;
  1541. case TK_COUNTER:
  1542. { //bonus from SG_FRIEND [Komurka]
  1543. int level;
  1544. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1545. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1546. }
  1547. break;
  1548. case SL_STIN:
  1549. case SL_STUN:
  1550. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1551. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1552. break;
  1553. case GS_FULLBUSTER:
  1554. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1555. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1556. break;
  1557. } //Switch End
  1558. if (flag) { //Possible to chain
  1559. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1560. if (flag < 0) flag = 0;
  1561. flag += 300 * battle_config.combo_delay_rate/100;
  1562. sc_start(src,SC_COMBO,100,skillid,flag);
  1563. clif_combo_delay(src, flag);
  1564. }
  1565. }
  1566. //Display damage.
  1567. switch( skillid )
  1568. {
  1569. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1570. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1571. break;
  1572. //Skills that need be passed as a normal attack for the client to display correctly.
  1573. case HVAN_EXPLOSION:
  1574. case NPC_SELFDESTRUCTION:
  1575. if(src->type==BL_PC)
  1576. dmg.blewcount = 10;
  1577. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1578. // fall through
  1579. case KN_AUTOCOUNTER:
  1580. case NPC_CRITICALSLASH:
  1581. case TF_DOUBLE:
  1582. case GS_CHAINACTION:
  1583. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1584. break;
  1585. case AS_SPLASHER:
  1586. if( flag&SD_ANIMATION ) // the surrounding targets
  1587. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1588. else // the central target doesn't display an animation
  1589. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1590. break;
  1591. default:
  1592. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1593. type = 5;
  1594. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1595. break;
  1596. }
  1597. map_freeblock_lock();
  1598. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1599. && pc_checkskill(tsd,RG_PLAGIARISM)
  1600. && (!sc || !sc->data[SC_PRESERVE])
  1601. && damage < tsd->status.hp)
  1602. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1603. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1604. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1605. {
  1606. int lv = skilllv;
  1607. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1608. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1609. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1610. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1611. }
  1612. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1613. lv = type;
  1614. tsd->cloneskill_id = skillid;
  1615. tsd->status.skill[skillid].id = skillid;
  1616. tsd->status.skill[skillid].lv = lv;
  1617. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1618. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1619. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1620. clif_skillinfoblock(tsd);
  1621. }
  1622. }
  1623. if( skillid != WZ_SIGHTRASHER &&
  1624. skillid != WZ_SIGHTBLASTER &&
  1625. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1626. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1627. bl->type == BL_SKILL && damage > 0 )
  1628. {
  1629. struct skill_unit* su = (struct skill_unit*)bl;
  1630. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1631. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1632. }
  1633. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1634. { //Skills with can't walk delay also stop normal attacking for that
  1635. //duration when the attack connects. [Skotlex]
  1636. struct unit_data *ud = unit_bl2ud(src);
  1637. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1638. ud->attackabletime = tick + type;
  1639. }
  1640. if( !dmg.amotion )
  1641. { //Instant damage
  1642. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1643. if( !status_isdead(bl) )
  1644. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1645. if( damage > 0 ) //Counter status effects [Skotlex]
  1646. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
  1647. }
  1648. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1649. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1650. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1651. {
  1652. int direction = -1; // default
  1653. switch(skillid)
  1654. {
  1655. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1656. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1657. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1658. }
  1659. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1660. }
  1661. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1662. if (dmg.amotion)
  1663. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1664. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1665. int rate = 50 + skilllv * 5;
  1666. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1667. if(rand()%100 < rate)
  1668. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1669. }
  1670. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1671. dmg.flag |= BF_WEAPON;
  1672. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1673. if (battle_config.left_cardfix_to_right)
  1674. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1675. else
  1676. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1677. }
  1678. if( rdamage > 0 )
  1679. {
  1680. if( dmg.amotion )
  1681. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1682. else
  1683. status_fix_damage(bl,src,rdamage,0);
  1684. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1685. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1686. if( tsd && src != bl )
  1687. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1688. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1689. }
  1690. if (!(flag&2) &&
  1691. (
  1692. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1693. ) &&
  1694. (sc = status_get_sc(src)) &&
  1695. sc->data[SC_DOUBLECAST] &&
  1696. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1697. {
  1698. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1699. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1700. }
  1701. map_freeblock_unlock();
  1702. return damage;
  1703. }
  1704. /*==========================================
  1705. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1706. * flagについて?F16?i?を確認
  1707. * MSB <- 00fTffff ->LSB
  1708. * T =タ?ゲット選?用(BCT_*)
  1709. * ffff=自由に使用可能
  1710. * 0 =予約?B0に固定
  1711. *------------------------------------------*/
  1712. static int skill_area_temp[8];
  1713. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1714. int skill_area_sub (struct block_list *bl, va_list ap)
  1715. {
  1716. struct block_list *src;
  1717. int skill_id,skill_lv,flag;
  1718. unsigned int tick;
  1719. SkillFunc func;
  1720. nullpo_retr(0, bl);
  1721. src=va_arg(ap,struct block_list *);
  1722. skill_id=va_arg(ap,int);
  1723. skill_lv=va_arg(ap,int);
  1724. tick=va_arg(ap,unsigned int);
  1725. flag=va_arg(ap,int);
  1726. func=va_arg(ap,SkillFunc);
  1727. if(battle_check_target(src,bl,flag) > 0)
  1728. {
  1729. // several splash skills need this initial dummy packet to display correctly
  1730. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1731. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1732. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1733. skill_area_temp[2]++;
  1734. return func(src,bl,skill_id,skill_lv,tick,flag);
  1735. }
  1736. return 0;
  1737. }
  1738. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1739. {
  1740. struct skill_unit *unit;
  1741. int skillid,g_skillid;
  1742. unit = (struct skill_unit *)bl;
  1743. if(bl->prev == NULL || bl->type != BL_SKILL)
  1744. return 0;
  1745. if(!unit->alive)
  1746. return 0;
  1747. skillid = va_arg(ap,int);
  1748. g_skillid = unit->group->skill_id;
  1749. switch (skillid)
  1750. {
  1751. case MG_SAFETYWALL:
  1752. case AL_PNEUMA:
  1753. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1754. return 0;
  1755. break;
  1756. case AL_WARP:
  1757. case HT_SKIDTRAP:
  1758. case MA_SKIDTRAP:
  1759. case HT_LANDMINE:
  1760. case MA_LANDMINE:
  1761. case HT_ANKLESNARE:
  1762. case HT_SHOCKWAVE:
  1763. case HT_SANDMAN:
  1764. case MA_SANDMAN:
  1765. case HT_FLASHER:
  1766. case HT_FREEZINGTRAP:
  1767. case MA_FREEZINGTRAP:
  1768. case HT_BLASTMINE:
  1769. case HT_CLAYMORETRAP:
  1770. case HT_TALKIEBOX:
  1771. case HP_BASILICA:
  1772. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1773. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1774. return 0;
  1775. break;
  1776. default: //Avoid stacking with same kind of trap. [Skotlex]
  1777. if (g_skillid != skillid)
  1778. return 0;
  1779. break;
  1780. }
  1781. return 1;
  1782. }
  1783. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1784. {
  1785. //Non players do not check for the skill's splash-trigger area.
  1786. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1787. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1788. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1789. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1790. return 0;
  1791. }
  1792. range += layout_type;
  1793. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1794. }
  1795. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1796. {
  1797. int skillid;
  1798. if(bl->prev == NULL)
  1799. return 0;
  1800. skillid = va_arg(ap,int);
  1801. if( status_isdead(bl) && skillid != AL_WARP )
  1802. return 0;
  1803. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1804. return 0;
  1805. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1806. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1807. return 1;
  1808. }
  1809. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1810. {
  1811. int range, type;
  1812. switch (skillid) { // to be expanded later
  1813. case WZ_ICEWALL:
  1814. range = 2;
  1815. break;
  1816. default:
  1817. {
  1818. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1819. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1820. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1821. return 0;
  1822. }
  1823. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1824. }
  1825. break;
  1826. }
  1827. // if the caster is a monster/NPC, only check for players
  1828. // otherwise just check characters
  1829. if (bl->type == BL_PC)
  1830. type = BL_CHAR;
  1831. else
  1832. type = BL_PC;
  1833. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1834. x - range, y - range, x + range, y + range,
  1835. type, skillid);
  1836. }
  1837. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1838. {
  1839. struct map_session_data *sd;
  1840. int gid, id, strvit, agidex;
  1841. sd = (struct map_session_data *)bl;
  1842. id = va_arg(ap,int);
  1843. gid = va_arg(ap,int);
  1844. if (sd->status.guild_id != gid)
  1845. return 0;
  1846. if(id == sd->bl.id && battle_config.guild_aura&16)
  1847. return 0;
  1848. strvit = va_arg(ap,int);
  1849. agidex = va_arg(ap,int);
  1850. if (sd->sc.data[SC_GUILDAURA]) {
  1851. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1852. if (sce->val3 != strvit || sce->val4 != agidex) {
  1853. sce->val3 = strvit;
  1854. sce->val4 = agidex;
  1855. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1856. }
  1857. return 0;
  1858. }
  1859. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1860. return 1;
  1861. }
  1862. /*==========================================
  1863. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1864. * Flag:
  1865. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1866. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1867. *------------------------------------------*/
  1868. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1869. {
  1870. struct status_data *status;
  1871. struct map_session_data *sd = NULL;
  1872. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1873. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1874. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1875. return 0;
  1876. nullpo_retr(0,bl);
  1877. switch( bl->type )
  1878. {
  1879. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1880. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1881. }
  1882. status = status_get_status_data(bl);
  1883. if( (j = skill_get_index(skill)) == 0 )
  1884. return 0;
  1885. // Requeriments
  1886. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1887. {
  1888. itemid[i] = skill_db[j].itemid[i];
  1889. amount[i] = skill_db[j].amount[i];
  1890. }
  1891. hp = skill_db[j].hp[lv-1];
  1892. sp = skill_db[j].sp[lv-1];
  1893. hp_rate = skill_db[j].hp_rate[lv-1];
  1894. sp_rate = skill_db[j].sp_rate[lv-1];
  1895. state = skill_db[j].state;
  1896. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1897. hp += (status->max_hp * mhp) / 100;
  1898. if( hp_rate > 0 )
  1899. hp += (status->hp * hp_rate) / 100;
  1900. else
  1901. hp += (status->max_hp * (-hp_rate)) / 100;
  1902. if( sp_rate > 0 )
  1903. sp += (status->sp * sp_rate) / 100;
  1904. else
  1905. sp += (status->max_sp * (-sp_rate)) / 100;
  1906. if( bl->type == BL_HOM )
  1907. { // Intimacy Requeriments
  1908. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1909. switch( skill )
  1910. {
  1911. case HFLI_SBR44:
  1912. if( hd->homunculus.intimacy <= 200 )
  1913. return 0;
  1914. break;
  1915. case HVAN_EXPLOSION:
  1916. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1917. return 0;
  1918. break;
  1919. }
  1920. }
  1921. if( !(type&2) )
  1922. {
  1923. if( hp > 0 && status->hp <= (unsigned int)hp )
  1924. {
  1925. clif_skill_fail(sd, skill, 2, 0);
  1926. return 0;
  1927. }
  1928. if( sp > 0 && status->sp <= (unsigned int)sp )
  1929. {
  1930. clif_skill_fail(sd, skill, 1, 0);
  1931. return 0;
  1932. }
  1933. }
  1934. if( !type )
  1935. switch( state )
  1936. {
  1937. case ST_MOVE_ENABLE:
  1938. if( !unit_can_move(bl) )
  1939. {
  1940. clif_skill_fail(sd, skill, 0, 0);
  1941. return 0;
  1942. }
  1943. break;
  1944. }
  1945. if( !(type&1) )
  1946. return 1;
  1947. // Check item existences
  1948. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1949. {
  1950. index[i] = -1;
  1951. if( itemid[i] < 1 ) continue; // No item
  1952. index[i] = pc_search_inventory(sd, itemid[i]);
  1953. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1954. {
  1955. clif_skill_fail(sd, skill, 0, 0);
  1956. return 0;
  1957. }
  1958. }
  1959. // Consume items
  1960. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1961. {
  1962. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1963. }
  1964. if( type&2 )
  1965. return 1;
  1966. if( sp || hp )
  1967. status_zap(bl, hp, sp);
  1968. return 1;
  1969. }
  1970. /*==========================================
  1971. *
  1972. *------------------------------------------*/
  1973. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1974. {
  1975. return 1;
  1976. }
  1977. /*==========================================
  1978. *
  1979. *------------------------------------------*/
  1980. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1981. {
  1982. struct block_list *src = map_id2bl(id),*target;
  1983. struct unit_data *ud = unit_bl2ud(src);
  1984. struct skill_timerskill *skl = NULL;
  1985. int range;
  1986. nullpo_retr(0, src);
  1987. nullpo_retr(0, ud);
  1988. skl = ud->skilltimerskill[data];
  1989. nullpo_retr(0, skl);
  1990. ud->skilltimerskill[data] = NULL;
  1991. do {
  1992. if(src->prev == NULL)
  1993. break;
  1994. if(skl->target_id) {
  1995. target = map_id2bl(skl->target_id);
  1996. if(!target && skl->skill_id == RG_INTIMIDATE)
  1997. target = src; //Required since it has to warp.
  1998. if(target == NULL)
  1999. break;
  2000. if(target->prev == NULL)
  2001. break;
  2002. if(src->m != target->m)
  2003. break;
  2004. if(status_isdead(src))
  2005. break;
  2006. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2007. break;
  2008. switch(skl->skill_id) {
  2009. case RG_INTIMIDATE:
  2010. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2011. short x,y;
  2012. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2013. if (target != src && !status_isdead(target))
  2014. unit_warp(target, -1, x, y, 3);
  2015. }
  2016. break;
  2017. case BA_FROSTJOKER:
  2018. case DC_SCREAM:
  2019. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2020. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2021. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2022. break;
  2023. case NPC_EARTHQUAKE:
  2024. 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);
  2025. skill_area_temp[1] = src->id;
  2026. skill_area_temp[2] = 0;
  2027. 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);
  2028. if( skl->type > 1 )
  2029. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2030. break;
  2031. case WZ_WATERBALL:
  2032. if (!status_isdead(target))
  2033. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2034. if (skl->type>1 && !status_isdead(target)) {
  2035. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2036. } else {
  2037. struct status_change *sc = status_get_sc(src);
  2038. if(sc) {
  2039. if(sc->data[SC_MAGICPOWER])
  2040. status_change_end(src,SC_MAGICPOWER,-1);
  2041. if(sc->data[SC_SPIRIT] &&
  2042. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2043. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2044. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2045. }
  2046. }
  2047. break;
  2048. default:
  2049. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2050. break;
  2051. }
  2052. }
  2053. else {
  2054. if(src->m != skl->map)
  2055. break;
  2056. switch( skl->skill_id )
  2057. {
  2058. case WZ_METEOR:
  2059. if( skl->type >= 0 )
  2060. {
  2061. int x = skl->type>>16, y = skl->type&0xFFFF;
  2062. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2063. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2064. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2065. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2066. }
  2067. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2068. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2069. break;
  2070. }
  2071. }
  2072. } while (0);
  2073. //Free skl now that it is no longer needed.
  2074. ers_free(skill_timer_ers, skl);
  2075. return 0;
  2076. }
  2077. /*==========================================
  2078. *
  2079. *------------------------------------------*/
  2080. 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)
  2081. {
  2082. int i;
  2083. struct unit_data *ud;
  2084. nullpo_retr(1, src);
  2085. ud = unit_bl2ud(src);
  2086. nullpo_retr(1, ud);
  2087. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2088. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2089. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2090. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2091. ud->skilltimerskill[i]->src_id = src->id;
  2092. ud->skilltimerskill[i]->target_id = target;
  2093. ud->skilltimerskill[i]->skill_id = skill_id;
  2094. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2095. ud->skilltimerskill[i]->map = src->m;
  2096. ud->skilltimerskill[i]->x = x;
  2097. ud->skilltimerskill[i]->y = y;
  2098. ud->skilltimerskill[i]->type = type;
  2099. ud->skilltimerskill[i]->flag = flag;
  2100. return 0;
  2101. }
  2102. /*==========================================
  2103. *
  2104. *------------------------------------------*/
  2105. int skill_cleartimerskill (struct block_list *src)
  2106. {
  2107. int i;
  2108. struct unit_data *ud;
  2109. nullpo_retr(0, src);
  2110. ud = unit_bl2ud(src);
  2111. nullpo_retr(0, ud);
  2112. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2113. if(ud->skilltimerskill[i]) {
  2114. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2115. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2116. ud->skilltimerskill[i]=NULL;
  2117. }
  2118. }
  2119. return 1;
  2120. }
  2121. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2122. {
  2123. TBL_SKILL *su = (TBL_SKILL*)bl;
  2124. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2125. { //Reveal trap.
  2126. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2127. //clif_changetraplook(bl, su->group->unit_id);
  2128. clif_skill_setunit(su);
  2129. return 1;
  2130. }
  2131. return 0;
  2132. }
  2133. /*==========================================
  2134. *
  2135. *
  2136. *------------------------------------------*/
  2137. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2138. {
  2139. struct map_session_data *sd = NULL, *tsd = NULL;
  2140. struct status_data *tstatus;
  2141. struct status_change *sc;
  2142. if (skillid > 0 && skilllv <= 0) return 0;
  2143. nullpo_retr(1, src);
  2144. nullpo_retr(1, bl);
  2145. if (src->m != bl->m)
  2146. return 1;
  2147. if (bl->prev == NULL)
  2148. return 1;
  2149. sd = BL_CAST(BL_PC, src);
  2150. tsd = BL_CAST(BL_PC, bl);
  2151. if (status_isdead(bl))
  2152. return 1;
  2153. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2154. { //GTB makes all targetted magic display miss with a single bolt.
  2155. sc_type sct = status_skill2sc(skillid);
  2156. if(sct != SC_NONE)
  2157. status_change_end(bl, sct, -1);
  2158. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2159. return 1;
  2160. }
  2161. sc = status_get_sc(src);
  2162. if (sc && !sc->count)
  2163. sc = NULL; //Unneeded
  2164. tstatus = status_get_status_data(bl);
  2165. map_freeblock_lock();
  2166. switch(skillid)
  2167. {
  2168. case MER_CRASH:
  2169. case SM_BASH:
  2170. case MS_BASH:
  2171. case MC_MAMMONITE:
  2172. case TF_DOUBLE:
  2173. case AC_DOUBLE:
  2174. case MA_DOUBLE:
  2175. case AS_SONICBLOW:
  2176. case KN_PIERCE:
  2177. case ML_PIERCE:
  2178. case KN_SPEARBOOMERANG:
  2179. case TF_POISON:
  2180. case TF_SPRINKLESAND:
  2181. case AC_CHARGEARROW:
  2182. case MA_CHARGEARROW:
  2183. case RG_INTIMIDATE:
  2184. case AM_ACIDTERROR:
  2185. case BA_MUSICALSTRIKE:
  2186. case DC_THROWARROW:
  2187. case BA_DISSONANCE:
  2188. case CR_HOLYCROSS:
  2189. case NPC_DARKCROSS:
  2190. case CR_SHIELDCHARGE:
  2191. case CR_SHIELDBOOMERANG:
  2192. case NPC_PIERCINGATT:
  2193. case NPC_MENTALBREAKER:
  2194. case NPC_RANGEATTACK:
  2195. case NPC_CRITICALSLASH:
  2196. case NPC_COMBOATTACK:
  2197. case NPC_GUIDEDATTACK:
  2198. case NPC_POISON:
  2199. case NPC_RANDOMATTACK:
  2200. case NPC_WATERATTACK:
  2201. case NPC_GROUNDATTACK:
  2202. case NPC_FIREATTACK:
  2203. case NPC_WINDATTACK:
  2204. case NPC_POISONATTACK:
  2205. case NPC_HOLYATTACK:
  2206. case NPC_DARKNESSATTACK:
  2207. case NPC_TELEKINESISATTACK:
  2208. case NPC_UNDEADATTACK:
  2209. case NPC_ARMORBRAKE:
  2210. case NPC_WEAPONBRAKER:
  2211. case NPC_HELMBRAKE:
  2212. case NPC_SHIELDBRAKE:
  2213. case NPC_BLINDATTACK:
  2214. case NPC_SILENCEATTACK:
  2215. case NPC_STUNATTACK:
  2216. case NPC_PETRIFYATTACK:
  2217. case NPC_CURSEATTACK:
  2218. case NPC_SLEEPATTACK:
  2219. case LK_AURABLADE:
  2220. case LK_SPIRALPIERCE:
  2221. case ML_SPIRALPIERCE:
  2222. case LK_HEADCRUSH:
  2223. case CG_ARROWVULCAN:
  2224. case HW_MAGICCRASHER:
  2225. case ITM_TOMAHAWK:
  2226. case MO_TRIPLEATTACK:
  2227. case CH_CHAINCRUSH:
  2228. case CH_TIGERFIST:
  2229. case PA_SHIELDCHAIN: // Shield Chain
  2230. case PA_SACRIFICE:
  2231. case WS_CARTTERMINATION: // Cart Termination
  2232. case AS_VENOMKNIFE:
  2233. case HT_PHANTASMIC:
  2234. case HT_POWER:
  2235. case TK_DOWNKICK:
  2236. case TK_COUNTER:
  2237. case GS_CHAINACTION:
  2238. case GS_TRIPLEACTION:
  2239. case GS_MAGICALBULLET:
  2240. case GS_TRACKING:
  2241. case GS_PIERCINGSHOT:
  2242. case GS_RAPIDSHOWER:
  2243. case GS_DUST:
  2244. case GS_DISARM: // Added disarm. [Reddozen]
  2245. case GS_FULLBUSTER:
  2246. case NJ_SYURIKEN:
  2247. case NJ_KUNAI:
  2248. case ASC_BREAKER:
  2249. case HFLI_MOON: //[orn]
  2250. case HFLI_SBR44: //[orn]
  2251. case NPC_BLEEDING:
  2252. case NPC_CRITICALWOUND:
  2253. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2254. break;
  2255. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2256. switch( rand()%6 ){
  2257. case 0: flag |= BREAK_ANKLE; break;
  2258. case 1: flag |= BREAK_WRIST; break;
  2259. case 2: flag |= BREAK_KNEE; break;
  2260. case 3: flag |= BREAK_SHOULDER; break;
  2261. case 4: flag |= BREAK_WAIST; break;
  2262. case 5: flag |= BREAK_NECK; break;
  2263. }
  2264. //TODO: is there really no cleaner way to do this?
  2265. sc = status_get_sc(bl);
  2266. if (sc) sc->jb_flag = flag;
  2267. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2268. break;
  2269. case MO_COMBOFINISH:
  2270. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2271. { //Becomes a splash attack when Soul Linked.
  2272. map_foreachinrange(skill_area_sub, bl,
  2273. skill_get_splash(skillid, skilllv),splash_target(src),
  2274. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2275. skill_castend_damage_id);
  2276. } else
  2277. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2278. break;
  2279. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2280. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2281. skill_area_temp[1] = 0;
  2282. map_foreachinrange(skill_attack_area, src,
  2283. skill_get_splash(skillid, skilllv), splash_target(src),
  2284. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2285. break;
  2286. case KN_CHARGEATK:
  2287. {
  2288. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2289. unsigned int dist = distance_bl(src, bl);
  2290. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2291. // teleport to target (if not on WoE grounds)
  2292. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2293. clif_slide(src, bl->x, bl->y);
  2294. // cause damage and knockback if the path to target was a straight one
  2295. if( path )
  2296. {
  2297. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2298. skill_blown(src, bl, dist, dir, 0);
  2299. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2300. // make the caster look in the direction of the target
  2301. unit_setdir(src, (dir+4)%8);
  2302. }
  2303. }
  2304. break;
  2305. case TK_JUMPKICK:
  2306. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2307. {
  2308. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2309. clif_slide(src,bl->x,bl->y);
  2310. }
  2311. break;
  2312. case SN_SHARPSHOOTING:
  2313. case MA_SHARPSHOOTING:
  2314. case NJ_KAMAITACHI:
  2315. //It won't shoot through walls since on castend there has to be a direct
  2316. //line of sight between caster and target.
  2317. skill_area_temp[1] = bl->id;
  2318. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2319. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2320. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2321. break;
  2322. case NPC_ACIDBREATH:
  2323. case NPC_DARKNESSBREATH:
  2324. case NPC_FIREBREATH:
  2325. case NPC_ICEBREATH:
  2326. case NPC_THUNDERBREATH:
  2327. skill_area_temp[1] = bl->id;
  2328. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2329. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2330. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2331. break;
  2332. case MO_INVESTIGATE:
  2333. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2334. if (sc && sc->data[SC_BLADESTOP])
  2335. status_change_end(src,SC_BLADESTOP,-1);
  2336. break;
  2337. case RG_BACKSTAP:
  2338. {
  2339. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2340. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2341. if (sc && sc->data[SC_HIDING])
  2342. status_change_end(src, SC_HIDING, -1);
  2343. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2344. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2345. unit_setdir(bl,dir);
  2346. }
  2347. else if (sd)
  2348. clif_skill_fail(sd,skillid,0,0);
  2349. }
  2350. break;
  2351. case MO_FINGEROFFENSIVE:
  2352. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2353. if (battle_config.finger_offensive_type && sd) {
  2354. int i;
  2355. for (i = 1; i < sd->spiritball_old; i++)
  2356. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2357. }
  2358. if (sc && sc->data[SC_BLADESTOP])
  2359. status_change_end(src,SC_BLADESTOP,-1);
  2360. break;
  2361. case MO_CHAINCOMBO:
  2362. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2363. if (sc && sc->data[SC_BLADESTOP])
  2364. status_change_end(src,SC_BLADESTOP,-1);
  2365. break;
  2366. case NJ_ISSEN:
  2367. status_change_end(src,SC_NEN,-1);
  2368. status_change_end(src,SC_HIDING,-1);
  2369. // fall through
  2370. case MO_EXTREMITYFIST:
  2371. if( skillid == MO_EXTREMITYFIST )
  2372. {
  2373. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2374. status_change_end(src,SC_BLADESTOP,-1);
  2375. }
  2376. //Client expects you to move to target regardless of distance
  2377. {
  2378. struct unit_data *ud = unit_bl2ud(src);
  2379. short dx,dy;
  2380. int i,speed;
  2381. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2382. dx = bl->x - src->x;
  2383. dy = bl->y - src->y;
  2384. if (dx < 0) dx-=i;
  2385. else if (dx > 0) dx+=i;
  2386. if (dy < 0) dy-=i;
  2387. else if (dy > 0) dy+=i;
  2388. if (!dx && !dy) dy++;
  2389. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2390. {
  2391. dx = bl->x;
  2392. dy = bl->y;
  2393. } else {
  2394. dx = src->x + dx;
  2395. dy = src->y + dy;
  2396. }
  2397. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2398. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2399. //Increase can't walk delay to not alter your walk path
  2400. ud->canmove_tick = tick;
  2401. speed = status_get_speed(src);
  2402. for (i = 0; i < ud->walkpath.path_len; i ++)
  2403. {
  2404. if(ud->walkpath.path[i]&1)
  2405. ud->canmove_tick+=7*speed/5;
  2406. else
  2407. ud->canmove_tick+=speed;
  2408. }
  2409. }
  2410. }
  2411. break;
  2412. //Splash attack skills.
  2413. case AS_GRIMTOOTH:
  2414. case MC_CARTREVOLUTION:
  2415. case NPC_SPLASHATTACK:
  2416. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2417. case AS_SPLASHER:
  2418. case SM_MAGNUM:
  2419. case MS_MAGNUM:
  2420. case HT_BLITZBEAT:
  2421. case AC_SHOWER:
  2422. case MA_SHOWER:
  2423. case MG_NAPALMBEAT:
  2424. case MG_FIREBALL:
  2425. case RG_RAID:
  2426. case HW_NAPALMVULCAN:
  2427. case NJ_HUUMA:
  2428. case NJ_BAKUENRYU:
  2429. case ASC_METEORASSAULT:
  2430. case GS_DESPERADO:
  2431. case GS_SPREADATTACK:
  2432. case NPC_EARTHQUAKE:
  2433. case NPC_PULSESTRIKE:
  2434. case NPC_HELLJUDGEMENT:
  2435. if( flag&1 )
  2436. { //Recursive invocation
  2437. // skill_area_temp[0] holds number of targets in area
  2438. // skill_area_temp[1] holds the id of the original target
  2439. // skill_area_temp[2] counts how many targets have already been processed
  2440. int sflag = skill_area_temp[0] & 0xFFF;
  2441. if( flag&SD_LEVEL )
  2442. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2443. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2444. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2445. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2446. }
  2447. else
  2448. {
  2449. if ( skillid == NJ_BAKUENRYU )
  2450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2451. skill_area_temp[0] = 0;
  2452. skill_area_temp[1] = bl->id;
  2453. skill_area_temp[2] = 0;
  2454. // if skill damage should be split among targets, count them
  2455. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2456. //special case: Venom Splasher uses a different range for searching than for splashing
  2457. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2458. 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);
  2459. // recursive invocation of skill_castend_damage_id() with flag|1
  2460. 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);
  2461. //FIXME: Isn't EarthQuake a ground skill after all?
  2462. if( skillid == NPC_EARTHQUAKE )
  2463. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2464. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2465. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2466. { // Initiate 10% of your damage becomes fire element.
  2467. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2468. if( sd )
  2469. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2470. if( bl->type == BL_MER )
  2471. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2472. }
  2473. }
  2474. break;
  2475. case KN_BRANDISHSPEAR:
  2476. case ML_BRANDISH:
  2477. //Coded apart for it needs the flag passed to the damage calculation.
  2478. if (skill_area_temp[1] != bl->id)
  2479. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2480. else
  2481. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2482. break;
  2483. case KN_BOWLINGBASH:
  2484. case MS_BOWLINGBASH:
  2485. if(flag&1){
  2486. if(bl->id==skill_area_temp[1])
  2487. break;
  2488. //two hits for 500%
  2489. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2490. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2491. } else {
  2492. int i,c;
  2493. c = skill_get_blewcount(skillid,skilllv);
  2494. // keep moving target in the direction that src is looking, square by square
  2495. for(i=0;i<c;i++){
  2496. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2497. break; //Can't knockback
  2498. 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);
  2499. if( skill_area_temp[0] > 1 ) break; // collision
  2500. }
  2501. clif_blown(bl); //Update target pos.
  2502. if (i!=c) { //Splash
  2503. skill_area_temp[1] = bl->id;
  2504. 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);
  2505. }
  2506. //Weirdo dual-hit property, two attacks for 500%
  2507. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2508. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2509. }
  2510. break;
  2511. case KN_SPEARSTAB:
  2512. if(flag&1) {
  2513. if (bl->id==skill_area_temp[1])
  2514. break;
  2515. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2516. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2517. } else {
  2518. int x=bl->x,y=bl->y,i,dir;
  2519. dir = map_calc_dir(bl,src->x,src->y);
  2520. skill_area_temp[1] = bl->id;
  2521. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2522. // all the enemies between the caster and the target are hit, as well as the target
  2523. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2524. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2525. for (i=0;i<4;i++) {
  2526. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2527. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2528. x += dirx[dir];
  2529. y += diry[dir];
  2530. }
  2531. }
  2532. break;
  2533. case TK_TURNKICK:
  2534. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2535. {
  2536. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2537. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2538. map_foreachinrange(skill_area_sub,bl,
  2539. skill_get_splash(skillid, skilllv),BL_CHAR,
  2540. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2541. skill_castend_nodamage_id);
  2542. }
  2543. break;
  2544. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2545. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2546. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2547. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2548. break;
  2549. case PR_TURNUNDEAD:
  2550. case ALL_RESURRECTION:
  2551. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2552. break;
  2553. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2554. break;
  2555. case MG_SOULSTRIKE:
  2556. case NPC_DARKSTRIKE:
  2557. case MG_COLDBOLT:
  2558. case MG_FIREBOLT:
  2559. case MG_LIGHTNINGBOLT:
  2560. case WZ_EARTHSPIKE:
  2561. case AL_HEAL:
  2562. case AL_HOLYLIGHT:
  2563. case WZ_JUPITEL:
  2564. case NPC_DARKTHUNDER:
  2565. case PR_ASPERSIO:
  2566. case MG_FROSTDIVER:
  2567. case WZ_SIGHTBLASTER:
  2568. case WZ_SIGHTRASHER:
  2569. case NJ_KOUENKA:
  2570. case NJ_HYOUSENSOU:
  2571. case NJ_HUUJIN:
  2572. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2573. break;
  2574. case NPC_MAGICALATTACK:
  2575. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2576. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2577. break;
  2578. case HVAN_CAPRICE: //[blackhole89]
  2579. {
  2580. int ran=rand()%4;
  2581. int sid = 0;
  2582. switch(ran)
  2583. {
  2584. case 0: sid=MG_COLDBOLT; break;
  2585. case 1: sid=MG_FIREBOLT; break;
  2586. case 2: sid=MG_LIGHTNINGBOLT; break;
  2587. case 3: sid=WZ_EARTHSPIKE; break;
  2588. }
  2589. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2590. }
  2591. break;
  2592. case WZ_WATERBALL:
  2593. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2594. {
  2595. int range = skilllv / 2;
  2596. int maxlv = skill_get_max(skillid); // learnable level
  2597. int count = 0;
  2598. int x, y;
  2599. struct skill_unit* unit;
  2600. if( skilllv > maxlv )
  2601. {
  2602. if( src->type == BL_MOB && skilllv == 10 )
  2603. range = 4;
  2604. else
  2605. range = maxlv / 2;
  2606. }
  2607. for( y = src->y - range; y <= src->y + range; ++y )
  2608. for( x = src->x - range; x <= src->x + range; ++x )
  2609. {
  2610. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2611. {
  2612. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2613. count++; // natural water cell
  2614. 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 )
  2615. {
  2616. count++; // skill-induced water cell
  2617. skill_delunit(unit); // consume cell
  2618. }
  2619. }
  2620. }
  2621. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2622. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2623. }
  2624. break;
  2625. case PR_BENEDICTIO:
  2626. //Should attack undead and demons. [Skotlex]
  2627. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2628. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2629. break;
  2630. case SL_SMA:
  2631. if (sc && sc->data[SC_SMA])
  2632. status_change_end(src,SC_SMA,-1);
  2633. case SL_STIN:
  2634. case SL_STUN:
  2635. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2636. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2637. clif_skill_fail(sd,skillid,0,0);
  2638. break;
  2639. }
  2640. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2641. break;
  2642. case NPC_DARKBREATH:
  2643. clif_emotion(src,7);
  2644. case SN_FALCONASSAULT:
  2645. case PA_PRESSURE:
  2646. case CR_ACIDDEMONSTRATION:
  2647. case TF_THROWSTONE:
  2648. case NPC_SMOKING:
  2649. case GS_FLING:
  2650. case NJ_ZENYNAGE:
  2651. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2652. break;
  2653. case HVAN_EXPLOSION:
  2654. case NPC_SELFDESTRUCTION:
  2655. if (src != bl)
  2656. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2657. break;
  2658. // Celest
  2659. case PF_SOULBURN:
  2660. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2661. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2662. if (skilllv == 5)
  2663. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2664. status_percent_damage(src, bl, 0, 100, false);
  2665. } else {
  2666. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2667. if (skilllv == 5)
  2668. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2669. status_percent_damage(src, src, 0, 100, false);
  2670. }
  2671. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2672. break;
  2673. case NPC_BLOODDRAIN:
  2674. case NPC_ENERGYDRAIN:
  2675. {
  2676. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2677. src, src, bl, skillid, skilllv, tick, flag);
  2678. if (heal > 0){
  2679. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2680. status_heal(src, heal, 0, 0);
  2681. }
  2682. }
  2683. break;
  2684. case GS_BULLSEYE:
  2685. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2686. break;
  2687. case NJ_KASUMIKIRI:
  2688. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2689. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2690. break;
  2691. case NJ_KIRIKAGE:
  2692. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2693. { //You don't move on GVG grounds.
