skill.cpp 816 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. status_data* status = status_get_status_data(*src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  735. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  736. return false; // can do any damn thing they want
  737. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  738. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  739. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  740. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  741. return true;
  742. // Epoque:
  743. // This code will compare the player's attack motion value which is influenced by ASPD before
  744. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  745. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  746. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  747. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  748. {// attempted to cast a skill before the attack motion has finished
  749. return true;
  750. }
  751. if (skill_blockpc_get(&sd, skill_id) != -1){
  752. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  753. return true;
  754. }
  755. /**
  756. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  757. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  758. */
  759. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  760. return false;
  761. uint32 skill_nocast = skill_get_nocast(skill_id);
  762. // Check skill restrictions [Celest]
  763. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  764. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  765. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  766. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  767. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  768. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  769. clif_msg(&sd, MSI_IMPOSSIBLE_SKILL_AREA); // This skill cannot be used within this area
  770. return true;
  771. }
  772. if( sd.sc.getSCE(SC_ALL_RIDING) )
  773. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  774. switch (skill_id) {
  775. case AL_WARP:
  776. case RETURN_TO_ELDICASTES:
  777. case ALL_GUARDIAN_RECALL:
  778. case ECLAGE_RECALL:
  779. case ALL_PRONTERA_RECALL:
  780. case ALL_GLASTHEIM_RECALL:
  781. case ALL_THANATOS_RECALL:
  782. case ALL_LIGHTHALZEN_RECALL:
  783. if(mapdata->getMapFlag(MF_NOWARP)) {
  784. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  785. return true;
  786. }
  787. return false;
  788. case AL_TELEPORT:
  789. case NPC_FATALMENACE:
  790. case SC_DIMENSIONDOOR:
  791. case ALL_ODINS_RECALL:
  792. case WE_CALLALLFAMILY:
  793. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  794. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  795. return true;
  796. }
  797. return false; // gonna be checked in 'skill_castend_nodamage_id'
  798. case WE_CALLPARTNER:
  799. case WE_CALLPARENT:
  800. case WE_CALLBABY:
  801. if (mapdata->getMapFlag(MF_NOMEMO)) {
  802. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  803. return true;
  804. }
  805. break;
  806. case MC_VENDING:
  807. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  808. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  809. clif_skill_fail( sd, skill_id );
  810. return true;
  811. }
  812. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  813. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  814. clif_skill_fail( sd, skill_id );
  815. return true;
  816. }
  817. if (npc_isnear(&sd.bl)) {
  818. // uncomment to send msg_txt.
  819. //char output[150];
  820. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  821. //clif_displaymessage(sd.fd, output);
  822. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  823. return true;
  824. }
  825. break;
  826. case ALL_BUYING_STORE:
  827. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  828. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  829. clif_skill_fail( sd, skill_id );
  830. return true;
  831. }
  832. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  833. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  834. clif_skill_fail( sd, skill_id );
  835. return true;
  836. }
  837. if( npc_isnear(&sd.bl) ) {
  838. // uncomment to send msg_txt.
  839. //char output[150];
  840. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  841. //clif_displaymessage(sd.fd, output);
  842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  843. return true;
  844. }
  845. break;
  846. case MC_IDENTIFY:
  847. return false; // always allowed
  848. case WZ_ICEWALL:
  849. // noicewall flag [Valaris]
  850. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  851. clif_skill_fail( sd, skill_id );
  852. return true;
  853. }
  854. break;
  855. case GC_DARKILLUSION:
  856. if( mapdata_flag_gvg2(mapdata) ) {
  857. clif_skill_fail( sd, skill_id );
  858. return true;
  859. }
  860. break;
  861. case GD_EMERGENCYCALL:
  862. case GD_ITEMEMERGENCYCALL:
  863. if (
  864. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  865. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  866. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  867. ) {
  868. clif_skill_fail( sd, skill_id );
  869. return true;
  870. }
  871. break;
  872. case WM_SIRCLEOFNATURE:
  873. case WM_SOUND_OF_DESTRUCTION:
  874. case WM_LULLABY_DEEPSLEEP:
  875. case WM_GLOOMYDAY:
  876. case WM_SATURDAY_NIGHT_FEVER:
  877. if( !mapdata_flag_vs(mapdata) ) {
  878. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  879. return true;
  880. }
  881. break;
  882. }
  883. return false;
  884. }
  885. /**
  886. * Check if the homunculus skill is ok to be processed
  887. * After checking from Homunculus side, also check the master condition
  888. * @param hd: Homunculus who casted
  889. * @param skill_id: Skill ID casted
  890. * @param skill_lv: Skill level casted
  891. * @return true: Skill cannot be used, false: otherwise
  892. */
  893. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  894. {
  895. nullpo_retr(true, hd);
  896. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. map_session_data* sd = hd->master;
  898. status_change* sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = nullptr;
  903. if (util::vector_exists(hd->blockskill, skill_id)) {
  904. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  905. return true;
  906. }
  907. switch(skill_id) {
  908. case HFLI_SBR44:
  909. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  910. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  911. return true;
  912. }
  913. break;
  914. case HVAN_EXPLOSION:
  915. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  916. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  917. return true;
  918. }
  919. break;
  920. case MH_LIGHT_OF_REGENE: // Must be cordial
  921. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  922. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  923. return true;
  924. }
  925. break;
  926. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  927. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  936. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  937. return true;
  938. }
  939. break;
  940. case MH_SONIC_CRAW: // Must be in fighting mode
  941. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  943. return true;
  944. }
  945. break;
  946. case MH_SILVERVEIN_RUSH:
  947. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  948. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  949. return true;
  950. }
  951. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  952. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  953. return true;
  954. }
  955. break;
  956. case MH_MIDNIGHT_FRENZY:
  957. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  958. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  959. return true;
  960. }
  961. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  962. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  963. return true;
  964. }
  965. break;
  966. case MH_CBC:
  967. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  968. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  969. return true;
  970. }
  971. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  972. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  973. return true;
  974. }
  975. break;
  976. case MH_EQC:
  977. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  978. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  979. return true;
  980. }
  981. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  982. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  983. return true;
  984. }
  985. break;
  986. }
  987. if (spiritball) {
  988. if (hd->homunculus.spiritball < spiritball) {
  989. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  990. return true;
  991. }
  992. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  993. if (skill_id != MH_BLAZING_AND_FURIOUS)
  994. hom_delspiritball(hd, spiritball, 1);
  995. }
  996. //Use master's criteria.
  997. return skill_isNotOk( skill_id, *sd );
  998. }
  999. /**
  1000. * Check if the mercenary skill is ok to be processed
  1001. * After checking from Homunculus side, also check the master condition
  1002. * @param skill_id: Skill ID that casted
  1003. * @param md: Mercenary who casted
  1004. * @return true: Skill cannot be used, false: otherwise
  1005. */
  1006. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  1007. map_session_data* sd = md.master;
  1008. if (sd == nullptr)
  1009. return true;
  1010. if (util::vector_exists(md.blockskill, skill_id)) {
  1011. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  1012. return true;
  1013. }
  1014. if( md.master != nullptr ){
  1015. return skill_isNotOk( skill_id, *md.master );
  1016. }else{
  1017. return true;
  1018. }
  1019. }
  1020. /**
  1021. * Check if the skill can be casted near NPC or not
  1022. * @param src Object who casted
  1023. * @param skill_id Skill ID that casted
  1024. * @param skill_lv Skill Lv
  1025. * @param pos_x Position x of the target
  1026. * @param pos_y Position y of the target
  1027. * @return true: Skill cannot be used, false: otherwise
  1028. * @author [Cydh]
  1029. */
  1030. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1031. if (!src)
  1032. return false;
  1033. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1034. return false;
  1035. //if self skill
  1036. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1037. pos_x = src->x;
  1038. pos_y = src->y;
  1039. }
  1040. if (pos_x <= 0) pos_x = src->x;
  1041. if (pos_y <= 0) pos_y = src->y;
  1042. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1043. }
  1044. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1045. {
  1046. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1047. uint8 dir;
  1048. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1049. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1050. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1051. }
  1052. nullpo_retr(nullptr, src);
  1053. //Monsters sometimes deploy more units on level 10
  1054. if (src->type == BL_MOB && skill_lv >= 10) {
  1055. if (skill_id == WZ_WATERBALL)
  1056. pos = 4; //9x9 Area
  1057. }
  1058. if (pos != -1) // simple single-definition layout
  1059. return &skill_unit_layout[pos];
  1060. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1061. if (skill_id == MG_FIREWALL)
  1062. return &skill_unit_layout [firewall_unit_pos + dir];
  1063. else if (skill_id == WZ_ICEWALL)
  1064. return &skill_unit_layout [icewall_unit_pos + dir];
  1065. else if( skill_id == WL_EARTHSTRAIN )
  1066. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1067. else if( skill_id == RL_FIRE_RAIN )
  1068. return &skill_unit_layout[firerain_unit_pos + dir];
  1069. else if( skill_id == GN_WALLOFTHORN )
  1070. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1071. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1072. return &skill_unit_layout[0]; // default 1x1 layout
  1073. }
  1074. /** Stores temporary values.
  1075. * Common usages:
  1076. * [0] holds number of targets in area
  1077. * [1] holds the id of the original target
  1078. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1079. */
  1080. static int skill_area_temp[8];
  1081. /*==========================================
  1082. * Add effect to skill when hit succesfully target
  1083. *------------------------------------------*/
  1084. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1085. nullpo_ret(src);
  1086. nullpo_ret(bl);
  1087. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1088. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1089. return 0;
  1090. map_session_data* sd = BL_CAST( BL_PC, src );
  1091. mob_data* md = BL_CAST( BL_MOB, src );
  1092. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1093. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1094. status_change* sc = status_get_sc( src );
  1095. status_change* tsc = status_get_sc( bl );
  1096. status_data* sstatus = status_get_status_data(*src);
  1097. status_data* tstatus = status_get_status_data(*bl);
  1098. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1099. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1100. // Chance to trigger Taekwon kicks
  1101. if (sc->getSCE(SC_READYSTORM) &&
  1102. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1103. 0, 2, 0,
  1104. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1105. ; //Stance triggered
  1106. else if (sc->getSCE(SC_READYDOWN) &&
  1107. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1108. 0, 2, 0,
  1109. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1110. ; //Stance triggered
  1111. else if (sc->getSCE(SC_READYTURN) &&
  1112. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1113. 0, 2, 0,
  1114. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1115. ; //Stance triggered
  1116. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1117. int rate = 20;
  1118. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1119. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1120. status_change_end(src, SC_SKILLRATE_UP);
  1121. }
  1122. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1123. 0, 2, 0,
  1124. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1125. ; //Stance triggered
  1126. }
  1127. }
  1128. if (!tsc) //skill additional effect is about adding effects to the target...
  1129. //So if the target can't be inflicted with statuses, this is pointless.
  1130. return 0;
  1131. if( sd )
  1132. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1133. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1134. #ifndef RENEWAL
  1135. && skill_id != ASC_BREAKER
  1136. #endif
  1137. ) {
  1138. // Trigger status effects
  1139. for (const auto &it : sd->addeff) {
  1140. int rate = it.rate;
  1141. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1142. rate += it.arrow_rate;
  1143. if( !rate )
  1144. continue;
  1145. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1146. // Trigger has attack type consideration.
  1147. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1148. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1149. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1150. ;
  1151. else
  1152. continue;
  1153. }
  1154. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1155. // Trigger has range consideration.
  1156. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1157. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1158. continue; //Range Failed.
  1159. }
  1160. if (it.flag&ATF_TARGET)
  1161. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1162. if (it.flag&ATF_SELF)
  1163. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1164. }
  1165. }
  1166. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1167. if (sc != nullptr) {
  1168. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1169. unit_data *ud = unit_bl2ud(bl);
  1170. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1171. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1172. }
  1173. }
  1174. if( skill_id ) {
  1175. // Trigger status effects on skills
  1176. for (const auto &it : sd->addeff_onskill) {
  1177. if (skill_id != it.skill_id || !it.rate)
  1178. continue;
  1179. if (it.target&ATF_TARGET)
  1180. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1181. if (it.target&ATF_SELF)
  1182. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1183. }
  1184. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1185. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1186. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1187. #ifdef RENEWAL
  1188. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1189. #else
  1190. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1191. #endif
  1192. clif_emotion(bl,ET_HUK);
  1193. }
  1194. }
  1195. }
  1196. if( dmg_lv < ATK_DEF ) // no damage, return;
  1197. return 0;
  1198. switch(skill_id) {
  1199. case 0:
  1200. { // Normal attacks (no skill used)
  1201. if( attack_type&BF_SKILL )
  1202. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1203. if(sd) {
  1204. int skill;
  1205. // Automatic trigger of Blitz Beat
  1206. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1207. int rate;
  1208. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1209. rate = 5;
  1210. else
  1211. rate = (sd->status.job_level + 9) / 10;
  1212. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1213. }
  1214. // Automatic trigger of Warg Strike
  1215. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1216. int rate = sstatus->luk * 10 / 3 + 1;
  1217. if (pc_isfalcon(sd))
  1218. rate = rate / 3;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1221. }
  1222. // Automatic trigger of Hawk Rush
  1223. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1224. int rate = sstatus->con * 10 / 3 + 1;
  1225. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1226. if (rnd() % 1000 <= rate)
  1227. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1228. }
  1229. // Gank
  1230. if(dstmd && sd->status.weapon != W_BOW &&
  1231. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1232. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1233. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1234. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1235. else
  1236. clif_skill_fail( *sd, RG_SNATCHER );
  1237. }
  1238. }
  1239. if (sc) {
  1240. struct status_change_entry *sce;
  1241. // Enchant Poison gives a chance to poison attacked enemies
  1242. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1243. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1244. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1245. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1246. if((sce=sc->getSCE(SC_EDP)))
  1247. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1248. skill_get_time2(ASC_EDP,sce->val1));
  1249. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1250. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1251. }
  1252. }
  1253. break;
  1254. case SM_BASH:
  1255. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1256. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1257. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1258. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1259. }
  1260. break;
  1261. case MER_CRASH:
  1262. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1263. break;
  1264. case AS_VENOMKNIFE:
  1265. case AS_SPLASHER:
  1266. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1267. break;
  1268. case TF_POISON:
  1269. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1270. clif_skill_fail( *sd, skill_id );
  1271. break;
  1272. case AS_SONICBLOW:
  1273. case HN_MEGA_SONIC_BLOW:
  1274. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1275. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1276. else
  1277. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1278. break;
  1279. case AS_GRIMTOOTH:
  1280. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1281. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1282. break;
  1283. case WZ_FIREPILLAR:
  1284. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1285. break;
  1286. case MG_FROSTDIVER:
  1287. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1288. clif_skill_fail( *sd, skill_id );
  1289. break;
  1290. case WZ_FROSTNOVA:
  1291. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1292. break;
  1293. case WZ_STORMGUST:
  1294. // Storm Gust counter was dropped in renewal
  1295. #ifdef RENEWAL
  1296. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1297. #else
  1298. //On third hit, there is a 150% to freeze the target
  1299. if(tsc->sg_counter >= 3 &&
  1300. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1301. tsc->sg_counter = 0;
  1302. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1303. else if( tsc->sg_counter > 250 )
  1304. tsc->sg_counter = 0;
  1305. #endif
  1306. break;
  1307. case NPC_STORMGUST2:
  1308. if (skill_lv == 1)
  1309. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1310. else if (skill_lv == 2)
  1311. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1312. else
  1313. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1314. break;
  1315. case WZ_METEOR:
  1316. case HN_METEOR_STORM_BUSTER:
  1317. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. break;
  1319. case WZ_VERMILION:
  1320. #ifdef RENEWAL
  1321. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. #else
  1323. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1324. #endif
  1325. break;
  1326. case WZ_HEAVENDRIVE:
  1327. status_change_end(bl, SC_SV_ROOTTWIST);
  1328. break;
  1329. case HT_FREEZINGTRAP:
  1330. case MA_FREEZINGTRAP:
  1331. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_FLASHER:
  1334. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1335. break;
  1336. case HT_LANDMINE:
  1337. case MA_LANDMINE:
  1338. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case HT_SHOCKWAVE:
  1341. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1342. break;
  1343. case HT_SANDMAN:
  1344. case MA_SANDMAN:
  1345. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case TF_SPRINKLESAND:
  1348. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1349. break;
  1350. case TF_THROWSTONE:
  1351. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1352. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1353. break;
  1354. case NPC_DARKCROSS:
  1355. case CR_HOLYCROSS:
  1356. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1357. break;
  1358. case NPC_GRANDDARKNESS:
  1359. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1360. break;
  1361. case CR_GRANDCROSS:
  1362. //Chance to cause blind status vs demon and undead element, but not against players
  1363. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1364. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1365. break;
  1366. case AM_ACIDTERROR:
  1367. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1368. #ifdef RENEWAL
  1369. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1370. #else
  1371. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1372. #endif
  1373. clif_emotion(bl,ET_HUK);
  1374. break;
  1375. case AM_DEMONSTRATION:
  1376. #ifdef RENEWAL
  1377. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1378. #else
  1379. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1380. #endif
  1381. break;
  1382. case CR_SHIELDCHARGE:
  1383. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1384. break;
  1385. #ifndef RENEWAL
  1386. case PA_PRESSURE:
  1387. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1388. [[fallthrough]];
  1389. case HW_GRAVITATION:
  1390. //Pressure and Gravitation can trigger physical autospells
  1391. attack_type |= BF_NORMAL;
  1392. attack_type |= BF_WEAPON;
  1393. break;
  1394. #endif
  1395. case RG_RAID:
  1396. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1397. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1398. #ifdef RENEWAL
  1399. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1400. break;
  1401. case RG_BACKSTAP:
  1402. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1403. #endif
  1404. break;
  1405. case BA_FROSTJOKER:
  1406. case DC_SCREAM:
  1407. {
  1408. int rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1409. int duration = skill_get_time2(skill_id, skill_lv);
  1410. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1411. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1412. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1413. rate /= 4;
  1414. duration = skill_get_time(skill_id, skill_lv);
  1415. }
  1416. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1417. }
  1418. break;
  1419. case BD_LULLABY:
  1420. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1421. break;
  1422. #ifdef RENEWAL
  1423. case DC_UGLYDANCE:
  1424. // !TODO: How does caster's DEX/AGI play a role?
  1425. status_zap( bl, 0, 2 * skill_lv + 10 );
  1426. break;
  1427. #else
  1428. case DC_UGLYDANCE: {
  1429. int rate = 5 + 5 * skill_lv;
  1430. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1431. if( skill > 0 ){
  1432. rate += 5 + skill;
  1433. }
  1434. status_zap( bl, 0, rate );
  1435. } break;
  1436. #endif
  1437. case SL_STUN:
  1438. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1439. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1440. break;
  1441. case NPC_PETRIFYATTACK:
  1442. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1443. break;
  1444. case NPC_CURSEATTACK:
  1445. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_SLEEPATTACK:
  1448. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1449. break;
  1450. case NPC_BLINDATTACK:
  1451. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_POISON:
  1454. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1455. break;
  1456. case NPC_SILENCEATTACK:
  1457. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1458. break;
  1459. case NPC_STUNATTACK:
  1460. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1461. break;
  1462. case NPC_BLEEDING:
  1463. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1464. break;
  1465. case NPC_BLEEDING2:
  1466. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1467. break;
  1468. case NPC_CHANGEUNDEAD:
  1469. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1470. break;
  1471. case NPC_ACIDBREATH:
  1472. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case NPC_ICEBREATH:
  1475. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1476. break;
  1477. case NPC_ICEBREATH2:
  1478. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1479. break;
  1480. case NPC_MENTALBREAKER:
  1481. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1482. //equal to Matk*skLevel.