  2694. short x, y;
  2695. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2696. if (unit_movepos(src, x, y, 0, 0))
  2697. clif_slide(src,src->x,src->y);
  2698. }
  2699. if (sc && sc->data[SC_HIDING])
  2700. status_change_end(src, SC_HIDING, -1);
  2701. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2702. break;
  2703. case 0:
  2704. if(sd) {
  2705. if (flag & 3){
  2706. if (bl->id != skill_area_temp[1])
  2707. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2708. } else {
  2709. skill_area_temp[1] = bl->id;
  2710. map_foreachinrange(skill_area_sub, bl,
  2711. sd->splash_range, BL_CHAR,
  2712. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2713. skill_castend_damage_id);
  2714. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2715. }
  2716. }
  2717. break;
  2718. default:
  2719. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2720. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2721. 0, abs(skill_get_num(skillid, skilllv)),
  2722. skillid, skilllv, skill_get_hit(skillid));
  2723. map_freeblock_unlock();
  2724. return 1;
  2725. }
  2726. map_freeblock_unlock();
  2727. if( sd && !(flag&1) )
  2728. {
  2729. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2730. battle_consume_ammo(sd, skillid, skilllv);
  2731. if( !sd->state.skillonskill )
  2732. skill_onskillusage(sd, bl, skillid, tick);
  2733. skill_consume_requirement(sd,skillid,skilllv,4);
  2734. }
  2735. return 0;
  2736. }
  2737. /*==========================================
  2738. *
  2739. *------------------------------------------*/
  2740. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2741. {
  2742. struct map_session_data *sd, *dstsd;
  2743. struct mob_data *md, *dstmd;
  2744. struct homun_data *hd;
  2745. struct mercenary_data *mer;
  2746. struct status_data *sstatus, *tstatus;
  2747. struct status_change *tsc;
  2748. struct status_change_entry *tsce;
  2749. int i;
  2750. enum sc_type type;
  2751. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2752. nullpo_retr(1, src);
  2753. nullpo_retr(1, bl);
  2754. if (src->m != bl->m)
  2755. return 1;
  2756. sd = BL_CAST(BL_PC, src);
  2757. hd = BL_CAST(BL_HOM, src);
  2758. md = BL_CAST(BL_MOB, src);
  2759. mer = BL_CAST(BL_MER, src);
  2760. dstsd = BL_CAST(BL_PC, bl);
  2761. dstmd = BL_CAST(BL_MOB, bl);
  2762. if(bl->prev == NULL)
  2763. return 1;
  2764. if(status_isdead(src))
  2765. return 1;
  2766. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2767. return 1;
  2768. tstatus = status_get_status_data(bl);
  2769. sstatus = status_get_status_data(src);
  2770. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2771. switch (skillid) {
  2772. case HLIF_HEAL: //[orn]
  2773. if (bl->type != BL_HOM) {
  2774. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2775. break ;
  2776. }
  2777. case AL_HEAL:
  2778. case ALL_RESURRECTION:
  2779. case PR_ASPERSIO:
  2780. //Apparently only player casted skills can be offensive like this.
  2781. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2782. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2783. //Offensive heal does not works on non-enemies. [Skotlex]
  2784. clif_skill_fail(sd,skillid,0,0);
  2785. return 0;
  2786. }
  2787. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2788. }
  2789. break;
  2790. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2791. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2792. default:
  2793. //Skill is actually ground placed.
  2794. if (src == bl && skill_get_unit_id(skillid,0))
  2795. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2796. }
  2797. type = status_skill2sc(skillid);
  2798. tsc = status_get_sc(bl);
  2799. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2800. if (src!=bl && type > -1 &&
  2801. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2802. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2803. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2804. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2805. map_freeblock_lock();
  2806. switch(skillid)
  2807. {
  2808. case HLIF_HEAL: //[orn]
  2809. case AL_HEAL:
  2810. {
  2811. int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
  2812. int heal_get_jobexp;
  2813. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2814. heal=0;
  2815. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2816. heal = heal*2;
  2817. if( tsc && tsc->count )
  2818. {
  2819. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2820. { //Bounce back heal
  2821. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2822. status_change_end(bl, SC_KAITE, -1);
  2823. if (src == bl)
  2824. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2825. else {
  2826. bl = src;
  2827. dstsd = sd;
  2828. }
  2829. } else
  2830. if (tsc->data[SC_BERSERK])
  2831. heal = 0; //Needed so that it actually displays 0 when healing.
  2832. }
  2833. heal_get_jobexp = status_heal(bl,heal,0,0);
  2834. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2835. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2836. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2837. if (heal_get_jobexp <= 0)
  2838. heal_get_jobexp = 1;
  2839. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2840. }
  2841. }
  2842. break;
  2843. case PR_REDEMPTIO:
  2844. if (sd && !(flag&1)) {
  2845. if (sd->status.party_id == 0) {
  2846. clif_skill_fail(sd,skillid,0,0);
  2847. break;
  2848. }
  2849. skill_area_temp[0] = 0;
  2850. party_foreachsamemap(skill_area_sub,
  2851. sd,skill_get_splash(skillid, skilllv),
  2852. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2853. skill_castend_nodamage_id);
  2854. if (skill_area_temp[0] == 0) {
  2855. clif_skill_fail(sd,skillid,0,0);
  2856. break;
  2857. }
  2858. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2859. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2860. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2861. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2862. clif_updatestatus(sd,SP_BASEEXP);
  2863. clif_updatestatus(sd,SP_JOBEXP);
  2864. }
  2865. status_set_hp(src, 1, 0);
  2866. status_set_sp(src, 0, 0);
  2867. break;
  2868. } else if (status_isdead(bl) && flag&1) { //Revive
  2869. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2870. skilllv = 3; //Resurrection level 3 is used
  2871. } else //Invalid target, skip resurrection.
  2872. break;
  2873. case ALL_RESURRECTION:
  2874. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2875. { //No reviving in WoE grounds!
  2876. clif_skill_fail(sd,skillid,0,0);
  2877. break;
  2878. }
  2879. if (!status_isdead(bl))
  2880. break;
  2881. {
  2882. int per = 0, sper = 0;
  2883. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2884. break;
  2885. switch(skilllv){
  2886. case 1: per=10; break;
  2887. case 2: per=30; break;
  2888. case 3: per=50; break;
  2889. case 4: per=80; break;
  2890. }
  2891. if(dstsd && dstsd->special_state.restart_full_recover)
  2892. per = sper = 100;
  2893. if (status_revive(bl, per, sper))
  2894. {
  2895. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2896. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2897. {
  2898. int exp = 0,jexp = 0;
  2899. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2900. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2901. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2902. if (exp < 1) exp = 1;
  2903. }
  2904. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2905. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2906. if (jexp < 1) jexp = 1;
  2907. }
  2908. if(exp > 0 || jexp > 0)
  2909. pc_gainexp (sd, bl, exp, jexp);
  2910. }
  2911. }
  2912. }
  2913. break;
  2914. case AL_DECAGI:
  2915. case MER_DECAGI:
  2916. clif_skill_nodamage (src, bl, skillid, skilllv,
  2917. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2918. break;
  2919. case AL_CRUCIS:
  2920. if (flag&1)
  2921. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2922. else {
  2923. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2924. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2925. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2926. }
  2927. break;
  2928. case PR_LEXDIVINA:
  2929. case MER_LEXDIVINA:
  2930. if( tsce )
  2931. status_change_end(bl,type, -1);
  2932. else
  2933. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2934. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2935. break;
  2936. case SA_ABRACADABRA:
  2937. {
  2938. int abra_skillid = 0, abra_skilllv;
  2939. do {
  2940. i = rand() % MAX_SKILL_ABRA_DB;
  2941. abra_skillid = skill_abra_db[i].skillid;
  2942. } while (abra_skillid == 0 ||
  2943. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2944. rand()%10000 >= skill_abra_db[i].per
  2945. );
  2946. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2947. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2948. if( sd )
  2949. {// player-casted
  2950. sd->state.abra_flag = 1;
  2951. sd->skillitem = abra_skillid;
  2952. sd->skillitemlv = abra_skilllv;
  2953. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2954. }
  2955. else
  2956. {// mob-casted
  2957. struct unit_data *ud = unit_bl2ud(src);
  2958. int inf = skill_get_inf(abra_skillid);
  2959. int target_id = 0;
  2960. if (!ud) break;
  2961. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2962. if (src->type == BL_PET)
  2963. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2964. if (!bl) bl = src;
  2965. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2966. } else { //Assume offensive skills
  2967. if (ud->target)
  2968. target_id = ud->target;
  2969. else switch (src->type) {
  2970. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2971. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2972. }
  2973. if (!target_id)
  2974. break;
  2975. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2976. bl = map_id2bl(target_id);
  2977. if (!bl) bl = src;
  2978. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2979. } else
  2980. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2981. }
  2982. }
  2983. }
  2984. break;
  2985. case SA_COMA:
  2986. clif_skill_nodamage(src,bl,skillid,skilllv,
  2987. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2988. break;
  2989. case SA_FULLRECOVERY:
  2990. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2991. if (status_isimmune(bl))
  2992. break;
  2993. status_percent_heal(bl, 100, 100);
  2994. break;
  2995. case NPC_ALLHEAL:
  2996. {
  2997. int heal;
  2998. if( status_isimmune(bl) )
  2999. break;
  3000. heal = status_percent_heal(bl, 100, 0);
  3001. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3002. if( skillid == NPC_ALLHEAL && dstmd )
  3003. { // Reset Damage Logs
  3004. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3005. dstmd->tdmg = 0;
  3006. }
  3007. }
  3008. break;
  3009. case SA_SUMMONMONSTER:
  3010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3011. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3012. break;
  3013. case SA_LEVELUP:
  3014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3015. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3016. break;
  3017. case SA_INSTANTDEATH:
  3018. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3019. status_set_hp(bl,1,0);
  3020. break;
  3021. case SA_QUESTION:
  3022. case SA_GRAVITY:
  3023. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3024. break;
  3025. case SA_CLASSCHANGE:
  3026. case SA_MONOCELL:
  3027. if (dstmd)
  3028. {
  3029. int class_;
  3030. if ( sd && dstmd->status.mode&MD_BOSS )
  3031. {
  3032. clif_skill_fail(sd,skillid,0,0);
  3033. break;
  3034. }
  3035. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3036. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3037. mob_class_change(dstmd,class_);
  3038. if( tsc && dstmd->status.mode&MD_BOSS )
  3039. {
  3040. 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 };
  3041. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3042. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  3043. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3044. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  3045. }
  3046. }
  3047. break;
  3048. case SA_DEATH:
  3049. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3050. {
  3051. clif_skill_fail(sd,skillid,0,0);
  3052. break;
  3053. }
  3054. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3055. status_kill(bl);
  3056. break;
  3057. case SA_REVERSEORCISH:
  3058. clif_skill_nodamage(src,bl,skillid,skilllv,
  3059. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3060. break;
  3061. case SA_FORTUNE:
  3062. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3063. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3064. break;
  3065. case SA_TAMINGMONSTER:
  3066. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3067. if (sd && dstmd) {
  3068. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3069. if( i < MAX_PET_DB )
  3070. pet_catch_process1(sd, dstmd->class_);
  3071. }
  3072. break;
  3073. case CR_PROVIDENCE:
  3074. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3075. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3076. clif_skill_fail(sd,skillid,0,0);
  3077. map_freeblock_unlock();
  3078. return 1;
  3079. }
  3080. }
  3081. clif_skill_nodamage(src,bl,skillid,skilllv,
  3082. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3083. break;
  3084. case CG_MARIONETTE:
  3085. {
  3086. struct status_change* sc = status_get_sc(src);
  3087. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3088. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3089. clif_skill_fail(sd,skillid,0,0);
  3090. map_freeblock_unlock();
  3091. return 1;
  3092. }
  3093. if( sc && tsc )
  3094. {
  3095. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3096. {
  3097. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3098. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3099. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3100. }
  3101. else
  3102. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3103. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3104. {
  3105. status_change_end(src, SC_MARIONETTE, -1);
  3106. status_change_end(bl, SC_MARIONETTE2, -1);
  3107. }
  3108. else
  3109. {
  3110. if( sd )
  3111. clif_skill_fail(sd,skillid,0,0);
  3112. map_freeblock_unlock();
  3113. return 1;
  3114. }
  3115. }
  3116. }
  3117. break;
  3118. case RG_CLOSECONFINE:
  3119. clif_skill_nodamage(src,bl,skillid,skilllv,
  3120. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3121. break;
  3122. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3123. case SA_FROSTWEAPON:
  3124. case SA_LIGHTNINGLOADER:
  3125. case SA_SEISMICWEAPON:
  3126. if (dstsd) {
  3127. if(dstsd->status.weapon == W_FIST ||
  3128. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3129. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3130. dstsd->sc.data[SC_FIREWEAPON] ||
  3131. dstsd->sc.data[SC_WATERWEAPON] ||
  3132. dstsd->sc.data[SC_WINDWEAPON] ||
  3133. dstsd->sc.data[SC_EARTHWEAPON] ||
  3134. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3135. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3136. dstsd->sc.data[SC_ENCPOISON]
  3137. ))
  3138. ) {
  3139. if (sd) clif_skill_fail(sd,skillid,0,0);
  3140. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3141. break;
  3142. }
  3143. }
  3144. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3145. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3146. if (sd)
  3147. clif_skill_fail(sd,skillid,0,0);
  3148. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3149. clif_displaymessage(sd->fd,"You broke target's weapon");
  3150. }
  3151. break;
  3152. case PR_ASPERSIO:
  3153. if (sd && dstmd) {
  3154. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3155. break;
  3156. }
  3157. clif_skill_nodamage(src,bl,skillid,skilllv,
  3158. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3159. break;
  3160. case ITEM_ENCHANTARMS:
  3161. clif_skill_nodamage(src,bl,skillid,skilllv,
  3162. sc_start2(bl,type,100,skilllv,
  3163. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3164. break;
  3165. case TK_SEVENWIND:
  3166. switch(skill_get_ele(skillid,skilllv)) {
  3167. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3168. case ELE_WIND : type = SC_WINDWEAPON; break;
  3169. case ELE_WATER : type = SC_WATERWEAPON; break;
  3170. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3171. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3172. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3173. case ELE_HOLY : type = SC_ASPERSIO; break;
  3174. }
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,
  3176. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3177. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3178. break;
  3179. case PR_KYRIE:
  3180. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3181. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3182. break;
  3183. //Passive Magnum, should had been casted on yourself.
  3184. case SM_MAGNUM:
  3185. case MS_MAGNUM:
  3186. skill_area_temp[1] = 0;
  3187. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3188. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3189. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3190. //Initiate 10% of your damage becomes fire element.
  3191. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3192. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3193. break;
  3194. case AL_INCAGI:
  3195. case AL_BLESSING:
  3196. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3197. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3198. break;
  3199. }
  3200. case PR_SLOWPOISON:
  3201. case PR_IMPOSITIO:
  3202. case PR_LEXAETERNA:
  3203. case PR_SUFFRAGIUM:
  3204. case PR_BENEDICTIO:
  3205. case LK_BERSERK:
  3206. case MS_BERSERK:
  3207. case KN_AUTOCOUNTER:
  3208. case KN_TWOHANDQUICKEN:
  3209. case KN_ONEHAND:
  3210. case MER_QUICKEN:
  3211. case CR_SPEARQUICKEN:
  3212. case CR_REFLECTSHIELD:
  3213. case MS_REFLECTSHIELD:
  3214. case AS_POISONREACT:
  3215. case MC_LOUD:
  3216. case MG_ENERGYCOAT:
  3217. case MO_EXPLOSIONSPIRITS:
  3218. case MO_STEELBODY:
  3219. case MO_BLADESTOP:
  3220. case LK_AURABLADE:
  3221. case LK_PARRYING:
  3222. case MS_PARRYING:
  3223. case LK_CONCENTRATION:
  3224. case WS_CARTBOOST:
  3225. case SN_SIGHT:
  3226. case WS_MELTDOWN:
  3227. case WS_OVERTHRUSTMAX:
  3228. case ST_REJECTSWORD:
  3229. case HW_MAGICPOWER:
  3230. case PF_MEMORIZE:
  3231. case PA_SACRIFICE:
  3232. case ASC_EDP:
  3233. case PF_DOUBLECASTING:
  3234. case SG_SUN_COMFORT:
  3235. case SG_MOON_COMFORT:
  3236. case SG_STAR_COMFORT:
  3237. case NPC_HALLUCINATION:
  3238. case GS_MADNESSCANCEL:
  3239. case GS_ADJUSTMENT:
  3240. case GS_INCREASING:
  3241. case NJ_KASUMIKIRI:
  3242. case NJ_UTSUSEMI:
  3243. case NJ_NEN:
  3244. case NPC_DEFENDER:
  3245. case NPC_MAGICMIRROR:
  3246. clif_skill_nodamage(src,bl,skillid,skilllv,
  3247. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3248. break;
  3249. case NPC_STOP:
  3250. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  3251. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  3252. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  3253. break;
  3254. case HP_ASSUMPTIO:
  3255. if( sd && dstmd )
  3256. clif_skill_fail(sd,skillid,0,0);
  3257. else
  3258. clif_skill_nodamage(src,bl,skillid,skilllv,
  3259. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3260. break;
  3261. case MG_SIGHT:
  3262. case MER_SIGHT:
  3263. case AL_RUWACH:
  3264. case WZ_SIGHTBLASTER:
  3265. case NPC_WIDESIGHT:
  3266. case NPC_STONESKIN:
  3267. case NPC_ANTIMAGIC:
  3268. clif_skill_nodamage(src,bl,skillid,skilllv,
  3269. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3270. break;
  3271. case HLIF_AVOID:
  3272. case HAMI_DEFENCE:
  3273. i = skill_get_time(skillid,skilllv);
  3274. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3275. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3276. break;
  3277. case NJ_BUNSINJYUTSU:
  3278. clif_skill_nodamage(src,bl,skillid,skilllv,
  3279. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3280. if (tsc && tsc->data[SC_NEN])
  3281. status_change_end(bl,SC_NEN,-1);
  3282. break;
  3283. /* Was modified to only affect targetted char. [Skotlex]
  3284. case HP_ASSUMPTIO:
  3285. if (flag&1)
  3286. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3287. else
  3288. {
  3289. map_foreachinrange(skill_area_sub, bl,
  3290. skill_get_splash(skillid, skilllv), BL_PC,
  3291. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3292. skill_castend_nodamage_id);
  3293. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3294. }
  3295. break;
  3296. */
  3297. case SM_ENDURE:
  3298. clif_skill_nodamage(src,bl,skillid,skilllv,
  3299. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3300. if (sd)
  3301. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3302. break;
  3303. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3304. if (sd && dstsd && dstsd->sc.count) {
  3305. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3306. dstsd->sc.data[SC_WATERWEAPON] ||
  3307. dstsd->sc.data[SC_WINDWEAPON] ||
  3308. dstsd->sc.data[SC_EARTHWEAPON] ||
  3309. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3310. dstsd->sc.data[SC_GHOSTWEAPON]
  3311. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3312. ) {
  3313. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3314. clif_skill_fail(sd,skillid,0,0);
  3315. break;
  3316. }
  3317. }
  3318. clif_skill_nodamage(src,bl,skillid,skilllv,
  3319. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3320. break;
  3321. case LK_TENSIONRELAX:
  3322. clif_skill_nodamage(src,bl,skillid,skilllv,
  3323. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3324. skill_get_time(skillid,skilllv)));
  3325. break;
  3326. case MC_CHANGECART:
  3327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3328. break;
  3329. case TK_MISSION:
  3330. if (sd) {
  3331. int id;
  3332. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3333. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3334. clif_skill_fail(sd,skillid,0,0);
  3335. break;
  3336. }
  3337. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3338. if (!id) {
  3339. clif_skill_fail(sd,skillid,0,0);
  3340. break;
  3341. }
  3342. sd->mission_mobid = id;
  3343. sd->mission_count = 0;
  3344. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3345. clif_mission_info(sd, id, 0);
  3346. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3347. }
  3348. break;
  3349. case AC_CONCENTRATION:
  3350. {
  3351. clif_skill_nodamage(src,bl,skillid,skilllv,
  3352. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3353. map_foreachinrange( status_change_timer_sub, src,
  3354. skill_get_splash(skillid, skilllv), BL_CHAR,
  3355. src,NULL,type,tick);
  3356. }
  3357. break;
  3358. case SM_PROVOKE:
  3359. case MER_PROVOKE:
  3360. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3361. {
  3362. map_freeblock_unlock();
  3363. return 1;
  3364. }
  3365. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3366. clif_skill_nodamage(src,bl,skillid,skilllv,
  3367. (i = sc_start(bl,type, 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl), skilllv, skill_get_time(skillid,skilllv))));
  3368. if( !i )
  3369. {
  3370. if( sd )
  3371. clif_skill_fail(sd,skillid,0,0);
  3372. map_freeblock_unlock();
  3373. return 0;
  3374. }
  3375. unit_skillcastcancel(bl, 2);
  3376. if( tsc && tsc->count )
  3377. {
  3378. if( tsc->data[SC_FREEZE] )
  3379. status_change_end(bl,SC_FREEZE,-1);
  3380. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3381. status_change_end(bl,SC_STONE,-1);
  3382. if( tsc->data[SC_SLEEP] )
  3383. status_change_end(bl,SC_SLEEP,-1);
  3384. }
  3385. if( dstmd )
  3386. {
  3387. dstmd->state.provoke_flag = src->id;
  3388. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3389. }
  3390. break;
  3391. case ML_DEVOTION:
  3392. case CR_DEVOTION:
  3393. {
  3394. int count, lv;
  3395. if( !dstsd )
  3396. { // Only players can be devoted
  3397. if( sd )
  3398. clif_skill_fail(sd, skillid, 0, 0);
  3399. break;
  3400. }
  3401. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3402. lv = -lv;
  3403. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3404. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3405. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3406. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3407. {
  3408. if( sd )
  3409. clif_skill_fail(sd,skillid,0,0);
  3410. map_freeblock_unlock();
  3411. return 1;
  3412. }
  3413. i = 0;
  3414. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3415. if( sd )
  3416. { // Player Devoting Player
  3417. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3418. if( i == count )
  3419. {
  3420. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3421. if( i == count )
  3422. { // No free slots, skill Fail
  3423. clif_skill_fail(sd, skillid, 0, 0);
  3424. map_freeblock_unlock();
  3425. return 1;
  3426. }
  3427. }
  3428. sd->devotion[i] = bl->id;
  3429. }
  3430. else
  3431. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3432. clif_skill_nodamage(src, bl, skillid, skilllv,
  3433. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3434. clif_devotion(src, NULL);
  3435. }
  3436. break;
  3437. case MO_CALLSPIRITS:
  3438. if(sd) {
  3439. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3440. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3441. }
  3442. break;
  3443. case CH_SOULCOLLECT:
  3444. if(sd) {
  3445. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3446. for (i = 0; i < 5; i++)
  3447. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3448. }
  3449. break;
  3450. case MO_KITRANSLATION:
  3451. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3452. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3453. }
  3454. break;
  3455. case TK_TURNKICK:
  3456. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3457. if (skill_area_temp[1] != bl->id) {
  3458. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3459. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3460. }
  3461. break;
  3462. case MO_ABSORBSPIRITS:
  3463. i = 0;
  3464. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3465. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3466. i = dstsd->spiritball * 7;
  3467. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3468. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3469. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3470. i = 2 * dstmd->level;
  3471. mob_target(dstmd,src,0);
  3472. }
  3473. if (i) status_heal(src, 0, i, 3);
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3475. break;
  3476. case AC_MAKINGARROW:
  3477. if(sd) {
  3478. clif_arrow_create_list(sd);
  3479. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3480. }
  3481. break;
  3482. case AM_PHARMACY:
  3483. if(sd) {
  3484. clif_skill_produce_mix_list(sd,22);
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3486. }
  3487. break;
  3488. case SA_CREATECON:
  3489. if(sd) {
  3490. clif_skill_produce_mix_list(sd,23);
  3491. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3492. }
  3493. break;
  3494. case BS_HAMMERFALL:
  3495. clif_skill_nodamage(src,bl,skillid,skilllv,
  3496. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3497. break;
  3498. case RG_RAID:
  3499. skill_area_temp[1] = 0;
  3500. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3501. map_foreachinrange(skill_area_sub, bl,
  3502. skill_get_splash(skillid, skilllv), splash_target(src),
  3503. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3504. skill_castend_damage_id);
  3505. status_change_end(src, SC_HIDING, -1);
  3506. break;
  3507. case ASC_METEORASSAULT:
  3508. case GS_SPREADATTACK:
  3509. case NPC_EARTHQUAKE:
  3510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3511. case NPC_HELLJUDGEMENT:
  3512. case NPC_PULSESTRIKE:
  3513. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3514. break;
  3515. case KN_BRANDISHSPEAR:
  3516. case ML_BRANDISH:
  3517. {
  3518. int c,n=4;
  3519. int dir = map_calc_dir(src,bl->x,bl->y);
  3520. struct square tc;
  3521. int x=bl->x,y=bl->y;
  3522. skill_brandishspear_first(&tc,dir,x,y);
  3523. skill_brandishspear_dir(&tc,dir,4);
  3524. skill_area_temp[1] = bl->id;
  3525. if(skilllv > 9){
  3526. for(c=1;c<4;c++){
  3527. map_foreachincell(skill_area_sub,
  3528. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3529. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3530. skill_castend_damage_id);
  3531. }
  3532. }
  3533. if(skilllv > 6){
  3534. skill_brandishspear_dir(&tc,dir,-1);
  3535. n--;
  3536. }else{
  3537. skill_brandishspear_dir(&tc,dir,-2);
  3538. n-=2;
  3539. }
  3540. if(skilllv > 3){
  3541. for(c=0;c<5;c++){
  3542. map_foreachincell(skill_area_sub,
  3543. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3544. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3545. skill_castend_damage_id);
  3546. if(skilllv > 6 && n==3 && c==4){
  3547. skill_brandishspear_dir(&tc,dir,-1);
  3548. n--;c=-1;
  3549. }
  3550. }
  3551. }
  3552. for(c=0;c<10;c++){
  3553. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3554. map_foreachincell(skill_area_sub,
  3555. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3556. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3557. skill_castend_damage_id);
  3558. }
  3559. }
  3560. break;
  3561. case WZ_SIGHTRASHER:
  3562. //Passive side of the attack.
  3563. status_change_end(src,SC_SIGHT,-1);
  3564. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3565. map_foreachinrange(skill_area_sub,src,
  3566. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3567. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3568. skill_castend_damage_id);
  3569. break;
  3570. case NJ_HYOUSYOURAKU:
  3571. case NJ_RAIGEKISAI:
  3572. case WZ_FROSTNOVA:
  3573. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3574. skill_area_temp[1] = 0;
  3575. map_foreachinrange(skill_attack_area, src,
  3576. skill_get_splash(skillid, skilllv), splash_target(src),
  3577. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3578. break;
  3579. case HVAN_EXPLOSION: //[orn]
  3580. case NPC_SELFDESTRUCTION:
  3581. //Self Destruction hits everyone in range (allies+enemies)
  3582. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3583. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3584. BCT_ENEMY:BCT_ALL;
  3585. clif_skill_nodamage(src, src, skillid, -1, 1);
  3586. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3587. map_foreachinrange(skill_area_sub, bl,
  3588. skill_get_splash(skillid, skilllv), splash_target(src),
  3589. src, skillid, skilllv, tick, flag|i,
  3590. skill_castend_damage_id);
  3591. map_addblock(src);
  3592. status_damage(src, src, sstatus->max_hp,0,0,1);
  3593. break;
  3594. case AL_ANGELUS:
  3595. case PR_MAGNIFICAT:
  3596. case PR_GLORIA:
  3597. case SN_WINDWALK:
  3598. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3599. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3600. else if( sd )
  3601. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3602. break;
  3603. case MER_MAGNIFICAT:
  3604. if( mer != NULL )
  3605. {
  3606. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3607. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3608. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3609. else if( mer->master && !(flag&1) )
  3610. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3611. }
  3612. break;
  3613. case BS_ADRENALINE:
  3614. case BS_ADRENALINE2:
  3615. case BS_WEAPONPERFECT:
  3616. case BS_OVERTHRUST:
  3617. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3618. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3619. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3620. } else if (sd) {
  3621. party_foreachsamemap(skill_area_sub,
  3622. sd,skill_get_splash(skillid, skilllv),
  3623. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3624. skill_castend_nodamage_id);
  3625. }
  3626. break;
  3627. case BS_MAXIMIZE:
  3628. case NV_TRICKDEAD:
  3629. case CR_DEFENDER:
  3630. case ML_DEFENDER:
  3631. case CR_AUTOGUARD:
  3632. case ML_AUTOGUARD:
  3633. case TK_READYSTORM:
  3634. case TK_READYDOWN:
  3635. case TK_READYTURN:
  3636. case TK_READYCOUNTER:
  3637. case TK_DODGE:
  3638. case CR_SHRINK:
  3639. case ST_PRESERVE:
  3640. case SG_FUSION:
  3641. case GS_GATLINGFEVER:
  3642. if( tsce )
  3643. i = status_change_end(bl, type, -1);
  3644. else
  3645. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3646. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3647. break;
  3648. case SL_KAITE:
  3649. case SL_KAAHI:
  3650. case SL_KAIZEL:
  3651. case SL_KAUPE:
  3652. if (sd) {
  3653. if (!dstsd || !(
  3654. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3655. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3656. dstsd->status.char_id == sd->status.char_id ||
  3657. dstsd->status.char_id == sd->status.partner_id ||
  3658. dstsd->status.char_id == sd->status.child
  3659. )) {
  3660. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3661. clif_skill_fail(sd,skillid,0,0);
  3662. break;
  3663. }
  3664. }
  3665. clif_skill_nodamage(src,bl,skillid,skilllv,
  3666. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3667. break;
  3668. case SM_AUTOBERSERK:
  3669. case MER_AUTOBERSERK:
  3670. if( tsce )
  3671. i = status_change_end(bl, type, -1);
  3672. else
  3673. i = sc_start(bl,type,100,skilllv,60000);
  3674. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3675. break;
  3676. case TF_HIDING:
  3677. case ST_CHASEWALK:
  3678. if (tsce)
  3679. i = status_change_end(bl, type, -1);
  3680. else
  3681. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3682. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3683. break;
  3684. case TK_RUN:
  3685. if (tsce)
  3686. clif_skill_nodamage(src,bl,skillid,skilllv,
  3687. status_change_end(bl, type, -1));
  3688. else {
  3689. clif_skill_nodamage(src,bl,skillid,skilllv,
  3690. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3691. // If the client receives a skill-use packet inmediately before
  3692. // a walkok packet, it will discard the walk packet! [Skotlex]
  3693. // So aegis has to resend the walk ok.
  3694. if (sd) clif_walkok(sd);
  3695. }
  3696. break;
  3697. case AS_CLOAKING:
  3698. if( !tsce )
  3699. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3700. else
  3701. i = status_change_end(bl, type, -1);
  3702. if( i )
  3703. clif_skill_nodamage(src,bl,skillid,-1,i);
  3704. else
  3705. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3706. break;
  3707. case BD_ADAPTATION:
  3708. if(tsc && tsc->data[SC_DANCING]){
  3709. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3710. skill_stop_dancing(bl);
  3711. }
  3712. break;
  3713. case BA_FROSTJOKER:
  3714. case DC_SCREAM:
  3715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3716. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3717. if (md) {
  3718. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3719. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3720. char temp[70];
  3721. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3722. clif_message(&md->bl,temp);
  3723. }
  3724. break;
  3725. case BA_PANGVOICE:
  3726. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3727. break;
  3728. case DC_WINKCHARM:
  3729. if( dstsd )
  3730. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3731. else
  3732. if( dstmd )
  3733. {
  3734. if( status_get_lv(src) > status_get_lv(bl)
  3735. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3736. && !(tstatus->mode&MD_BOSS) )
  3737. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3738. else
  3739. {
  3740. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3741. if(sd) clif_skill_fail(sd,skillid,0,0);
  3742. }
  3743. }
  3744. break;
  3745. case TF_STEAL:
  3746. if(sd) {
  3747. if(pc_steal_item(sd,bl,skilllv))
  3748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3749. else
  3750. clif_skill_fail(sd,skillid,0x0a,0);
  3751. }
  3752. break;
  3753. case RG_STEALCOIN:
  3754. if(sd) {
  3755. if(pc_steal_coin(sd,bl))
  3756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3757. else
  3758. clif_skill_fail(sd,skillid,0,0);
  3759. }
  3760. break;
  3761. case MG_STONECURSE:
  3762. {
  3763. if (tstatus->mode&MD_BOSS) {
  3764. if (sd) clif_skill_fail(sd,skillid,0,0);
  3765. break;
  3766. }
  3767. if(status_isimmune(bl) || !tsc)
  3768. break;
  3769. if (dstmd)
  3770. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3771. if (tsc->data[SC_STONE]) {
  3772. status_change_end(bl,SC_STONE,-1);
  3773. if (sd) clif_skill_fail(sd,skillid,0,0);
  3774. break;
  3775. }
  3776. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3777. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3778. skill_get_time2(skillid,skilllv)))
  3779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3780. else if(sd) {
  3781. clif_skill_fail(sd,skillid,0,0);
  3782. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3783. if (skilllv > 5)
  3784. { // not to consume items
  3785. map_freeblock_unlock();
  3786. return 0;
  3787. }
  3788. }
  3789. }
  3790. break;
  3791. case NV_FIRSTAID:
  3792. clif_skill_nodamage(src,bl,skillid,5,1);
  3793. status_heal(bl,5,0,0);
  3794. break;
  3795. case AL_CURE:
  3796. if(status_isimmune(bl)) {
  3797. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3798. break;
  3799. }
  3800. status_change_end(bl, SC_SILENCE , -1 );
  3801. status_change_end(bl, SC_BLIND , -1 );
  3802. status_change_end(bl, SC_CONFUSION, -1 );
  3803. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3804. break;
  3805. case TF_DETOXIFY:
  3806. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3807. status_change_end(bl, SC_POISON , -1 );
  3808. status_change_end(bl, SC_DPOISON , -1 );
  3809. break;
  3810. case PR_STRECOVERY:
  3811. if(status_isimmune(bl)) {
  3812. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3813. break;
  3814. }
  3815. if (tsc && tsc->opt1) {
  3816. status_change_end(bl, SC_FREEZE, -1 );
  3817. status_change_end(bl, SC_STONE, -1 );
  3818. status_change_end(bl, SC_SLEEP, -1 );
  3819. status_change_end(bl, SC_STUN, -1 );
  3820. }
  3821. //Is this equation really right? It looks so... special.