  1483. int rate = sstatus->matk_min;
  1484. if (rate < sstatus->matk_max)
  1485. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1486. rate*=skill_lv;
  1487. status_zap(bl, 0, rate);
  1488. break;
  1489. }
  1490. // Equipment breaking monster skills [Celest]
  1491. case NPC_ARMORBRAKE:
  1492. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1493. break;
  1494. case NPC_HELMBRAKE:
  1495. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1496. break;
  1497. case NPC_SHIELDBRAKE:
  1498. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1499. break;
  1500. case CH_TIGERFIST: {
  1501. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1502. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1503. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1504. basetime /= 5;
  1505. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1506. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1507. }
  1508. break;
  1509. case LK_SPIRALPIERCE:
  1510. case ML_SPIRALPIERCE:
  1511. case HN_SPIRAL_PIERCE_MAX:
  1512. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1513. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1514. break;
  1515. case ST_REJECTSWORD:
  1516. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1517. break;
  1518. case PF_FOGWALL:
  1519. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1520. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1521. break;
  1522. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1523. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1524. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1525. break;
  1526. case ASC_METEORASSAULT:
  1527. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1528. switch(rnd()%3) {
  1529. case 0:
  1530. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1531. break;
  1532. case 1:
  1533. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1534. break;
  1535. default:
  1536. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1537. }
  1538. break;
  1539. case HW_NAPALMVULCAN:
  1540. case HN_NAPALM_VULCAN_STRIKE:
  1541. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1542. break;
  1543. case WS_CARTTERMINATION: // Cart termination
  1544. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1545. break;
  1546. case CR_ACIDDEMONSTRATION:
  1547. case GN_FIRE_EXPANSION_ACID:
  1548. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1549. break;
  1550. case TK_DOWNKICK:
  1551. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1552. break;
  1553. case TK_JUMPKICK:
  1554. // debuff the following statuses
  1555. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1556. status_change_end(bl, SC_SPIRIT);
  1557. status_change_end(bl, SC_ADRENALINE2);
  1558. status_change_end(bl, SC_KAITE);
  1559. status_change_end(bl, SC_KAAHI);
  1560. status_change_end(bl, SC_ONEHAND);
  1561. status_change_end(bl, SC_ASPDPOTION2);
  1562. // New soul links confirmed to not dispell with this skill
  1563. // but thats likely a bug since soul links can't stack and
  1564. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1565. status_change_end(bl, SC_SOULGOLEM);
  1566. status_change_end(bl, SC_SOULSHADOW);
  1567. status_change_end(bl, SC_SOULFALCON);
  1568. status_change_end(bl, SC_SOULFAIRY);
  1569. }
  1570. break;
  1571. case TK_TURNKICK:
  1572. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1573. if(attack_type&BF_MISC) //70% base stun chance...
  1574. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case GS_BULLSEYE: //0.1% coma rate.
  1577. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1578. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1579. break;
  1580. case GS_PIERCINGSHOT:
  1581. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1582. break;
  1583. case NJ_HYOUSYOURAKU:
  1584. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1585. break;
  1586. case GS_FLING:
  1587. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1588. break;
  1589. case GS_DISARM:
  1590. skill_strip_equip(src, bl, skill_id, skill_lv);
  1591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1592. break;
  1593. case NPC_EVILLAND:
  1594. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1595. break;
  1596. case NPC_HELLJUDGEMENT:
  1597. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1598. break;
  1599. case NPC_HELLJUDGEMENT2:
  1600. switch(rnd()%6) {
  1601. case 0:
  1602. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1603. break;
  1604. case 1:
  1605. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1606. break;
  1607. case 2:
  1608. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1609. break;
  1610. case 3:
  1611. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1612. break;
  1613. case 4:
  1614. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1615. break;
  1616. default:
  1617. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1618. break;
  1619. }
  1620. break;
  1621. case NPC_CRITICALWOUND:
  1622. case NPC_WIDECRITICALWOUND:
  1623. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1624. break;
  1625. case NPC_FIRESTORM:
  1626. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1627. break;
  1628. case RK_DRAGONBREATH:
  1629. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1630. break;
  1631. case RK_DRAGONBREATH_WATER:
  1632. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1633. break;
  1634. case NPC_DRAGONBREATH:
  1635. if (skill_lv > 5)
  1636. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1637. else
  1638. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1639. break;
  1640. case AB_ADORAMUS:
  1641. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1642. break;
  1643. case WL_COMET:
  1644. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1645. break;
  1646. case NPC_COMET:
  1647. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1648. break;
  1649. case NPC_JACKFROST:
  1650. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1651. break;
  1652. case RA_WUGBITE: {
  1653. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1654. if (wug_rate < 50)
  1655. wug_rate = 50;
  1656. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1657. }
  1658. break;
  1659. case RA_SENSITIVEKEEN:
  1660. if( rnd()%100 < 8 * skill_lv )
  1661. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1662. break;
  1663. case RA_FIRINGTRAP:
  1664. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1665. break;
  1666. case RA_ICEBOUNDTRAP:
  1667. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1668. break;
  1669. case NC_PILEBUNKER:
  1670. if( rnd()%100 < 25 + 15*skill_lv ) {
  1671. status_change_end(bl, SC_KYRIE);
  1672. status_change_end(bl, SC_ASSUMPTIO);
  1673. status_change_end(bl, SC_STEELBODY);
  1674. status_change_end(bl, SC_GT_CHANGE);
  1675. status_change_end(bl, SC_GT_REVITALIZE);
  1676. status_change_end(bl, SC_AUTOGUARD);
  1677. status_change_end(bl, SC_REFLECTDAMAGE);
  1678. status_change_end(bl, SC_DEFENDER);
  1679. status_change_end(bl, SC_PRESTIGE);
  1680. status_change_end(bl, SC_BANDING);
  1681. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1682. }
  1683. break;
  1684. case NC_FLAMELAUNCHER:
  1685. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1686. break;
  1687. case NC_COLDSLOWER:
  1688. // Status chances are applied officially through a check
  1689. // The skill first trys to give the frozen status to targets that are hit
  1690. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1691. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1692. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1693. break;
  1694. case NC_POWERSWING:
  1695. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1696. break;
  1697. case GC_WEAPONCRUSH:
  1698. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1699. break;
  1700. case LG_PINPOINTATTACK: {
  1701. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1702. switch( skill_lv ) {
  1703. case 1:
  1704. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1705. break;
  1706. case 2:
  1707. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1708. break;
  1709. case 3:
  1710. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1711. break;
  1712. case 4:
  1713. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1714. break;
  1715. case 5:
  1716. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1717. break;
  1718. }
  1719. } break;
  1720. case LG_MOONSLASHER:
  1721. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1722. break;
  1723. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1724. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1725. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1726. break;
  1727. case NPC_RAYOFGENESIS:
  1728. if (skill_lv < 8)
  1729. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1730. else
  1731. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1732. break;
  1733. case LG_HESPERUSLIT:
  1734. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1735. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1736. break;
  1737. case SR_DRAGONCOMBO:
  1738. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1739. break;
  1740. case SR_WINDMILL:
  1741. if( dstsd )
  1742. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1743. else if( dstmd )
  1744. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1745. break;
  1746. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1747. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1748. break;
  1749. case SR_EARTHSHAKER:
  1750. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1751. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1752. status_change_end(bl, SC_SV_ROOTTWIST);
  1753. break;
  1754. case SO_EARTHGRAVE:
  1755. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1756. break;
  1757. case SO_DIAMONDDUST: {
  1758. int rate = 5 + 5 * skill_lv;
  1759. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1760. rate += (sd ? sd->status.job_level / 5 : 0);
  1761. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1762. } break;
  1763. case SO_VARETYR_SPEAR:
  1764. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1765. break;
  1766. case SO_POISON_BUSTER:
  1767. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1768. break;
  1769. case GN_SPORE_EXPLOSION:
  1770. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1771. break;
  1772. case GN_SLINGITEM_RANGEMELEEATK:
  1773. if( sd ) {
  1774. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1775. case ITEMID_COCONUT_BOMB:
  1776. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1777. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1778. break;
  1779. case ITEMID_MELON_BOMB:
  1780. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1781. break;
  1782. case ITEMID_BANANA_BOMB:
  1783. {
  1784. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1785. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1786. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1787. break;
  1788. }
  1789. }
  1790. sd->itemid = 0;
  1791. }
  1792. break;
  1793. case GN_HELLS_PLANT_ATK:
  1794. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1795. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1796. break;
  1797. case EL_WIND_SLASH: // Non confirmed rate.
  1798. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1799. break;
  1800. case EL_STONE_HAMMER:
  1801. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1802. break;
  1803. case EL_ROCK_CRUSHER:
  1804. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1805. break;
  1806. case EL_ROCK_CRUSHER_ATK:
  1807. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1808. break;
  1809. case EL_TYPOON_MIS:
  1810. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1811. break;
  1812. case KO_JYUMONJIKIRI:
  1813. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1814. break;
  1815. case SP_SOULEXPLOSION:
  1816. case KO_SETSUDAN: // Remove soul link when hit.