  3822. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3823. {
  3824. status_change_start(bl, SC_BLIND,
  3825. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3826. 1,0,0,0,
  3827. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3828. }
  3829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3830. if(dstmd)
  3831. mob_unlocktarget(dstmd,tick);
  3832. break;
  3833. // Mercenary Supportive Skills
  3834. case MER_BENEDICTION:
  3835. status_change_end(bl, SC_CURSE, -1);
  3836. status_change_end(bl, SC_BLIND, -1);
  3837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3838. break;
  3839. case MER_COMPRESS:
  3840. status_change_end(bl, SC_BLEEDING, -1);
  3841. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3842. break;
  3843. case MER_MENTALCURE:
  3844. status_change_end(bl, SC_CONFUSION, -1);
  3845. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3846. break;
  3847. case MER_RECUPERATE:
  3848. status_change_end(bl, SC_POISON, -1);
  3849. status_change_end(bl, SC_SILENCE, -1);
  3850. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3851. break;
  3852. case MER_REGAIN:
  3853. status_change_end(bl, SC_SLEEP, -1);
  3854. status_change_end(bl, SC_STUN, -1);
  3855. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3856. break;
  3857. case MER_TENDER:
  3858. status_change_end(bl, SC_FREEZE, -1);
  3859. status_change_end(bl, SC_STONE, -1);
  3860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3861. break;
  3862. case MER_SCAPEGOAT:
  3863. if( mer && mer->master )
  3864. {
  3865. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3866. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3867. }
  3868. break;
  3869. case MER_ESTIMATION:
  3870. if( !mer )
  3871. break;
  3872. sd = mer->master;
  3873. case WZ_ESTIMATION:
  3874. if( sd == NULL )
  3875. break;
  3876. if( dstsd )
  3877. { // Fail on Players
  3878. clif_skill_fail(sd,skillid,0,0);
  3879. break;
  3880. }
  3881. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3882. break; // Cannot be Used on Emperium
  3883. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3884. clif_skill_estimation(sd, bl);
  3885. if( skillid == MER_ESTIMATION )
  3886. sd = NULL;
  3887. break;
  3888. case BS_REPAIRWEAPON:
  3889. if(sd && dstsd)
  3890. clif_item_repair_list(sd,dstsd);
  3891. break;
  3892. case MC_IDENTIFY:
  3893. if(sd)
  3894. clif_item_identify_list(sd);
  3895. break;
  3896. // Weapon Refining [Celest]
  3897. case WS_WEAPONREFINE:
  3898. if(sd)
  3899. clif_item_refine_list(sd);
  3900. break;
  3901. case MC_VENDING:
  3902. if(sd)
  3903. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3904. if ( !pc_can_give_items(pc_isGM(sd)) )
  3905. clif_skill_fail(sd,skillid,0,0);
  3906. else
  3907. clif_openvendingreq(sd,2+skilllv);
  3908. }
  3909. break;
  3910. case AL_TELEPORT:
  3911. if(sd)
  3912. {
  3913. if (map[bl->m].flag.noteleport) {
  3914. clif_skill_teleportmessage(sd,0);
  3915. break;
  3916. }
  3917. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3918. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3919. break;
  3920. }
  3921. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3922. if(skilllv == 1) {
  3923. // possibility to skip menu [LuzZza]
  3924. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3925. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3926. else
  3927. pc_randomwarp(sd,3);
  3928. } else {
  3929. if (sd->skillitem != AL_TELEPORT)
  3930. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3931. else //Autocasted Teleport level 2??
  3932. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3933. }
  3934. } else
  3935. unit_warp(bl,-1,-1,-1,3);
  3936. break;
  3937. case NPC_EXPULSION:
  3938. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3939. unit_warp(bl,-1,-1,-1,3);
  3940. break;
  3941. case AL_HOLYWATER:
  3942. if(sd) {
  3943. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3944. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3945. else
  3946. clif_skill_fail(sd,skillid,0,0);
  3947. }
  3948. break;
  3949. case TF_PICKSTONE:
  3950. if(sd) {
  3951. int eflag;
  3952. struct item item_tmp;
  3953. struct block_list tbl;
  3954. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3955. memset(&item_tmp,0,sizeof(item_tmp));
  3956. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3957. item_tmp.nameid = ITEMID_STONE;
  3958. item_tmp.identify = 1;
  3959. tbl.id = 0;
  3960. clif_takeitem(&sd->bl,&tbl);
  3961. eflag = pc_additem(sd,&item_tmp,1);
  3962. if(eflag) {
  3963. clif_additem(sd,0,0,eflag);
  3964. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3965. }
  3966. }
  3967. break;
  3968. case ASC_CDP:
  3969. if(sd) {
  3970. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3971. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3972. }
  3973. break;
  3974. case RG_STRIPWEAPON:
  3975. case RG_STRIPSHIELD:
  3976. case RG_STRIPARMOR:
  3977. case RG_STRIPHELM:
  3978. case ST_FULLSTRIP:
  3979. {
  3980. unsigned short location = 0;
  3981. int d = 0;
  3982. //Rate in percent
  3983. if ( skillid == ST_FULLSTRIP ) {
  3984. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  3985. } else {
  3986. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  3987. }
  3988. if (i < 5) i = 5; //Minimum rate 5%
  3989. //Duration in ms
  3990. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  3991. if (d < 0) d = 0; //Minimum duration 0ms
  3992. switch (skillid) {
  3993. case RG_STRIPWEAPON:
  3994. location = EQP_WEAPON;
  3995. break;
  3996. case RG_STRIPSHIELD:
  3997. location = EQP_SHIELD;
  3998. break;
  3999. case RG_STRIPARMOR:
  4000. location = EQP_ARMOR;
  4001. break;
  4002. case RG_STRIPHELM:
  4003. location = EQP_HELM;
  4004. break;
  4005. case ST_FULLSTRIP:
  4006. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4007. break;
  4008. }
  4009. //Attempts to strip at rate i and duration d
  4010. if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
  4011. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4012. }
  4013. break;
  4014. case AM_BERSERKPITCHER:
  4015. case AM_POTIONPITCHER:
  4016. {
  4017. int i,x,hp = 0,sp = 0,bonus=100;
  4018. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4019. {
  4020. map_freeblock_unlock();
  4021. return 1;
  4022. }
  4023. if( sd )
  4024. {
  4025. x = skilllv%11 - 1;
  4026. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4027. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4028. {
  4029. clif_skill_fail(sd,skillid,0,0);
  4030. map_freeblock_unlock();
  4031. return 1;
  4032. }
  4033. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4034. {
  4035. clif_skill_fail(sd,skillid,0,0);
  4036. map_freeblock_unlock();
  4037. return 1;
  4038. }
  4039. if( skillid == AM_BERSERKPITCHER )
  4040. {
  4041. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4042. {
  4043. clif_skill_fail(sd,skillid,0,0);
  4044. map_freeblock_unlock();
  4045. return 1;
  4046. }
  4047. }
  4048. potion_flag = 1;
  4049. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4050. potion_target = bl->id;
  4051. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4052. potion_flag = potion_target = 0;
  4053. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4054. bonus += sd->status.base_level;
  4055. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4056. {
  4057. hp = tstatus->max_hp * potion_per_hp / 100;
  4058. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4059. if( dstsd )
  4060. {
  4061. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4062. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4063. }
  4064. }
  4065. else
  4066. {
  4067. if( potion_hp > 0 )
  4068. {
  4069. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4070. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4071. if( dstsd )
  4072. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4073. }
  4074. if( potion_sp > 0 )
  4075. {
  4076. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4077. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4078. if( dstsd )
  4079. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4080. }
  4081. }
  4082. if (sd->itemgrouphealrate[IG_POTION]>0)
  4083. {
  4084. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4085. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4086. }
  4087. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4088. {
  4089. hp += hp * i / 100;
  4090. sp += sp * i / 100;
  4091. }
  4092. }
  4093. else
  4094. {
  4095. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4096. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4097. if( dstsd )
  4098. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4099. }
  4100. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4101. {
  4102. hp += hp * i / 100;
  4103. sp += sp * i / 100;
  4104. }
  4105. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4106. {
  4107. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4108. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4109. }
  4110. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4111. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4112. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4113. if( sp > 0 )
  4114. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4115. status_heal(bl,hp,sp,0);
  4116. }
  4117. break;
  4118. case AM_CP_WEAPON:
  4119. case AM_CP_SHIELD:
  4120. case AM_CP_ARMOR:
  4121. case AM_CP_HELM:
  4122. {
  4123. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4124. if(tsc && tsc->data[scid])
  4125. status_change_end(bl, scid, -1 );
  4126. clif_skill_nodamage(src,bl,skillid,skilllv,
  4127. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4128. }
  4129. break;
  4130. case AM_TWILIGHT1:
  4131. if (sd) {
  4132. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4133. //Prepare 200 White Potions.
  4134. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4135. clif_skill_fail(sd,skillid,0,0);
  4136. }
  4137. break;
  4138. case AM_TWILIGHT2:
  4139. if (sd) {
  4140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4141. //Prepare 200 Slim White Potions.
  4142. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4143. clif_skill_fail(sd,skillid,0,0);
  4144. }
  4145. break;
  4146. case AM_TWILIGHT3:
  4147. if (sd) {
  4148. //check if you can produce all three, if not, then fail:
  4149. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4150. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4151. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4152. ) {
  4153. clif_skill_fail(sd,skillid,0,0);
  4154. break;
  4155. }
  4156. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4157. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4158. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4159. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4160. }
  4161. break;
  4162. case SA_DISPELL:
  4163. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4164. {
  4165. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4166. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4167. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4168. || rand()%100 >= 50+10*skilllv)
  4169. {
  4170. if (sd)
  4171. clif_skill_fail(sd,skillid,0,0);
  4172. break;
  4173. }
  4174. if(status_isimmune(bl) || !tsc || !tsc->count)
  4175. break;
  4176. for(i=0;i<SC_MAX;i++)
  4177. {
  4178. if (!tsc->data[i])
  4179. continue;
  4180. switch (i) {
  4181. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4182. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4183. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4184. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4185. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4186. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4187. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4188. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4189. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4190. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4191. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4192. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4193. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4194. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4195. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4196. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4197. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4198. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4199. continue;
  4200. case SC_ASSUMPTIO:
  4201. if( bl->type == BL_MOB )
  4202. continue;
  4203. break;
  4204. }
  4205. 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.
  4206. status_change_end(bl,(sc_type)i,-1);
  4207. }
  4208. break;
  4209. }
  4210. //Affect all targets on splash area.
  4211. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4212. src, skillid, skilllv, tick, flag|1,
  4213. skill_castend_damage_id);
  4214. break;
  4215. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4216. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4217. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4218. break;
  4219. case TK_HIGHJUMP:
  4220. {
  4221. int x,y, dir = unit_getdir(src);
  4222. //Fails on noteleport maps, except for vs maps [Skotlex]
  4223. if(map[src->m].flag.noteleport &&
  4224. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4225. ) {
  4226. x = src->x;
  4227. y = src->y;
  4228. } else {
  4229. x = src->x + dirx[dir]*skilllv*2;
  4230. y = src->y + diry[dir]*skilllv*2;
  4231. }
  4232. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4233. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4234. clif_slide(src,x,y);
  4235. unit_movepos(src, x, y, 1, 0);
  4236. }
  4237. }
  4238. break;
  4239. case SA_CASTCANCEL:
  4240. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4241. unit_skillcastcancel(src,1);
  4242. if(sd) {
  4243. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4244. sp = sp * (90 - (skilllv-1)*20) / 100;
  4245. if(sp < 0) sp = 0;
  4246. status_zap(src, 0, sp);
  4247. }
  4248. break;
  4249. case SA_SPELLBREAKER:
  4250. {
  4251. int sp;
  4252. if(tsc && tsc->data[SC_MAGICROD]) {
  4253. sp = skill_get_sp(skillid,skilllv);
  4254. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4255. if(sp < 1) sp = 1;
  4256. status_heal(bl,0,sp,2);
  4257. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4258. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4259. } else {
  4260. struct unit_data *ud = unit_bl2ud(bl);
  4261. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4262. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4263. bl_skillid = ud->skillid;
  4264. bl_skilllv = ud->skilllv;
  4265. if (tstatus->mode & MD_BOSS)
  4266. { //Only 10% success chance against bosses. [Skotlex]
  4267. if (rand()%100 < 90)
  4268. {
  4269. if (sd) clif_skill_fail(sd,skillid,0,0);
  4270. break;
  4271. }
  4272. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4273. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4275. unit_skillcastcancel(bl,0);
  4276. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4277. status_zap(bl, hp, sp);
  4278. if (hp && skilllv >= 5)
  4279. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4280. else
  4281. hp = 0;
  4282. if (sp) //Recover some of the SP used
  4283. sp = sp*(25*(skilllv-1))/100;
  4284. if(hp || sp)
  4285. status_heal(src, hp, sp, 2);
  4286. }
  4287. }
  4288. break;
  4289. case SA_MAGICROD:
  4290. //It activates silently, no use animation.
  4291. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4292. break;
  4293. case SA_AUTOSPELL:
  4294. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4295. if(sd)
  4296. clif_autospell(sd,skilllv);
  4297. else {
  4298. int maxlv=1,spellid=0;
  4299. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4300. if(skilllv >= 10) {
  4301. spellid = MG_FROSTDIVER;
  4302. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4303. // maxlv = 10;
  4304. // else
  4305. maxlv = skilllv - 9;
  4306. }
  4307. else if(skilllv >=8) {
  4308. spellid = MG_FIREBALL;
  4309. maxlv = skilllv - 7;
  4310. }
  4311. else if(skilllv >=5) {
  4312. spellid = MG_SOULSTRIKE;
  4313. maxlv = skilllv - 4;
  4314. }
  4315. else if(skilllv >=2) {
  4316. int i = rand()%3;
  4317. spellid = spellarray[i];
  4318. maxlv = skilllv - 1;
  4319. }
  4320. else if(skilllv > 0) {
  4321. spellid = MG_NAPALMBEAT;
  4322. maxlv = 3;
  4323. }
  4324. if(spellid > 0)
  4325. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4326. skill_get_time(SA_AUTOSPELL,skilllv));
  4327. }
  4328. break;
  4329. case BS_GREED:
  4330. if(sd){
  4331. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4332. map_foreachinrange(skill_greed,bl,
  4333. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4334. }
  4335. break;
  4336. case SA_ELEMENTWATER:
  4337. case SA_ELEMENTFIRE:
  4338. case SA_ELEMENTGROUND:
  4339. case SA_ELEMENTWIND:
  4340. if(sd && !dstmd) //Only works on monsters.
  4341. break;
  4342. if(tstatus->mode&MD_BOSS)
  4343. break;
  4344. case NPC_ATTRICHANGE:
  4345. case NPC_CHANGEWATER:
  4346. case NPC_CHANGEGROUND:
  4347. case NPC_CHANGEFIRE:
  4348. case NPC_CHANGEWIND:
  4349. case NPC_CHANGEPOISON:
  4350. case NPC_CHANGEHOLY:
  4351. case NPC_CHANGEDARKNESS:
  4352. case NPC_CHANGETELEKINESIS:
  4353. clif_skill_nodamage(src,bl,skillid,skilllv,
  4354. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4355. skill_get_time(skillid, skilllv)));
  4356. break;
  4357. case NPC_CHANGEUNDEAD:
  4358. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4359. //TO-DO This is ugly, fix it
  4360. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  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_PROVOCATION:
  4366. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4367. if (md) mob_unlocktarget(md, tick);
  4368. break;
  4369. case NPC_KEEPING:
  4370. case NPC_BARRIER:
  4371. {
  4372. int skill_time = skill_get_time(skillid,skilllv);
  4373. struct unit_data *ud = unit_bl2ud(bl);
  4374. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4375. sc_start(bl,type,100,skilllv,skill_time))
  4376. && ud) { //Disable attacking/acting/moving for skill's duration.
  4377. ud->attackabletime =
  4378. ud->canact_tick =
  4379. ud->canmove_tick = tick + skill_time;
  4380. }
  4381. }
  4382. break;
  4383. case NPC_REBIRTH:
  4384. if( md && md->state.rebirth )
  4385. break; // only works once
  4386. sc_start(bl,type,100,skilllv,-1);
  4387. break;
  4388. case NPC_DARKBLESSING:
  4389. clif_skill_nodamage(src,bl,skillid,skilllv,
  4390. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4391. break;
  4392. case NPC_LICK:
  4393. status_zap(bl, 0, 100);
  4394. clif_skill_nodamage(src,bl,skillid,skilllv,
  4395. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4396. break;
  4397. case NPC_SUICIDE:
  4398. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4399. status_kill(src); //When suiciding, neither exp nor drops is given.
  4400. break;
  4401. case NPC_SUMMONSLAVE:
  4402. case NPC_SUMMONMONSTER:
  4403. if(md && md->skillidx >= 0)
  4404. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4405. break;
  4406. case NPC_CALLSLAVE:
  4407. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4408. break;
  4409. case NPC_RANDOMMOVE:
  4410. if (md) {
  4411. md->next_walktime = tick - 1;
  4412. mob_randomwalk(md,tick);
  4413. }
  4414. break;
  4415. case NPC_SPEEDUP:
  4416. {
  4417. // or does it increase casting rate? just a guess xD
  4418. int i = SC_ASPDPOTION0 + skilllv - 1;
  4419. if (i > SC_ASPDPOTION3)
  4420. i = SC_ASPDPOTION3;
  4421. clif_skill_nodamage(src,bl,skillid,skilllv,
  4422. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4423. }
  4424. break;
  4425. case NPC_REVENGE:
  4426. // not really needed... but adding here anyway ^^
  4427. if (md && md->master_id > 0) {
  4428. struct block_list *mbl, *tbl;
  4429. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4430. (tbl = battle_gettargeted(mbl)) == NULL)
  4431. break;
  4432. md->state.provoke_flag = tbl->id;
  4433. mob_target(md, tbl, sstatus->rhw.range);
  4434. }
  4435. break;
  4436. case NPC_RUN:
  4437. {
  4438. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4439. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4440. unit_stop_attack(src);
  4441. //Run skillv tiles overriding the can-move check.
  4442. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4443. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4444. }
  4445. break;
  4446. case NPC_TRANSFORMATION:
  4447. case NPC_METAMORPHOSIS:
  4448. if(md && md->skillidx >= 0) {
  4449. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4450. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4451. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4452. if (class_) mob_class_change(md, class_);
  4453. }
  4454. break;
  4455. case NPC_EMOTION_ON:
  4456. case NPC_EMOTION:
  4457. //va[0] is the emotion to use.
  4458. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4459. //val[1] 'sets' the mode
  4460. //val[2] adds to the current mode
  4461. //val[3] removes from the current mode
  4462. //val[4] if set, asks to delete the previous mode change.
  4463. if(md && md->skillidx >= 0 && tsc)
  4464. {
  4465. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4466. if(md->db->skill[md->skillidx].val[4] && tsce)
  4467. status_change_end(bl, type, -1);
  4468. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4469. sc_start4(src, type, 100, skilllv,
  4470. md->db->skill[md->skillidx].val[1],
  4471. md->db->skill[md->skillidx].val[2],
  4472. md->db->skill[md->skillidx].val[3],
  4473. skill_get_time(skillid, skilllv));
  4474. }
  4475. break;
  4476. case NPC_POWERUP:
  4477. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4478. clif_skill_nodamage(src,bl,skillid,skilllv,
  4479. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4480. break;
  4481. case NPC_AGIUP:
  4482. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4483. clif_skill_nodamage(src,bl,skillid,skilllv,
  4484. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4485. break;
  4486. case NPC_INVISIBLE:
  4487. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4488. clif_skill_nodamage(src,bl,skillid,skilllv,
  4489. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4490. break;
  4491. case NPC_SIEGEMODE:
  4492. // not sure what it does
  4493. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4494. break;
  4495. case WE_MALE:
  4496. {
  4497. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4498. 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]
  4499. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4500. }
  4501. break;
  4502. case WE_FEMALE:
  4503. {
  4504. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4505. 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]
  4506. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4507. }
  4508. break;
  4509. // parent-baby skills
  4510. case WE_BABY:
  4511. if(sd){
  4512. struct map_session_data *f_sd = pc_get_father(sd);
  4513. struct map_session_data *m_sd = pc_get_mother(sd);
  4514. // if neither was found
  4515. if(!f_sd && !m_sd){
  4516. clif_skill_fail(sd,skillid,0,0);
  4517. map_freeblock_unlock();
  4518. return 0;
  4519. }
  4520. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4521. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4522. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4523. }
  4524. break;
  4525. case PF_HPCONVERSION:
  4526. {
  4527. int hp, sp;
  4528. hp = sstatus->max_hp/10;
  4529. sp = hp * 10 * skilllv / 100;
  4530. if (!status_charge(src,hp,0)) {
  4531. if (sd) clif_skill_fail(sd,skillid,0,0);
  4532. break;
  4533. }
  4534. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4535. status_heal(bl,0,sp,2);
  4536. }
  4537. break;
  4538. case MA_REMOVETRAP:
  4539. case HT_REMOVETRAP:
  4540. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4541. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4542. {
  4543. struct skill_unit* su;
  4544. struct skill_unit_group* sg;
  4545. su = BL_CAST(BL_SKILL, bl);
  4546. // Mercenaries can remove any trap
  4547. // Players can only remove their own traps or traps on Vs maps.
  4548. 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) )
  4549. {
  4550. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4551. { // prevent picking up expired traps
  4552. if( battle_config.skill_removetrap_type )
  4553. { // get back all items used to deploy the trap
  4554. for( i = 0; i < 10; i++ )
  4555. {
  4556. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4557. {
  4558. int flag;
  4559. struct item item_tmp;
  4560. memset(&item_tmp,0,sizeof(item_tmp));
  4561. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4562. item_tmp.identify = 1;
  4563. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4564. {
  4565. clif_additem(sd,0,0,flag);
  4566. 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);
  4567. }
  4568. }
  4569. }
  4570. }
  4571. else
  4572. { // get back 1 trap
  4573. struct item item_tmp;
  4574. memset(&item_tmp,0,sizeof(item_tmp));
  4575. item_tmp.nameid = ITEMID_TRAP;
  4576. item_tmp.identify = 1;
  4577. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4578. {
  4579. clif_additem(sd,0,0,flag);
  4580. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4581. }
  4582. }
  4583. }
  4584. skill_delunit(su);
  4585. }
  4586. }
  4587. break;
  4588. case HT_SPRINGTRAP:
  4589. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4590. {
  4591. struct skill_unit *su=NULL;
  4592. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4593. switch(su->group->unit_id){
  4594. case UNT_ANKLESNARE: // ankle snare
  4595. if (su->group->val2 != 0)
  4596. // if it is already trapping something don't spring it,
  4597. // remove trap should be used instead
  4598. break;
  4599. // otherwise fallthrough to below
  4600. case UNT_BLASTMINE:
  4601. case UNT_SKIDTRAP:
  4602. case UNT_LANDMINE:
  4603. case UNT_SHOCKWAVE:
  4604. case UNT_SANDMAN:
  4605. case UNT_FLASHER:
  4606. case UNT_FREEZINGTRAP:
  4607. case UNT_CLAYMORETRAP:
  4608. case UNT_TALKIEBOX:
  4609. su->group->unit_id = UNT_USED_TRAPS;
  4610. clif_changetraplook(bl, UNT_USED_TRAPS);
  4611. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4612. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4613. }
  4614. }
  4615. }
  4616. break;
  4617. case BD_ENCORE:
  4618. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4619. if(sd)
  4620. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4621. break;
  4622. case AS_SPLASHER:
  4623. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4624. if (sd) clif_skill_fail(sd,skillid,0,0);
  4625. map_freeblock_unlock();
  4626. return 1;
  4627. }
  4628. clif_skill_nodamage(src,bl,skillid,skilllv,
  4629. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4630. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4631. break;
  4632. case PF_MINDBREAKER:
  4633. {
  4634. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4635. {
  4636. map_freeblock_unlock();
  4637. return 1;
  4638. }
  4639. if (tsce)
  4640. { //HelloKitty2 (?) explained that this silently fails when target is
  4641. //already inflicted. [Skotlex]
  4642. map_freeblock_unlock();
  4643. return 1;
  4644. }
  4645. //Has a 55% + skilllv*5% success chance.
  4646. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4647. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4648. {
  4649. if (sd) clif_skill_fail(sd,skillid,0,0);
  4650. map_freeblock_unlock();
  4651. return 0;
  4652. }
  4653. unit_skillcastcancel(bl,0);
  4654. if(tsc && tsc->count){
  4655. if(tsc->data[SC_FREEZE])
  4656. status_change_end(bl,SC_FREEZE,-1);
  4657. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4658. status_change_end(bl,SC_STONE,-1);
  4659. if(tsc->data[SC_SLEEP])
  4660. status_change_end(bl,SC_SLEEP,-1);
  4661. }
  4662. if(dstmd)
  4663. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4664. }
  4665. break;
  4666. case PF_SOULCHANGE:
  4667. {
  4668. unsigned int sp1 = 0, sp2 = 0;
  4669. if (dstmd) {
  4670. if (dstmd->state.soul_change_flag) {
  4671. if(sd) clif_skill_fail(sd,skillid,0,0);
  4672. break;
  4673. }
  4674. dstmd->state.soul_change_flag = 1;
  4675. sp2 = sstatus->max_sp * 3 /100;
  4676. status_heal(src, 0, sp2, 2);
  4677. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4678. break;
  4679. }
  4680. sp1 = sstatus->sp;
  4681. sp2 = tstatus->sp;
  4682. status_set_sp(src, sp2, 3);
  4683. status_set_sp(bl, sp1, 3);
  4684. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4685. }
  4686. break;
  4687. // Slim Pitcher
  4688. case CR_SLIMPITCHER:
  4689. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4690. break;
  4691. if (potion_hp || potion_sp) {
  4692. int hp = potion_hp, sp = potion_sp;
  4693. hp = hp * (100 + (tstatus->vit<<1))/100;
  4694. sp = sp * (100 + (tstatus->int_<<1))/100;
  4695. if (dstsd) {
  4696. if (hp)
  4697. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4698. if (sp)
  4699. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4700. }
  4701. if (tsc && tsc->data[SC_CRITICALWOUND])
  4702. {
  4703. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4704. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4705. }
  4706. if(hp > 0)
  4707. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4708. if(sp > 0)
  4709. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4710. status_heal(bl,hp,sp,0);
  4711. }
  4712. break;
  4713. // Full Chemical Protection
  4714. case CR_FULLPROTECTION:
  4715. {
  4716. int i, skilltime;
  4717. skilltime = skill_get_time(skillid,skilllv);
  4718. if (!tsc) {
  4719. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4720. break;
  4721. }
  4722. for (i=0; i<4; i++) {
  4723. if(tsc->data[SC_STRIPWEAPON + i])
  4724. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4725. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4726. }
  4727. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4728. }
  4729. break;
  4730. case RG_CLEANER: //AppleGirl
  4731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4732. break;
  4733. case CG_LONGINGFREEDOM:
  4734. {
  4735. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4736. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4737. {
  4738. clif_skill_nodamage(src,bl,skillid,skilllv,
  4739. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4740. }
  4741. }
  4742. break;
  4743. case CG_TAROTCARD:
  4744. {
  4745. int eff, count = -1;
  4746. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4747. {
  4748. if( sd )
  4749. clif_skill_fail(sd,skillid,0,0);
  4750. map_freeblock_unlock();
  4751. return 0;
  4752. }
  4753. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  4754. do {
  4755. eff = rand() % 14;
  4756. clif_specialeffect(bl, 523 + eff, AREA);
  4757. switch (eff)
  4758. {
  4759. case 0: // heals SP to 0
  4760. status_percent_damage(src, bl, 0, 100, false);
  4761. break;
  4762. case 1: // matk halved
  4763. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4764. break;
  4765. case 2: // all buffs removed
  4766. status_change_clear_buffs(bl,1);
  4767. break;
  4768. case 3: // 1000 damage, random armor destroyed
  4769. {
  4770. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  4771. status_fix_damage(src, bl, 1000, 0);
  4772. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4773. if( !status_isdead(bl) )
  4774. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  4775. }
  4776. break;
  4777. case 4: // atk halved
  4778. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4779. break;
  4780. case 5: // 2000HP heal, random teleported
  4781. status_heal(src, 2000, 0, 0);
  4782. unit_warp(src, -1,-1,-1, 3);
  4783. break;
  4784. case 6: // random 2 other effects
  4785. if (count == -1)
  4786. count = 3;
  4787. else
  4788. count++; //Should not retrigger this one.
  4789. break;
  4790. case 7: // stop freeze or stoned
  4791. {
  4792. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4793. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4794. }
  4795. break;
  4796. case 8: // curse coma and poison
  4797. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4798. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4799. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4800. break;
  4801. case 9: // confusion
  4802. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4803. break;
  4804. case 10: // 6666 damage, atk matk halved, cursed
  4805. status_fix_damage(src, bl, 6666, 0);
  4806. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4807. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4808. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4809. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4810. break;
  4811. case 11: // 4444 damage
  4812. status_fix_damage(src, bl, 4444, 0);
  4813. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4814. break;
  4815. case 12: // stun
  4816. sc_start(bl,SC_STUN,100,skilllv,5000);
  4817. break;
  4818. case 13: // atk,matk,hit,flee,def reduced
  4819. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4820. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4821. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4822. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4823. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4824. break;
  4825. default:
  4826. break;
  4827. }
  4828. } while ((--count) > 0);
  4829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4830. }
  4831. break;
  4832. case SL_ALCHEMIST:
  4833. case SL_ASSASIN:
  4834. case SL_BARDDANCER:
  4835. case SL_BLACKSMITH:
  4836. case SL_CRUSADER:
  4837. case SL_HUNTER:
  4838. case SL_KNIGHT:
  4839. case SL_MONK:
  4840. case SL_PRIEST:
  4841. case SL_ROGUE:
  4842. case SL_SAGE:
  4843. case SL_SOULLINKER:
  4844. case SL_STAR:
  4845. case SL_SUPERNOVICE:
  4846. case SL_WIZARD:
  4847. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4848. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4849. clif_skill_fail(sd,skillid,0,0);
  4850. break;
  4851. }
  4852. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4853. { //Erase death count 1% of the casts
  4854. dstsd->die_counter = 0;
  4855. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4856. clif_misceffect2(bl, 0x152);
  4857. //SC_SPIRIT invokes status_calc_pc for us.
  4858. }
  4859. clif_skill_nodamage(src,bl,skillid,skilllv,
  4860. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4861. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4862. break;
  4863. case SL_HIGH:
  4864. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4865. clif_skill_fail(sd,skillid,0,0);
  4866. break;
  4867. }
  4868. clif_skill_nodamage(src,bl,skillid,skilllv,
  4869. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4870. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4871. break;
  4872. case SL_SWOO:
  4873. if (tsce) {
  4874. sc_start(src,SC_STUN,100,skilllv,10000);
  4875. break;
  4876. }
  4877. case SL_SKA: // [marquis007]
  4878. case SL_SKE:
  4879. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4880. clif_skill_fail(sd,skillid,0,0);
  4881. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4882. break;
  4883. }
  4884. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4885. if (skillid == SL_SKE)
  4886. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4887. break;
  4888. // New guild skills [Celest]
  4889. case GD_BATTLEORDER:
  4890. if(flag&1) {
  4891. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4892. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4893. } else if (status_get_guild_id(src)) {
  4894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4895. map_foreachinrange(skill_area_sub, src,
  4896. skill_get_splash(skillid, skilllv), BL_PC,
  4897. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4898. skill_castend_nodamage_id);
  4899. if (sd)
  4900. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4901. }
  4902. break;
  4903. case GD_REGENERATION:
  4904. if(flag&1) {
  4905. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4906. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4907. } else if (status_get_guild_id(src)) {
  4908. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4909. map_foreachinrange(skill_area_sub, src,
  4910. skill_get_splash(skillid, skilllv), BL_PC,
  4911. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4912. skill_castend_nodamage_id);
  4913. if (sd)
  4914. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4915. }
  4916. break;
  4917. case GD_RESTORE:
  4918. if(flag&1) {
  4919. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4920. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4921. } else if (status_get_guild_id(src)) {
  4922. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4923. map_foreachinrange(skill_area_sub, src,
  4924. skill_get_splash(skillid, skilllv), BL_PC,
  4925. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4926. skill_castend_nodamage_id);
  4927. if (sd)
  4928. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4929. }
  4930. break;
  4931. case GD_EMERGENCYCALL:
  4932. {
  4933. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4934. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4935. int j = 0;
  4936. struct guild *g = NULL;
  4937. // i don't know if it actually summons in a circle, but oh well. ;P
  4938. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4939. if (!g)
  4940. break;
  4941. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4942. for(i = 0; i < g->max_member; i++, j++) {
  4943. if (j>8) j=0;
  4944. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  4945. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4946. continue;
  4947. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4948. dx[j] = dy[j] = 0;
  4949. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4950. }
  4951. }
  4952. if (sd)
  4953. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4954. }
  4955. break;
  4956. case SG_FEEL:
  4957. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4958. if (sd) {
  4959. if(!sd->feel_map[skilllv-1].index)
  4960. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4961. else
  4962. clif_feel_info(sd, skilllv-1, 1);
  4963. }
  4964. break;
  4965. case SG_HATE:
  4966. if (sd) {
  4967. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4968. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4969. clif_skill_fail(sd,skillid,0,0);
  4970. }
  4971. break;
  4972. case GS_GLITTERING:
  4973. if(sd) {
  4974. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4975. if(rand()%100 < (20+10*skilllv))
  4976. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4977. else if(sd->spiritball > 0)
  4978. pc_delspiritball(sd,1,0);
  4979. }
  4980. break;
  4981. case GS_CRACKER:
  4982. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4983. {
  4984. i =65 -5*distance_bl(src,bl); //Base rate
  4985. if (i < 30) i = 30;
  4986. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4987. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4988. }
  4989. else if (sd)
  4990. clif_skill_fail(sd,skillid,0,0);
  4991. break;
  4992. case AM_CALLHOMUN: //[orn]
  4993. if (sd && !merc_call_homunculus(sd))
  4994. clif_skill_fail(sd,skillid,0,0);
  4995. break;
  4996. case AM_REST:
  4997. if (sd)
  4998. {
  4999. if (merc_hom_vaporize(sd,1))
  5000. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5001. else
  5002. clif_skill_fail(sd,skillid,0,0);
  5003. }
  5004. break;
  5005. case HAMI_CASTLE: //[orn]
  5006. if(rand()%100 < 20*skilllv && src != bl)
  5007. {
  5008. int x,y;
  5009. x = src->x;
  5010. y = src->y;
  5011. if (hd)
  5012. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5013. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5014. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5015. clif_slide(src,bl->x,bl->y) ;
  5016. if (unit_movepos(bl,x,y,0,0))
  5017. {
  5018. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5019. clif_slide(bl,x,y) ;
  5020. }
  5021. //TODO: Shouldn't also players and the like switch targets?