  1817. status_change_end(bl, SC_SPIRIT);
  1818. status_change_end(bl, SC_SOULGOLEM);
  1819. status_change_end(bl, SC_SOULSHADOW);
  1820. status_change_end(bl, SC_SOULFALCON);
  1821. status_change_end(bl, SC_SOULFAIRY);
  1822. break;
  1823. case KO_MAKIBISHI:
  1824. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1825. break;
  1826. case MH_EQC:
  1827. {
  1828. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1829. if (hd) {
  1830. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1831. status_change_end(bl, SC_TINDER_BREAKER2);
  1832. }
  1833. }
  1834. break;
  1835. case MH_STAHL_HORN:
  1836. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1837. break;
  1838. case MH_NEEDLE_OF_PARALYZE:
  1839. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1840. break;
  1841. case MH_TOXIN_OF_MANDARA:
  1842. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1843. break;
  1844. case MH_XENO_SLASHER:
  1845. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1846. break;
  1847. case NPC_MAGMA_ERUPTION:
  1848. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1849. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1850. break;
  1851. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1852. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1853. break;
  1854. case GN_ILLUSIONDOPING:
  1855. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1856. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1857. break;
  1858. case RL_MASS_SPIRAL:
  1859. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1860. break;
  1861. case RL_SLUGSHOT:
  1862. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1863. break;
  1864. case RL_BANISHING_BUSTER: {
  1865. if (!tsc || !tsc->count)
  1866. break;
  1867. if (status_isimmune(bl))
  1868. break;
  1869. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1870. if (sd)
  1871. clif_skill_fail( *sd, skill_id );
  1872. break;
  1873. }
  1874. uint16 n = skill_lv;
  1875. for (const auto &it : status_db) {
  1876. sc_type status = static_cast<sc_type>(it.first);
  1877. if (n <= 0)
  1878. break;
  1879. if (!tsc->getSCE(status))
  1880. continue;
  1881. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1882. continue;
  1883. switch (status) {
  1884. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1885. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1886. case SC_FORTUNE: case SC_SERVICE4U:
  1887. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1888. continue; //If in song area don't end it, even if config enabled
  1889. break;
  1890. case SC_ASSUMPTIO:
  1891. if( bl->type == BL_MOB )
  1892. continue;
  1893. break;
  1894. }
  1895. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1896. tsc->getSCE(status)->val2 = 0;
  1897. status_change_end(bl,status);
  1898. n--;
  1899. }
  1900. //Remove bonus_script by Banishing Buster
  1901. if (dstsd)
  1902. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1903. }
  1904. break;
  1905. case RL_S_STORM:
  1906. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1907. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1908. break;
  1909. case RL_AM_BLAST:
  1910. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1911. break;
  1912. case SU_SCRATCH:
  1913. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1914. break;
  1915. case SU_SV_STEMSPEAR:
  1916. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1917. break;
  1918. case SU_CN_METEOR2:
  1919. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1920. break;
  1921. case SU_SCAROFTAROU:
  1922. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1923. break;
  1924. case SU_LUNATICCARROTBEAT2:
  1925. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1926. break;
  1927. case SJ_FULLMOONKICK:
  1928. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1929. break;
  1930. case SJ_STAREMPEROR:
  1931. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1932. break;
  1933. case SP_CURSEEXPLOSION:
  1934. status_change_end(bl, SC_SOULCURSE);
  1935. break;
  1936. case SP_SHA:
  1937. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1938. break;
  1939. case DK_SERVANT_W_PHANTOM:
  1940. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1941. break;
  1942. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1943. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1944. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1945. break;
  1946. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1947. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1948. break;
  1949. case IQ_OLEUM_SANCTUM:
  1950. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1951. break;
  1952. case IQ_FIRST_BRAND:
  1953. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1954. break;
  1955. case IQ_SECOND_FLAME:
  1956. case IQ_SECOND_FAITH:
  1957. case IQ_SECOND_JUDGEMENT:
  1958. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1959. break;
  1960. case IQ_THIRD_PUNISH:
  1961. case IQ_THIRD_FLAME_BOMB:
  1962. case IQ_THIRD_CONSECRATION:
  1963. status_change_end(bl, SC_SECOND_BRAND);
  1964. break;
  1965. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1966. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1967. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1968. break;
  1969. case SHC_FATAL_SHADOW_CROW:
  1970. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1971. break;
  1972. case ABC_UNLUCKY_RUSH:
  1973. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1974. break;
  1975. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1976. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1977. [[fallthrough]];
  1978. case WM_METALICSOUND:
  1979. case WM_REVERBERATION:
  1980. status_change_end(bl, SC_SOUNDBLEND);
  1981. break;
  1982. case EM_DIAMOND_STORM:
  1983. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1984. break;
  1985. case EM_LIGHTNING_LAND:
  1986. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1987. break;
  1988. case EM_VENOM_SWAMP:
  1989. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1990. break;
  1991. case EM_CONFLAGRATION:
  1992. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1993. break;
  1994. case EM_TERRA_DRIVE:
  1995. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1996. break;
  1997. case MT_RUSH_QUAKE:
  1998. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1999. break;
  2000. case HN_SHIELD_CHAIN_RUSH:
  2001. case HN_JACK_FROST_NOVA:
  2002. case HN_GROUND_GRAVITATION:
  2003. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  2004. break;
  2005. } //end switch skill_id
  2006. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  2007. { //Pass heritage to Master for status causing effects. [Skotlex]
  2008. sd = map_id2sd(md->master_id);
  2009. src = sd?&sd->bl:src;
  2010. }
  2011. if( attack_type&BF_WEAPON )
  2012. { // Breaking Equipment
  2013. if( sd && battle_config.equip_self_break_rate )
  2014. { // Self weapon breaking
  2015. int rate = battle_config.equip_natural_break_rate;
  2016. #ifndef RENEWAL
  2017. if( sc )
  2018. {
  2019. if(sc->getSCE(SC_OVERTHRUST))
  2020. rate += 10;
  2021. if(sc->getSCE(SC_MAXOVERTHRUST))
  2022. rate += 10;
  2023. }
  2024. #endif
  2025. if( rate )
  2026. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2027. }
  2028. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2029. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2030. // Target weapon breaking
  2031. int rate = 0;
  2032. if( sd )
  2033. rate += sd->bonus.break_weapon_rate;
  2034. if (sc) {
  2035. if (sc->getSCE(SC_MELTDOWN))
  2036. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2037. if (sc->getSCE(SC_WEAPONBREAKER))
  2038. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2039. }
  2040. if( rate )
  2041. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2042. // Target armor breaking
  2043. rate = 0;
  2044. if( sd )
  2045. rate += sd->bonus.break_armor_rate;
  2046. if( sc && sc->getSCE(SC_MELTDOWN) )
  2047. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2048. if( rate )
  2049. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2050. }
  2051. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2052. if (sd->def_set_race[tstatus->race].rate)
  2053. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2054. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2055. if (sd->mdef_set_race[tstatus->race].rate)
  2056. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2057. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2058. if (sd->norecover_state_race[tstatus->race].rate)
  2059. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2060. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2061. }
  2062. }
  2063. if( sd && sd->ed && sc && !status_isdead(*bl) && !skill_id ) {
  2064. struct unit_data *ud = unit_bl2ud(src);
  2065. int skill;
  2066. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2067. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2068. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2069. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2070. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2071. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2072. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2073. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2074. else
  2075. skill = 0;
  2076. if ( rnd()%100 < 25 && skill ){
  2077. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2078. if (ud) {
  2079. int delay = skill_delayfix(src, skill, skill_lv);
  2080. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2081. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2082. if ( battle_config.display_status_timers )
  2083. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2084. }
  2085. }
  2086. }
  2087. }
  2088. // Autospell when attacking
  2089. if( sd && !status_isdead(*bl) && !sd->autospell.empty() )
  2090. {
  2091. for (const auto &it : sd->autospell) {
  2092. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2093. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2094. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2095. continue; // one or more trigger conditions were not fulfilled
  2096. int skill = it.id;
  2097. sd->state.autocast = 1;
  2098. if ( skill_isNotOk(skill, *sd) ) {
  2099. sd->state.autocast = 0;
  2100. continue;
  2101. }
  2102. sd->state.autocast = 0;
  2103. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2104. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2105. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2106. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2107. if (rnd()%1000 >= rate)
  2108. continue;
  2109. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2110. e_cast_type type = skill_get_casttype(skill);
  2111. if (type == CAST_GROUND) {
  2112. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2113. continue;
  2114. }
  2115. if (battle_config.autospell_check_range &&
  2116. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2117. continue;
  2118. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2119. type = CAST_GROUND;
  2120. #ifndef RENEWAL
  2121. else if (skill == AS_SONICBLOW)
  2122. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2123. #endif
  2124. sd->state.autocast = 1;
  2125. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2126. #ifndef RENEWAL
  2127. skill_toggle_magicpower(src, skill);
  2128. #endif
  2129. switch (type) {
  2130. case CAST_GROUND:
  2131. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2132. break;
  2133. case CAST_NODAMAGE:
  2134. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2135. break;
  2136. case CAST_DAMAGE:
  2137. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2138. break;
  2139. }
  2140. sd->state.autocast = 0;
  2141. //Set canact delay. [Skotlex]
  2142. unit_data *ud = unit_bl2ud(src);
  2143. if (ud) {
  2144. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2145. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2146. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2147. if ( battle_config.display_status_timers && sd )
  2148. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2149. }
  2150. }
  2151. }
  2152. }
  2153. // Check for player and pet autobonuses when attacking
  2154. if (sd != nullptr) {
  2155. // Player
  2156. if (!sd->autobonus.empty()) {
  2157. for (auto &it : sd->autobonus) {
  2158. if (it == nullptr)
  2159. continue;
  2160. if (rnd_value(0, 1000) >= it->rate)
  2161. continue;
  2162. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2163. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2164. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2165. continue; // one or more trigger conditions were not fulfilled
  2166. pc_exeautobonus(*sd, &sd->autobonus, it);
  2167. }
  2168. }
  2169. // Pet
  2170. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2171. for (auto &it : sd->pd->autobonus) {
  2172. if (it == nullptr)
  2173. continue;
  2174. if (rnd_value(0, 1000) >= it->rate)
  2175. continue;
  2176. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2177. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2178. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2179. continue; // one or more trigger conditions were not fulfilled
  2180. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2181. }
  2182. }
  2183. }
  2184. //Polymorph
  2185. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2186. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2187. (rnd()%10000 < sd->bonus.classchange))
  2188. {
  2189. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2190. if (class_ != 0 && mobdb_checkid(class_))
  2191. mob_class_change(dstmd,class_);
  2192. }
  2193. if (sd && sc) {
  2194. struct status_change_entry *sce;
  2195. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2196. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2197. }
  2198. return 0;
  2199. }
  2200. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2201. if( sd == nullptr || !skill_id )
  2202. return 0;
  2203. for (auto &it : sd->autospell3) {
  2204. if (it.trigger_skill != skill_id)
  2205. continue;
  2206. if (it.lock)
  2207. continue; // autospell already being executed
  2208. uint16 skill = it.id;
  2209. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2210. if( skill_isNotOk(skill, *sd) ) {
  2211. sd->state.autocast = 0;
  2212. continue;
  2213. }
  2214. sd->state.autocast = 0;
  2215. // DANGER DANGER: here force target actually means use yourself as target!