  5022. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5023. AREA_SIZE, BL_MOB, bl, src);
  5024. }
  5025. }
  5026. // Failed
  5027. else if (hd && hd->master)
  5028. clif_skill_fail(hd->master, skillid, 0, 0);
  5029. else if (sd)
  5030. clif_skill_fail(sd, skillid, 0, 0);
  5031. break;
  5032. case HVAN_CHAOTIC: //[orn]
  5033. {
  5034. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5035. int rnd = rand()%100;
  5036. i = (skilllv-1)%5;
  5037. if(rnd<per[i][0]) //Self
  5038. bl = src;
  5039. else if(rnd<per[i][1]) //Master
  5040. bl = battle_get_master(src);
  5041. else //Enemy
  5042. bl = map_id2bl(battle_gettarget(src));
  5043. if (!bl) bl = src;
  5044. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5045. //Eh? why double skill packet?
  5046. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5047. clif_skill_nodamage(src,bl,skillid,i,1);
  5048. status_heal(bl, i, 0, 0);
  5049. }
  5050. break;
  5051. //Homun single-target support skills [orn]
  5052. case HAMI_BLOODLUST:
  5053. case HFLI_FLEET:
  5054. case HFLI_SPEED:
  5055. case HLIF_CHANGE:
  5056. clif_skill_nodamage(src,bl,skillid,skilllv,
  5057. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5058. if (hd)
  5059. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5060. break;
  5061. case NPC_DRAGONFEAR:
  5062. if (flag&1) {
  5063. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5064. int j;
  5065. j = i = rand()%ARRAYLENGTH(sc);
  5066. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5067. i++;
  5068. if ( i == ARRAYLENGTH(sc) )
  5069. i = 0;
  5070. if (i == j)
  5071. break;
  5072. }
  5073. break;
  5074. }
  5075. case NPC_WIDEBLEEDING:
  5076. case NPC_WIDECONFUSE:
  5077. case NPC_WIDECURSE:
  5078. case NPC_WIDEFREEZE:
  5079. case NPC_WIDESLEEP:
  5080. case NPC_WIDESILENCE:
  5081. case NPC_WIDESTONE:
  5082. case NPC_WIDESTUN:
  5083. case NPC_SLOWCAST:
  5084. if (flag&1)
  5085. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5086. else {
  5087. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5088. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5089. map_foreachinrange(skill_area_sub, bl,
  5090. skill_get_splash(skillid, skilllv),BL_CHAR,
  5091. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5092. skill_castend_nodamage_id);
  5093. }
  5094. break;
  5095. default:
  5096. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5097. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5098. map_freeblock_unlock();
  5099. return 1;
  5100. }
  5101. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5102. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5103. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5104. }
  5105. if( sd && !(flag&1) )
  5106. {
  5107. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5108. battle_consume_ammo(sd, skillid, skilllv);
  5109. if( !sd->state.skillonskill )
  5110. skill_onskillusage(sd, bl, skillid, tick);
  5111. skill_consume_requirement(sd,skillid,skilllv,4);
  5112. }
  5113. map_freeblock_unlock();
  5114. return 0;
  5115. }
  5116. /*==========================================
  5117. *
  5118. *------------------------------------------*/
  5119. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5120. {
  5121. struct block_list *target, *src;
  5122. struct map_session_data *sd;
  5123. struct mob_data *md;
  5124. struct unit_data *ud;
  5125. struct status_change *sc = NULL;
  5126. int inf,inf2,flag = 0;
  5127. src = map_id2bl(id);
  5128. if( src == NULL )
  5129. {
  5130. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5131. return 0;// not found
  5132. }
  5133. ud = unit_bl2ud(src);
  5134. if( ud == NULL )
  5135. {
  5136. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5137. return 0;// ???
  5138. }
  5139. sd = BL_CAST(BL_PC, src);
  5140. md = BL_CAST(BL_MOB, src);
  5141. if( src->prev == NULL ) {
  5142. ud->skilltimer = INVALID_TIMER;
  5143. return 0;
  5144. }
  5145. if(ud->skillid != SA_CASTCANCEL )
  5146. {// otherwise handled in unit_skillcastcancel()
  5147. if( ud->skilltimer != tid ) {
  5148. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5149. ud->skilltimer = INVALID_TIMER;
  5150. return 0;
  5151. }
  5152. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5153. {// restore original walk speed
  5154. ud->skilltimer = INVALID_TIMER;
  5155. status_calc_bl(&sd->bl, SCB_SPEED);
  5156. }
  5157. ud->skilltimer = INVALID_TIMER;
  5158. }
  5159. if (ud->skilltarget == id)
  5160. target = src;
  5161. else
  5162. target = map_id2bl(ud->skilltarget);
  5163. // Use a do so that you can break out of it when the skill fails.
  5164. do {
  5165. if(!target || target->prev==NULL) break;
  5166. if(src->m != target->m || status_isdead(src)) break;
  5167. switch (ud->skillid) {
  5168. //These should become skill_castend_pos
  5169. case WE_CALLPARTNER:
  5170. case WE_CALLPARENT:
  5171. case WE_CALLBABY:
  5172. case AM_RESURRECTHOMUN:
  5173. case PF_SPIDERWEB:
  5174. //Find a random spot to place the skill. [Skotlex]
  5175. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5176. ud->skillx = target->x + inf2;
  5177. ud->skilly = target->y + inf2;
  5178. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5179. ud->skillx = target->x;
  5180. ud->skilly = target->y;
  5181. }
  5182. ud->skilltimer=tid;
  5183. return skill_castend_pos(tid,tick,id,data);
  5184. }
  5185. if(ud->skillid == RG_BACKSTAP) {
  5186. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5187. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5188. break;
  5189. }
  5190. }
  5191. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5192. {
  5193. sc = status_get_sc(target);
  5194. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5195. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5196. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5197. break;
  5198. }
  5199. }
  5200. else
  5201. { // Check target validity.
  5202. inf = skill_get_inf(ud->skillid);
  5203. inf2 = skill_get_inf2(ud->skillid);
  5204. if(inf&INF_ATTACK_SKILL ||
  5205. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5206. inf = BCT_ENEMY; //Offensive skill.
  5207. else if(inf2&INF2_NO_ENEMY)
  5208. inf = BCT_NOENEMY;
  5209. else
  5210. inf = 0;
  5211. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5212. {
  5213. inf |=
  5214. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5215. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5216. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5217. inf &= ~BCT_NEUTRAL;
  5218. }
  5219. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5220. {
  5221. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5222. break;
  5223. }
  5224. else
  5225. if (inf && battle_check_target(src, target, inf) <= 0)
  5226. break;
  5227. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5228. sc->data[SC_FOGWALL] &&
  5229. rand()%100 < 75)
  5230. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5231. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5232. break;
  5233. }
  5234. }
  5235. //Avoid doing double checks for instant-cast skills.
  5236. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5237. break;
  5238. if(md) {
  5239. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5240. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5241. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5242. }
  5243. if(src != target && battle_config.skill_add_range &&
  5244. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5245. {
  5246. if (sd) {
  5247. clif_skill_fail(sd,ud->skillid,0,0);
  5248. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5249. skill_consume_requirement(sd,ud->skillid,ud->skilllv,7);
  5250. }
  5251. break;
  5252. }
  5253. if( sd )
  5254. {
  5255. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5256. break;
  5257. else
  5258. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5259. }
  5260. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5261. break;
  5262. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5263. flag = 1;
  5264. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5265. unit_stop_walking(src,1);
  5266. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5267. if ( battle_config.display_status_timers && sd )
  5268. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5269. if( sd )
  5270. {
  5271. switch( ud->skillid )
  5272. {
  5273. case GS_DESPERADO:
  5274. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5275. break;
  5276. case CR_GRANDCROSS:
  5277. case NPC_GRANDDARKNESS:
  5278. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5279. {
  5280. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5281. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5282. break;
  5283. }
  5284. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5285. break;
  5286. }
  5287. }
  5288. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5289. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5290. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5291. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5292. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5293. map_freeblock_lock();
  5294. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5295. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5296. else
  5297. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5298. sc = status_get_sc(src);
  5299. if(sc && sc->count) {
  5300. if(sc->data[SC_MAGICPOWER] &&
  5301. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5302. status_change_end(src,SC_MAGICPOWER,-1);
  5303. if(sc->data[SC_SPIRIT] &&
  5304. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5305. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5306. ud->skillid != WZ_WATERBALL)
  5307. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5308. }
  5309. if (ud->skilltimer == -1) {
  5310. if(md) md->skillidx = -1;
  5311. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5312. ud->skilllv = ud->skilltarget = 0;
  5313. }
  5314. map_freeblock_unlock();
  5315. return 1;
  5316. } while(0);
  5317. //Skill failed.
  5318. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5319. { //When Asura fails... (except when it fails from Fog of Wall)
  5320. //Consume SP/spheres
  5321. skill_consume_requirement(sd,ud->skillid, ud->skilllv,3);
  5322. status_set_sp(src, 0, 0);
  5323. sc = &sd->sc;
  5324. if (sc->count)
  5325. { //End states
  5326. if (sc->data[SC_EXPLOSIONSPIRITS])
  5327. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5328. if (sc->data[SC_BLADESTOP])
  5329. status_change_end(src,SC_BLADESTOP,-1);
  5330. }
  5331. if (target && target->m == src->m)
  5332. { //Move character to target anyway.
  5333. int dx,dy;
  5334. dx = target->x - src->x;
  5335. dy = target->y - src->y;
  5336. if(dx > 0) dx++;
  5337. else if(dx < 0) dx--;
  5338. if (dy > 0) dy++;
  5339. else if(dy < 0) dy--;
  5340. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5341. { //Display movement + animation.
  5342. clif_slide(src,src->x,src->y);
  5343. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5344. }
  5345. clif_skill_fail(sd,ud->skillid,0,0);
  5346. }
  5347. }
  5348. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5349. ud->canact_tick = tick;
  5350. //You can't place a skill failed packet here because it would be
  5351. //sent in ALL cases, even cases where skill_check_condition fails
  5352. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5353. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5354. else
  5355. if(md) md->skillidx = -1;
  5356. return 0;
  5357. }
  5358. /*==========================================
  5359. *
  5360. *------------------------------------------*/
  5361. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5362. {
  5363. struct block_list* src = map_id2bl(id);
  5364. int maxcount;
  5365. struct map_session_data *sd;
  5366. struct unit_data *ud = unit_bl2ud(src);
  5367. struct mob_data *md;
  5368. nullpo_retr(0, ud);
  5369. sd = BL_CAST(BL_PC , src);
  5370. md = BL_CAST(BL_MOB, src);
  5371. if( src->prev == NULL ) {
  5372. ud->skilltimer = INVALID_TIMER;
  5373. return 0;
  5374. }
  5375. if( ud->skilltimer != tid )
  5376. {
  5377. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5378. ud->skilltimer = INVALID_TIMER;
  5379. return 0;
  5380. }
  5381. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5382. {// restore original walk speed
  5383. ud->skilltimer = INVALID_TIMER;
  5384. status_calc_bl(&sd->bl, SCB_SPEED);
  5385. }
  5386. ud->skilltimer = INVALID_TIMER;
  5387. do {
  5388. if( status_isdead(src) )
  5389. break;
  5390. if( !(src->type&battle_config.skill_reiteration) &&
  5391. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5392. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5393. )
  5394. {
  5395. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5396. break;
  5397. }
  5398. if( src->type&battle_config.skill_nofootset &&
  5399. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5400. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5401. )
  5402. {
  5403. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5404. break;
  5405. }
  5406. if( src->type&battle_config.land_skill_limit &&
  5407. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5408. ) {
  5409. int i;
  5410. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5411. if(ud->skillunit[i]->skill_id == ud->skillid)
  5412. maxcount--;
  5413. }
  5414. if( maxcount == 0 )
  5415. {
  5416. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5417. break;
  5418. }
  5419. }
  5420. if(tid != -1)
  5421. { //Avoid double checks on instant cast skills. [Skotlex]
  5422. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5423. break;
  5424. if(battle_config.skill_add_range &&
  5425. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5426. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5427. skill_consume_requirement(sd,ud->skillid,ud->skilllv,7);
  5428. break;
  5429. }
  5430. }
  5431. if( sd )
  5432. {
  5433. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5434. break;
  5435. else
  5436. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5437. }
  5438. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5439. break;
  5440. if(md) {
  5441. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5442. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5443. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5444. }
  5445. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5446. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5447. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5448. if (ud->walktimer != -1)
  5449. unit_stop_walking(src,1);
  5450. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5451. if ( battle_config.display_status_timers && sd )
  5452. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5453. // if( sd )
  5454. // {
  5455. // switch( ud->skillid )
  5456. // {
  5457. // case ????:
  5458. // sd->canequip_tick = tick + ????;
  5459. // break;
  5460. // }
  5461. // }
  5462. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5463. map_freeblock_lock();
  5464. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5465. if (ud->skilltimer == -1) {
  5466. if (md) md->skillidx = -1;
  5467. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5468. ud->skilllv = ud->skillx = ud->skilly = 0;
  5469. }
  5470. map_freeblock_unlock();
  5471. return 1;
  5472. } while(0);
  5473. ud->canact_tick = tick;
  5474. ud->skillid = ud->skilllv = 0;
  5475. if(sd)
  5476. sd->skillitem = sd->skillitemlv = 0;
  5477. else if(md)
  5478. md->skillidx = -1;
  5479. return 0;
  5480. }
  5481. /*==========================================
  5482. *
  5483. *------------------------------------------*/
  5484. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5485. {
  5486. struct map_session_data* sd;
  5487. struct status_change* sc;
  5488. struct status_change_entry *sce;
  5489. struct skill_unit_group* sg;
  5490. enum sc_type type;
  5491. int i;
  5492. //if(skilllv <= 0) return 0;
  5493. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5494. nullpo_retr(0, src);
  5495. if(status_isdead(src))
  5496. return 0;
  5497. sd = BL_CAST(BL_PC, src);
  5498. sc = status_get_sc(src);
  5499. type = status_skill2sc(skillid);
  5500. sce = (sc && type != -1)?sc->data[type]:NULL;
  5501. switch (skillid) { //Skill effect.
  5502. case WZ_METEOR:
  5503. case MO_BODYRELOCATION:
  5504. case CR_CULTIVATION:
  5505. case HW_GANBANTEIN:
  5506. break; //Effect is displayed on respective switch case.
  5507. default:
  5508. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5509. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5510. else
  5511. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5512. }
  5513. switch(skillid)
  5514. {
  5515. case PR_BENEDICTIO:
  5516. skill_area_temp[1] = src->id;
  5517. i = skill_get_splash(skillid, skilllv);
  5518. map_foreachinarea(skill_area_sub,
  5519. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5520. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5521. skill_castend_nodamage_id);
  5522. map_foreachinarea(skill_area_sub,
  5523. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5524. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5525. skill_castend_damage_id);
  5526. break;
  5527. case BS_HAMMERFALL:
  5528. i = skill_get_splash(skillid, skilllv);
  5529. map_foreachinarea (skill_area_sub,
  5530. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5531. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5532. skill_castend_nodamage_id);
  5533. break;
  5534. case HT_DETECTING:
  5535. i = skill_get_splash(skillid, skilllv);
  5536. map_foreachinarea( status_change_timer_sub,
  5537. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5538. src,NULL,SC_SIGHT,tick);
  5539. if(battle_config.traps_setting&1)
  5540. map_foreachinarea( skill_reveal_trap,
  5541. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5542. break;
  5543. case SA_VOLCANO:
  5544. case SA_DELUGE:
  5545. case SA_VIOLENTGALE:
  5546. { //Does not consumes if the skill is already active. [Skotlex]
  5547. struct skill_unit_group *sg;
  5548. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  5549. {
  5550. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  5551. {
  5552. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5553. return 0; // not to consume items
  5554. }
  5555. else
  5556. sg->limit = 0; //Disable it.
  5557. }
  5558. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5559. break;
  5560. }
  5561. case MG_SAFETYWALL:
  5562. case MG_FIREWALL:
  5563. case MG_THUNDERSTORM:
  5564. case AL_PNEUMA:
  5565. case WZ_ICEWALL:
  5566. case WZ_FIREPILLAR:
  5567. case WZ_QUAGMIRE:
  5568. case WZ_VERMILION:
  5569. case WZ_STORMGUST:
  5570. case WZ_HEAVENDRIVE:
  5571. case PR_SANCTUARY:
  5572. case PR_MAGNUS:
  5573. case CR_GRANDCROSS:
  5574. case NPC_GRANDDARKNESS:
  5575. case HT_SKIDTRAP:
  5576. case MA_SKIDTRAP:
  5577. case HT_LANDMINE:
  5578. case MA_LANDMINE:
  5579. case HT_ANKLESNARE:
  5580. case HT_SHOCKWAVE:
  5581. case HT_SANDMAN:
  5582. case MA_SANDMAN:
  5583. case HT_FLASHER:
  5584. case HT_FREEZINGTRAP:
  5585. case MA_FREEZINGTRAP:
  5586. case HT_BLASTMINE:
  5587. case HT_CLAYMORETRAP:
  5588. case AS_VENOMDUST:
  5589. case AM_DEMONSTRATION:
  5590. case PF_FOGWALL:
  5591. case PF_SPIDERWEB:
  5592. case HT_TALKIEBOX:
  5593. case WE_CALLPARTNER:
  5594. case WE_CALLPARENT:
  5595. case WE_CALLBABY:
  5596. case AC_SHOWER: //Ground-placed skill implementation.
  5597. case MA_SHOWER:
  5598. case SA_LANDPROTECTOR:
  5599. case BD_LULLABY:
  5600. case BD_RICHMANKIM:
  5601. case BD_ETERNALCHAOS:
  5602. case BD_DRUMBATTLEFIELD:
  5603. case BD_RINGNIBELUNGEN:
  5604. case BD_ROKISWEIL:
  5605. case BD_INTOABYSS:
  5606. case BD_SIEGFRIED:
  5607. case BA_DISSONANCE:
  5608. case BA_POEMBRAGI:
  5609. case BA_WHISTLE:
  5610. case BA_ASSASSINCROSS:
  5611. case BA_APPLEIDUN:
  5612. case DC_UGLYDANCE:
  5613. case DC_HUMMING:
  5614. case DC_DONTFORGETME:
  5615. case DC_FORTUNEKISS:
  5616. case DC_SERVICEFORYOU:
  5617. case CG_MOONLIT:
  5618. case GS_DESPERADO:
  5619. case NJ_KAENSIN:
  5620. case NJ_BAKUENRYU:
  5621. case NJ_SUITON:
  5622. case NJ_HYOUSYOURAKU:
  5623. case NJ_RAIGEKISAI:
  5624. case NJ_KAMAITACHI:
  5625. case NPC_EVILLAND:
  5626. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5627. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5628. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5629. break;
  5630. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5631. skill_clear_unitgroup(src);
  5632. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5633. flag|=1;
  5634. break;
  5635. case HP_BASILICA:
  5636. if( sc->data[SC_BASILICA] )
  5637. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5638. else
  5639. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5640. skill_clear_unitgroup(src);
  5641. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5642. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5643. flag|=1;
  5644. }
  5645. break;
  5646. case CG_HERMODE:
  5647. skill_clear_unitgroup(src);
  5648. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5649. sc_start4(src,SC_DANCING,100,
  5650. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5651. flag|=1;
  5652. break;
  5653. case RG_CLEANER: // [Valaris]
  5654. i = skill_get_splash(skillid, skilllv);
  5655. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5656. break;
  5657. case WZ_METEOR:
  5658. {
  5659. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5660. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5661. if( sc && sc->data[SC_MAGICPOWER] )
  5662. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5663. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5664. {
  5665. // Creates a random Cell in the Splash Area
  5666. tmpx = x - area + rand()%(area * 2 + 1);
  5667. tmpy = y - area + rand()%(area * 2 + 1);
  5668. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5669. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5670. if( i > 0 )
  5671. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5672. x1 = tmpx;
  5673. y1 = tmpy;
  5674. }
  5675. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5676. }
  5677. break;
  5678. case AL_WARP:
  5679. if(sd)
  5680. {
  5681. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5682. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5683. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5684. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5685. );
  5686. }
  5687. return 0; // not to consume item.
  5688. case MO_BODYRELOCATION:
  5689. if (unit_movepos(src, x, y, 1, 1)) {
  5690. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5691. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5692. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5693. }
  5694. break;
  5695. case NJ_SHADOWJUMP:
  5696. {
  5697. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5698. { //You don't move on GVG grounds.
  5699. unit_movepos(src, x, y, 1, 0);
  5700. clif_slide(src,x,y);
  5701. }
  5702. if (sc && sc->data[SC_HIDING])
  5703. status_change_end(src, SC_HIDING, -1);
  5704. }
  5705. break;
  5706. case AM_SPHEREMINE:
  5707. case AM_CANNIBALIZE:
  5708. {
  5709. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5710. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5711. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5712. struct mob_data *md;
  5713. // Correct info, don't change any of this! [celest]
  5714. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5715. if (md) {
  5716. md->master_id = src->id;
  5717. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5718. if( md->deletetimer != INVALID_TIMER )
  5719. delete_timer(md->deletetimer, mob_timer_delete);
  5720. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5721. mob_spawn (md); //Now it is ready for spawning.
  5722. }
  5723. }
  5724. break;
  5725. // Slim Pitcher [Celest]
  5726. case CR_SLIMPITCHER:
  5727. if (sd) {
  5728. int i = skilllv%11 - 1;
  5729. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5730. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  5731. {
  5732. clif_skill_fail(sd,skillid,0,0);
  5733. return 1;
  5734. }
  5735. potion_flag = 1;
  5736. potion_hp = 0;
  5737. potion_sp = 0;
  5738. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5739. potion_flag = 0;
  5740. //Apply skill bonuses
  5741. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5742. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5743. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5744. + pc_skillheal_bonus(sd, skillid);
  5745. potion_hp = potion_hp * (100+i)/100;
  5746. potion_sp = potion_sp * (100+i)/100;
  5747. if(potion_hp > 0 || potion_sp > 0) {
  5748. i = skill_get_splash(skillid, skilllv);
  5749. map_foreachinarea(skill_area_sub,
  5750. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5751. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5752. skill_castend_nodamage_id);
  5753. }
  5754. } else {
  5755. int i = skilllv%11 - 1;
  5756. struct item_data *item = itemdb_search(i);
  5757. i = skill_db[skillid].itemid[i];
  5758. item = itemdb_search(i);
  5759. potion_flag = 1;
  5760. potion_hp = 0;
  5761. potion_sp = 0;
  5762. run_script(item->script,0,src->id,0);
  5763. potion_flag = 0;
  5764. i = skill_get_max(CR_SLIMPITCHER)*10;
  5765. potion_hp = potion_hp * (100+i)/100;
  5766. potion_sp = potion_sp * (100+i)/100;
  5767. if(potion_hp > 0 || potion_sp > 0) {
  5768. i = skill_get_splash(skillid, skilllv);
  5769. map_foreachinarea(skill_area_sub,
  5770. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5771. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5772. skill_castend_nodamage_id);
  5773. }
  5774. }
  5775. break;
  5776. case HW_GANBANTEIN:
  5777. if (rand()%100 < 80) {
  5778. int dummy = 1;
  5779. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5780. i = skill_get_splash(skillid, skilllv);
  5781. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5782. } else {
  5783. if (sd) clif_skill_fail(sd,skillid,0,0);
  5784. return 1;
  5785. }
  5786. break;
  5787. case HW_GRAVITATION:
  5788. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5789. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5790. flag|=1;
  5791. break;
  5792. // Plant Cultivation [Celest]
  5793. case CR_CULTIVATION:
  5794. if (sd) {
  5795. int i;
  5796. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  5797. {
  5798. clif_skill_fail(sd,skillid,0,0);
  5799. return 1;
  5800. }
  5801. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5802. if (rand()%100 < 50) {
  5803. clif_skill_fail(sd,skillid,0,0);
  5804. } else {
  5805. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5806. if (!md) break;
  5807. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5808. {
  5809. if( md->deletetimer != INVALID_TIMER )
  5810. delete_timer(md->deletetimer, mob_timer_delete);
  5811. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5812. }
  5813. mob_spawn (md);
  5814. }
  5815. }
  5816. break;
  5817. case SG_SUN_WARM:
  5818. case SG_MOON_WARM:
  5819. case SG_STAR_WARM:
  5820. skill_clear_unitgroup(src);
  5821. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5822. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5823. flag|=1;
  5824. break;
  5825. case PA_GOSPEL:
  5826. if (sce && sce->val4 == BCT_SELF)
  5827. status_change_end(src,SC_GOSPEL,-1);
  5828. else
  5829. {
  5830. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5831. if (!sg) break;
  5832. if (sce)
  5833. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5834. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5835. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5836. }
  5837. break;
  5838. case NJ_TATAMIGAESHI:
  5839. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5840. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5841. break;
  5842. case AM_RESURRECTHOMUN: //[orn]
  5843. if (sd)
  5844. {
  5845. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5846. {
  5847. clif_skill_fail(sd,skillid,0,0);
  5848. break;
  5849. }
  5850. }
  5851. break;
  5852. default:
  5853. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5854. return 1;
  5855. }
  5856. if (sc && sc->data[SC_MAGICPOWER])
  5857. status_change_end(src,SC_MAGICPOWER,-1);
  5858. if( sd )
  5859. {
  5860. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5861. battle_consume_ammo(sd, skillid, skilllv);
  5862. if( !sd->state.skillonskill )
  5863. skill_onskillusage(sd, NULL, skillid, tick);
  5864. skill_consume_requirement(sd,skillid,skilllv,4);
  5865. }
  5866. return 0;
  5867. }
  5868. /*==========================================
  5869. *
  5870. *------------------------------------------*/
  5871. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5872. {
  5873. nullpo_retr(0, sd);
  5874. //Simplify skill_failed code.
  5875. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5876. if(skill_num != sd->menuskill_id)
  5877. return 0;
  5878. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5879. skill_failed(sd);
  5880. return 0;
  5881. }
  5882. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5883. skill_failed(sd);
  5884. return 0;
  5885. }
  5886. if(sd->sc.count && (
  5887. sd->sc.data[SC_SILENCE] ||
  5888. sd->sc.data[SC_ROKISWEIL] ||
  5889. sd->sc.data[SC_AUTOCOUNTER] ||
  5890. sd->sc.data[SC_STEELBODY] ||
  5891. sd->sc.data[SC_DANCING] ||
  5892. sd->sc.data[SC_BERSERK] ||
  5893. sd->sc.data[SC_BASILICA] ||
  5894. sd->sc.data[SC_MARIONETTE]
  5895. )) {
  5896. skill_failed(sd);
  5897. return 0;
  5898. }
  5899. pc_stop_attack(sd);
  5900. pc_stop_walking(sd,0);
  5901. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5902. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5903. if(strcmp(map,"cancel")==0) {
  5904. skill_failed(sd);
  5905. return 0;
  5906. }
  5907. switch(skill_num)
  5908. {
  5909. case AL_TELEPORT:
  5910. if(strcmp(map,"Random")==0)
  5911. pc_randomwarp(sd,3);
  5912. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5913. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5914. break;
  5915. case AL_WARP:
  5916. {
  5917. const struct point *p[4];
  5918. struct skill_unit_group *group;
  5919. int i, lv, wx, wy;
  5920. int maxcount=0;
  5921. int x,y;
  5922. unsigned short mapindex;
  5923. mapindex = mapindex_name2id((char*)map);
  5924. if(!mapindex) { //Given map not found?
  5925. clif_skill_fail(sd,skill_num,0,0);
  5926. skill_failed(sd);
  5927. return 0;
  5928. }
  5929. p[0] = &sd->status.save_point;
  5930. p[1] = &sd->status.memo_point[0];
  5931. p[2] = &sd->status.memo_point[1];
  5932. p[3] = &sd->status.memo_point[2];
  5933. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5934. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5935. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5936. maxcount--;
  5937. }
  5938. if(!maxcount) {
  5939. clif_skill_fail(sd,skill_num,0,0);
  5940. skill_failed(sd);
  5941. return 0;
  5942. }
  5943. }
  5944. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5945. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5946. wx = sd->menuskill_val>>16;
  5947. wy = sd->menuskill_val&0xffff;
  5948. if( lv <= 0 ) return 0;
  5949. if( lv > 4 ) lv = 4; // crash prevention
  5950. // check if the chosen map exists in the memo list
  5951. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5952. if( i < lv ) {
  5953. x=p[i]->x;
  5954. y=p[i]->y;
  5955. } else {
  5956. skill_failed(sd);
  5957. return 0;
  5958. }
  5959. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  5960. { // This checks versus skillid/skilllv...
  5961. skill_failed(sd);
  5962. return 0;
  5963. }
  5964. skill_consume_requirement(sd,sd->menuskill_id,lv,4);
  5965. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5966. skill_failed(sd);
  5967. return 0;
  5968. }
  5969. // record the destination coordinates
  5970. group->val2 = (x<<16)|y;
  5971. group->val3 = mapindex;
  5972. }
  5973. break;
  5974. }
  5975. sd->menuskill_id = sd->menuskill_val = 0;
  5976. return 0;
  5977. #undef skill_failed
  5978. }
  5979. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5980. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5981. {
  5982. struct skill_unit* target = (struct skill_unit*)bl;
  5983. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5984. int flag = va_arg(ap, int);
  5985. if (src == target)
  5986. return 0;
  5987. if (!target->group || !(target->group->state.song_dance&0x1))
  5988. return 0;
  5989. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5990. return 0;
  5991. if (flag) //Set dissonance
  5992. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5993. else //Remove dissonance
  5994. target->val2 &= ~UF_ENSEMBLE;
  5995. clif_skill_setunit(target); //Update look of affected cell.
  5996. return 1;
  5997. }
  5998. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5999. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6000. //When 1, this unit has been positioned, so start the cancel effect.
  6001. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6002. {
  6003. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6004. return 0;
  6005. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6006. return 0; //Nothing to remove, this unit is not overlapped.
  6007. if (unit->val1 != unit->group->skill_id)
  6008. { //Reset state
  6009. unit->val1 = unit->group->skill_id;
  6010. unit->val2 &= ~UF_ENSEMBLE;
  6011. }
  6012. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6013. }
  6014. /*==========================================
  6015. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6016. * Flag: 0 - Convert, 1 - Revert.
  6017. *------------------------------------------*/
  6018. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6019. {
  6020. static struct skill_unit_group backup;
  6021. struct skill_unit_group* group = unit->group;
  6022. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6023. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6024. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6025. return false;
  6026. if( !flag )
  6027. { //Transform
  6028. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6029. // backup
  6030. backup.skill_id = group->skill_id;
  6031. backup.skill_lv = group->skill_lv;
  6032. backup.unit_id = group->unit_id;
  6033. backup.target_flag = group->target_flag;
  6034. backup.bl_flag = group->bl_flag;
  6035. backup.interval = group->interval;
  6036. // replace
  6037. group->skill_id = skillid;
  6038. group->skill_lv = 1;
  6039. group->unit_id = skill_get_unit_id(skillid,0);
  6040. group->target_flag = skill_get_unit_target(skillid);
  6041. group->bl_flag = skill_get_unit_bl_target(skillid);
  6042. group->interval = skill_get_unit_interval(skillid);
  6043. }
  6044. else
  6045. { //Restore
  6046. group->skill_id = backup.skill_id;
  6047. group->skill_lv = backup.skill_lv;
  6048. group->unit_id = backup.unit_id;
  6049. group->target_flag = backup.target_flag;
  6050. group->bl_flag = backup.bl_flag;
  6051. group->interval = backup.interval;
  6052. }
  6053. return true;
  6054. }
  6055. /*==========================================
  6056. * Initializes and sets a ground skill.
  6057. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6058. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6059. *------------------------------------------*/
  6060. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6061. {
  6062. struct skill_unit_group *group;
  6063. int i,limit,val1=0,val2=0,val3=0;
  6064. int target,interval,range,unit_flag;
  6065. struct s_skill_unit_layout *layout;
  6066. struct map_session_data *sd;
  6067. struct status_data *status;
  6068. struct status_change *sc;
  6069. int active_flag=1;
  6070. int subunt=0;
  6071. nullpo_retr(NULL, src);
  6072. limit = skill_get_time(skillid,skilllv);
  6073. range = skill_get_unit_range(skillid,skilllv);
  6074. interval = skill_get_unit_interval(skillid);
  6075. target = skill_get_unit_target(skillid);
  6076. unit_flag = skill_get_unit_flag(skillid);
  6077. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6078. sd = BL_CAST(BL_PC, src);
  6079. status = status_get_status_data(src);
  6080. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6081. switch( skillid )
  6082. {
  6083. case MG_SAFETYWALL:
  6084. val2=skilllv+1;
  6085. break;
  6086. case MG_FIREWALL:
  6087. if(sc && sc->data[SC_VIOLENTGALE])
  6088. limit = limit*3/2;
  6089. val2=4+skilllv;
  6090. break;
  6091. case AL_WARP:
  6092. val1=skilllv+6;
  6093. if(!(flag&1))
  6094. limit=2000;
  6095. else // previous implementation (not used anymore)
  6096. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6097. if( src->type != BL_SKILL ) return NULL;
  6098. group = ((TBL_SKILL*)src)->group;
  6099. src = map_id2bl(group->src_id);
  6100. if( !src ) return NULL;
  6101. val2 = group->val2; //Copy the (x,y) position you warp to
  6102. val3 = group->val3; //as well as the mapindex to warp to.
  6103. }
  6104. break;
  6105. case HP_BASILICA:
  6106. val1 = src->id; // Store caster id.
  6107. break;
  6108. case PR_SANCTUARY:
  6109. case NPC_EVILLAND:
  6110. val1=(skilllv+3)*2;
  6111. break;
  6112. case WZ_FIREPILLAR:
  6113. if((flag&1)!=0)
  6114. limit=1000;
  6115. val1=skilllv+2;
  6116. break;
  6117. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6118. case AM_DEMONSTRATION:
  6119. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6120. && (src->type&battle_config.vs_traps_bctall))
  6121. target = BCT_ALL;
  6122. break;
  6123. case HT_SHOCKWAVE:
  6124. val1=skilllv*15+10;
  6125. case HT_SANDMAN:
  6126. case MA_SANDMAN:
  6127. case HT_CLAYMORETRAP:
  6128. case HT_SKIDTRAP:
  6129. case MA_SKIDTRAP:
  6130. case HT_LANDMINE:
  6131. case MA_LANDMINE:
  6132. case HT_ANKLESNARE:
  6133. case HT_FLASHER:
  6134. case HT_FREEZINGTRAP:
  6135. case MA_FREEZINGTRAP:
  6136. case HT_BLASTMINE:
  6137. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6138. limit *= 4; // longer trap times in WOE [celest]
  6139. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6140. target = BCT_ALL;
  6141. break;
  6142. case SA_LANDPROTECTOR:
  6143. case SA_VOLCANO:
  6144. case SA_DELUGE:
  6145. case SA_VIOLENTGALE:
  6146. {
  6147. struct skill_unit_group *old_sg;
  6148. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6149. { //HelloKitty confirmed that these are interchangeable,
  6150. //so you can change element and not consume gemstones.
  6151. if ((
  6152. old_sg->skill_id == SA_VOLCANO ||
  6153. old_sg->skill_id == SA_DELUGE ||
  6154. old_sg->skill_id == SA_VIOLENTGALE
  6155. ) && old_sg->limit > 0)
  6156. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6157. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6158. if (limit < 0) //This can happen...
  6159. limit = skill_get_time(skillid,skilllv);
  6160. }
  6161. skill_clear_group(src,1);
  6162. }
  6163. break;
  6164. }
  6165. case BA_DISSONANCE:
  6166. case DC_UGLYDANCE:
  6167. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6168. break;
  6169. case BA_WHISTLE:
  6170. val1 = skilllv +status->agi/10; // Flee increase
  6171. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6172. if(sd){
  6173. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6174. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6175. }
  6176. break;
  6177. case DC_HUMMING:
  6178. val1 = 2*skilllv+status->dex/10; // Hit increase
  6179. if(sd)
  6180. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6181. break;
  6182. case BA_POEMBRAGI:
  6183. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6184. //For some reason at level 10 the base delay reduction is 50%.
  6185. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6186. if(sd){
  6187. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6188. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6189. }
  6190. break;
  6191. case DC_DONTFORGETME:
  6192. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6193. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6194. if(sd){
  6195. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6196. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6197. }
  6198. break;
  6199. case BA_APPLEIDUN:
  6200. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6201. if(sd)
  6202. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6203. break;
  6204. case DC_SERVICEFORYOU:
  6205. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6206. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6207. if(sd){
  6208. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6209. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6210. }
  6211. break;
  6212. case BA_ASSASSINCROSS:
  6213. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6214. if(sd)
  6215. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6216. break;
  6217. case DC_FORTUNEKISS:
  6218. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6219. if(sd)
  6220. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6221. val1*=10; //Because every 10 crit is an actual cri point.
  6222. break;
  6223. case BD_DRUMBATTLEFIELD:
  6224. val1 = (skilllv+1)*25; //Watk increase
  6225. val2 = (skilllv+1)*2; //Def increase
  6226. break;
  6227. case BD_RINGNIBELUNGEN:
  6228. val1 = (skilllv+2)*25; //Watk increase
  6229. break;
  6230. case BD_RICHMANKIM:
  6231. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6232. break;
  6233. case BD_SIEGFRIED:
  6234. val1 = 55 + skilllv*5; //Elemental Resistance
  6235. val2 = skilllv*10; //Status ailment resistance
  6236. break;
  6237. case WE_CALLPARTNER:
  6238. if (sd) val1 = sd->status.partner_id;
  6239. break;
  6240. case WE_CALLPARENT:
  6241. if (sd) {
  6242. val1 = sd->status.father;
  6243. val2 = sd->status.mother;
  6244. }
  6245. break;
  6246. case WE_CALLBABY:
  6247. if (sd) val1 = sd->status.child;
  6248. break;
  6249. case NJ_KAENSIN:
  6250. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6251. val2 = (skilllv+1)/2 + 4;
  6252. break;
  6253. case NJ_SUITON:
  6254. skill_clear_group(src, 1);
  6255. break;
  6256. case GS_GROUNDDRIFT:
  6257. {
  6258. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6259. val1 = status->rhw.ele;
  6260. if (!val1)
  6261. val1=element[rand()%5];
  6262. switch (val1)
  6263. {
  6264. case ELE_FIRE:
  6265. subunt++;
  6266. case ELE_WATER:
  6267. subunt++;
  6268. case ELE_POISON:
  6269. subunt++;
  6270. case ELE_DARK:
  6271. subunt++;
  6272. case ELE_WIND:
  6273. break;
  6274. default:
  6275. subunt=rand()%5;
  6276. break;
  6277. }
  6278. break;
  6279. }
  6280. }
  6281. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6282. group->val1=val1;
  6283. group->val2=val2;
  6284. group->val3=val3;
  6285. group->target_flag=target;
  6286. group->bl_flag= skill_get_unit_bl_target(skillid);
  6287. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6288. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6289. 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
  6290. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6291. if (DIFF_TICK(group->tick, gettick()) > 100)
  6292. active_flag = 0;
  6293. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6294. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6295. if (sd)
  6296. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6297. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6298. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6299. }
  6300. if (group->state.song_dance) {
  6301. if(sd){
  6302. sd->skillid_dance = skillid;
  6303. sd->skilllv_dance = skilllv;
  6304. }
  6305. if (
  6306. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6307. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6308. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6309. )
  6310. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6311. }
  6312. limit = group->limit;
  6313. for( i = 0; i < layout->count; i++ )
  6314. {
  6315. struct skill_unit *unit;
  6316. int ux = x + layout->dx[i];
  6317. int uy = y + layout->dy[i];
  6318. int val1 = skilllv;
  6319. int val2 = 0;
  6320. int alive = 1;
  6321. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6322. continue; // don't place skill units on walls (except for songs/dances/encores)
  6323. 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) )
  6324. continue; // no path between cell and center of casting.
  6325. switch( skillid )
  6326. {
  6327. case MG_FIREWALL:
  6328. case NJ_KAENSIN:
  6329. val2=group->val2;
  6330. break;
  6331. case WZ_ICEWALL:
  6332. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6333. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6334. break;
  6335. case HT_LANDMINE:
  6336. case MA_LANDMINE:
  6337. case HT_ANKLESNARE:
  6338. case HT_SHOCKWAVE:
  6339. case HT_SANDMAN:
  6340. case MA_SANDMAN:
  6341. case HT_FLASHER:
  6342. case HT_FREEZINGTRAP:
  6343. case MA_FREEZINGTRAP:
  6344. case HT_TALKIEBOX:
  6345. case HT_SKIDTRAP:
  6346. case MA_SKIDTRAP:
  6347. val1 = 3500;
  6348. break;
  6349. case GS_DESPERADO:
  6350. val1 = abs(layout->dx[i]);
  6351. val2 = abs(layout->dy[i]);
  6352. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6353. if (val2 > val1) val1 = val2;
  6354. if (val1) val1--;
  6355. val1 = 36 -12*val1;
  6356. } else //Diagonal edges
  6357. val1 = 28 -4*val1 -4*val2;
  6358. if (val1 < 1) val1 = 1;
  6359. val2 = 0;
  6360. break;
  6361. default:
  6362. if (group->state.song_dance&0x1)
  6363. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6364. break;
  6365. }
  6366. if( range <= 0 )
  6367. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6368. if( !alive )
  6369. continue;
  6370. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6371. unit->limit=limit;
  6372. unit->range=range;
  6373. if (skillid == PF_FOGWALL && alive == 2)
  6374. { //Double duration of cells on top of Deluge/Suiton
  6375. unit->limit *= 2;
  6376. group->limit = unit->limit;
  6377. }
  6378. // execute on all targets standing on this cell
  6379. if (range==0 && active_flag)
  6380. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6381. }
  6382. if (!group->alive_count)
  6383. { //No cells? Something that was blocked completely by Land Protector?
  6384. skill_delunitgroup(src, group);
  6385. return NULL;
  6386. }
  6387. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6388. group->val1 = group->alive_count;
  6389. return group;
  6390. }
  6391. /*==========================================
  6392. *
  6393. *------------------------------------------*/
  6394. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6395. {
  6396. struct skill_unit_group *sg;
  6397. struct block_list *ss;
  6398. struct status_change *sc;
  6399. struct status_change_entry *sce;
  6400. enum sc_type type;
  6401. int skillid;
  6402. nullpo_retr(0, src);
  6403. nullpo_retr(0, bl);
  6404. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6405. return 0;
  6406. nullpo_retr(0, sg=src->group);
  6407. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6408. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6409. return 0; //AoE skills are ineffective. [Skotlex]
  6410. sc = status_get_sc(bl);
  6411. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6412. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6413. type = status_skill2sc(sg->skill_id);
  6414. sce = (sc && type != -1)?sc->data[type]:NULL;
  6415. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6416. switch (sg->unit_id) {
  6417. case UNT_SAFETYWALL:
  6418. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6419. if (!sce)
  6420. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6421. break;
  6422. case UNT_PNEUMA:
  6423. if (!sce)
  6424. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6425. break;
  6426. case UNT_WARP_WAITING:
  6427. if(bl->type==BL_PC){
  6428. struct map_session_data *sd = (struct map_session_data *)bl;
  6429. if((!sd->chatID || battle_config.chat_warpportal)
  6430. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6431. {
  6432. int x = sg->val2>>16;
  6433. int y = sg->val2&0xffff;
  6434. unsigned short m = sg->val3;
  6435. if( --sg->val1 <= 0 )
  6436. skill_delunitgroup(NULL, sg);
  6437. pc_setpos(sd,m,x,y,3);
  6438. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6439. }
  6440. } else
  6441. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6442. {
  6443. int m = map_mapindex2mapid(sg->val3);
  6444. if (m < 0) break; //Map not available on this map-server.
  6445. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6446. }
  6447. break;
  6448. case UNT_QUAGMIRE:
  6449. if(!sce)
  6450. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6451. break;
  6452. case UNT_VOLCANO:
  6453. case UNT_DELUGE:
  6454. case UNT_VIOLENTGALE:
  6455. if(!sce)
  6456. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6457. break;
  6458. case UNT_SUITON:
  6459. if(!sce)
  6460. sc_start4(bl,type,100,sg->skill_lv,
  6461. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6462. 0,0,sg->limit);
  6463. break;
  6464. case UNT_HERMODE:
  6465. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6466. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6467. case UNT_RICHMANKIM:
  6468. case UNT_ETERNALCHAOS:
  6469. case UNT_DRUMBATTLEFIELD:
  6470. case UNT_RINGNIBELUNGEN:
  6471. case UNT_ROKISWEIL:
  6472. case UNT_INTOABYSS:
  6473. case UNT_SIEGFRIED:
  6474. //Needed to check when a dancer/bard leaves their ensemble area.
  6475. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6476. return skillid;
  6477. if (!sce)
  6478. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6479. break;
  6480. case UNT_WHISTLE:
  6481. case UNT_ASSASSINCROSS:
  6482. case UNT_POEMBRAGI:
  6483. case UNT_APPLEIDUN:
  6484. case UNT_HUMMING:
  6485. case UNT_DONTFORGETME:
  6486. case UNT_FORTUNEKISS:
  6487. case UNT_SERVICEFORYOU:
  6488. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6489. return 0;
  6490. if (!sc) return 0;
  6491. if (!sce)
  6492. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6493. else if (sce->val4 == 1) {
  6494. //Readjust timers since the effect will not last long.
  6495. sce->val4 = 0;
  6496. delete_timer(sce->timer, status_change_timer);
  6497. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6498. }
  6499. break;
  6500. case UNT_FOGWALL:
  6501. if (!sce)
  6502. {
  6503. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6504. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6505. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6506. }
  6507. break;
  6508. case UNT_GRAVITATION:
  6509. if (!sce)
  6510. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6511. break;
  6512. // officially, icewall has no problems existing on occupied cells [ultramage]
  6513. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6514. // src->val1 = 0;
  6515. // if(src->limit + sg->tick > tick + 700)
  6516. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6517. // break;
  6518. case UNT_MOONLIT:
  6519. //Knockback out of area if affected char isn't in Moonlit effect
  6520. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6521. break;
  6522. if (ss == bl) //Also needed to prevent infinite loop crash.
  6523. break;
  6524. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6525. break;
  6526. }
  6527. return skillid;
  6528. }
  6529. /*==========================================
  6530. *
  6531. *------------------------------------------*/
  6532. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6533. {
  6534. struct skill_unit_group *sg;
  6535. struct block_list *ss;
  6536. TBL_PC* sd;
  6537. TBL_PC* tsd;
  6538. struct status_data *tstatus, *sstatus;
  6539. struct status_change *tsc, *sc;
  6540. struct skill_unit_group_tickset *ts;
  6541. enum sc_type type;
  6542. int skillid;
  6543. int diff=0;
  6544. nullpo_retr(0, src);
  6545. nullpo_retr(0, bl);
  6546. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6547. return 0;
  6548. nullpo_retr(0, sg=src->group);
  6549. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6550. sd = BL_CAST(BL_PC, ss);
  6551. tsd = BL_CAST(BL_PC, bl);
  6552. tsc = status_get_sc(bl);
  6553. tstatus = status_get_status_data(bl);
  6554. if (sg->state.magic_power) //For magic power.
  6555. {
  6556. sc = status_get_sc(ss);
  6557. sstatus = status_get_status_data(ss);
  6558. } else {
  6559. sc = NULL;
  6560. sstatus = NULL;
  6561. }
  6562. type = status_skill2sc(sg->skill_id);
  6563. skillid = sg->skill_id;
  6564. if (sg->interval == -1) {
  6565. switch (sg->unit_id) {
  6566. case UNT_SPIDERWEB: // The 'interval' value was set to -1 so that the unit wouldn't trigger in the next interval,
  6567. break; // but FiberLock can trap multiple targets on the same cell. [Inkfish]
  6568. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6569. case UNT_FIREPILLAR_ACTIVE:
  6570. return 0;
  6571. default:
  6572. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6573. return 0;
  6574. }
  6575. }
  6576. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6577. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6578. diff = DIFF_TICK(tick,ts->tick);
  6579. if (diff < 0)
  6580. return 0;
  6581. ts->tick = tick+sg->interval;
  6582. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6583. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6584. }
  6585. //Temporarily set magic power to have it take effect. [Skotlex]
  6586. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6587. { //Store previous values.
  6588. swap(sstatus->matk_min, sc->mp_matk_min);
  6589. swap(sstatus->matk_max, sc->mp_matk_max);
  6590. //Note to NOT return from the function until this is unset!
  6591. }
  6592. switch (sg->unit_id)
  6593. {
  6594. case UNT_FIREWALL:
  6595. case UNT_KAEN:
  6596. {
  6597. int count=0;
  6598. const int x = bl->x, y = bl->y;
  6599. //Take into account these hit more times than the timer interval can handle.
  6600. do
  6601. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6602. while(--src->val2 && x == bl->x && y == bl->y &&
  6603. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6604. if (src->val2<=0)
  6605. skill_delunit(src);
  6606. }
  6607. break;
  6608. case UNT_SANCTUARY:
  6609. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6610. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6611. 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) )
  6612. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6613. }
  6614. else
  6615. {
  6616. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6617. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6618. if( md && mob_is_battleground(md) )
  6619. break;
  6620. if( tstatus->hp >= tstatus->max_hp )
  6621. break;
  6622. if( status_isimmune(bl) )
  6623. heal = 0;
  6624. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6625. status_heal(bl, heal, 0, 0);
  6626. if( diff >= 500 )
  6627. sg->val1--;
  6628. }
  6629. if( sg->val1 <= 0 )
  6630. skill_delunitgroup(NULL,sg);
  6631. break;
  6632. case UNT_EVILLAND:
  6633. //Will heal demon and undead element monsters, but not players.
  6634. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6635. { //Damage enemies
  6636. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6637. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6638. } else {
  6639. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6640. if (tstatus->hp >= tstatus->max_hp)
  6641. break;
  6642. if (status_isimmune(bl))
  6643. heal = 0;
  6644. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6645. status_heal(bl, heal, 0, 0);
  6646. }
  6647. break;
  6648. case UNT_MAGNUS:
  6649. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6650. break;
  6651. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6652. break;
  6653. case UNT_DUMMYSKILL:
  6654. switch (sg->skill_id)
  6655. {
  6656. case SG_SUN_WARM: //SG skills [Komurka]
  6657. case SG_MOON_WARM:
  6658. case SG_STAR_WARM:
  6659. {
  6660. int count = 0;
  6661. const int x = bl->x, y = bl->y;
  6662. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6663. do
  6664. {
  6665. if( bl->type == BL_PC )
  6666. status_zap(bl, 0, 15); // sp damage to players
  6667. else // mobs
  6668. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6669. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6670. else { //should end when out of sp.
  6671. sg->limit = DIFF_TICK(tick,sg->tick);
  6672. break;
  6673. }
  6674. } while( x == bl->x && y == bl->y &&
  6675. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6676. }
  6677. break;
  6678. case WZ_STORMGUST:
  6679. if (tsc)
  6680. { //Reset hit counter when under new storm gust.
  6681. if (tsc->sg_id != sg->group_id) {
  6682. tsc->sg_id = sg->group_id;
  6683. tsc->sg_counter = 0;
  6684. }
  6685. tsc->sg_counter++; //SG hit counter.
  6686. }
  6687. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6688. tsc->sg_counter=0; //Attack absorbed.
  6689. break;
  6690. case GS_DESPERADO:
  6691. if (rand()%100 < src->val1)
  6692. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6693. break;
  6694. default:
  6695. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6696. }
  6697. break;
  6698. case UNT_FIREPILLAR_WAITING:
  6699. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6700. skill_delunit(src);
  6701. break;
  6702. case UNT_SKIDTRAP:
  6703. {
  6704. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6705. sg->unit_id = UNT_USED_TRAPS;
  6706. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6707. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6708. }
  6709. break;
  6710. case UNT_SPIDERWEB:
  6711. if( tsc && tsc->data[SC_SPIDERWEB] && tsc->data[SC_SPIDERWEB]->val1 > 0 )
  6712. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  6713. tsc->data[SC_SPIDERWEB]->val2++;
  6714. sg->interval = -1;
  6715. break;
  6716. }
  6717. case UNT_ANKLESNARE:
  6718. if( ( sg->val2 == 0 || sg->unit_id == UNT_SPIDERWEB ) && tsc )
  6719. {
  6720. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6721. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6722. {
  6723. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6724. if( td )
  6725. sec = DIFF_TICK(td->tick, tick);
  6726. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6727. clif_fixpos(bl);
  6728. sg->val2 = bl->id;
  6729. }
  6730. else
  6731. sec = 3000; //Couldn't trap it?
  6732. if( sg->unit_id == UNT_ANKLESNARE )
  6733. clif_01ac(&src->bl); // mysterious packet
  6734. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6735. sg->interval = -1;
  6736. src->range = 0;
  6737. }
  6738. break;
  6739. case UNT_VENOMDUST:
  6740. if(tsc && !tsc->data[type])
  6741. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6742. break;
  6743. case UNT_LANDMINE:
  6744. case UNT_CLAYMORETRAP:
  6745. case UNT_BLASTMINE:
  6746. case UNT_SHOCKWAVE:
  6747. case UNT_SANDMAN:
  6748. case UNT_FLASHER:
  6749. case UNT_FREEZINGTRAP:
  6750. case UNT_FIREPILLAR_ACTIVE:
  6751. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6752. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6753. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6754. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6755. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6756. break;
  6757. case UNT_TALKIEBOX:
  6758. if (sg->src_id == bl->id)
  6759. break;
  6760. if (sg->val2 == 0){
  6761. clif_talkiebox(&src->bl, sg->valstr);
  6762. sg->unit_id = UNT_USED_TRAPS;
  6763. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6764. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6765. sg->val2 = -1;
  6766. }
  6767. break;
  6768. case UNT_LULLABY:
  6769. if (ss->id == bl->id)
  6770. break;
  6771. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6772. break;
  6773. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6774. if (ss->id != bl->id)
  6775. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6776. break;
  6777. case UNT_DISSONANCE:
  6778. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6779. break;
  6780. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6781. {
  6782. int heal;
  6783. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6784. break; // affects self only when soullinked
  6785. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  6786. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6787. status_heal(bl, heal, 0, 0);
  6788. break;
  6789. }
  6790. case UNT_TATAMIGAESHI:
  6791. case UNT_DEMONSTRATION:
  6792. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6793. break;
  6794. case UNT_GOSPEL:
  6795. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6796. break;
  6797. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6798. { // Support Effect only on party, not guild
  6799. int heal;
  6800. int i = rand()%13; // Positive buff count
  6801. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6802. switch (i)
  6803. {
  6804. case 0: // Heal 1~9999 HP
  6805. heal = rand() %9999+1;
  6806. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6807. status_heal(bl,heal,0,0);
  6808. break;
  6809. case 1: // End all negative status
  6810. status_change_clear_buffs(bl,2);
  6811. if (tsd) clif_gospel_info(tsd, 0x15);
  6812. break;
  6813. case 2: // Immunity to all status
  6814. sc_start(bl,SC_SCRESIST,100,100,time);
  6815. if (tsd) clif_gospel_info(tsd, 0x16);
  6816. break;
  6817. case 3: // MaxHP +100%
  6818. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6819. if (tsd) clif_gospel_info(tsd, 0x17);
  6820. break;
  6821. case 4: // MaxSP +100%
  6822. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6823. if (tsd) clif_gospel_info(tsd, 0x18);
  6824. break;
  6825. case 5: // All stats +20
  6826. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6827. if (tsd) clif_gospel_info(tsd, 0x19);
  6828. break;
  6829. case 6: // Level 10 Blessing
  6830. sc_start(bl,SC_BLESSING,100,10,time);
  6831. break;
  6832. case 7: // Level 10 Increase AGI
  6833. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6834. break;
  6835. case 8: // Enchant weapon with Holy element
  6836. sc_start(bl,SC_ASPERSIO,100,1,time);
  6837. if (tsd) clif_gospel_info(tsd, 0x1c);
  6838. break;
  6839. case 9: // Enchant armor with Holy element
  6840. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6841. if (tsd) clif_gospel_info(tsd, 0x1d);
  6842. break;
  6843. case 10: // DEF +25%
  6844. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6845. if (tsd) clif_gospel_info(tsd, 0x1e);
  6846. break;
  6847. case 11: // ATK +100%
  6848. sc_start(bl,SC_INCATKRATE,100,100,time);
  6849. if (tsd) clif_gospel_info(tsd, 0x1f);
  6850. break;
  6851. case 12: // HIT/Flee +50
  6852. sc_start(bl,SC_INCHIT,100,50,time);
  6853. sc_start(bl,SC_INCFLEE,100,50,time);
  6854. if (tsd) clif_gospel_info(tsd, 0x20);
  6855. break;
  6856. }
  6857. }
  6858. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6859. { // Offensive Effect
  6860. int i = rand()%9; // Negative buff count
  6861. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6862. switch (i)
  6863. {
  6864. case 0: // Deal 1~9999 damage
  6865. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6866. break;
  6867. case 1: // Curse
  6868. sc_start(bl,SC_CURSE,100,1,time);
  6869. break;
  6870. case 2: // Blind
  6871. sc_start(bl,SC_BLIND,100,1,time);
  6872. break;
  6873. case 3: // Poison
  6874. sc_start(bl,SC_POISON,100,1,time);
  6875. break;
  6876. case 4: // Level 10 Provoke
  6877. sc_start(bl,SC_PROVOKE,100,10,time);
  6878. break;
  6879. case 5: // DEF -100%
  6880. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6881. break;
  6882. case 6: // ATK -100%
  6883. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6884. break;
  6885. case 7: // Flee -100%
  6886. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6887. break;
  6888. case 8: // Speed/ASPD -25%
  6889. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6890. break;
  6891. }
  6892. }
  6893. break;
  6894. case UNT_BASILICA:
  6895. {
  6896. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6897. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6898. { // knock-back any enemy except Boss
  6899. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6900. clif_fixpos(bl);
  6901. }
  6902. if( sg->src_id != bl->id && i <= 0 )
  6903. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6904. }
  6905. break;
  6906. case UNT_GRAVITATION:
  6907. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6908. break;
  6909. case UNT_GROUNDDRIFT_WIND:
  6910. case UNT_GROUNDDRIFT_DARK:
  6911. case UNT_GROUNDDRIFT_POISON:
  6912. case UNT_GROUNDDRIFT_WATER:
  6913. case UNT_GROUNDDRIFT_FIRE:
  6914. map_foreachinrange(skill_trap_splash,&src->bl,
  6915. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6916. &src->bl,tick);
  6917. sg->unit_id = UNT_USED_TRAPS;
  6918. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6919. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6920. break;
  6921. }
  6922. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6923. { //Unset magic power.
  6924. swap(sstatus->matk_min, sc->mp_matk_min);
  6925. swap(sstatus->matk_max, sc->mp_matk_max);
  6926. }
  6927. if (bl->type == BL_MOB && ss != bl)
  6928. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6929. return skillid;
  6930. }
  6931. /*==========================================
  6932. * Triggered when a char steps out of a skill cell
  6933. *------------------------------------------*/
  6934. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6935. {
  6936. struct skill_unit_group *sg;
  6937. struct status_change *sc;
  6938. struct status_change_entry *sce;
  6939. enum sc_type type;
  6940. nullpo_retr(0, src);
  6941. nullpo_retr(0, bl);
  6942. nullpo_retr(0, sg=src->group);
  6943. sc = status_get_sc(bl);
  6944. type = status_skill2sc(sg->skill_id);
  6945. sce = (sc && type != -1)?sc->data[type]:NULL;
  6946. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6947. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6948. return 0;
  6949. switch(sg->unit_id){
  6950. case UNT_SAFETYWALL:
  6951. case UNT_PNEUMA:
  6952. if (sce)
  6953. status_change_end(bl,type,-1);
  6954. break;
  6955. case UNT_BASILICA:
  6956. if( sce && sce->val4 == src->bl.id )
  6957. status_change_end(bl,type,-1);
  6958. break;
  6959. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6960. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6961. status_change_end(bl,type,-1);
  6962. break;
  6963. case UNT_SPIDERWEB:
  6964. {
  6965. struct block_list *target = map_id2bl(sg->val2);
  6966. if (target && target==bl)
  6967. {
  6968. if (sce && sce->val2 == sg->group_id)
  6969. status_change_end(bl,type,-1);
  6970. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6971. }
  6972. break;
  6973. }
  6974. }
  6975. return sg->skill_id;
  6976. }
  6977. /*==========================================
  6978. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6979. *------------------------------------------*/
  6980. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6981. {
  6982. struct status_change *sc;
  6983. struct status_change_entry *sce;
  6984. enum sc_type type;
  6985. sc = status_get_sc(bl);
  6986. if (sc && !sc->count)
  6987. sc = NULL;
  6988. type = status_skill2sc(skill_id);
  6989. sce = (sc && type != -1)?sc->data[type]:NULL;
  6990. switch (skill_id)
  6991. {
  6992. case WZ_QUAGMIRE:
  6993. if (bl->type==BL_MOB)
  6994. break;
  6995. if (sce)
  6996. status_change_end(bl, type, -1);
  6997. break;
  6998. case BD_LULLABY:
  6999. case BD_RICHMANKIM:
  7000. case BD_ETERNALCHAOS:
  7001. case BD_DRUMBATTLEFIELD:
  7002. case BD_RINGNIBELUNGEN:
  7003. case BD_ROKISWEIL:
  7004. case BD_INTOABYSS:
  7005. case BD_SIEGFRIED:
  7006. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  7007. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7008. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7009. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7010. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7011. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7012. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7013. skill_stop_dancing(bl);
  7014. }
  7015. case MG_SAFETYWALL:
  7016. case AL_PNEUMA:
  7017. case SA_VOLCANO:
  7018. case SA_DELUGE:
  7019. case SA_VIOLENTGALE:
  7020. case CG_HERMODE:
  7021. case HW_GRAVITATION:
  7022. case NJ_SUITON:
  7023. if (sce)
  7024. status_change_end(bl, type, -1);
  7025. break;
  7026. case BA_POEMBRAGI:
  7027. case BA_WHISTLE:
  7028. case BA_ASSASSINCROSS:
  7029. case BA_APPLEIDUN:
  7030. case DC_HUMMING:
  7031. case DC_DONTFORGETME:
  7032. case DC_FORTUNEKISS:
  7033. case DC_SERVICEFORYOU:
  7034. if (sce)
  7035. {
  7036. delete_timer(sce->timer, status_change_timer);
  7037. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7038. //not possible on our current implementation.
  7039. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7040. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7041. }
  7042. break;
  7043. case PF_FOGWALL:
  7044. if (sce)
  7045. {
  7046. status_change_end(bl,type,-1);
  7047. if ((sce=sc->data[SC_BLIND]))
  7048. {
  7049. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7050. status_change_end(bl, SC_BLIND, -1);
  7051. else {
  7052. delete_timer(sce->timer, status_change_timer);
  7053. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7054. }
  7055. }
  7056. }
  7057. break;
  7058. }
  7059. return skill_id;
  7060. }
  7061. /*==========================================
  7062. * Invoked when a unit cell has been placed/removed/deleted.
  7063. * flag values:
  7064. * flag&1: Invoke onplace function (otherwise invoke onout)
  7065. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7066. *------------------------------------------*/
  7067. static int skill_unit_effect (struct block_list* bl, va_list ap)
  7068. {
  7069. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7070. struct skill_unit_group* group = unit->group;
  7071. unsigned int tick = va_arg(ap,unsigned int);
  7072. unsigned int flag = va_arg(ap,unsigned int);
  7073. int skill_id;
  7074. bool dissonance;
  7075. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  7076. return 0;
  7077. nullpo_retr(0, group);
  7078. dissonance = skill_dance_switch(unit, 0);
  7079. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7080. skill_id = group->skill_id;
  7081. //Target-type check.
  7082. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7083. {
  7084. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7085. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7086. }
  7087. else
  7088. {
  7089. if( flag&1 )
  7090. skill_unit_onplace(unit,bl,tick);
  7091. else
  7092. skill_unit_onout(unit,bl,tick);
  7093. if( flag&4 )
  7094. skill_unit_onleft(skill_id, bl, tick);
  7095. }
  7096. if( dissonance ) skill_dance_switch(unit, 1);
  7097. return 0;
  7098. }
  7099. /*==========================================
  7100. *
  7101. *------------------------------------------*/
  7102. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7103. {
  7104. struct skill_unit_group *sg;
  7105. nullpo_retr(0, src);
  7106. nullpo_retr(0, sg=src->group);
  7107. switch( sg->unit_id )
  7108. {
  7109. case UNT_SKIDTRAP:
  7110. case UNT_LANDMINE:
  7111. case UNT_SHOCKWAVE:
  7112. case UNT_SANDMAN:
  7113. case UNT_FLASHER:
  7114. case UNT_FREEZINGTRAP:
  7115. case UNT_TALKIEBOX:
  7116. case UNT_ANKLESNARE:
  7117. case UNT_ICEWALL:
  7118. src->val1-=damage;
  7119. break;
  7120. case UNT_BLASTMINE:
  7121. case UNT_CLAYMORETRAP:
  7122. skill_blown(bl, &src->bl, 2, -1, 0);
  7123. break;
  7124. default:
  7125. damage = 0;
  7126. break;
  7127. }
  7128. return damage;
  7129. }
  7130. /*==========================================
  7131. *
  7132. *------------------------------------------*/
  7133. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7134. {
  7135. int *c, skillid;
  7136. struct block_list *src;
  7137. struct map_session_data *sd;
  7138. struct map_session_data *tsd;
  7139. int *p_sd; //Contains the list of characters found.
  7140. nullpo_retr(0, bl);
  7141. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7142. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7143. nullpo_retr(0, sd=(struct map_session_data*)src);
  7144. c=va_arg(ap,int *);
  7145. p_sd = va_arg(ap, int *);
  7146. skillid = va_arg(ap,int);
  7147. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7148. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7149. if (bl == src)
  7150. return 0;
  7151. if(pc_isdead(tsd))
  7152. return 0;
  7153. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7154. return 0;
  7155. switch(skillid)
  7156. {
  7157. case PR_BENEDICTIO:
  7158. {
  7159. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7160. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7161. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7162. && sd->status.sp >= 10)
  7163. p_sd[(*c)++]=tsd->bl.id;
  7164. return 1;
  7165. }
  7166. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7167. {
  7168. int skilllv;
  7169. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7170. return 0;
  7171. if (sd->status.sex != tsd->status.sex &&
  7172. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7173. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7174. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7175. sd->status.party_id && tsd->status.party_id &&
  7176. sd->status.party_id == tsd->status.party_id &&
  7177. !tsd->sc.data[SC_DANCING])
  7178. {
  7179. p_sd[(*c)++]=tsd->bl.id;
  7180. return skilllv;
  7181. } else {
  7182. return 0;
  7183. }
  7184. }
  7185. break;
  7186. }
  7187. return 0;
  7188. }
  7189. /*==========================================
  7190. * Checks and stores partners for ensemble skills [Skotlex]
  7191. *------------------------------------------*/
  7192. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7193. {
  7194. static int c=0;
  7195. static int p_sd[2] = { 0, 0 };
  7196. int i;
  7197. if (!battle_config.player_skill_partner_check ||
  7198. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7199. return 99; //As if there were infinite partners.
  7200. if (cast_flag)
  7201. { //Execute the skill on the partners.
  7202. struct map_session_data* tsd;
  7203. switch (skill_id)
  7204. {
  7205. case PR_BENEDICTIO:
  7206. for (i = 0; i < c; i++)
  7207. {
  7208. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7209. status_charge(&tsd->bl, 0, 10);
  7210. }
  7211. return c;
  7212. default: //Warning: Assuming Ensemble skills here (for speed)
  7213. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7214. {
  7215. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7216. 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);
  7217. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7218. tsd->skillid_dance = skill_id;
  7219. tsd->skilllv_dance = *skill_lv;
  7220. }
  7221. return c;
  7222. }
  7223. }
  7224. //Else: new search for partners.
  7225. c = 0;
  7226. memset (p_sd, 0, sizeof(p_sd));
  7227. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7228. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7229. *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.
  7230. return c;
  7231. }
  7232. /*==========================================
  7233. *
  7234. *------------------------------------------*/
  7235. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7236. {
  7237. int *c,src_id,mob_class,skill;
  7238. struct mob_data *md;
  7239. md=(struct mob_data*)bl;
  7240. src_id=va_arg(ap,int);
  7241. mob_class=va_arg(ap,int);
  7242. skill=va_arg(ap,int);
  7243. c=va_arg(ap,int *);
  7244. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7245. return 0; //Non alchemist summoned mobs have nothing to do here.
  7246. if(md->class_==mob_class)
  7247. (*c)++;
  7248. return 1;
  7249. }
  7250. /*==========================================
  7251. * Determines if a given skill should be made to consume ammo
  7252. * when used by the player. [Skotlex]
  7253. *------------------------------------------*/
  7254. int skill_isammotype (struct map_session_data *sd, int skill)
  7255. {
  7256. return (
  7257. battle_config.arrow_decrement==2 &&
  7258. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7259. skill != HT_PHANTASMIC &&
  7260. skill_get_type(skill) == BF_WEAPON &&
  7261. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7262. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7263. );
  7264. }
  7265. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  7266. {
  7267. struct status_data *status;
  7268. struct status_change *sc;
  7269. struct skill_condition require;
  7270. int i;
  7271. nullpo_retr(0, sd);
  7272. if (lv <= 0 || sd->chatID) return 0;
  7273. if( battle_config.gm_skilluncond &&
  7274. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7275. sd->skillitem != skill)
  7276. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7277. sd->skillitem = sd->skillitemlv = 0;
  7278. //Need to do arrow state check.