  2216. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2217. if( tbl == nullptr ){
  2218. continue; // No target
  2219. }
  2220. if( rnd()%1000 >= it.rate )
  2221. continue;
  2222. uint16 skill_lv = it.lv ? it.lv : 1;
  2223. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2224. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2225. e_cast_type type = skill_get_casttype(skill);
  2226. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2227. continue;
  2228. if (battle_config.autospell_check_range &&
  2229. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2230. continue;
  2231. sd->state.autocast = 1;
  2232. it.lock = true;
  2233. skill_consume_requirement(sd,skill,skill_lv,1);
  2234. switch( type ) {
  2235. case CAST_GROUND:
  2236. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2237. break;
  2238. case CAST_NODAMAGE:
  2239. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2240. break;
  2241. case CAST_DAMAGE:
  2242. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2243. break;
  2244. }
  2245. it.lock = false;
  2246. sd->state.autocast = 0;
  2247. }
  2248. // Check for player and pet autobonuses when being attacked by skill_id
  2249. if (sd != nullptr) {
  2250. // Player
  2251. if (!sd->autobonus3.empty()) {
  2252. for (auto &it : sd->autobonus3) {
  2253. if (it == nullptr)
  2254. continue;
  2255. if (rnd_value(0, 1000) >= it->rate)
  2256. continue;
  2257. if (it->atk_type != skill_id)
  2258. continue;
  2259. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2260. }
  2261. }
  2262. // Pet
  2263. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2264. for (auto &it : sd->pd->autobonus3) {
  2265. if (it == nullptr)
  2266. continue;
  2267. if (rnd_value(0, 1000) >= it->rate)
  2268. continue;
  2269. if (it->atk_type != skill_id)
  2270. continue;
  2271. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2272. }
  2273. }
  2274. }
  2275. return 1;
  2276. }
  2277. /* Splitted off from skill_additional_effect, which is never called when the
  2278. * attack skill kills the enemy. Place in this function counter status effects
  2279. * when using skills that will take effect on the source, not the target. [Skotlex]
  2280. */
  2281. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2282. {
  2283. int rate;
  2284. map_session_data *sd=nullptr;
  2285. map_session_data *dstsd=nullptr;
  2286. nullpo_ret(src);
  2287. nullpo_ret(bl);
  2288. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2289. sd = BL_CAST(BL_PC, src);
  2290. dstsd = BL_CAST(BL_PC, bl);
  2291. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2292. for (const auto &it : dstsd->addeff_atked) {
  2293. rate = it.rate;
  2294. if (attack_type&BF_LONG)
  2295. rate += it.arrow_rate;
  2296. if (rate == 0)
  2297. continue;
  2298. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2299. // Trigger has attack type consideration.
  2300. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2301. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2302. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2303. ;
  2304. else
  2305. continue;
  2306. }
  2307. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2308. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2309. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2310. continue; //Range Failed.
  2311. }
  2312. if (it.flag&ATF_TARGET && src != bl)
  2313. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2314. if (it.flag&ATF_SELF && !status_isdead(*bl))
  2315. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2316. }
  2317. }
  2318. switch(skill_id) {
  2319. case GS_FULLBUSTER:
  2320. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2321. break;
  2322. case HFLI_SBR44: //[orn]
  2323. if(src->type == BL_HOM){
  2324. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2325. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2326. clif_send_homdata( hd, SP_INTIMATE );
  2327. }
  2328. break;
  2329. case CR_GRANDCROSS:
  2330. if (src == bl) {
  2331. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2332. attack_type |= BF_WEAPON;
  2333. attack_type &= ~BF_MAGIC;
  2334. }
  2335. break;
  2336. case LG_HESPERUSLIT:
  2337. {
  2338. status_change *sc = status_get_sc(src);
  2339. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2340. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2341. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2342. }
  2343. }
  2344. break;
  2345. case SP_SPA:
  2346. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2347. break;
  2348. case SP_SHA:
  2349. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2350. break;
  2351. case SP_SWHOO:
  2352. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2353. break;
  2354. }
  2355. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2356. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
  2357. // 0.005% chance per sg_miracle_skill_ratio
  2358. // Chance is further reduced if agi is above 46
  2359. if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int)sd->battle_status.agi))
  2360. sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
  2361. }
  2362. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(*bl) &&
  2363. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2364. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2365. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2366. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2367. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2368. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2369. }
  2370. if( sd && status_isdead(*bl) ) {
  2371. int sp = 0, hp = 0;
  2372. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2373. sp += sd->bonus.sp_gain_value;
  2374. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2375. hp += sd->bonus.hp_gain_value;
  2376. }
  2377. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2378. sp += sd->bonus.long_sp_gain_value;
  2379. hp += sd->bonus.long_hp_gain_value;
  2380. }
  2381. if( attack_type&BF_MAGIC ) {
  2382. sp += sd->bonus.magic_sp_gain_value;
  2383. hp += sd->bonus.magic_hp_gain_value;
  2384. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2385. status_change *sc = nullptr;
  2386. if( ( sc = status_get_sc(src) ) ) {
  2387. if(sc->getSCE(SC_SPIRIT) &&
  2388. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2389. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2390. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2391. }
  2392. }
  2393. }
  2394. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2395. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2396. }
  2397. }
  2398. if (dstsd && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2399. status_change *sc = status_get_sc(bl);
  2400. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2401. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2402. }
  2403. // Trigger counter-spells to retaliate against damage causing skills.
  2404. if(dstsd && !status_isdead(*bl) && !dstsd->autospell2.empty() &&
  2405. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2406. {
  2407. for (const auto &it : dstsd->autospell2) {
  2408. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2409. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2410. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2411. continue; // one or more trigger conditions were not fulfilled
  2412. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2413. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2414. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2415. int autospl_rate = it.rate;
  2416. //Physical range attacks only trigger autospells half of the time
  2417. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2418. autospl_rate /= 2;
  2419. dstsd->state.autocast = 1;
  2420. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2421. dstsd->state.autocast = 0;
  2422. continue;
  2423. }
  2424. dstsd->state.autocast = 0;
  2425. if (rnd()%1000 >= autospl_rate)
  2426. continue;
  2427. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2428. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2429. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2430. continue;
  2431. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2432. continue;
  2433. dstsd->state.autocast = 1;
  2434. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2435. switch (type) {
  2436. case CAST_GROUND:
  2437. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2438. break;
  2439. case CAST_NODAMAGE:
  2440. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2441. break;
  2442. case CAST_DAMAGE:
  2443. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2444. break;
  2445. }
  2446. dstsd->state.autocast = 0;
  2447. //Set canact delay. [Skotlex]
  2448. unit_data *ud = unit_bl2ud(bl);
  2449. if (ud) {
  2450. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2451. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2452. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2453. if ( battle_config.display_status_timers && dstsd )
  2454. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2455. }
  2456. }
  2457. }
  2458. }
  2459. // Check for player and pet autobonuses when attacked
  2460. if (dstsd != nullptr && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2461. // Player
  2462. if (!dstsd->autobonus2.empty()) {
  2463. for (auto &it : dstsd->autobonus2) {
  2464. if (it == nullptr)
  2465. continue;
  2466. if (rnd_value(0, 1000) >= it->rate)
  2467. continue;
  2468. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2469. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2470. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2471. continue; // one or more trigger conditions were not fulfilled
  2472. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2473. }
  2474. }
  2475. // Pet
  2476. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2477. for (auto &it : dstsd->pd->autobonus2) {
  2478. if (it == nullptr)
  2479. continue;
  2480. if (rnd_value(0, 1000) >= it->rate)
  2481. continue;
  2482. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2483. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2484. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2485. continue; // one or more trigger conditions were not fulfilled
  2486. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2487. }
  2488. }
  2489. }
  2490. return 0;
  2491. }
  2492. /*=========================================================================
  2493. Breaks equipment. On-non players causes the corresponding strip effect.
  2494. - rate goes from 0 to 10000 (100.00%)
  2495. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2496. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2497. --------------------------------------------------------------------------*/
  2498. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2499. {
  2500. status_change *src_sc = status_get_sc(src);
  2501. // Grant player skills/items the ability to "break" non-player equipment.
  2502. // WS_MELTDOWN is exempt from this check.
  2503. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2504. return 0;
  2505. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2506. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2507. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2508. status_change *sc = status_get_sc(bl);
  2509. int i;
  2510. TBL_PC *sd;
  2511. sd = BL_CAST(BL_PC, bl);
  2512. if (sc && !sc->count)
  2513. sc = nullptr;
  2514. if (sd) {
  2515. if (sd->bonus.unbreakable_equip)
  2516. where &= ~sd->bonus.unbreakable_equip;
  2517. if (sd->bonus.unbreakable)
  2518. rate -= rate*sd->bonus.unbreakable/100;
  2519. if (where&EQP_WEAPON) {
  2520. switch (sd->status.weapon) {
  2521. case W_FIST: //Bare fists should not break :P
  2522. case W_1HAXE:
  2523. case W_2HAXE:
  2524. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2525. case W_2HMACE:
  2526. case W_STAFF:
  2527. case W_2HSTAFF:
  2528. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2529. case W_HUUMA:
  2530. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2531. case W_DOUBLE_DA:
  2532. case W_DOUBLE_SA:
  2533. where &= ~EQP_WEAPON;
  2534. }
  2535. }
  2536. }
  2537. if (flag&BCT_ENEMY) {
  2538. if (battle_config.equip_skill_break_rate != 100)
  2539. rate = rate*battle_config.equip_skill_break_rate/100;
  2540. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2541. if (battle_config.equip_self_break_rate != 100)
  2542. rate = rate*battle_config.equip_self_break_rate/100;
  2543. }
  2544. for (i = 0; i < 6; i++) {
  2545. if (where&where_list[i]) {
  2546. if (sc && sc->count && sc->getSCE(scdef[i]))
  2547. where&=~where_list[i];
  2548. else if (rnd()%10000 >= rate)
  2549. where&=~where_list[i];
  2550. else if (!sd) //Cause Strip effect.
  2551. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2552. }
  2553. }
  2554. if (!where) //Nothing to break.