  7279. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7280. //Need to do Spiritball check.
  7281. sd->spiritball_old = sd->spiritball;
  7282. return 1;
  7283. }
  7284. if(pc_is90overweight(sd)) {
  7285. clif_skill_fail(sd,skill,9,0);
  7286. sd->skillitem = sd->skillitemlv = 0;
  7287. return 0;
  7288. }
  7289. if( sd->state.abra_flag && sd->skillitem != skill ) // Cancelled, using a different skill.
  7290. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7291. if (sd->menuskill_id == AM_PHARMACY &&
  7292. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7293. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7294. )) {
  7295. sd->skillitem = sd->skillitemlv = 0;
  7296. return 0;
  7297. }
  7298. status = &sd->battle_status;
  7299. sc = &sd->sc;
  7300. if( !sc->count )
  7301. sc = NULL;
  7302. if(sd->skillitem == skill) {
  7303. // When a target was selected
  7304. { //Consume items that were skipped in pc_use_item [Skotlex]
  7305. if((i = sd->itemindex) == -1 ||
  7306. sd->status.inventory[i].nameid != sd->itemid ||
  7307. sd->inventory_data[i] == NULL ||
  7308. !sd->inventory_data[i]->flag.delay_consume ||
  7309. sd->status.inventory[i].amount < 1
  7310. )
  7311. { //Something went wrong, item exploit?
  7312. sd->itemid = sd->itemindex = -1;
  7313. return 0;
  7314. }
  7315. //Consume
  7316. sd->itemid = sd->itemindex = -1;
  7317. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7318. ; //Do not consume item.
  7319. else if( sd->status.inventory[i].expire_time == 0 )
  7320. pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
  7321. }
  7322. return 1;
  7323. }
  7324. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7325. return 0;
  7326. require = skill_get_requirement(sd,skill,lv);
  7327. //Can only update state when weapon/arrow info is checked.
  7328. if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
  7329. // perform skill-specific checks (and actions)
  7330. switch( skill )
  7331. {
  7332. case SA_CASTCANCEL:
  7333. if(sd->ud.skilltimer == -1) {
  7334. clif_skill_fail(sd,skill,0,0);
  7335. return 0;
  7336. }
  7337. break;
  7338. case BS_MAXIMIZE:
  7339. case NV_TRICKDEAD:
  7340. case TF_HIDING:
  7341. case AS_CLOAKING:
  7342. case CR_AUTOGUARD:
  7343. case ML_AUTOGUARD:
  7344. case CR_DEFENDER:
  7345. case ML_DEFENDER:
  7346. case ST_CHASEWALK:
  7347. case PA_GOSPEL:
  7348. case CR_SHRINK:
  7349. case TK_RUN:
  7350. case GS_GATLINGFEVER:
  7351. if(sc && sc->data[status_skill2sc(skill)])
  7352. return 1; //Allow turning off.
  7353. break;
  7354. case AL_WARP:
  7355. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7356. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7357. return 0;
  7358. }
  7359. break;
  7360. case MO_CALLSPIRITS:
  7361. if(sd->spiritball >= lv) {
  7362. clif_skill_fail(sd,skill,0,0);
  7363. return 0;
  7364. }
  7365. break;
  7366. case MO_FINGEROFFENSIVE:
  7367. case GS_FLING:
  7368. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  7369. sd->spiritball_old = require.spiritball = sd->spiritball;
  7370. else
  7371. sd->spiritball_old = require.spiritball;
  7372. break;
  7373. case MO_CHAINCOMBO:
  7374. if(!sc)
  7375. return 0;
  7376. if(sc->data[SC_BLADESTOP])
  7377. break;
  7378. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7379. break;
  7380. return 0;
  7381. case MO_COMBOFINISH:
  7382. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7383. return 0;
  7384. break;
  7385. case CH_TIGERFIST:
  7386. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7387. return 0;
  7388. break;
  7389. case CH_CHAINCRUSH:
  7390. if(!(sc && sc->data[SC_COMBO]))
  7391. return 0;
  7392. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7393. return 0;
  7394. break;
  7395. case MO_EXTREMITYFIST:
  7396. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7397. // return 0;
  7398. if( sc && sc->data[SC_BLADESTOP] )
  7399. break;
  7400. if( sc && sc->data[SC_COMBO] )
  7401. {
  7402. switch(sc->data[SC_COMBO]->val1) {
  7403. case MO_COMBOFINISH:
  7404. case CH_TIGERFIST:
  7405. case CH_CHAINCRUSH:
  7406. break;
  7407. default:
  7408. return 0;
  7409. }
  7410. }
  7411. if( !unit_can_move(&sd->bl) )
  7412. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7413. clif_skill_fail(sd,skill,0,0);
  7414. return 0;
  7415. }
  7416. break;
  7417. case TK_MISSION:
  7418. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7419. {// Cannot be used by Non-Taekwon classes
  7420. clif_skill_fail(sd,skill,0,0);
  7421. return 0;
  7422. }
  7423. break;
  7424. case TK_READYCOUNTER:
  7425. case TK_READYDOWN:
  7426. case TK_READYSTORM:
  7427. case TK_READYTURN:
  7428. if(sc && sc->data[status_skill2sc(skill)])
  7429. return 1; //Enable disabling them regardless of who you are.
  7430. case TK_JUMPKICK:
  7431. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7432. {// Soul Linkers cannot use this skill
  7433. clif_skill_fail(sd,skill,0,0);
  7434. return 0;
  7435. }
  7436. break;
  7437. case TK_TURNKICK:
  7438. case TK_STORMKICK:
  7439. case TK_DOWNKICK:
  7440. case TK_COUNTER:
  7441. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7442. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7443. if(!(sc && sc->data[SC_COMBO]))
  7444. return 0; //Combo needs to be ready
  7445. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7446. { //Unlimited Combo
  7447. if (skill == sd->skillid_old) {
  7448. status_change_end(&sd->bl, SC_COMBO, -1);
  7449. sd->skillid_old = sd->skilllv_old = 0;
  7450. return 0; //Can't repeat previous combo skill.
  7451. }
  7452. break;
  7453. }
  7454. if(sc->data[SC_COMBO]->val1 != skill)
  7455. { //Cancel combo wait.
  7456. unit_cancel_combo(&sd->bl);
  7457. return 0;
  7458. }
  7459. break; //Combo ready.
  7460. case BD_ADAPTATION:
  7461. {
  7462. int time;
  7463. if(!(sc && sc->data[SC_DANCING]))
  7464. {
  7465. clif_skill_fail(sd,skill,0,0);
  7466. return 0;
  7467. }
  7468. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7469. if (skill_get_time(
  7470. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7471. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7472. - time <= skill_get_time2(skill,lv))
  7473. {
  7474. clif_skill_fail(sd,skill,0,0);
  7475. return 0;
  7476. }
  7477. }
  7478. break;
  7479. case PR_BENEDICTIO:
  7480. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7481. {
  7482. clif_skill_fail(sd,skill,0,0);
  7483. return 0;
  7484. }
  7485. break;
  7486. case SL_SMA:
  7487. if(!(sc && sc->data[SC_SMA]))
  7488. return 0;
  7489. break;
  7490. case HT_POWER:
  7491. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7492. return 0;
  7493. break;
  7494. case CG_HERMODE:
  7495. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7496. {
  7497. clif_skill_fail(sd,skill,0,0);
  7498. return 0;
  7499. }
  7500. break;
  7501. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7502. {
  7503. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7504. int size = range*2+1;
  7505. for (i=0;i<size*size;i++) {
  7506. x = sd->bl.x+(i%size-range);
  7507. y = sd->bl.y+(i/size-range);
  7508. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7509. clif_skill_fail(sd,skill,0,0);
  7510. return 0;
  7511. }
  7512. }
  7513. }
  7514. break;
  7515. case PR_REDEMPTIO:
  7516. {
  7517. int exp;
  7518. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7519. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7520. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7521. return 0;
  7522. }
  7523. break;
  7524. }
  7525. case AM_TWILIGHT2:
  7526. case AM_TWILIGHT3:
  7527. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7528. {
  7529. clif_skill_fail(sd,skill,0,0);
  7530. return 0;
  7531. }
  7532. break;
  7533. case SG_SUN_WARM:
  7534. case SG_MOON_WARM:
  7535. case SG_STAR_WARM:
  7536. if (sc && sc->data[SC_MIRACLE])
  7537. break;
  7538. i = skill-SG_SUN_WARM;
  7539. if (sd->bl.m == sd->feel_map[i].m)
  7540. break;
  7541. clif_skill_fail(sd,skill,0,0);
  7542. return 0;
  7543. break;
  7544. case SG_SUN_COMFORT:
  7545. case SG_MOON_COMFORT:
  7546. case SG_STAR_COMFORT:
  7547. if (sc && sc->data[SC_MIRACLE])
  7548. break;
  7549. i = skill-SG_SUN_COMFORT;
  7550. if (sd->bl.m == sd->feel_map[i].m &&
  7551. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7552. break;
  7553. clif_skill_fail(sd,skill,0,0);
  7554. return 0;
  7555. case SG_FUSION:
  7556. if (sc && sc->data[SC_FUSION])
  7557. return 1;
  7558. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7559. break;
  7560. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7561. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7562. if( require.sp > 0 )
  7563. {
  7564. if (status->sp < (unsigned int)require.sp)
  7565. clif_skill_fail(sd,skill,1,0);
  7566. else
  7567. status_zap(&sd->bl, 0, require.sp);
  7568. }
  7569. return 0;
  7570. case GD_BATTLEORDER:
  7571. case GD_REGENERATION:
  7572. case GD_RESTORE:
  7573. if (!map_flag_gvg2(sd->bl.m)) {
  7574. clif_skill_fail(sd,skill,0,0);
  7575. return 0;
  7576. }
  7577. case GD_EMERGENCYCALL:
  7578. // other checks were already done in skillnotok()
  7579. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7580. return 0;
  7581. break;
  7582. case GS_GLITTERING:
  7583. if(sd->spiritball >= 10) {
  7584. clif_skill_fail(sd,skill,0,0);
  7585. return 0;
  7586. }
  7587. break;
  7588. case NJ_ISSEN:
  7589. if (status->hp < 2) {
  7590. clif_skill_fail(sd,skill,0,0);
  7591. return 0;
  7592. }
  7593. case NJ_BUNSINJYUTSU:
  7594. if (!(sc && sc->data[SC_NEN])) {
  7595. clif_skill_fail(sd,skill,0,0);
  7596. return 0;
  7597. }
  7598. break;
  7599. case NJ_ZENYNAGE:
  7600. if(sd->status.zeny < require.zeny) {
  7601. clif_skill_fail(sd,skill,5,0);
  7602. return 0;
  7603. }
  7604. break;
  7605. case PF_HPCONVERSION:
  7606. if (status->sp == status->max_sp)
  7607. return 0; //Unusable when at full SP.
  7608. break;
  7609. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7610. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7611. clif_skill_fail(sd,skill,0,0);
  7612. return 0;
  7613. }
  7614. break;
  7615. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7616. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7617. {
  7618. clif_skill_fail(sd,skill,0,0);
  7619. return 0;
  7620. }
  7621. break;
  7622. }
  7623. switch(require.state) {
  7624. case ST_HIDING:
  7625. if(!(sc && sc->option&OPTION_HIDE)) {
  7626. clif_skill_fail(sd,skill,0,0);
  7627. return 0;
  7628. }
  7629. break;
  7630. case ST_CLOAKING:
  7631. if(!pc_iscloaking(sd)) {
  7632. clif_skill_fail(sd,skill,0,0);
  7633. return 0;
  7634. }
  7635. break;
  7636. case ST_HIDDEN:
  7637. if(!pc_ishiding(sd)) {
  7638. clif_skill_fail(sd,skill,0,0);
  7639. return 0;
  7640. }
  7641. break;
  7642. case ST_RIDING:
  7643. if(!pc_isriding(sd)) {
  7644. clif_skill_fail(sd,skill,0,0);
  7645. return 0;
  7646. }
  7647. break;
  7648. case ST_FALCON:
  7649. if(!pc_isfalcon(sd)) {
  7650. clif_skill_fail(sd,skill,0,0);
  7651. return 0;
  7652. }
  7653. break;
  7654. case ST_CARTBOOST:
  7655. if(!(sc && sc->data[SC_CARTBOOST])) {
  7656. clif_skill_fail(sd,skill,0,0);
  7657. return 0;
  7658. }
  7659. case ST_CART:
  7660. if(!pc_iscarton(sd)) {
  7661. clif_skill_fail(sd,skill,0,0);
  7662. return 0;
  7663. }
  7664. break;
  7665. case ST_SHIELD:
  7666. if(sd->status.shield <= 0) {
  7667. clif_skill_fail(sd,skill,0,0);
  7668. return 0;
  7669. }
  7670. break;
  7671. case ST_SIGHT:
  7672. if(!(sc && sc->data[SC_SIGHT])) {
  7673. clif_skill_fail(sd,skill,0,0);
  7674. return 0;
  7675. }
  7676. break;
  7677. case ST_EXPLOSIONSPIRITS:
  7678. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. break;
  7683. case ST_RECOV_WEIGHT_RATE:
  7684. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7685. clif_skill_fail(sd,skill,0,0);
  7686. return 0;
  7687. }
  7688. break;
  7689. case ST_MOVE_ENABLE:
  7690. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7691. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7692. if (!unit_can_move(&sd->bl)) {
  7693. clif_skill_fail(sd,skill,0,0);
  7694. return 0;
  7695. }
  7696. break;
  7697. case ST_WATER:
  7698. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7699. break;
  7700. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7701. break;
  7702. clif_skill_fail(sd,skill,0,0);
  7703. return 0;
  7704. }
  7705. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  7706. //mhp is the max-hp-requirement, that is,
  7707. //you must have this % or less of HP to cast it.
  7708. clif_skill_fail(sd,skill,2,0);
  7709. return 0;
  7710. }
  7711. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  7712. clif_skill_fail(sd,skill,6,0);
  7713. return 0;
  7714. }
  7715. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  7716. clif_skill_fail(sd,skill,1,0);
  7717. return 0;
  7718. }
  7719. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  7720. clif_skill_fail(sd,skill,5,0);
  7721. return 0;
  7722. }
  7723. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  7724. clif_skill_fail(sd,skill,0,0);
  7725. return 0;
  7726. }
  7727. return 1;
  7728. }
  7729. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  7730. {
  7731. struct skill_condition require;
  7732. struct status_data *status;
  7733. int i;
  7734. int index[MAX_SKILL_ITEM_REQUIRE];
  7735. nullpo_retr(0, sd);
  7736. if( lv <= 0 || sd->chatID )
  7737. return 0;
  7738. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  7739. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7740. sd->skillitem = sd->skillitemlv = 0;
  7741. //Need to do arrow state check.
  7742. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7743. //Need to do Spiritball check.
  7744. sd->spiritball_old = sd->spiritball;
  7745. return 1;
  7746. }
  7747. if( pc_is90overweight(sd) )
  7748. {
  7749. clif_skill_fail(sd,skill,9,0);
  7750. sd->skillitem = sd->skillitemlv = 0;
  7751. return 0;
  7752. }
  7753. if( sd->state.abra_flag )
  7754. { // Abracadabra skill, skip requisites!
  7755. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7756. return 1;
  7757. }
  7758. if( sd->menuskill_id == AM_PHARMACY )
  7759. { // Cast start or cast end??
  7760. switch( skill )
  7761. {
  7762. case AM_PHARMACY:
  7763. case AC_MAKINGARROW:
  7764. case BS_REPAIRWEAPON:
  7765. case AM_TWILIGHT1:
  7766. case AM_TWILIGHT2:
  7767. case AM_TWILIGHT3:
  7768. sd->skillitem = sd->skillitemlv = 0;
  7769. return 0;
  7770. }
  7771. }
  7772. if( sd->skillitem == skill )
  7773. { // Casting finished
  7774. sd->skillitem = sd->skillitemlv = 0;
  7775. return 1;
  7776. }
  7777. // perform skill-specific checks (and actions)
  7778. switch( skill )
  7779. {
  7780. case PR_BENEDICTIO:
  7781. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7782. break;
  7783. case AM_CANNIBALIZE:
  7784. case AM_SPHEREMINE:
  7785. {
  7786. int c=0;
  7787. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7788. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7789. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7790. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7791. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7792. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7793. if(c >= maxcount ||
  7794. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7795. { //Fails when: exceed max limit. There are other plant types already out.
  7796. clif_skill_fail(sd,skill,0,0);
  7797. return 0;
  7798. }
  7799. }
  7800. break;
  7801. }
  7802. }
  7803. status = &sd->battle_status;
  7804. require = skill_get_requirement(sd,skill,lv);
  7805. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  7806. clif_skill_fail(sd,skill,2,0);
  7807. return 0;
  7808. }
  7809. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  7810. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7811. !sd->inventory_data[i] ||
  7812. sd->status.inventory[i].amount < require.ammo_qty
  7813. ) {
  7814. clif_arrow_fail(sd,0);
  7815. return 0;
  7816. }
  7817. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  7818. { //Ammo type check. Send the "wrong weapon type" message
  7819. //which is the closest we have to wrong ammo type. [Skotlex]
  7820. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7821. //clif_skill_fail(sd,skill,6,0);
  7822. return 0;
  7823. }
  7824. }
  7825. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7826. {
  7827. if( !require.itemid[i] )
  7828. continue;
  7829. index[i] = pc_search_inventory(sd,require.itemid[i]);
  7830. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  7831. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  7832. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7833. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  7834. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7835. else
  7836. clif_skill_fail(sd,skill,0,0);
  7837. return 0;
  7838. }
  7839. }
  7840. return 1;
  7841. }
  7842. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  7843. {
  7844. int n,i;
  7845. struct skill_condition req;
  7846. nullpo_retr(0, sd);
  7847. req = skill_get_requirement(sd,skill,lv);
  7848. if( type&1 )
  7849. {
  7850. if( skill == CG_TAROTCARD )
  7851. req.sp = 0; // sp will be consumed in skill_cast_nodamage_id [Inkfish]
  7852. if(req.hp || req.sp)
  7853. status_zap(&sd->bl, req.hp, req.sp);
  7854. }
  7855. if( type&2 )
  7856. {
  7857. if(req.spiritball > 0)
  7858. pc_delspiritball(sd,req.spiritball,0);
  7859. if(req.zeny > 0)
  7860. {
  7861. if( skill == NJ_ZENYNAGE )
  7862. req.zeny = 0; //Zeny is reduced on skill_attack.
  7863. if( sd->status.zeny < req.zeny )
  7864. req.zeny = sd->status.zeny;
  7865. pc_payzeny(sd,req.zeny);
  7866. }
  7867. }
  7868. if( type&4 )
  7869. {
  7870. struct status_change *sc = &sd->sc;
  7871. if( !sc->count )
  7872. sc = NULL;
  7873. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7874. {
  7875. if( !req.itemid[i] )
  7876. continue;
  7877. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  7878. continue; //Gemstones are checked, but not substracted from inventory.
  7879. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  7880. pc_delitem(sd,n,req.amount[i],0);
  7881. }
  7882. }
  7883. return 1;
  7884. }
  7885. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  7886. {
  7887. struct skill_condition req;
  7888. struct status_data *status;
  7889. struct status_change *sc;
  7890. int i,j,hp_rate,sp_rate;
  7891. memset(&req,0,sizeof(req));
  7892. if( !sd )
  7893. return req;
  7894. j = skill_get_index(skill);
  7895. if( j == 0 ) // invalid skill id
  7896. return req;
  7897. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7898. return req;
  7899. status = &sd->battle_status;
  7900. sc = &sd->sc;
  7901. if( !sc->count )
  7902. sc = NULL;
  7903. req.hp = skill_db[j].hp[lv-1];
  7904. hp_rate = skill_db[j].hp_rate[lv-1];
  7905. if(hp_rate > 0)
  7906. req.hp += (status->hp * hp_rate)/100;
  7907. else
  7908. req.hp += (status->max_hp * (-hp_rate))/100;
  7909. req.sp = skill_db[j].sp[lv];
  7910. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7911. req.sp /= 2;
  7912. sp_rate = skill_db[j].sp_rate[lv-1];
  7913. if(sp_rate > 0)
  7914. req.sp += (status->sp * sp_rate)/100;
  7915. else
  7916. req.sp += (status->max_sp * (-sp_rate))/100;
  7917. if( sd->dsprate!=100 )
  7918. req.sp = req.sp * sd->dsprate / 100;
  7919. req.zeny = skill_db[j].zeny[lv-1];
  7920. req.spiritball = skill_db[j].spiritball[lv-1];
  7921. req.state = skill_db[j].state;
  7922. req.mhp = skill_db[j].mhp[lv-1];
  7923. req.weapon = skill_db[j].weapon;
  7924. req.ammo = skill_db[j].ammo;
  7925. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  7926. if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
  7927. { //Assume this skill is using the weapon, therefore it requires arrows.
  7928. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7929. req.ammo_qty = 1;
  7930. }
  7931. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  7932. {
  7933. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  7934. continue;
  7935. switch( skill )
  7936. {
  7937. case AM_CALLHOMUN:
  7938. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7939. continue;
  7940. break;
  7941. case WZ_FIREPILLAR: // celest
  7942. if (lv <= 5) // no gems required at level 1-5
  7943. continue;
  7944. break;
  7945. }
  7946. req.itemid[i] = skill_db[j].itemid[i];
  7947. req.amount[i] = skill_db[j].amount[i];
  7948. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  7949. {
  7950. if( sd->special_state.no_gemstone )
  7951. { //Make it substract 1 gem rather than skipping the cost.
  7952. if( --req.amount[i] < 1 )
  7953. continue;
  7954. }
  7955. if(sc && sc->data[SC_INTOABYSS])
  7956. {
  7957. if( skill != SA_ABRACADABRA )
  7958. continue;
  7959. else if( --req.amount[i] < 1 )
  7960. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7961. }
  7962. }
  7963. }
  7964. // Check for cost reductions due to skills & SCs
  7965. switch(skill) {
  7966. case MC_MAMMONITE:
  7967. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7968. req.zeny -= req.zeny*10/100;
  7969. break;
  7970. case AL_HOLYLIGHT:
  7971. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  7972. req.sp *= 5;
  7973. break;
  7974. case SL_SMA:
  7975. case SL_STUN:
  7976. case SL_STIN:
  7977. {
  7978. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7979. if(kaina_lv==0 || sd->status.base_level<70)
  7980. break;
  7981. if(sd->status.base_level>=90)
  7982. req.sp -= req.sp*7*kaina_lv/100;
  7983. else if(sd->status.base_level>=80)
  7984. req.sp -= req.sp*5*kaina_lv/100;
  7985. else if(sd->status.base_level>=70)
  7986. req.sp -= req.sp*3*kaina_lv/100;
  7987. }
  7988. break;
  7989. case MO_TRIPLEATTACK:
  7990. case MO_CHAINCOMBO:
  7991. case MO_COMBOFINISH:
  7992. case CH_TIGERFIST:
  7993. case CH_CHAINCRUSH:
  7994. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  7995. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  7996. break;
  7997. case MO_BODYRELOCATION:
  7998. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  7999. req.spiritball = 0;
  8000. break;
  8001. case MO_EXTREMITYFIST:
  8002. if( sc )
  8003. {
  8004. if( sc->data[SC_BLADESTOP] )
  8005. req.spiritball--;
  8006. else if( sc->data[SC_COMBO] )
  8007. {
  8008. switch( sc->data[SC_COMBO]->val1 )
  8009. {
  8010. case MO_COMBOFINISH:
  8011. req.spiritball = 4;
  8012. break;
  8013. case CH_TIGERFIST:
  8014. req.spiritball = 3;
  8015. break;
  8016. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  8017. req.spiritball = sd->spiritball?sd->spiritball:1;
  8018. break;
  8019. }
  8020. }
  8021. }
  8022. break;
  8023. }
  8024. return req;
  8025. }
  8026. /*==========================================
  8027. * Does cast-time reductions based on dex, item bonuses and config setting
  8028. *------------------------------------------*/
  8029. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8030. {
  8031. int time = skill_get_cast(skill_id, skill_lv);
  8032. struct map_session_data *sd;
  8033. struct status_change *sc;
  8034. nullpo_retr(0, bl);
  8035. sd = BL_CAST(BL_PC, bl);
  8036. sc = status_get_sc(bl);
  8037. // calculate base cast time (reduced by dex)
  8038. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  8039. {
  8040. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8041. if( scale > 0 ) // not instant cast
  8042. time = time * scale / battle_config.castrate_dex_scale;
  8043. else return 0; // instant cast
  8044. }
  8045. // calculate cast time reduced by item/card bonuses
  8046. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  8047. {
  8048. int i;
  8049. if( sd->castrate != 100 )
  8050. time = time * sd->castrate / 100;
  8051. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  8052. {
  8053. if( sd->skillcast[i].id == skill_id )
  8054. {
  8055. time+= time * sd->skillcast[i].val / 100;
  8056. break;
  8057. }
  8058. }
  8059. }
  8060. 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) )
  8061. time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
  8062. // config cast time multiplier
  8063. if (battle_config.cast_rate != 100)
  8064. time = time * battle_config.cast_rate / 100;
  8065. // return final cast time
  8066. return (time > 0) ? time : 0;
  8067. }
  8068. /*==========================================
  8069. * Does cast-time reductions based on sc data.
  8070. *------------------------------------------*/
  8071. int skill_castfix_sc (struct block_list *bl, int time)
  8072. {
  8073. struct status_change *sc = status_get_sc(bl);
  8074. if (sc && sc->count) {
  8075. if (sc->data[SC_SLOWCAST])
  8076. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  8077. if (sc->data[SC_FASTCAST])
  8078. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  8079. if (sc->data[SC_SUFFRAGIUM]) {
  8080. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  8081. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8082. }
  8083. if (sc->data[SC_MEMORIZE]) {
  8084. time>>=1;
  8085. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  8086. status_change_end(bl, SC_MEMORIZE, -1);
  8087. }
  8088. if (sc->data[SC_POEMBRAGI])
  8089. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  8090. }
  8091. return (time > 0) ? time : 0;
  8092. }
  8093. /*==========================================
  8094. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8095. *------------------------------------------*/
  8096. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8097. {
  8098. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8099. int time = skill_get_delay(skill_id, skill_lv);
  8100. struct map_session_data *sd;
  8101. struct status_change *sc = status_get_sc(bl);
  8102. nullpo_retr(0, bl);
  8103. sd = BL_CAST(BL_PC, bl);
  8104. if (skill_id == SA_ABRACADABRA)
  8105. return 0; //Will use picked skill's delay.
  8106. if (bl->type&battle_config.no_skill_delay)
  8107. return battle_config.min_skill_delay_limit;
  8108. if (time < 0)
  8109. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8110. // Delay reductions
  8111. switch (skill_id)
  8112. { //Monk combo skills have their delay reduced by agi/dex.
  8113. case MO_TRIPLEATTACK:
  8114. case MO_CHAINCOMBO:
  8115. case MO_COMBOFINISH:
  8116. case CH_TIGERFIST:
  8117. case CH_CHAINCRUSH:
  8118. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8119. break;
  8120. case HP_BASILICA:
  8121. if( sc && !sc->data[SC_BASILICA] )
  8122. time = 0; // There is no Delay on Basilica creation, only on cancel
  8123. break;
  8124. default:
  8125. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8126. { // if skill delay is allowed to be reduced by dex
  8127. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8128. if (scale > 0)
  8129. time = time * scale / battle_config.castrate_dex_scale;
  8130. else //To be capped later to minimum.
  8131. time = 0;
  8132. }
  8133. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8134. { // if skill delay is allowed to be reduced by agi
  8135. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8136. if (scale > 0)
  8137. time = time * scale / battle_config.castrate_dex_scale;
  8138. else //To be capped later to minimum.
  8139. time = 0;
  8140. }
  8141. }
  8142. if ( sc && sc->data[SC_SPIRIT] )
  8143. {
  8144. switch (skill_id) {
  8145. case CR_SHIELDBOOMERANG:
  8146. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8147. time /= 2;
  8148. break;
  8149. case AS_SONICBLOW:
  8150. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8151. time /= 2;
  8152. break;
  8153. }
  8154. }
  8155. if (!(delaynodex&2))
  8156. {
  8157. if (sc && sc->count) {
  8158. if (sc->data[SC_POEMBRAGI])
  8159. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8160. }
  8161. }
  8162. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8163. time = time * sd->delayrate / 100;
  8164. if (battle_config.delay_rate != 100)
  8165. time = time * battle_config.delay_rate / 100;
  8166. if (time < status_get_amotion(bl))
  8167. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8168. return max(time, battle_config.min_skill_delay_limit);
  8169. }
  8170. /*=========================================
  8171. *
  8172. *-----------------------------------------*/
  8173. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8174. {
  8175. nullpo_retv(tc);
  8176. if(dir == 0){
  8177. tc->val1[0]=x-2;
  8178. tc->val1[1]=x-1;
  8179. tc->val1[2]=x;
  8180. tc->val1[3]=x+1;
  8181. tc->val1[4]=x+2;
  8182. tc->val2[0]=
  8183. tc->val2[1]=
  8184. tc->val2[2]=
  8185. tc->val2[3]=
  8186. tc->val2[4]=y-1;
  8187. }
  8188. else if(dir==2){
  8189. tc->val1[0]=
  8190. tc->val1[1]=
  8191. tc->val1[2]=
  8192. tc->val1[3]=
  8193. tc->val1[4]=x+1;
  8194. tc->val2[0]=y+2;
  8195. tc->val2[1]=y+1;
  8196. tc->val2[2]=y;
  8197. tc->val2[3]=y-1;
  8198. tc->val2[4]=y-2;
  8199. }
  8200. else if(dir==4){
  8201. tc->val1[0]=x-2;
  8202. tc->val1[1]=x-1;
  8203. tc->val1[2]=x;
  8204. tc->val1[3]=x+1;
  8205. tc->val1[4]=x+2;
  8206. tc->val2[0]=
  8207. tc->val2[1]=
  8208. tc->val2[2]=
  8209. tc->val2[3]=
  8210. tc->val2[4]=y+1;
  8211. }
  8212. else if(dir==6){
  8213. tc->val1[0]=
  8214. tc->val1[1]=
  8215. tc->val1[2]=
  8216. tc->val1[3]=
  8217. tc->val1[4]=x-1;
  8218. tc->val2[0]=y+2;
  8219. tc->val2[1]=y+1;
  8220. tc->val2[2]=y;
  8221. tc->val2[3]=y-1;
  8222. tc->val2[4]=y-2;
  8223. }
  8224. else if(dir==1){
  8225. tc->val1[0]=x-1;
  8226. tc->val1[1]=x;
  8227. tc->val1[2]=x+1;
  8228. tc->val1[3]=x+2;
  8229. tc->val1[4]=x+3;
  8230. tc->val2[0]=y-4;
  8231. tc->val2[1]=y-3;
  8232. tc->val2[2]=y-1;
  8233. tc->val2[3]=y;
  8234. tc->val2[4]=y+1;
  8235. }
  8236. else if(dir==3){
  8237. tc->val1[0]=x+3;
  8238. tc->val1[1]=x+2;
  8239. tc->val1[2]=x+1;
  8240. tc->val1[3]=x;
  8241. tc->val1[4]=x-1;
  8242. tc->val2[0]=y-1;
  8243. tc->val2[1]=y;
  8244. tc->val2[2]=y+1;
  8245. tc->val2[3]=y+2;
  8246. tc->val2[4]=y+3;
  8247. }
  8248. else if(dir==5){
  8249. tc->val1[0]=x+1;
  8250. tc->val1[1]=x;
  8251. tc->val1[2]=x-1;
  8252. tc->val1[3]=x-2;
  8253. tc->val1[4]=x-3;
  8254. tc->val2[0]=y+3;
  8255. tc->val2[1]=y+2;
  8256. tc->val2[2]=y+1;
  8257. tc->val2[3]=y;
  8258. tc->val2[4]=y-1;
  8259. }
  8260. else if(dir==7){
  8261. tc->val1[0]=x-3;
  8262. tc->val1[1]=x-2;
  8263. tc->val1[2]=x-1;
  8264. tc->val1[3]=x;
  8265. tc->val1[4]=x+1;
  8266. tc->val2[1]=y;
  8267. tc->val2[0]=y+1;
  8268. tc->val2[2]=y-1;
  8269. tc->val2[3]=y-2;
  8270. tc->val2[4]=y-3;
  8271. }
  8272. }
  8273. /*=========================================
  8274. *
  8275. *-----------------------------------------*/
  8276. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8277. {
  8278. int c;
  8279. nullpo_retv(tc);
  8280. for( c = 0; c < 5; c++ )
  8281. {
  8282. switch( dir )
  8283. {
  8284. case 0: tc->val2[c]+=are; break;
  8285. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8286. case 2: tc->val1[c]-=are; break;
  8287. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8288. case 4: tc->val2[c]-=are; break;
  8289. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8290. case 6: tc->val1[c]+=are; break;
  8291. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8292. }
  8293. }
  8294. }
  8295. /*==========================================
  8296. * Weapon Repair [Celest/DracoRPG]
  8297. *------------------------------------------*/
  8298. void skill_repairweapon (struct map_session_data *sd, int idx)
  8299. {
  8300. int material;
  8301. int materials[4] = { 1002, 998, 999, 756 };
  8302. struct item *item;
  8303. struct map_session_data *target_sd;
  8304. nullpo_retv(sd);
  8305. target_sd = map_id2sd(sd->menuskill_val);
  8306. if (!target_sd) //Failed....
  8307. return;
  8308. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8309. return;
  8310. if(idx < 0 || idx >= MAX_INVENTORY)
  8311. return; //Invalid index??
  8312. item = &target_sd->status.inventory[idx];
  8313. if(item->nameid <= 0 || item->attribute == 0)
  8314. return; //Again invalid item....