  2555. return 0;
  2556. if (sd) {
  2557. for (i = 0; i < EQI_MAX; i++) {
  2558. short j = sd->equip_index[i];
  2559. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2560. continue;
  2561. switch(i) {
  2562. case EQI_HEAD_TOP: //Upper Head
  2563. flag = (where&EQP_HELM);
  2564. break;
  2565. case EQI_ARMOR: //Body
  2566. flag = (where&EQP_ARMOR);
  2567. break;
  2568. case EQI_HAND_R: //Left/Right hands
  2569. case EQI_HAND_L:
  2570. flag = (
  2571. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2572. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2573. break;
  2574. case EQI_SHOES:
  2575. flag = (where&EQP_SHOES);
  2576. break;
  2577. case EQI_GARMENT:
  2578. flag = (where&EQP_GARMENT);
  2579. break;
  2580. case EQI_ACC_L:
  2581. flag = (where&EQP_ACC_L);
  2582. break;
  2583. case EQI_ACC_R:
  2584. flag = (where&EQP_ACC_R);
  2585. break;
  2586. case EQI_SHADOW_ARMOR:
  2587. flag = (where&EQP_SHADOW_ARMOR);
  2588. break;
  2589. case EQI_SHADOW_WEAPON:
  2590. flag = (where&EQP_SHADOW_WEAPON);
  2591. break;
  2592. case EQI_SHADOW_SHIELD:
  2593. flag = (where&EQP_SHADOW_SHIELD);
  2594. break;
  2595. case EQI_SHADOW_SHOES:
  2596. flag = (where&EQP_SHADOW_SHOES);
  2597. break;
  2598. case EQI_SHADOW_ACC_R:
  2599. flag = (where&EQP_SHADOW_ACC_R);
  2600. break;
  2601. case EQI_SHADOW_ACC_L:
  2602. flag = (where&EQP_SHADOW_ACC_L);
  2603. break;
  2604. default:
  2605. continue;
  2606. }
  2607. if (flag) {
  2608. sd->inventory.u.items_inventory[j].attribute = 1;
  2609. pc_unequipitem(sd, j, 3);
  2610. }
  2611. }
  2612. clif_equiplist(sd);
  2613. }
  2614. return where; //Return list of pieces broken.
  2615. }
  2616. /**
  2617. * Strip equipment from a target
  2618. * @param src: Source of call
  2619. * @param target: Target to strip
  2620. * @param skill_id: Skill used
  2621. * @param skill_lv: Skill level used
  2622. * @return True on successful strip or false otherwise
  2623. */
  2624. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2625. {
  2626. nullpo_retr(false, src);
  2627. nullpo_retr(false, target);
  2628. status_change *tsc = status_get_sc(target);
  2629. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2630. return false;
  2631. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2632. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2633. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2634. status_data* sstatus = status_get_status_data(*src);
  2635. status_data* tstatus = status_get_status_data(*target);
  2636. int rate, time, location, mod = 100;
  2637. switch (skill_id) { // Rate
  2638. case RG_STRIPWEAPON:
  2639. case RG_STRIPARMOR:
  2640. case RG_STRIPSHIELD:
  2641. case RG_STRIPHELM:
  2642. case GC_WEAPONCRUSH:
  2643. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2644. mod = 1000;
  2645. break;
  2646. case ST_FULLSTRIP: {
  2647. int min_rate = 50 + 20 * skill_lv;
  2648. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2649. rate = max(min_rate, rate);
  2650. mod = 1000;
  2651. break;
  2652. }
  2653. case GS_DISARM:
  2654. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2655. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2656. break;
  2657. case WL_EARTHSTRAIN: {
  2658. int job_lv = 0;
  2659. if (src->type == BL_PC)
  2660. job_lv = ((TBL_PC*)src)->status.job_level;
  2661. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2662. break;
  2663. }
  2664. case SC_STRIPACCESSARY:
  2665. rate = 12 + 2 * skill_lv;
  2666. break;
  2667. case ABC_STRIP_SHADOW:
  2668. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2669. mod = 1000;
  2670. break;
  2671. default:
  2672. return false;
  2673. }
  2674. if (rnd()%mod >= rate)
  2675. return false;
  2676. switch (skill_id) { // Duration
  2677. case SC_STRIPACCESSARY:
  2678. case GS_DISARM:
  2679. time = skill_get_time(skill_id, skill_lv);
  2680. break;
  2681. case WL_EARTHSTRAIN:
  2682. case RG_STRIPWEAPON:
  2683. case RG_STRIPARMOR:
  2684. case RG_STRIPSHIELD:
  2685. case RG_STRIPHELM:
  2686. case GC_WEAPONCRUSH:
  2687. case ST_FULLSTRIP:
  2688. case ABC_STRIP_SHADOW:
  2689. if (skill_id == WL_EARTHSTRAIN)
  2690. time = skill_get_time2(skill_id, skill_lv);
  2691. else
  2692. time = skill_get_time(skill_id, skill_lv);
  2693. if (target->type == BL_PC)
  2694. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2695. else {
  2696. time += 15000;
  2697. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2698. }
  2699. break;
  2700. }
  2701. switch (skill_id) { // Location
  2702. case GC_WEAPONCRUSH:
  2703. case RG_STRIPWEAPON:
  2704. case GS_DISARM:
  2705. location = EQP_WEAPON;
  2706. break;
  2707. case RG_STRIPARMOR:
  2708. location = EQP_ARMOR;
  2709. break;
  2710. case RG_STRIPSHIELD:
  2711. location = EQP_SHIELD;
  2712. break;
  2713. case RG_STRIPHELM:
  2714. location = EQP_HELM;
  2715. break;
  2716. case ST_FULLSTRIP:
  2717. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2718. break;
  2719. case SC_STRIPACCESSARY:
  2720. location = EQP_ACC;
  2721. break;
  2722. case ABC_STRIP_SHADOW:
  2723. location = EQP_SHADOW_GEAR;
  2724. break;
  2725. }
  2726. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2727. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2728. location &=~ pos[i];
  2729. }
  2730. if (!location)
  2731. return false;
  2732. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2733. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2734. location &=~ pos[i];
  2735. }
  2736. return location ? true : false;
  2737. }
  2738. /**
  2739. * Used to knock back players, monsters, traps, etc
  2740. * @param src Object that give knock back
  2741. * @param target Object that receive knock back
  2742. * @param count Number of knock back cell requested
  2743. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2744. * @param flag
  2745. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2746. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2747. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2748. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2749. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2750. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2751. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2752. * @return Number of knocked back cells done
  2753. */
  2754. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2755. {
  2756. int dx = 0, dy = 0;
  2757. uint8 checkflag = 0;
  2758. status_change *tsc = status_get_sc(target);
  2759. enum e_unit_blown reason = UB_KNOCKABLE;
  2760. nullpo_ret(src);
  2761. nullpo_ret(target);
  2762. if (!count)
  2763. return count; // Actual knockback distance is 0.
  2764. // Create flag needed in unit_blown_immune
  2765. if(src != target)
  2766. checkflag |= 0x1; // Offensive
  2767. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2768. checkflag |= 0x2; // Knockback type
  2769. if(status_get_class_(src) == CLASS_BOSS)
  2770. checkflag |= 0x4; // Boss attack
  2771. // Get reason and check for flags
  2772. reason = unit_blown_immune(target, checkflag);
  2773. switch(reason) {
  2774. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2775. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2776. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2777. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2778. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2779. }
  2780. if (dir == -1) // <optimized>: do the computation here instead of outside
  2781. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2782. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2783. dx = -dirx[dir];
  2784. dy = -diry[dir];
  2785. }
  2786. if (tsc) {
  2787. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2788. status_change_end(target, SC_SU_STOOP);
  2789. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2790. status_change_end(target, SC_ROLLINGCUTTER);
  2791. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2792. status_change_end(target, SC_CRESCIVEBOLT);
  2793. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2794. return 0;
  2795. }
  2796. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2797. }
  2798. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2799. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2800. // In case of success returns type of reflection, otherwise 0
  2801. // 1 - Regular reflection (Maya)
  2802. // 2 - SL_KAITE reflection
  2803. // 3 - NPC_MAGICMIRROR reflection
  2804. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2805. {
  2806. status_change *sc = status_get_sc(bl);
  2807. map_session_data* sd = BL_CAST(BL_PC, bl);
  2808. // Deadly Projection null's all magic reflection.
  2809. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2810. return 0;
  2811. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2812. // Item-based reflection - Bypasses Boss check
  2813. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2814. return 1;
  2815. // Magic Mirror reflection - Bypasses Boss check
  2816. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2817. return 3;
  2818. }
  2819. if( status_get_class_(src) == CLASS_BOSS )
  2820. return 0;
  2821. // status-based reflection
  2822. if( !sc || sc->count == 0 )
  2823. return 0;
  2824. // Kaite reflection - Does not bypass Boss check
  2825. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2826. #ifdef RENEWAL
  2827. && type // Does not reflect AoE
  2828. #endif
  2829. ) {
  2830. // Kaite only works against non-players if they are low-level.
  2831. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2832. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2833. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2834. status_change_end(bl, SC_KAITE);
  2835. return 2;
  2836. }
  2837. return 0;
  2838. }
  2839. /**
  2840. * Checks whether a skill can be used in combos or not
  2841. * @param skill_id: Target skill
  2842. * @return 0: Skill is not a combo
  2843. * 1: Skill is a normal combo
  2844. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2845. * @author Panikon
  2846. */
  2847. int skill_is_combo(uint16 skill_id) {
  2848. switch(skill_id) {
  2849. case MO_CHAINCOMBO:
  2850. case MO_COMBOFINISH:
  2851. case CH_TIGERFIST:
  2852. case CH_CHAINCRUSH:
  2853. case MO_EXTREMITYFIST:
  2854. case TK_TURNKICK:
  2855. case TK_STORMKICK:
  2856. case TK_DOWNKICK:
  2857. case TK_COUNTER:
  2858. case TK_JUMPKICK:
  2859. case HT_POWER:
  2860. case SR_DRAGONCOMBO:
  2861. return 1;
  2862. case SR_FALLENEMPIRE:
  2863. case SR_TIGERCANNON:
  2864. case SR_GATEOFHELL:
  2865. return 2;
  2866. }
  2867. return 0;
  2868. }
  2869. /*
  2870. * Combo handler, start stop combo status
  2871. */
  2872. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2873. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2874. switch (skill_id) {
  2875. case MH_MIDNIGHT_FRENZY:
  2876. case MH_EQC:
  2877. {
  2878. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2879. short idx = hom_skill_get_index(skill_id2);
  2880. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2881. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2882. if (idx == -1)
  2883. break;
  2884. hd->homunculus.hskill[idx].flag= flag;
  2885. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2886. }
  2887. break;
  2888. case MO_COMBOFINISH:
  2889. case CH_TIGERFIST:
  2890. case CH_CHAINCRUSH:
  2891. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2892. break;
  2893. case TK_JUMPKICK:
  2894. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2895. break;
  2896. case MO_TRIPLEATTACK:
  2897. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2898. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2899. break;
  2900. case SR_FALLENEMPIRE:
  2901. if (sd){
  2902. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2903. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2904. }
  2905. break;
  2906. }
  2907. }
  2908. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2909. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2910. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2911. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2912. struct status_change_entry *sce;
  2913. TBL_PC *sd = BL_CAST(BL_PC,src);
  2914. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2915. status_change *sc = status_get_sc(src);
  2916. if(sc == nullptr) return;
  2917. //End previous combo state after skill is invoked
  2918. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2919. switch (skill_id) {
  2920. case TK_TURNKICK:
  2921. case TK_STORMKICK:
  2922. case TK_DOWNKICK:
  2923. case TK_COUNTER:
  2924. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2925. sce->val1 = skill_id; //Update combo-skill
  2926. sce->val3 = skill_id;
  2927. if( sce->timer != INVALID_TIMER )
  2928. delete_timer(sce->timer, status_change_timer);
  2929. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2930. break;
  2931. }
  2932. unit_cancel_combo(src); // Cancel combo wait
  2933. break;
  2934. default:
  2935. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2936. status_change_end(src, SC_COMBO);
  2937. }
  2938. }
  2939. //start new combo
  2940. if (sd) { //player only
  2941. switch (skill_id) {
  2942. case MO_TRIPLEATTACK:
  2943. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2944. duration = 1;
  2945. target_id = 0; // Will target current auto-target instead
  2946. }
  2947. break;
  2948. case MO_CHAINCOMBO:
  2949. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2950. duration = 1;
  2951. target_id = 0; // Will target current auto-target instead
  2952. }
  2953. break;
  2954. case MO_COMBOFINISH:
  2955. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2956. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2957. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2958. duration = 1;
  2959. target_id = 0; // Will target current auto-target instead
  2960. }
  2961. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2962. case CH_TIGERFIST:
  2963. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2964. duration = 1;
  2965. target_id = 0; // Will target current auto-target instead
  2966. }
  2967. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2968. case CH_CHAINCRUSH:
  2969. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2970. duration = 1;
  2971. target_id = 0; // Will target current auto-target instead
  2972. }
  2973. break;
  2974. case AC_DOUBLE:
  2975. if (pc_checkskill(sd, HT_POWER)) {
  2976. duration = 2000;
  2977. nodelay = 1; //Neither gives walk nor attack delay
  2978. target_id = 0; //Does not need to be used on previous target
  2979. }
  2980. break;
  2981. case SR_DRAGONCOMBO:
  2982. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2983. duration = 1;
  2984. break;
  2985. case SR_FALLENEMPIRE:
  2986. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2987. duration = 1;
  2988. break;
  2989. case SJ_PROMINENCEKICK:
  2990. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2991. duration = 1;
  2992. break;
  2993. }
  2994. }
  2995. else { //other
  2996. switch(skill_id) {
  2997. case MH_TINDER_BREAKER:
  2998. case MH_CBC:
  2999. case MH_SONIC_CRAW:
  3000. case MH_SILVERVEIN_RUSH:
  3001. if(hd->homunculus.spiritball > 0) duration = 2000;
  3002. nodelay = 1;
  3003. break;
  3004. case MH_EQC:
  3005. case MH_MIDNIGHT_FRENZY:
  3006. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3007. nodelay = 1;
  3008. break;
  3009. }
  3010. }
  3011. if (duration) { //Possible to chain
  3012. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3013. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3014. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3015. clif_combo_delay(src, duration);
  3016. }
  3017. }
  3018. /**
  3019. * Copy skill by Plagiarism or Reproduce
  3020. * @param src: The caster
  3021. * @param bl: The target
  3022. * @param skill_id: Skill that casted
  3023. * @param skill_lv: Skill level of the casted skill
  3024. */
  3025. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3026. {
  3027. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3028. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3029. return;
  3030. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3031. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3032. return;
  3033. else {
  3034. uint16 idx;
  3035. uint8 lv;
  3036. skill_id = skill_dummy2skill_id(skill_id);
  3037. //Use skill index, avoiding out-of-bound array [Cydh]
  3038. if (!(idx = skill_get_index(skill_id)))
  3039. return;
  3040. switch (skill_isCopyable(tsd,skill_id)) {
  3041. case 1: //Copied by Plagiarism
  3042. {
  3043. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3044. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3045. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3046. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3047. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3048. }
  3049. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3050. tsd->cloneskill_idx = idx;
  3051. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3052. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3053. }
  3054. break;
  3055. case 2: //Copied by Reproduce
  3056. {
  3057. status_change *tsc = status_get_sc(bl);
  3058. //Already did SC check
  3059. //Skill level copied depends on Reproduce skill that used
  3060. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3061. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3062. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3063. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3064. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3065. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3066. }
  3067. //Level dependent and limitation.
  3068. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3069. lv = min(lv,skill_get_max(skill_id));
  3070. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3071. lv = min(lv,skill_lv);
  3072. tsd->reproduceskill_idx = idx;
  3073. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3074. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3075. }
  3076. break;
  3077. default: return;
  3078. }
  3079. tsd->status.skill[idx].id = skill_id;
  3080. tsd->status.skill[idx].lv = lv;
  3081. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3082. clif_addskill(tsd,skill_id);
  3083. }
  3084. }
  3085. /**
  3086. * Knockback the target on skill_attack
  3087. * @param src is the master behind the attack
  3088. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3089. * @param target is the target to be attacked.
  3090. * @param blewcount
  3091. * @param skill_id
  3092. * @param skill_lv
  3093. * @param damage
  3094. * @param tick
  3095. * @param flag can hold a bunch of information:
  3096. */
  3097. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3098. int8 dir = -1; // Default direction
  3099. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3100. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3101. if (!blewcount || target == dsrc || status_isdead(*target))
  3102. return;
  3103. // Skill specific direction
  3104. switch (skill_id) {
  3105. case MG_FIREWALL:
  3106. case EL_FIRE_MANTLE:
  3107. dir = unit_getdir(target); // Backwards
  3108. break;
  3109. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3110. case NPC_STORMGUST2:
  3111. case WZ_STORMGUST:
  3112. if(!battle_config.stormgust_knockback)
  3113. dir = rnd()%8;
  3114. break;
  3115. case MC_CARTREVOLUTION:
  3116. if (battle_config.cart_revo_knockback)
  3117. dir = 6; // Official servers push target to the West
  3118. break;
  3119. case AC_SHOWER:
  3120. case WL_CRIMSONROCK:
  3121. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3122. dir = map_calc_dir(target, src->x, src->y);
  3123. else
  3124. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3125. break;
  3126. case HT_PHANTASMIC: // issue #1378
  3127. if (status_get_hp(target) - damage <= 0) return;
  3128. break;
  3129. }
  3130. // Blown-specific handling
  3131. switch( skill_id ) {
  3132. case SR_KNUCKLEARROW:
  3133. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3134. // Boss & Immune Knockback stay in place and don't get bonus damage
  3135. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3136. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3137. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3138. dir_ka = -1;
  3139. break;
  3140. case RL_R_TRIP:
  3141. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3142. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3143. break;
  3144. default:
  3145. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3146. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3147. TBL_SKILL *su = (TBL_SKILL*)target;
  3148. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3149. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3150. }
  3151. break;
  3152. }
  3153. clif_fixpos( *target );
  3154. }
  3155. /*
  3156. * =========================================================================
  3157. * Does a skill attack with the given properties.
  3158. * @param src is the master behind the attack (player/mob/pet)
  3159. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3160. * @param bl is the target to be attacked.
  3161. * @param flag can hold a bunch of information:
  3162. * flag&1
  3163. * flag&2 - Disable re-triggered by double casting
  3164. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3165. * flag&8 - SC_COMBO state used to deal bonus damage
  3166. *
  3167. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3168. * (usually holds number of targets, or just 1 for simple splash attacks)
  3169. *
  3170. * flag&0xF000 - Values from enum e_skill_display
  3171. * flag&0x3F0000 - Values from enum e_battle_check_target
  3172. *
  3173. * flag&0x1000000 - Return 0 if damage was reflected
  3174. *-------------------------------------------------------------------------*/
  3175. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3176. {
  3177. struct Damage dmg;
  3178. status_change *sc, *tsc;
  3179. map_session_data *sd, *tsd;
  3180. int64 damage;
  3181. bool rmdamage = false;//magic reflected
  3182. int type;
  3183. enum e_damage_type dmg_type;
  3184. bool shadow_flag = false;
  3185. bool additional_effects = true;
  3186. if(skill_id > 0 && !skill_lv)
  3187. return 0;
  3188. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3189. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3190. nullpo_ret(bl); //Target to be attacked.
  3191. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3192. return 0;
  3193. if (src != dsrc) {
  3194. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3195. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3196. return 0;
  3197. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3198. //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]
  3199. if (!status_check_skilluse(src, bl, skill_id, 2))
  3200. return 0;
  3201. }
  3202. sd = BL_CAST(BL_PC, src);
  3203. tsd = BL_CAST(BL_PC, bl);
  3204. status_data* sstatus = status_get_status_data(*src);
  3205. status_data* tstatus = status_get_status_data(*bl);
  3206. sc= status_get_sc(src);
  3207. tsc= status_get_sc(bl);
  3208. if (tsc && !tsc->count)
  3209. tsc = nullptr; //Don't need it.
  3210. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3211. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3212. return 0;
  3213. #ifndef RENEWAL
  3214. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3215. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3216. return 0;
  3217. #endif
  3218. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3219. //If the damage source is a unit, the damage is not delayed
  3220. if (src != dsrc)
  3221. dmg.amotion = 0;
  3222. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3223. // Adjusted to the new system [Skotlex]
  3224. if( src->type == BL_PET ) { // [Valaris]
  3225. struct pet_data *pd = (TBL_PET*)src;
  3226. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3227. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3228. int element = skill_get_ele(skill_id, skill_lv);
  3229. /*if (skill_id == -1) Does it ever worked?