  8315. 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)))){
  8316. clif_item_repaireffect(sd,item->nameid,1);
  8317. return;
  8318. }
  8319. if (itemdb_type(item->nameid)==4)
  8320. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8321. else
  8322. material = materials [2]; // Armors consume 1 Steel
  8323. if (pc_search_inventory(sd,material) < 0 ) {
  8324. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8325. return;
  8326. }
  8327. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8328. item->attribute=0;
  8329. clif_equiplist(target_sd);
  8330. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8331. clif_item_repaireffect(sd,item->nameid,0);
  8332. if(sd!=target_sd)
  8333. clif_item_repaireffect(target_sd,item->nameid,0);
  8334. }
  8335. /*==========================================
  8336. * Item Appraisal
  8337. *------------------------------------------*/
  8338. void skill_identify (struct map_session_data *sd, int idx)
  8339. {
  8340. int flag=1;
  8341. nullpo_retv(sd);
  8342. if(idx >= 0 && idx < MAX_INVENTORY) {
  8343. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8344. flag=0;
  8345. sd->status.inventory[idx].identify=1;
  8346. }
  8347. }
  8348. clif_item_identified(sd,idx,flag);
  8349. }
  8350. /*==========================================
  8351. * Weapon Refine [Celest]
  8352. *------------------------------------------*/
  8353. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8354. {
  8355. int i = 0, ep = 0, per;
  8356. int material[5] = { 0, 1010, 1011, 984, 984 };
  8357. struct item *item;
  8358. nullpo_retv(sd);
  8359. if (idx >= 0 && idx < MAX_INVENTORY)
  8360. {
  8361. struct item_data *ditem = sd->inventory_data[idx];
  8362. item = &sd->status.inventory[idx];
  8363. if(item->nameid > 0 && ditem->type == 4)
  8364. {
  8365. if( item->refine >= sd->menuskill_val
  8366. || item->refine >= MAX_REFINE // if it's no longer refineable
  8367. || ditem->flag.no_refine // if the item isn't refinable
  8368. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8369. {
  8370. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8371. return;
  8372. }
  8373. per = percentrefinery [ditem->wlv][(int)item->refine];
  8374. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8375. pc_delitem(sd, i, 1, 0);
  8376. if (per > rand() % 100) {
  8377. item->refine++;
  8378. if(item->equip) {
  8379. ep = item->equip;
  8380. pc_unequipitem(sd,idx,3);
  8381. }
  8382. clif_refine(sd->fd,0,idx,item->refine);
  8383. clif_delitem(sd,idx,1);
  8384. clif_additem(sd,idx,1,0);
  8385. if (ep)
  8386. pc_equipitem(sd,idx,ep);
  8387. clif_misceffect(&sd->bl,3);
  8388. if(item->refine == MAX_REFINE &&
  8389. item->card[0] == CARD0_FORGE &&
  8390. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8391. { // Fame point system [DracoRPG]
  8392. switch(ditem->wlv){
  8393. case 1:
  8394. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8395. break;
  8396. case 2:
  8397. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8398. break;
  8399. case 3:
  8400. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8401. break;
  8402. }
  8403. }
  8404. } else {
  8405. item->refine = 0;
  8406. if(item->equip)
  8407. pc_unequipitem(sd,idx,3);
  8408. clif_refine(sd->fd,1,idx,item->refine);
  8409. pc_delitem(sd,idx,1,0);
  8410. clif_misceffect(&sd->bl,2);
  8411. clif_emotion(&sd->bl, 23);
  8412. }
  8413. }
  8414. }
  8415. }
  8416. /*==========================================
  8417. *
  8418. *------------------------------------------*/
  8419. int skill_autospell (struct map_session_data *sd, int skillid)
  8420. {
  8421. int skilllv;
  8422. int maxlv=1,lv;
  8423. nullpo_retr(0, sd);
  8424. skilllv = sd->menuskill_val;
  8425. lv=pc_checkskill(sd,skillid);
  8426. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8427. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8428. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8429. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8430. maxlv =10; //Soul Linker bonus. [Skotlex]
  8431. else if(skilllv==2) maxlv=1;
  8432. else if(skilllv==3) maxlv=2;
  8433. else if(skilllv>=4) maxlv=3;
  8434. }
  8435. else if(skillid==MG_SOULSTRIKE){
  8436. if(skilllv==5) maxlv=1;
  8437. else if(skilllv==6) maxlv=2;
  8438. else if(skilllv>=7) maxlv=3;
  8439. }
  8440. else if(skillid==MG_FIREBALL){
  8441. if(skilllv==8) maxlv=1;
  8442. else if(skilllv>=9) maxlv=2;
  8443. }
  8444. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8445. else return 0;
  8446. if(maxlv > lv)
  8447. maxlv = lv;
  8448. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8449. skill_get_time(SA_AUTOSPELL,skilllv));
  8450. return 0;
  8451. }
  8452. /*==========================================
  8453. * Sitting skills functions.
  8454. *------------------------------------------*/
  8455. static int skill_sit_count (struct block_list *bl, va_list ap)
  8456. {
  8457. struct map_session_data *sd;
  8458. int type =va_arg(ap,int);
  8459. sd=(struct map_session_data*)bl;
  8460. if(!pc_issit(sd))
  8461. return 0;
  8462. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8463. return 1;
  8464. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8465. return 1;
  8466. return 0;
  8467. }
  8468. static int skill_sit_in (struct block_list *bl, va_list ap)
  8469. {
  8470. struct map_session_data *sd;
  8471. int type =va_arg(ap,int);
  8472. sd=(struct map_session_data*)bl;
  8473. if(!pc_issit(sd))
  8474. return 0;
  8475. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8476. sd->state.gangsterparadise=1;
  8477. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8478. {
  8479. sd->state.rest=1;
  8480. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8481. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8482. }
  8483. return 0;
  8484. }
  8485. static int skill_sit_out (struct block_list *bl, va_list ap)
  8486. {
  8487. struct map_session_data *sd;
  8488. int type =va_arg(ap,int);
  8489. sd=(struct map_session_data*)bl;
  8490. if(sd->state.gangsterparadise && type&1)
  8491. sd->state.gangsterparadise=0;
  8492. if(sd->state.rest && type&2) {
  8493. sd->state.rest=0;
  8494. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8495. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8496. }
  8497. return 0;
  8498. }
  8499. int skill_sit (struct map_session_data *sd, int type)
  8500. {
  8501. int flag = 0;
  8502. int range = 0, lv;
  8503. nullpo_retr(0, sd);
  8504. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8505. flag|=1;
  8506. range = skill_get_splash(RG_GANGSTER, lv);
  8507. }
  8508. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8509. flag|=2;
  8510. range = skill_get_splash(TK_HPTIME, lv);
  8511. }
  8512. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8513. flag|=2;
  8514. range = skill_get_splash(TK_SPTIME, lv);
  8515. }
  8516. if (!flag) return 0;
  8517. if(type) {
  8518. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8519. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8520. } else {
  8521. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8522. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8523. }
  8524. return 0;
  8525. }
  8526. /*==========================================
  8527. *
  8528. *------------------------------------------*/
  8529. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8530. {
  8531. struct block_list *src;
  8532. int skillnum,skilllv;
  8533. unsigned int tick;
  8534. nullpo_retr(0, bl);
  8535. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8536. skillnum=va_arg(ap,int);
  8537. skilllv=va_arg(ap,int);
  8538. if(skilllv <= 0) return 0;
  8539. tick=va_arg(ap,unsigned int);
  8540. if (src == bl || status_isdead(bl))
  8541. return 0;
  8542. if (bl->type == BL_PC) {
  8543. struct map_session_data *sd = (struct map_session_data *)bl;
  8544. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8545. return 0;
  8546. }
  8547. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8548. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8549. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8550. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8551. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8552. return 0;
  8553. }
  8554. /*==========================================
  8555. *
  8556. *------------------------------------------*/
  8557. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8558. {
  8559. int range = skill_get_unit_range(skill_num,skill_lv);
  8560. int x,y;
  8561. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8562. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8563. map_setcell(src->bl.m, x, y, cell, flag);
  8564. }
  8565. /*==========================================
  8566. *
  8567. *------------------------------------------*/
  8568. int skill_attack_area (struct block_list *bl, va_list ap)
  8569. {
  8570. struct block_list *src,*dsrc;
  8571. int atk_type,skillid,skilllv,flag,type;
  8572. unsigned int tick;
  8573. if(status_isdead(bl))
  8574. return 0;
  8575. atk_type = va_arg(ap,int);
  8576. src=va_arg(ap,struct block_list*);
  8577. dsrc=va_arg(ap,struct block_list*);
  8578. skillid=va_arg(ap,int);
  8579. skilllv=va_arg(ap,int);
  8580. tick=va_arg(ap,unsigned int);
  8581. flag=va_arg(ap,int);
  8582. type=va_arg(ap,int);
  8583. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8584. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8585. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8586. !status_check_skilluse(NULL, bl, skillid, 2))
  8587. return 0;
  8588. switch (skillid) {
  8589. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8590. case NPC_ACIDBREATH:
  8591. case NPC_DARKNESSBREATH:
  8592. case NPC_FIREBREATH:
  8593. case NPC_ICEBREATH:
  8594. case NPC_THUNDERBREATH:
  8595. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8596. default:
  8597. //Area-splash, disable skill animation.
  8598. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8599. }
  8600. }
  8601. /*==========================================
  8602. *
  8603. *------------------------------------------*/
  8604. int skill_clear_group (struct block_list *bl, int flag)
  8605. {
  8606. struct unit_data *ud = unit_bl2ud(bl);
  8607. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8608. int i, count=0;
  8609. nullpo_retr(0, bl);
  8610. if (!ud) return 0;
  8611. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8612. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8613. {
  8614. switch (ud->skillunit[i]->skill_id) {
  8615. case SA_DELUGE:
  8616. case SA_VOLCANO:
  8617. case SA_VIOLENTGALE:
  8618. case SA_LANDPROTECTOR:
  8619. case NJ_SUITON:
  8620. case NJ_KAENSIN:
  8621. if (flag&1)
  8622. group[count++]= ud->skillunit[i];
  8623. break;
  8624. default:
  8625. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8626. group[count++]= ud->skillunit[i];
  8627. break;
  8628. }
  8629. }
  8630. for (i=0;i<count;i++)
  8631. skill_delunitgroup(bl, group[i]);
  8632. return count;
  8633. }
  8634. /*==========================================
  8635. * Returns the first element field found [Skotlex]
  8636. *------------------------------------------*/
  8637. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8638. {
  8639. struct unit_data *ud = unit_bl2ud(bl);
  8640. int i;
  8641. nullpo_retr(0, bl);
  8642. if (!ud) return NULL;
  8643. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8644. switch (ud->skillunit[i]->skill_id) {
  8645. case SA_DELUGE:
  8646. case SA_VOLCANO:
  8647. case SA_VIOLENTGALE:
  8648. case SA_LANDPROTECTOR:
  8649. case NJ_SUITON:
  8650. return ud->skillunit[i];
  8651. }
  8652. }
  8653. return NULL;
  8654. }
  8655. // for graffiti cleaner [Valaris]
  8656. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8657. {
  8658. struct skill_unit *unit=NULL;
  8659. nullpo_retr(0, bl);
  8660. nullpo_retr(0, ap);
  8661. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8662. return 0;
  8663. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8664. skill_delunit(unit);
  8665. return 0;
  8666. }
  8667. int skill_greed (struct block_list *bl, va_list ap)
  8668. {
  8669. struct block_list *src;
  8670. struct map_session_data *sd=NULL;
  8671. struct flooritem_data *fitem=NULL;
  8672. nullpo_retr(0, bl);
  8673. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8674. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8675. pc_takeitem(sd, fitem);
  8676. return 0;
  8677. }
  8678. /*==========================================
  8679. *
  8680. *------------------------------------------*/
  8681. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8682. {
  8683. int skillid;
  8684. int *alive;
  8685. struct skill_unit *unit;
  8686. struct block_list *src;
  8687. skillid = va_arg(ap,int);
  8688. alive = va_arg(ap,int *);
  8689. src = va_arg(ap,struct block_list *);
  8690. unit = (struct skill_unit *)bl;
  8691. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8692. return 0;
  8693. switch (skillid)
  8694. {
  8695. case SA_LANDPROTECTOR:
  8696. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8697. { //Check for offensive Land Protector to delete both. [Skotlex]
  8698. (*alive) = 0;
  8699. skill_delunit(unit);
  8700. return 1;
  8701. }
  8702. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8703. { //It deletes everything except songs/dances and traps
  8704. skill_delunit(unit);
  8705. return 1;
  8706. }
  8707. break;
  8708. case HW_GANBANTEIN:
  8709. if( !(unit->group->state.song_dance&0x1) )
  8710. {// Don't touch song/dance.
  8711. skill_delunit(unit);
  8712. return 1;
  8713. }
  8714. break;
  8715. case SA_VOLCANO:
  8716. case SA_DELUGE:
  8717. case SA_VIOLENTGALE:
  8718. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8719. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8720. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8721. if (unit->range <= 0)
  8722. {
  8723. (*alive) = 0;
  8724. return 1;
  8725. }
  8726. /*
  8727. switch (unit->group->skill_id)
  8728. { //These cannot override each other.
  8729. case SA_VOLCANO:
  8730. case SA_DELUGE:
  8731. case SA_VIOLENTGALE:
  8732. (*alive) = 0;
  8733. return 1;
  8734. }
  8735. */
  8736. break;
  8737. case PF_FOGWALL:
  8738. switch(unit->group->skill_id)
  8739. {
  8740. case SA_VOLCANO: //Can't be placed on top of these
  8741. case SA_VIOLENTGALE:
  8742. (*alive) = 0;
  8743. return 1;
  8744. case SA_DELUGE:
  8745. case NJ_SUITON:
  8746. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8747. (*alive) = 2;
  8748. break;
  8749. }
  8750. break;
  8751. case HP_BASILICA:
  8752. if (unit->group->skill_id == HP_BASILICA)
  8753. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8754. (*alive) = 0;
  8755. return 1;
  8756. }
  8757. break;
  8758. }
  8759. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8760. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8761. { //It deletes everything except songs/dances/traps
  8762. (*alive) = 0;
  8763. return 1;
  8764. }
  8765. return 0;
  8766. }
  8767. /*==========================================
  8768. *
  8769. *------------------------------------------*/
  8770. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8771. {
  8772. struct mob_data* md;
  8773. struct unit_data*ud = unit_bl2ud(bl);
  8774. struct block_list *from_bl;
  8775. struct block_list *to_bl;
  8776. md = (struct mob_data*)bl;
  8777. from_bl = va_arg(ap,struct block_list *);
  8778. to_bl = va_arg(ap,struct block_list *);
  8779. if(ud && ud->target == from_bl->id)
  8780. ud->target = to_bl->id;
  8781. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8782. md->target_id = to_bl->id;
  8783. return 0;
  8784. }
  8785. /*==========================================
  8786. *
  8787. *------------------------------------------*/
  8788. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8789. {
  8790. struct block_list *src;
  8791. int tick;
  8792. struct skill_unit *unit;
  8793. struct skill_unit_group *sg;
  8794. struct block_list *ss;
  8795. src = va_arg(ap,struct block_list *);
  8796. unit = (struct skill_unit *)src;
  8797. tick = va_arg(ap,int);
  8798. nullpo_retr(0, sg = unit->group);
  8799. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8800. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8801. return 0;
  8802. switch(sg->unit_id){
  8803. case UNT_SHOCKWAVE:
  8804. case UNT_SANDMAN:
  8805. case UNT_FLASHER:
  8806. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8807. break;
  8808. case UNT_GROUNDDRIFT_WIND:
  8809. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8810. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8811. break;
  8812. case UNT_GROUNDDRIFT_DARK:
  8813. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8814. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8815. break;
  8816. case UNT_GROUNDDRIFT_POISON:
  8817. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8818. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8819. break;
  8820. case UNT_GROUNDDRIFT_WATER:
  8821. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8822. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8823. break;
  8824. case UNT_GROUNDDRIFT_FIRE:
  8825. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8826. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8827. break;
  8828. default:
  8829. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8830. break;
  8831. }
  8832. return 1;
  8833. }
  8834. /*==========================================
  8835. *
  8836. *------------------------------------------*/
  8837. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8838. {
  8839. struct status_change *sc;
  8840. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8841. int i;
  8842. nullpo_retr(0, bl);
  8843. nullpo_retr(0, sc= status_get_sc(bl));
  8844. if (!sc->count) return 0;
  8845. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8846. if (type != scs[i] && sc->data[scs[i]])
  8847. status_change_end(bl, scs[i], -1);
  8848. return 0;
  8849. }
  8850. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8851. {
  8852. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8853. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8854. bool wall = true;
  8855. int i;
  8856. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8857. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8858. { //Check for walls.
  8859. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8860. if( i == 8 )
  8861. wall = false;
  8862. }
  8863. if( sce )
  8864. {
  8865. if( !wall )
  8866. {
  8867. if( sce->val1 < 3 ) //End cloaking.
  8868. status_change_end(bl, SC_CLOAKING, -1);
  8869. else
  8870. if( sce->val4&1 )
  8871. { //Remove wall bonus
  8872. sce->val4&=~1;
  8873. status_calc_bl(bl,SCB_SPEED);
  8874. }
  8875. }
  8876. else
  8877. {
  8878. if( !(sce->val4&1) )
  8879. { //Add wall speed bonus
  8880. sce->val4|=1;
  8881. status_calc_bl(bl,SCB_SPEED);
  8882. }
  8883. }
  8884. }
  8885. return wall;
  8886. }
  8887. /*==========================================
  8888. *
  8889. *
  8890. *------------------------------------------*/
  8891. void skill_stop_dancing (struct block_list *src)
  8892. {
  8893. struct status_change* sc;
  8894. struct status_change_entry *sce;
  8895. struct skill_unit_group* group;
  8896. struct map_session_data* dsd = NULL;
  8897. nullpo_retv(src);
  8898. nullpo_retv(sc = status_get_sc(src));
  8899. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8900. return;
  8901. group = skill_id2group(sce->val2);
  8902. sce->val2 = 0;
  8903. if (sce->val4)
  8904. {
  8905. if (sce->val4 != BCT_SELF)
  8906. dsd = map_id2sd(sce->val4);
  8907. sce->val4 = 0;
  8908. }
  8909. status_change_end(src, SC_DANCING, -1);
  8910. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8911. {
  8912. sce->val4 = sce->val2 = 0;
  8913. status_change_end(&dsd->bl, SC_DANCING, -1);
  8914. }
  8915. if (group)
  8916. skill_delunitgroup(NULL, group);
  8917. }
  8918. /*==========================================
  8919. *
  8920. *------------------------------------------*/
  8921. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8922. {
  8923. struct skill_unit *unit;
  8924. nullpo_retr(NULL, group);
  8925. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8926. nullpo_retr(NULL, unit=&group->unit[idx]);
  8927. if(!unit->alive)
  8928. group->alive_count++;
  8929. unit->bl.id=map_get_new_object_id();
  8930. unit->bl.type=BL_SKILL;
  8931. unit->bl.m=group->map;
  8932. unit->bl.x=x;
  8933. unit->bl.y=y;
  8934. unit->group=group;
  8935. unit->alive=1;
  8936. unit->val1=val1;
  8937. unit->val2=val2;
  8938. idb_put(skillunit_db, unit->bl.id, unit);
  8939. map_addiddb(&unit->bl);
  8940. map_addblock(&unit->bl);
  8941. // perform oninit actions
  8942. switch (group->skill_id) {
  8943. case WZ_ICEWALL:
  8944. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8945. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8946. break;
  8947. case SA_LANDPROTECTOR:
  8948. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8949. break;
  8950. case HP_BASILICA:
  8951. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8952. break;
  8953. default:
  8954. if (group->state.song_dance&0x1) //Check for dissonance.
  8955. skill_dance_overlap(unit, 1);
  8956. break;
  8957. }
  8958. clif_skill_setunit(unit);
  8959. return unit;
  8960. }
  8961. /*==========================================
  8962. *
  8963. *------------------------------------------*/
  8964. int skill_delunit (struct skill_unit* unit)
  8965. {
  8966. struct skill_unit_group *group;
  8967. nullpo_retr(0, unit);
  8968. if( !unit->alive )
  8969. return 0;
  8970. unit->alive=0;
  8971. nullpo_retr(0, group=unit->group);
  8972. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8973. skill_dance_overlap(unit, 0);
  8974. // invoke onout event
  8975. if( !unit->range )
  8976. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8977. // perform ondelete actions
  8978. switch (group->skill_id) {
  8979. case HT_ANKLESNARE:
  8980. {
  8981. struct block_list* target = map_id2bl(group->val2);
  8982. if( target )
  8983. status_change_end(target,SC_ANKLE,-1);
  8984. }
  8985. break;
  8986. case WZ_ICEWALL:
  8987. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8988. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8989. break;
  8990. case SA_LANDPROTECTOR:
  8991. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8992. break;
  8993. case HP_BASILICA:
  8994. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8995. break;
  8996. }
  8997. clif_skill_delunit(unit);
  8998. unit->group=NULL;
  8999. map_delblock(&unit->bl); // don't free yet
  9000. map_deliddb(&unit->bl);
  9001. idb_remove(skillunit_db, unit->bl.id);
  9002. if(--group->alive_count==0)
  9003. skill_delunitgroup(NULL, group);
  9004. return 0;
  9005. }
  9006. /*==========================================
  9007. *
  9008. *------------------------------------------*/
  9009. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  9010. /// Returns the target skill_unit_group or NULL if not found.
  9011. struct skill_unit_group* skill_id2group(int group_id)
  9012. {
  9013. return (struct skill_unit_group*)idb_get(group_db, group_id);
  9014. }
  9015. static int skill_unit_group_newid = MAX_SKILL_DB;
  9016. /// Returns a new group_id that isn't being used in group_db.
  9017. /// Fatal error if nothing is available.
  9018. static int skill_get_new_group_id(void)
  9019. {
  9020. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  9021. return skill_unit_group_newid++;// available
  9022. {// find next id
  9023. int base_id = skill_unit_group_newid;
  9024. while( base_id != ++skill_unit_group_newid )
  9025. {
  9026. if( skill_unit_group_newid < MAX_SKILL_DB )
  9027. skill_unit_group_newid = MAX_SKILL_DB;
  9028. if( skill_id2group(skill_unit_group_newid) == NULL )
  9029. return skill_unit_group_newid++;// available
  9030. }
  9031. // full loop, nothing available
  9032. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  9033. exit(1);
  9034. }
  9035. }
  9036. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9037. {
  9038. struct unit_data* ud = unit_bl2ud( src );
  9039. struct skill_unit_group* group;
  9040. int i;
  9041. if(skillid <= 0 || skilllv <= 0) return 0;
  9042. nullpo_retr(NULL, src);
  9043. nullpo_retr(NULL, ud);
  9044. // find a free spot to store the new unit group
  9045. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9046. if(i == MAX_SKILLUNITGROUP)
  9047. {
  9048. // array is full, make room by discarding oldest group
  9049. int j=0;
  9050. unsigned maxdiff=0,x,tick=gettick();
  9051. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9052. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9053. maxdiff=x;
  9054. j=i;
  9055. }
  9056. skill_delunitgroup(src, ud->skillunit[j]);
  9057. //Since elements must have shifted, we use the last slot.
  9058. i = MAX_SKILLUNITGROUP-1;
  9059. }
  9060. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9061. group->src_id = src->id;
  9062. group->party_id = status_get_party_id(src);
  9063. group->guild_id = status_get_guild_id(src);
  9064. group->bg_id = bg_team_get_id(src);
  9065. group->group_id = skill_get_new_group_id();
  9066. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9067. group->unit_count = count;
  9068. group->alive_count = 0;
  9069. group->val1 = 0;
  9070. group->val2 = 0;
  9071. group->val3 = 0;
  9072. group->skill_id = skillid;
  9073. group->skill_lv = skilllv;
  9074. group->unit_id = unit_id;
  9075. group->map = src->m;
  9076. group->limit = limit;
  9077. group->interval = interval;
  9078. group->tick = gettick();
  9079. group->valstr = NULL;
  9080. ud->skillunit[i] = group;
  9081. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9082. group->tick += 1500;
  9083. idb_put(group_db, group->group_id, group);
  9084. return group;
  9085. }
  9086. /*==========================================
  9087. *
  9088. *------------------------------------------*/
  9089. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  9090. {
  9091. struct unit_data *ud;
  9092. int i,j;
  9093. nullpo_retr(0, group);
  9094. if (!src) src=map_id2bl(group->src_id);
  9095. ud = unit_bl2ud(src);
  9096. if(!src || !ud) {
  9097. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9098. return 0;
  9099. }
  9100. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9101. {
  9102. struct status_change* sc = status_get_sc(src);
  9103. if (sc && sc->data[SC_DANCING])
  9104. {
  9105. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9106. status_change_end(src,SC_DANCING,-1);
  9107. }
  9108. }
  9109. // end Gospel's status change on 'src'
  9110. // (needs to be done when the group is deleted by other means than skill deactivation)
  9111. if (group->unit_id == UNT_GOSPEL) {
  9112. struct status_change *sc = status_get_sc(src);
  9113. if(sc && sc->data[SC_GOSPEL]) {
  9114. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  9115. status_change_end(src,SC_GOSPEL,-1);
  9116. }
  9117. }
  9118. if (group->skill_id == SG_SUN_WARM ||
  9119. group->skill_id == SG_MOON_WARM ||
  9120. group->skill_id == SG_STAR_WARM) {
  9121. struct status_change *sc = status_get_sc(src);
  9122. if(sc && sc->data[SC_WARM]) {
  9123. sc->data[SC_WARM]->val4 = 0;
  9124. status_change_end(src,SC_WARM,-1);
  9125. }
  9126. }
  9127. if (src->type==BL_PC && group->state.ammo_consume)
  9128. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9129. group->alive_count=0;
  9130. // remove all unit cells
  9131. if(group->unit != NULL)
  9132. for( i = 0; i < group->unit_count; i++ )
  9133. skill_delunit(&group->unit[i]);
  9134. // clear Talkie-box string
  9135. if( group->valstr != NULL )
  9136. {
  9137. aFree(group->valstr);
  9138. group->valstr = NULL;
  9139. }
  9140. idb_remove(group_db, group->group_id);
  9141. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9142. group->unit=NULL;
  9143. group->group_id=0;
  9144. group->unit_count=0;
  9145. // locate this group, swap with the last entry and delete it
  9146. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9147. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9148. if( i < MAX_SKILLUNITGROUP )
  9149. {
  9150. ud->skillunit[i] = ud->skillunit[j];
  9151. ud->skillunit[j] = NULL;
  9152. ers_free(skill_unit_ers, group);
  9153. }
  9154. else
  9155. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9156. return 1;
  9157. }
  9158. /*==========================================
  9159. *
  9160. *------------------------------------------*/
  9161. int skill_clear_unitgroup (struct block_list *src)
  9162. {
  9163. struct unit_data *ud = unit_bl2ud(src);
  9164. nullpo_retr(0, ud);
  9165. while (ud->skillunit[0])
  9166. skill_delunitgroup(src, ud->skillunit[0]);
  9167. return 1;
  9168. }
  9169. /*==========================================
  9170. *
  9171. *------------------------------------------*/
  9172. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9173. {
  9174. int i,j=-1,k,s,id;
  9175. struct unit_data *ud;
  9176. struct skill_unit_group_tickset *set;
  9177. nullpo_retr(0, bl);
  9178. if (group->interval==-1)
  9179. return NULL;
  9180. ud = unit_bl2ud(bl);
  9181. if (!ud) return NULL;
  9182. set = ud->skillunittick;
  9183. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9184. id = s = group->skill_id;
  9185. else
  9186. id = s = group->group_id;
  9187. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9188. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9189. if (set[k].id == id)
  9190. return &set[k];
  9191. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9192. j=k;
  9193. }
  9194. if (j == -1) {
  9195. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9196. j = id % MAX_SKILLUNITGROUPTICKSET;
  9197. }
  9198. set[j].id = id;
  9199. set[j].tick = tick;
  9200. return &set[j];
  9201. }
  9202. /*==========================================
  9203. *
  9204. *------------------------------------------*/
  9205. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9206. {
  9207. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9208. struct skill_unit_group* group = unit->group;
  9209. unsigned int tick = va_arg(ap,unsigned int);
  9210. if( !unit->alive || bl->prev == NULL )
  9211. return 0;
  9212. nullpo_retr(0, group);
  9213. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9214. return 0; //AoE skills are ineffective. [Skotlex]
  9215. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9216. return 0;
  9217. skill_unit_onplace_timer(unit,bl,tick);
  9218. return 1;
  9219. }
  9220. /*==========================================
  9221. *
  9222. *------------------------------------------*/
  9223. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9224. {
  9225. struct skill_unit* unit = (struct skill_unit*)data;
  9226. struct skill_unit_group* group = unit->group;
  9227. unsigned int tick = va_arg(ap,unsigned int);
  9228. bool dissonance;
  9229. struct block_list* bl = &unit->bl;
  9230. if( !unit->alive )
  9231. return 0;
  9232. nullpo_retr(0, group);
  9233. // check for expiration
  9234. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9235. {// skill unit expired (inlined from skill_unit_onlimit())
  9236. switch( group->unit_id )
  9237. {
  9238. case UNT_BLASTMINE:
  9239. case UNT_GROUNDDRIFT_WIND:
  9240. case UNT_GROUNDDRIFT_DARK:
  9241. case UNT_GROUNDDRIFT_POISON:
  9242. case UNT_GROUNDDRIFT_WATER:
  9243. case UNT_GROUNDDRIFT_FIRE:
  9244. group->unit_id = UNT_USED_TRAPS;
  9245. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9246. group->limit=DIFF_TICK(tick+1500,group->tick);
  9247. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9248. break;
  9249. case UNT_ANKLESNARE:
  9250. if( group->val2 > 0 ) {
  9251. // Used Trap don't returns back to item
  9252. skill_delunit(unit);
  9253. break;
  9254. }
  9255. case UNT_SKIDTRAP:
  9256. case UNT_LANDMINE:
  9257. case UNT_SHOCKWAVE:
  9258. case UNT_SANDMAN:
  9259. case UNT_FLASHER:
  9260. case UNT_FREEZINGTRAP:
  9261. case UNT_CLAYMORETRAP:
  9262. case UNT_TALKIEBOX:
  9263. {
  9264. struct block_list* src;
  9265. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9266. { // revert unit back into a trap
  9267. struct item item_tmp;
  9268. memset(&item_tmp,0,sizeof(item_tmp));
  9269. item_tmp.nameid = ITEMID_TRAP;
  9270. item_tmp.identify = 1;
  9271. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9272. }
  9273. skill_delunit(unit);
  9274. }
  9275. break;
  9276. case UNT_WARP_ACTIVE:
  9277. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9278. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9279. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9280. // restart timers
  9281. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9282. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9283. // apply effect to all units standing on it
  9284. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9285. break;
  9286. case UNT_CALLFAMILY:
  9287. {
  9288. struct map_session_data *sd = NULL;
  9289. if(group->val1) {
  9290. sd = map_charid2sd(group->val1);
  9291. group->val1 = 0;
  9292. if (sd && !map[sd->bl.m].flag.nowarp)
  9293. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9294. }
  9295. if(group->val2) {
  9296. sd = map_charid2sd(group->val2);
  9297. group->val2 = 0;
  9298. if (sd && !map[sd->bl.m].flag.nowarp)
  9299. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9300. }
  9301. skill_delunit(unit);
  9302. }
  9303. break;
  9304. default:
  9305. skill_delunit(unit);
  9306. }
  9307. }
  9308. else
  9309. {// skill unit is still active
  9310. switch( group->unit_id )
  9311. {
  9312. case UNT_ICEWALL:
  9313. // icewall loses 50 hp every second
  9314. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9315. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9316. unit->limit = DIFF_TICK(tick+700,group->tick);
  9317. break;
  9318. case UNT_SKIDTRAP:
  9319. case UNT_LANDMINE:
  9320. case UNT_SHOCKWAVE:
  9321. case UNT_SANDMAN:
  9322. case UNT_FLASHER:
  9323. case UNT_FREEZINGTRAP:
  9324. case UNT_TALKIEBOX:
  9325. case UNT_ANKLESNARE:
  9326. if( unit->val1 <= 0 ) {
  9327. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9328. skill_delunit(unit);
  9329. else {
  9330. group->unit_id = UNT_USED_TRAPS;
  9331. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9332. }
  9333. }
  9334. break;
  9335. case UNT_TATAMIGAESHI:
  9336. if( unit->range >= 0 )
  9337. { //Disable processed cell.
  9338. unit->range = -1;
  9339. if (--group->val1 <= 0) // number of live cells
  9340. { //All tiles were processed, disable skill.
  9341. group->target_flag=BCT_NOONE;
  9342. group->bl_flag= BL_NUL;
  9343. }
  9344. }
  9345. break;
  9346. }
  9347. }
  9348. //Don't continue if unit or even group is expired and has been deleted.
  9349. if( !group || !unit->alive )
  9350. return 0;
  9351. dissonance = skill_dance_switch(unit, 0);
  9352. if( unit->range >= 0 && group->interval != -1 )
  9353. {
  9354. if( battle_config.skill_wall_check )
  9355. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9356. else
  9357. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9358. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9359. group->unit_id = UNT_USED_TRAPS;
  9360. if( !unit->alive )
  9361. {
  9362. if( dissonance ) skill_dance_switch(unit, 1);
  9363. return 0;
  9364. }
  9365. }
  9366. if( dissonance ) skill_dance_switch(unit, 1);
  9367. return 0;
  9368. }
  9369. /*==========================================
  9370. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9371. *------------------------------------------*/
  9372. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9373. {
  9374. map_freeblock_lock();
  9375. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9376. map_freeblock_unlock();
  9377. return 0;
  9378. }
  9379. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9380. /*==========================================
  9381. *
  9382. *------------------------------------------*/
  9383. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9384. {
  9385. struct skill_unit* unit = (struct skill_unit *)bl;
  9386. struct skill_unit_group* group = unit->group;
  9387. struct block_list* target = va_arg(ap,struct block_list*);
  9388. unsigned int tick = va_arg(ap,unsigned int);
  9389. int flag = va_arg(ap,int);
  9390. bool dissonance;
  9391. int skill_id;
  9392. int i;
  9393. nullpo_retr(0, group);
  9394. if( !unit->alive || target->prev == NULL )
  9395. return 0;
  9396. dissonance = skill_dance_switch(unit, 0);
  9397. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9398. skill_id = unit->group->skill_id;
  9399. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9400. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9401. if( dissonance ) skill_dance_switch(unit, 1);
  9402. return 0;
  9403. }
  9404. //Target-type check.
  9405. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9406. {
  9407. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9408. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9409. if( flag&1 )
  9410. {
  9411. if( flag&2 )
  9412. { //Clear this skill id.
  9413. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9414. if( i < ARRAYLENGTH(skill_unit_temp) )
  9415. skill_unit_temp[i] = 0;
  9416. }
  9417. }
  9418. else
  9419. {
  9420. if( flag&2 )
  9421. { //Store this skill id.
  9422. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9423. if( i < ARRAYLENGTH(skill_unit_temp) )
  9424. skill_unit_temp[i] = skill_id;
  9425. else
  9426. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9427. }
  9428. }
  9429. if( flag&4 )
  9430. skill_unit_onleft(skill_id,target,tick);
  9431. }
  9432. if( dissonance ) skill_dance_switch(unit, 1);
  9433. return 0;
  9434. }
  9435. else
  9436. {
  9437. if( flag&1 )
  9438. {
  9439. int result = skill_unit_onplace(unit,target,tick);
  9440. if( flag&2 && result )
  9441. { //Clear skill ids we have stored in onout.
  9442. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9443. if( i < ARRAYLENGTH(skill_unit_temp) )
  9444. skill_unit_temp[i] = 0;
  9445. }
  9446. }
  9447. else
  9448. {
  9449. int result = skill_unit_onout(unit,target,tick);
  9450. if( flag&2 && result )
  9451. { //Store this unit id.
  9452. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9453. if( i < ARRAYLENGTH(skill_unit_temp) )
  9454. skill_unit_temp[i] = skill_id;
  9455. else
  9456. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9457. }
  9458. }
  9459. //TODO: Normally, this is dangerous since the unit and group could be freed
  9460. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9461. //cells do not get deleted within them. [Skotlex]
  9462. if( dissonance ) skill_dance_switch(unit, 1);
  9463. if( flag&4 )
  9464. skill_unit_onleft(skill_id,target,tick);
  9465. return 1;
  9466. }
  9467. }
  9468. /*==========================================
  9469. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9470. * Flag values:
  9471. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9472. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9473. * units to figure out when they have left a group.
  9474. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9475. *------------------------------------------*/
  9476. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9477. {
  9478. nullpo_retr(0, bl);
  9479. if( bl->prev == NULL )
  9480. return 0;
  9481. if( flag&2 && !(flag&1) )
  9482. { //Onout, clear data
  9483. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9484. }
  9485. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9486. if( flag&2 && flag&1 )
  9487. { //Onplace, check any skill units you have left.
  9488. int i;
  9489. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9490. if( skill_unit_temp[i] )
  9491. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9492. }
  9493. return 0;
  9494. }
  9495. /*==========================================
  9496. *
  9497. *------------------------------------------*/
  9498. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9499. {
  9500. int i,j;
  9501. unsigned int tick = gettick();
  9502. int *m_flag;
  9503. struct skill_unit *unit1;
  9504. struct skill_unit *unit2;
  9505. if (group == NULL)
  9506. return 0;
  9507. if (group->unit_count<=0)
  9508. return 0;
  9509. if (group->unit==NULL)
  9510. return 0;
  9511. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9512. return 0; //Ensembles may not be moved around.
  9513. if( group->unit_id == UNT_ICEWALL )
  9514. return 0; //Icewalls don't get knocked back
  9515. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9516. // m_flag
  9517. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9518. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9519. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9520. // 3: Both 1+2.
  9521. for(i=0;i<group->unit_count;i++){
  9522. unit1=&group->unit[i];
  9523. if (!unit1->alive || unit1->bl.m!=m)
  9524. continue;
  9525. for(j=0;j<group->unit_count;j++){
  9526. unit2=&group->unit[j];
  9527. if (!unit2->alive)
  9528. continue;
  9529. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9530. m_flag[i] |= 0x1;
  9531. }
  9532. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9533. m_flag[i] |= 0x2;
  9534. }
  9535. }
  9536. }
  9537. j = 0;
  9538. for (i=0;i<group->unit_count;i++) {
  9539. unit1=&group->unit[i];
  9540. if (!unit1->alive)
  9541. continue;
  9542. if (!(m_flag[i]&0x2)) {
  9543. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9544. skill_dance_overlap(unit1, 0);
  9545. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9546. }
  9547. //Move Cell using "smart" criteria (avoid useless moving around)
  9548. switch(m_flag[i])
  9549. {
  9550. case 0:
  9551. //Cell moves independently, safely move it.
  9552. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9553. break;
  9554. case 1:
  9555. //Cell moves unto another cell, look for a replacement cell that won't collide
  9556. //and has no cell moving into it (flag == 2)
  9557. for(;j<group->unit_count;j++)
  9558. {
  9559. if(m_flag[j]!=2 || !group->unit[j].alive)
  9560. continue;
  9561. //Move to where this cell would had moved.
  9562. unit2 = &group->unit[j];
  9563. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9564. j++; //Skip this cell as we have used it.
  9565. break;
  9566. }
  9567. break;
  9568. case 2:
  9569. case 3:
  9570. break; //Don't move the cell as a cell will end on this tile anyway.
  9571. }
  9572. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9573. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9574. skill_dance_overlap(unit1, 1);
  9575. clif_skill_setunit(unit1);
  9576. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9577. }
  9578. }
  9579. aFree(m_flag);
  9580. return 0;
  9581. }
  9582. /*==========================================
  9583. *
  9584. *------------------------------------------*/
  9585. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9586. {
  9587. int i,j;
  9588. nullpo_retr(0, sd);
  9589. if(nameid<=0)
  9590. return 0;
  9591. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9592. if(skill_produce_db[i].nameid == nameid )
  9593. break;
  9594. }
  9595. if( i >= MAX_SKILL_PRODUCE_DB )
  9596. return 0;
  9597. if(trigger>=0){
  9598. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9599. if(skill_produce_db[i].itemlv!=trigger)
  9600. return 0;
  9601. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9602. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9603. return 0;
  9604. } else { // Weapon (itemlv must be higher or equal)
  9605. if(skill_produce_db[i].itemlv>trigger)
  9606. return 0;
  9607. }
  9608. }
  9609. if((j=skill_produce_db[i].req_skill)>0 &&
  9610. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9611. return 0;
  9612. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9613. int id,x,y;
  9614. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9615. continue;
  9616. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9617. if(pc_search_inventory(sd,id) < 0)
  9618. return 0;
  9619. }
  9620. else {
  9621. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9622. if( sd->status.inventory[y].nameid == id )
  9623. x+=sd->status.inventory[y].amount;
  9624. if(x<qty*skill_produce_db[i].mat_amount[j])
  9625. return 0;
  9626. }
  9627. }
  9628. return i+1;
  9629. }
  9630. /*==========================================
  9631. *
  9632. *------------------------------------------*/
  9633. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9634. {
  9635. int slot[3];
  9636. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9637. struct status_data *status;
  9638. nullpo_retr(0, sd);
  9639. status = status_get_status_data(&sd->bl);
  9640. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9641. return 0;
  9642. idx--;
  9643. if (qty < 1)
  9644. qty = 1;
  9645. if (!skill_id) //A skill can be specified for some override cases.
  9646. skill_id = skill_produce_db[idx].req_skill;
  9647. slot[0]=slot1;
  9648. slot[1]=slot2;
  9649. slot[2]=slot3;
  9650. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9651. int j;
  9652. if( slot[i]<=0 )
  9653. continue;
  9654. j = pc_search_inventory(sd,slot[i]);
  9655. if(j < 0)
  9656. continue;
  9657. if(slot[i]==1000){ /* Star Crumb */
  9658. pc_delitem(sd,j,1,1);
  9659. sc++;
  9660. }
  9661. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9662. static const int ele_table[4]={3,1,4,2};
  9663. pc_delitem(sd,j,1,1);
  9664. ele=ele_table[slot[i]-994];
  9665. }
  9666. }
  9667. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9668. int j,id,x;
  9669. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9670. continue;
  9671. x=qty*skill_produce_db[idx].mat_amount[i];
  9672. do{
  9673. int y=0;
  9674. j = pc_search_inventory(sd,id);
  9675. if(j >= 0){
  9676. y = sd->status.inventory[j].amount;
  9677. if(y>x)y=x;
  9678. pc_delitem(sd,j,y,0);
  9679. } else
  9680. ShowError("skill_produce_mix: material item error\n");
  9681. x-=y;
  9682. }while( j>=0 && x>0 );
  9683. }
  9684. if((equip=itemdb_isequip(nameid)))
  9685. wlv = itemdb_wlv(nameid);
  9686. if(!equip) {
  9687. switch(skill_id){
  9688. case BS_IRON:
  9689. case BS_STEEL:
  9690. case BS_ENCHANTEDSTONE:
  9691. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9692. i = pc_checkskill(sd,skill_id);
  9693. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9694. switch(nameid){
  9695. case 998: // Iron
  9696. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9697. break;
  9698. case 999: // Steel
  9699. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9700. break;
  9701. case 1000: //Star Crumb
  9702. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9703. break;
  9704. default: // Enchanted Stones
  9705. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9706. break;
  9707. }
  9708. break;
  9709. case ASC_CDP:
  9710. make_per = (2000 + 40*status->dex + 20*status->luk);
  9711. break;
  9712. case AL_HOLYWATER:
  9713. make_per = 100000; //100% success
  9714. break;
  9715. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9716. case AM_TWILIGHT1:
  9717. case AM_TWILIGHT2:
  9718. case AM_TWILIGHT3:
  9719. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9720. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9721. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9722. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9723. int skill;
  9724. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9725. make_per += skill*100; //+1% bonus per level
  9726. }
  9727. switch(nameid){
  9728. case 501: // Red Potion
  9729. case 503: // Yellow Potion
  9730. case 504: // White Potion
  9731. make_per += (1+rand()%100)*10 + 2000;
  9732. break;
  9733. case 970: // Alcohol
  9734. make_per += (1+rand()%100)*10 + 1000;
  9735. break;
  9736. case 7135: // Bottle Grenade
  9737. case 7136: // Acid Bottle
  9738. case 7137: // Plant Bottle
  9739. case 7138: // Marine Sphere Bottle
  9740. make_per += (1+rand()%100)*10;
  9741. break;
  9742. case 546: // Condensed Yellow Potion
  9743. make_per -= (1+rand()%50)*10;
  9744. break;
  9745. case 547: // Condensed White Potion
  9746. case 7139: // Glistening Coat
  9747. make_per -= (1+rand()%100)*10;
  9748. break;
  9749. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9750. case 505: // Blue Potion
  9751. case 545: // Condensed Red Potion
  9752. case 605: // Anodyne
  9753. case 606: // Aloevera
  9754. default:
  9755. break;
  9756. }
  9757. if(battle_config.pp_rate != 100)
  9758. make_per = make_per * battle_config.pp_rate / 100;
  9759. break;
  9760. case SA_CREATECON: // Elemental Converter Creation
  9761. make_per = 100000; // should be 100% success rate
  9762. break;
  9763. default:
  9764. if (sd->menuskill_id == AM_PHARMACY &&
  9765. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9766. { //Assume Cooking Dish
  9767. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9768. make_per = 10000; //100% Success
  9769. else
  9770. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9771. + 1000 - 500*(skill_produce_db[idx].itemlv-10) //10% - 5% per dish level
  9772. + 20*status->dex + 10*status->luk //0.2% per DEX, 0.1% per LUK
  9773. + 1000; //TODO: Replace with MIN(5*COOKINGATTEMPTS;2000)
  9774. break;
  9775. }
  9776. make_per = 5000;
  9777. break;
  9778. }
  9779. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9780. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9781. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9782. 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
  9783. 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
  9784. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9785. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9786. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9787. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9788. if(battle_config.wp_rate != 100)
  9789. make_per = make_per * battle_config.wp_rate / 100;
  9790. }
  9791. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9792. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9793. if(make_per < 1) make_per = 1;
  9794. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9795. struct item tmp_item;
  9796. memset(&tmp_item,0,sizeof(tmp_item));
  9797. tmp_item.nameid=nameid;
  9798. tmp_item.amount=1;
  9799. tmp_item.identify=1;
  9800. if(equip){
  9801. tmp_item.card[0]=CARD0_FORGE;
  9802. tmp_item.card[1]=((sc*5)<<8)+ele;
  9803. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9804. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9805. } else {
  9806. //Flag is only used on the end, so it can be used here. [Skotlex]
  9807. switch (skill_id) {
  9808. case BS_DAGGER:
  9809. case BS_SWORD:
  9810. case BS_TWOHANDSWORD:
  9811. case BS_AXE:
  9812. case BS_MACE:
  9813. case BS_KNUCKLE:
  9814. case BS_SPEAR:
  9815. flag = battle_config.produce_item_name_input&0x1;
  9816. break;
  9817. case AM_PHARMACY:
  9818. case AM_TWILIGHT1:
  9819. case AM_TWILIGHT2:
  9820. case AM_TWILIGHT3:
  9821. flag = battle_config.produce_item_name_input&0x2;
  9822. break;
  9823. case AL_HOLYWATER:
  9824. flag = battle_config.produce_item_name_input&0x8;
  9825. break;
  9826. case ASC_CDP:
  9827. flag = battle_config.produce_item_name_input&0x10;
  9828. break;
  9829. default:
  9830. flag = battle_config.produce_item_name_input&0x80;
  9831. break;
  9832. }
  9833. if (flag) {
  9834. tmp_item.card[0]=CARD0_CREATE;
  9835. tmp_item.card[1]=0;
  9836. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9837. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9838. }
  9839. }
  9840. // if(log_config.produce > 0)
  9841. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9842. //TODO update PICKLOG
  9843. if(equip){
  9844. clif_produceeffect(sd,0,nameid);
  9845. clif_misceffect(&sd->bl,3);
  9846. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9847. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9848. } else {
  9849. int fame = 0;
  9850. tmp_item.amount = 0;
  9851. for (i=0; i< qty; i++)
  9852. { //Apply quantity modifiers.
  9853. if (rand()%10000 < make_per || qty == 1)
  9854. { //Success
  9855. tmp_item.amount++;
  9856. if(nameid < 545 || nameid > 547)
  9857. continue;
  9858. if(skill_id != AM_PHARMACY &&
  9859. skill_id != AM_TWILIGHT1 &&
  9860. skill_id != AM_TWILIGHT2 &&
  9861. skill_id != AM_TWILIGHT3)
  9862. continue;
  9863. //Add fame as needed.
  9864. switch(++sd->potion_success_counter) {
  9865. case 3:
  9866. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9867. break;
  9868. case 5:
  9869. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9870. break;
  9871. case 7:
  9872. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9873. break;
  9874. case 10:
  9875. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9876. sd->potion_success_counter = 0;
  9877. break;
  9878. }
  9879. } else //Failure
  9880. sd->potion_success_counter = 0;
  9881. }
  9882. if (fame)
  9883. pc_addfame(sd,fame);
  9884. //Visual effects and the like.
  9885. switch (skill_id) {
  9886. case AM_PHARMACY:
  9887. case AM_TWILIGHT1:
  9888. case AM_TWILIGHT2:
  9889. case AM_TWILIGHT3:
  9890. case ASC_CDP:
  9891. clif_produceeffect(sd,2,nameid);
  9892. clif_misceffect(&sd->bl,5);
  9893. break;
  9894. case BS_IRON:
  9895. case BS_STEEL:
  9896. case BS_ENCHANTEDSTONE:
  9897. clif_produceeffect(sd,0,nameid);
  9898. clif_misceffect(&sd->bl,3);
  9899. break;
  9900. default: //Those that don't require a skill?
  9901. if (skill_produce_db[idx].itemlv>10 &&
  9902. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9903. clif_specialeffect(&sd->bl, 608, AREA);
  9904. break;
  9905. }
  9906. }
  9907. if (tmp_item.amount) { //Success
  9908. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9909. clif_additem(sd,0,0,flag);
  9910. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9911. }
  9912. return 1;
  9913. }
  9914. }
  9915. //Failure
  9916. // if(log_config.produce)
  9917. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9918. //TODO update PICKLOG
  9919. if(equip){
  9920. clif_produceeffect(sd,1,nameid);
  9921. clif_misceffect(&sd->bl,2);
  9922. } else {
  9923. switch (skill_id) {
  9924. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9925. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9926. case AM_PHARMACY:
  9927. case AM_TWILIGHT1:
  9928. case AM_TWILIGHT2:
  9929. case AM_TWILIGHT3:
  9930. clif_produceeffect(sd,3,nameid);
  9931. clif_misceffect(&sd->bl,6);
  9932. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9933. break;
  9934. case BS_IRON:
  9935. case BS_STEEL:
  9936. case BS_ENCHANTEDSTONE:
  9937. clif_produceeffect(sd,1,nameid);
  9938. clif_misceffect(&sd->bl,2);
  9939. break;
  9940. default:
  9941. if (skill_produce_db[idx].itemlv>10 &&
  9942. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9943. clif_specialeffect(&sd->bl, 609, AREA);
  9944. }
  9945. }
  9946. return 0;
  9947. }
  9948. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9949. {
  9950. int i,j,flag,index=-1;
  9951. struct item tmp_item;
  9952. nullpo_retr(0, sd);
  9953. if(nameid <= 0)
  9954. return 1;
  9955. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9956. if(nameid == skill_arrow_db[i].nameid) {
  9957. index = i;
  9958. break;
  9959. }
  9960. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9961. return 1;
  9962. pc_delitem(sd,j,1,0);
  9963. for(i=0;i<5;i++) {
  9964. memset(&tmp_item,0,sizeof(tmp_item));
  9965. tmp_item.identify = 1;
  9966. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9967. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9968. if(battle_config.produce_item_name_input&0x4) {
  9969. tmp_item.card[0]=CARD0_CREATE;
  9970. tmp_item.card[1]=0;
  9971. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9972. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9973. }
  9974. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9975. continue;
  9976. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9977. clif_additem(sd,0,0,flag);
  9978. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9979. }
  9980. }
  9981. return 0;
  9982. }
  9983. /*==========================================
  9984. *
  9985. *------------------------------------------*/
  9986. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  9987. {
  9988. struct map_session_data *sd = map_id2sd(id);
  9989. if (data <= 0 || data >= MAX_SKILL)
  9990. return 0;
  9991. if (!sd) return 0;
  9992. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  9993. sd->blockskill[data] = 0;
  9994. return 1;
  9995. }
  9996. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9997. {
  9998. nullpo_retr (-1, sd);
  9999. skillid = skill_get_index(skillid);
  10000. if (skillid == 0)
  10001. return -1;
  10002. if (tick < 1) {
  10003. sd->blockskill[skillid] = 0;
  10004. return -1;
  10005. }
  10006. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  10007. return 0;
  10008. }
  10009. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10010. {
  10011. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10012. if (data <= 0 || data >= MAX_SKILL)
  10013. return 0;
  10014. if (hd) hd->blockskill[data] = 0;
  10015. return 1;
  10016. }
  10017. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10018. {
  10019. nullpo_retr (-1, hd);
  10020. skillid = skill_get_index(skillid);
  10021. if (skillid == 0)
  10022. return -1;
  10023. if (tick < 1) {
  10024. hd->blockskill[skillid] = 0;
  10025. return -1;
  10026. }
  10027. hd->blockskill[skillid] = 1;
  10028. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  10029. }
  10030. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10031. {
  10032. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  10033. if( data <= 0 || data >= MAX_SKILL )
  10034. return 0;
  10035. if( md ) md->blockskill[data] = 0;
  10036. return 1;
  10037. }
  10038. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  10039. {
  10040. nullpo_retr (-1, md);
  10041. if( (skillid = skill_get_index(skillid)) == 0 )
  10042. return -1;
  10043. if( tick < 1 )
  10044. {
  10045. md->blockskill[skillid] = 0;
  10046. return -1;
  10047. }
  10048. md->blockskill[skillid] = 1;
  10049. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  10050. }
  10051. /*
  10052. *
  10053. */
  10054. int skill_split_str (char *str, char **val, int num)
  10055. {
  10056. int i;
  10057. for( i = 0; i < num && str; i++ )
  10058. {
  10059. val[i] = str;
  10060. str = strchr(str,',');
  10061. if( str )
  10062. *str++=0;
  10063. }
  10064. return i;
  10065. }
  10066. /*
  10067. *
  10068. */
  10069. int skill_split_atoi (char *str, int *val)
  10070. {
  10071. int i, j, diff, step = 1;
  10072. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10073. if (!str) break;
  10074. val[i] = atoi(str);
  10075. str = strchr(str,':');
  10076. if (str)
  10077. *str++=0;
  10078. }
  10079. if(i==0) //No data found.
  10080. return 0;
  10081. if(i==1)
  10082. { //Single value, have the whole range have the same value.
  10083. for (; i < MAX_SKILL_LEVEL; i++)
  10084. val[i] = val[i-1];
  10085. return i;
  10086. }
  10087. //Check for linear change with increasing steps until we reach half of the data acquired.
  10088. for (step = 1; step <= i/2; step++)
  10089. {
  10090. diff = val[i-1] - val[i-step-1];
  10091. for(j = i-1; j >= step; j--)
  10092. if ((val[j]-val[j-step]) != diff)
  10093. break;
  10094. if (j>=step) //No match, try next step.
  10095. continue;
  10096. for(; i < MAX_SKILL_LEVEL; i++)
  10097. { //Apply linear increase
  10098. val[i] = val[i-step]+diff;
  10099. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10100. { val[i] = 1; diff = 0; step = 1; }
  10101. }
  10102. return i;
  10103. }
  10104. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10105. for (;i<MAX_SKILL_LEVEL; i++)
  10106. val[i] = val[i-1];
  10107. return i;
  10108. }
  10109. /*
  10110. *
  10111. */
  10112. void skill_init_unit_layout (void)
  10113. {
  10114. int i,j,size,pos = 0;
  10115. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10116. // standard square layouts go first
  10117. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10118. size = i*2+1;
  10119. skill_unit_layout[i].count = size*size;
  10120. for (j=0; j<size*size; j++) {
  10121. skill_unit_layout[i].dx[j] = (j%size-i);
  10122. skill_unit_layout[i].dy[j] = (j/size-i);
  10123. }
  10124. }
  10125. // afterwards add special ones
  10126. pos = i;
  10127. for (i=0;i<MAX_SKILL_DB;i++) {
  10128. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10129. continue;
  10130. switch (i) {
  10131. case MG_FIREWALL:
  10132. case WZ_ICEWALL:
  10133. // these will be handled later
  10134. break;
  10135. case PR_SANCTUARY:
  10136. case NPC_EVILLAND:
  10137. {
  10138. static const int dx[] = {
  10139. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10140. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10141. static const int dy[]={
  10142. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10143. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10144. skill_unit_layout[pos].count = 21;
  10145. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10146. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10147. break;
  10148. }
  10149. case PR_MAGNUS:
  10150. {
  10151. static const int dx[] = {
  10152. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10153. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10154. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10155. static const int dy[] = {
  10156. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10157. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10158. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10159. skill_unit_layout[pos].count = 33;
  10160. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10161. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10162. break;
  10163. }
  10164. case AS_VENOMDUST:
  10165. {
  10166. static const int dx[] = {-1, 0, 0, 0, 1};
  10167. static const int dy[] = { 0,-1, 0, 1, 0};
  10168. skill_unit_layout[pos].count = 5;
  10169. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10170. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10171. break;
  10172. }
  10173. case CR_GRANDCROSS:
  10174. case NPC_GRANDDARKNESS:
  10175. {
  10176. static const int dx[] = {
  10177. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10178. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10179. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10180. static const int dy[] = {
  10181. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10182. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10183. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10184. skill_unit_layout[pos].count = 29;
  10185. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10186. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10187. break;
  10188. }
  10189. case PF_FOGWALL:
  10190. {
  10191. static const int dx[] = {
  10192. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10193. static const int dy[] = {
  10194. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10195. skill_unit_layout[pos].count = 15;
  10196. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10197. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10198. break;
  10199. }
  10200. case PA_GOSPEL:
  10201. {
  10202. static const int dx[] = {
  10203. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10204. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10205. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10206. -1, 0, 1};
  10207. static const int dy[] = {
  10208. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10209. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10210. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10211. 3, 3, 3};
  10212. skill_unit_layout[pos].count = 33;
  10213. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10214. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10215. break;
  10216. }
  10217. case NJ_KAENSIN:
  10218. {
  10219. 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};
  10220. 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};
  10221. skill_unit_layout[pos].count = 24;
  10222. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10223. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10224. break;
  10225. }
  10226. case NJ_TATAMIGAESHI:
  10227. {
  10228. //Level 1 (count 4, cross of 3x3)
  10229. static const int dx1[] = {-1, 1, 0, 0};
  10230. static const int dy1[] = { 0, 0,-1, 1};
  10231. //Level 2-3 (count 8, cross of 5x5)
  10232. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10233. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10234. //Level 4-5 (count 12, cross of 7x7
  10235. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10236. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10237. //lv1
  10238. j = 0;
  10239. skill_unit_layout[pos].count = 4;
  10240. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10241. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10242. skill_db[i].unit_layout_type[j] = pos;
  10243. //lv2/3
  10244. j++;
  10245. pos++;
  10246. skill_unit_layout[pos].count = 8;
  10247. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10248. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10249. skill_db[i].unit_layout_type[j] = pos;
  10250. skill_db[i].unit_layout_type[++j] = pos;
  10251. //lv4/5
  10252. j++;
  10253. pos++;
  10254. skill_unit_layout[pos].count = 12;
  10255. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10256. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10257. skill_db[i].unit_layout_type[j] = pos;
  10258. skill_db[i].unit_layout_type[++j] = pos;
  10259. //Fill in the rest using lv 5.
  10260. for (;j<MAX_SKILL_LEVEL;j++)
  10261. skill_db[i].unit_layout_type[j] = pos;
  10262. //Skip, this way the check below will fail and continue to the next skill.
  10263. pos++;
  10264. break;
  10265. }
  10266. default:
  10267. ShowError("unknown unit layout at skill %d\n",i);
  10268. break;
  10269. }
  10270. if (!skill_unit_layout[pos].count)
  10271. continue;
  10272. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10273. skill_db[i].unit_layout_type[j] = pos;
  10274. pos++;
  10275. }
  10276. // firewall and icewall have 8 layouts (direction-dependent)
  10277. firewall_unit_pos = pos;
  10278. for (i=0;i<8;i++) {
  10279. if (i&1) {
  10280. skill_unit_layout[pos].count = 5;
  10281. if (i&0x2) {
  10282. int dx[] = {-1,-1, 0, 0, 1};
  10283. int dy[] = { 1, 0, 0,-1,-1};
  10284. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10285. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10286. } else {
  10287. int dx[] = { 1, 1 ,0, 0,-1};
  10288. int dy[] = { 1, 0, 0,-1,-1};
  10289. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10290. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10291. }
  10292. } else {
  10293. skill_unit_layout[pos].count = 3;
  10294. if (i%4==0) {
  10295. int dx[] = {-1, 0, 1};
  10296. int dy[] = { 0, 0, 0};
  10297. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10298. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10299. } else {
  10300. int dx[] = { 0, 0, 0};
  10301. int dy[] = {-1, 0, 1};
  10302. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10303. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10304. }
  10305. }
  10306. pos++;
  10307. }
  10308. icewall_unit_pos = pos;
  10309. for (i=0;i<8;i++) {
  10310. skill_unit_layout[pos].count = 5;
  10311. if (i&1) {
  10312. if (i&0x2) {
  10313. int dx[] = {-2,-1, 0, 1, 2};
  10314. int dy[] = { 2, 1, 0,-1,-2};
  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[] = { 2, 1 ,0,-1,-2};
  10319. int dy[] = { 2, 1, 0,-1,-2};
  10320. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10321. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10322. }
  10323. } else {
  10324. if (i%4==0) {
  10325. int dx[] = {-2,-1, 0, 1, 2};
  10326. int dy[] = { 0, 0, 0, 0, 0};
  10327. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10328. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10329. } else {
  10330. int dx[] = { 0, 0, 0, 0, 0};
  10331. int dy[] = {-2,-1, 0, 1, 2};
  10332. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10333. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10334. }
  10335. }
  10336. pos++;
  10337. }
  10338. }
  10339. /*==========================================
  10340. * DB reading.
  10341. * skill_db.txt
  10342. * skill_require_db.txt
  10343. * skill_cast_db.txt
  10344. * skill_castnodex_db.txt
  10345. * skill_nocast_db.txt
  10346. * skill_unit_db.txt
  10347. * produce_db.txt
  10348. * create_arrow_db.txt
  10349. * abra_db.txt
  10350. *------------------------------------------*/
  10351. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10352. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10353. int id = atoi(split[0]);
  10354. int i;
  10355. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10356. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10357. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10358. {
  10359. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10360. return false;
  10361. }
  10362. i = skill_get_index(id);
  10363. if( !i ) // invalid skill id
  10364. return false;
  10365. skill_split_atoi(split[1],skill_db[i].range);
  10366. skill_db[i].hit = atoi(split[2]);
  10367. skill_db[i].inf = atoi(split[3]);
  10368. skill_split_atoi(split[4],skill_db[i].element);
  10369. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10370. skill_split_atoi(split[6],skill_db[i].splash);
  10371. skill_db[i].max = atoi(split[7]);
  10372. skill_split_atoi(split[8],skill_db[i].num);
  10373. if( strcmpi(split[9],"yes") == 0 )
  10374. skill_db[i].castcancel = 1;
  10375. else
  10376. skill_db[i].castcancel = 0;
  10377. skill_db[i].cast_def_rate = atoi(split[10]);
  10378. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10379. skill_split_atoi(split[12],skill_db[i].maxcount);
  10380. if( strcmpi(split[13],"weapon") == 0 )
  10381. skill_db[i].skill_type = BF_WEAPON;
  10382. else if( strcmpi(split[13],"magic") == 0 )
  10383. skill_db[i].skill_type = BF_MAGIC;
  10384. else if( strcmpi(split[13],"misc") == 0 )
  10385. skill_db[i].skill_type = BF_MISC;
  10386. else
  10387. skill_db[i].skill_type = 0;
  10388. skill_split_atoi(split[14],skill_db[i].blewcount);
  10389. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10390. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10391. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10392. return true;
  10393. }
  10394. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10395. {// 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
  10396. char* p;
  10397. int j;
  10398. int i = atoi(split[0]);
  10399. i = skill_get_index(i);
  10400. if( !i ) // invalid skill id
  10401. return false;
  10402. skill_split_atoi(split[1],skill_db[i].hp);
  10403. skill_split_atoi(split[2],skill_db[i].mhp);
  10404. skill_split_atoi(split[3],skill_db[i].sp);
  10405. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10406. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10407. skill_split_atoi(split[6],skill_db[i].zeny);
  10408. //FIXME: document this
  10409. p = split[7];
  10410. for( j = 0; j < 32; j++ )
  10411. {
  10412. int l = atoi(p);
  10413. if( l == 99 ) // magic value?
  10414. {
  10415. skill_db[i].weapon = 0xffffffff;
  10416. break;
  10417. }
  10418. else
  10419. skill_db[i].weapon |= 1<<l;
  10420. p = strchr(p,':');
  10421. if(!p)
  10422. break;
  10423. p++;
  10424. }
  10425. //FIXME: document this
  10426. p = split[8];
  10427. for( j = 0; j < 32; j++ )
  10428. {
  10429. int l = atoi(p);
  10430. if( l == 99 ) // magic value?
  10431. {
  10432. skill_db[i].ammo = 0xffffffff;
  10433. break;
  10434. }
  10435. else if( l ) // 0 not allowed?
  10436. skill_db[i].ammo |= 1<<l;
  10437. p = strchr(p,':');
  10438. if( !p )
  10439. break;
  10440. p++;
  10441. }
  10442. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10443. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10444. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10445. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10446. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10447. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10448. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10449. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10450. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10451. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10452. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10453. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10454. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10455. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10456. else skill_db[i].state = ST_NONE;
  10457. skill_split_atoi(split[11],skill_db[i].spiritball);
  10458. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  10459. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10460. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10461. }
  10462. return true;
  10463. }
  10464. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10465. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10466. int i = atoi(split[0]);
  10467. i = skill_get_index(i);
  10468. if( !i ) // invalid skill id
  10469. return false;
  10470. skill_split_atoi(split[1],skill_db[i].cast);
  10471. skill_split_atoi(split[2],skill_db[i].delay);
  10472. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10473. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10474. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10475. return true;
  10476. }
  10477. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10478. {// Skill id,Cast,Delay (optional)
  10479. int i = atoi(split[0]);
  10480. i = skill_get_index(i);
  10481. if( !i ) // invalid skill id
  10482. return false;
  10483. skill_split_atoi(split[1],skill_db[i].castnodex);
  10484. if( split[2] ) // optional column
  10485. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10486. return true;
  10487. }
  10488. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10489. {// SkillID,Flag
  10490. int i = atoi(split[0]);
  10491. i = skill_get_index(i);
  10492. if( !i ) // invalid skill id
  10493. return false;
  10494. skill_db[i].nocast |= atoi(split[1]);
  10495. return true;
  10496. }
  10497. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10498. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10499. int i = atoi(split[0]);
  10500. i = skill_get_index(i);
  10501. if( !i ) // invalid skill id
  10502. return false;
  10503. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10504. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10505. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10506. skill_split_atoi(split[4],skill_db[i].unit_range);
  10507. skill_db[i].unit_interval = atoi(split[5]);
  10508. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10509. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10510. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10511. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10512. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10513. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10514. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10515. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10516. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10517. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10518. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10519. skill_db[i].unit_target = BCT_NOENEMY;
  10520. //By default, target just characters.
  10521. skill_db[i].unit_target |= BL_CHAR;
  10522. if (skill_db[i].unit_flag&UF_NOPC)
  10523. skill_db[i].unit_target &= ~BL_PC;
  10524. if (skill_db[i].unit_flag&UF_NOMOB)
  10525. skill_db[i].unit_target &= ~BL_MOB;
  10526. if (skill_db[i].unit_flag&UF_SKILL)
  10527. skill_db[i].unit_target |= BL_SKILL;
  10528. return true;
  10529. }
  10530. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10531. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10532. int x,y;
  10533. int i = atoi(split[0]);
  10534. if( !i )
  10535. return false;
  10536. skill_produce_db[current].nameid = i;
  10537. skill_produce_db[current].itemlv = atoi(split[1]);
  10538. skill_produce_db[current].req_skill = atoi(split[2]);
  10539. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10540. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10541. {
  10542. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10543. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10544. }
  10545. return true;
  10546. }
  10547. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10548. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10549. int x,y;
  10550. int i = atoi(split[0]);
  10551. if( !i )
  10552. return false;
  10553. skill_arrow_db[current].nameid = i;
  10554. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10555. {
  10556. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10557. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10558. }
  10559. return true;
  10560. }
  10561. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10562. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10563. int i = atoi(split[0]);
  10564. if( !skill_get_index(i) || !skill_get_max(i) )
  10565. {
  10566. ShowError("abra_db: Invalid skill ID %d\n", i);
  10567. return false;
  10568. }
  10569. if ( !skill_get_inf(i) )
  10570. {
  10571. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10572. return false;
  10573. }
  10574. skill_abra_db[current].skillid = i;
  10575. skill_abra_db[current].req_lv = atoi(split[2]);
  10576. skill_abra_db[current].per = atoi(split[3]);
  10577. return true;
  10578. }
  10579. static void skill_readdb(void)
  10580. {
  10581. // init skill db structures
  10582. db_clear(skilldb_name2id);
  10583. memset(skill_db,0,sizeof(skill_db));
  10584. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10585. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10586. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10587. // load skill databases
  10588. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10589. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10590. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10591. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10592. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10593. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10594. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10595. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10596. skill_init_unit_layout();
  10597. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10598. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10599. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10600. }
  10601. void skill_reload (void)
  10602. {
  10603. skill_readdb();
  10604. }
  10605. /*==========================================
  10606. *
  10607. *------------------------------------------*/
  10608. int do_init_skill (void)
  10609. {
  10610. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10611. skill_readdb();
  10612. group_db = idb_alloc(DB_OPT_BASE);
  10613. skillunit_db = idb_alloc(DB_OPT_BASE);
  10614. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10615. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10616. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10617. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10618. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10619. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10620. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10621. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10622. return 0;
  10623. }
  10624. int do_final_skill(void)
  10625. {
  10626. db_destroy(skilldb_name2id);
  10627. db_destroy(group_db);
  10628. db_destroy(skillunit_db);
  10629. ers_destroy(skill_unit_ers);
  10630. ers_destroy(skill_timer_ers);
  10631. return 0;
  10632. }