  3230. element = sstatus->rhw.ele;*/
  3231. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3232. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3233. else
  3234. dmg.damage = pd->a_skill->damage; // Fixed damage
  3235. }
  3236. else
  3237. dmg.damage = 1*pd->a_skill->div_;
  3238. dmg.damage2 = 0;
  3239. dmg.div_= pd->a_skill->div_;
  3240. }
  3241. }
  3242. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3243. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3244. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3245. { //Magic reflection, switch caster/target
  3246. struct block_list *tbl = bl;
  3247. rmdamage = true;
  3248. bl = src;
  3249. src = tbl;
  3250. dsrc = tbl;
  3251. sd = BL_CAST(BL_PC, src);
  3252. tsd = BL_CAST(BL_PC, bl);
  3253. tsc = status_get_sc(bl);
  3254. if (tsc && !tsc->count)
  3255. tsc = nullptr; //Don't need it.
  3256. /* bugreport:2564 flag&2 disables double casting trigger */
  3257. flag |= 2;
  3258. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3259. flag |= 4;
  3260. //Spirit of Wizard blocks Kaite's reflection
  3261. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3262. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3263. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3264. if (type >= 0) {
  3265. if ( tsd )
  3266. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3267. dmg.damage = dmg.damage2 = 0;
  3268. dmg.dmg_lv = ATK_MISS;
  3269. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3270. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3271. }
  3272. }
  3273. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3274. #if MAGIC_REFLECTION_TYPE
  3275. #ifdef RENEWAL
  3276. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3277. #else
  3278. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3279. // regardless of caster's equipment (Aegis 11.1)
  3280. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3281. #endif
  3282. short s_ele = skill_get_ele(skill_id, skill_lv);
  3283. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3284. s_ele = sstatus->rhw.ele;
  3285. else if (s_ele == ELE_ENDOWED) //Use status element
  3286. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3287. else if( s_ele == ELE_RANDOM) //Use random element
  3288. s_ele = rnd()%ELE_ALL;
  3289. if(type == 3)
  3290. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3291. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3292. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3293. status_data* status = status_get_status_data(*bl);
  3294. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3295. per /=20; //Uses 20% SP intervals.
  3296. //SP Cost: 1% + 0.5% per every 20% SP
  3297. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3298. status_change_end(bl, SC_ENERGYCOAT);
  3299. //Reduction: 6% + 6% every 20%
  3300. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3301. }
  3302. int64 reduce = 0;
  3303. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3304. reduce += tsd->bonus.reduce_damage_return;
  3305. }
  3306. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3307. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3308. }
  3309. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3310. reduce += 100;
  3311. if (dmg.damage > 0) {
  3312. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3313. dmg.damage = i64max(dmg.damage, dmg.div_);
  3314. }
  3315. }
  3316. #endif
  3317. }
  3318. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3319. int sp = skill_get_sp(skill_id,skill_lv);
  3320. #ifndef RENEWAL
  3321. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3322. #endif
  3323. dmg.damage = dmg.damage2 = 0;
  3324. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3325. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3326. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3327. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3328. status_heal(bl, 0, sp, 2);
  3329. }
  3330. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3331. dmg.damage = dmg.damage2 = 0;
  3332. dmg.dmg_lv = ATK_MISS;
  3333. }
  3334. }
  3335. damage = dmg.damage + dmg.damage2;
  3336. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3337. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3338. sce->val3 = (int)damage;
  3339. sce->val2 = 0;
  3340. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3341. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3342. }
  3343. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3344. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3345. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3346. damage = 1;
  3347. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3348. struct block_list *nbl;
  3349. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3350. if( nbl ){ // Only one target is chosen.
  3351. damage = damage / 2; // Deflect half of the damage to a target nearby
  3352. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3353. }
  3354. }
  3355. //Skill hit type
  3356. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3357. switch( skill_id ) {
  3358. case SC_TRIANGLESHOT:
  3359. if( rnd()%100 > (1 + skill_lv) )
  3360. dmg.blewcount = 0;
  3361. break;
  3362. default:
  3363. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3364. dmg.blewcount = 0; //only pushback when it hit for other
  3365. break;
  3366. }
  3367. switch( skill_id ) {
  3368. case CR_GRANDCROSS:
  3369. case NPC_GRANDDARKNESS:
  3370. if( battle_config.gx_disptype)
  3371. dsrc = src;
  3372. if( src == bl)
  3373. dmg_type = DMG_ENDURE;
  3374. else
  3375. flag|= SD_ANIMATION;
  3376. break;
  3377. case NJ_TATAMIGAESHI: //For correct knockback.
  3378. dsrc = src;
  3379. flag|= SD_ANIMATION;
  3380. break;
  3381. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3382. int level;
  3383. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3384. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3385. }
  3386. break;
  3387. case SL_STIN:
  3388. case SL_STUN:
  3389. if (skill_lv >= 7) {
  3390. status_change *sc_cur = status_get_sc(src);
  3391. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3392. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3393. }
  3394. break;
  3395. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3396. pc_addservantball( *sd );
  3397. break;
  3398. case KN_PIERCE:
  3399. case LK_SPIRALPIERCE:
  3400. case RK_HUNDREDSPEAR:
  3401. case DK_MADNESS_CRUSHER:
  3402. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3403. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3404. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3405. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3406. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3407. clif_specialeffect(bl, 1767, AREA);
  3408. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3409. }
  3410. } else // No count status detected? Start charge count at 1.
  3411. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3412. }
  3413. break;
  3414. }
  3415. //combo handling
  3416. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3417. //Display damage.
  3418. switch( skill_id ) {
  3419. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3420. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3421. break;
  3422. //Skills that need be passed as a normal attack for the client to display correctly.
  3423. case HVAN_EXPLOSION:
  3424. case NPC_SELFDESTRUCTION:
  3425. if(src->type == BL_PC)
  3426. dmg.blewcount = 10;
  3427. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3428. [[fallthrough]];
  3429. case KN_AUTOCOUNTER:
  3430. case NPC_CRITICALSLASH:
  3431. case TF_DOUBLE:
  3432. case GS_CHAINACTION:
  3433. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3434. break;
  3435. case AS_SPLASHER:
  3436. if( flag&SD_ANIMATION ) // the surrounding targets
  3437. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3438. else // the central target doesn't display an animation
  3439. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3440. break;
  3441. case SR_EARTHSHAKER:
  3442. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3443. break;
  3444. case WL_SOULEXPANSION:
  3445. case WL_COMET:
  3446. case NPC_COMET:
  3447. case KO_MUCHANAGE:
  3448. #ifndef RENEWAL
  3449. case NJ_HUUMA:
  3450. #endif
  3451. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3452. break;
  3453. case WL_CHAINLIGHTNING_ATK:
  3454. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3455. break;
  3456. case WL_TETRAVORTEX_FIRE:
  3457. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3458. break;
  3459. case LG_SHIELDPRESS:
  3460. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3461. break;
  3462. case NPC_EARTHQUAKE:
  3463. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3464. break;
  3465. case NPC_DARKPIERCING:
  3466. case EL_FIRE_BOMB:
  3467. case EL_FIRE_BOMB_ATK:
  3468. case EL_FIRE_WAVE:
  3469. case EL_FIRE_WAVE_ATK:
  3470. case EL_FIRE_MANTLE:
  3471. case EL_CIRCLE_OF_FIRE:
  3472. case EL_FIRE_ARROW:
  3473. case EL_ICE_NEEDLE:
  3474. case EL_WATER_SCREW:
  3475. case EL_WATER_SCREW_ATK:
  3476. case EL_WIND_SLASH:
  3477. case EL_TIDAL_WEAPON:
  3478. case EL_ROCK_CRUSHER:
  3479. case EL_ROCK_CRUSHER_ATK:
  3480. case EL_HURRICANE:
  3481. case EL_HURRICANE_ATK:
  3482. case KO_BAKURETSU:
  3483. case GN_HELLS_PLANT_ATK:
  3484. case SU_SV_ROOTTWIST_ATK:
  3485. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3486. break;
  3487. case GN_FIRE_EXPANSION_ACID:
  3488. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3489. break;
  3490. case GN_SLINGITEM_RANGEMELEEATK:
  3491. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3492. break;
  3493. case EL_STONE_RAIN:
  3494. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3495. break;
  3496. case WM_SEVERE_RAINSTORM_MELEE:
  3497. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3498. break;
  3499. case HT_CLAYMORETRAP:
  3500. case HT_BLASTMINE:
  3501. case HT_FLASHER:
  3502. case HT_FREEZINGTRAP:
  3503. case RA_CLUSTERBOMB:
  3504. case RA_FIRINGTRAP:
  3505. case RA_ICEBOUNDTRAP:
  3506. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3507. if( dsrc != src ) // avoid damage display redundancy
  3508. break;
  3509. [[fallthrough]];
  3510. case HT_LANDMINE:
  3511. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3512. break;
  3513. case WZ_SIGHTBLASTER:
  3514. //Sightblaster should never call clif_skill_damage twice
  3515. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3516. break;
  3517. case RL_R_TRIP_PLUSATK:
  3518. case RL_S_STORM:
  3519. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3520. break;
  3521. case SU_LUNATICCARROTBEAT:
  3522. case SU_LUNATICCARROTBEAT2:
  3523. case SP_CURSEEXPLOSION:
  3524. case SP_SPA:
  3525. case SP_SHA:
  3526. if (dmg.div_ < 2)
  3527. type = DMG_SPLASH;
  3528. if (!(flag&SD_ANIMATION))
  3529. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3530. [[fallthrough]];
  3531. case WM_REVERBERATION:
  3532. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3533. break;
  3534. case SJ_FALLINGSTAR_ATK:
  3535. case SJ_FALLINGSTAR_ATK2:
  3536. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3537. break;
  3538. case SJ_NOVAEXPLOSING:
  3539. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3540. break;
  3541. case DK_HACKANDSLASHER_ATK:
  3542. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3543. break;
  3544. case AG_STORM_CANNON:
  3545. case AG_CRIMSON_ARROW:
  3546. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3547. break;
  3548. case TR_ROSEBLOSSOM_ATK:
  3549. case ABC_FROM_THE_ABYSS_ATK:
  3550. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3551. break;
  3552. case TR_SOUNDBLEND:
  3553. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3554. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3555. else
  3556. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3557. break;
  3558. case AB_DUPLELIGHT_MELEE:
  3559. case AB_DUPLELIGHT_MAGIC:
  3560. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3561. [[fallthrough]];
  3562. default:
  3563. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3564. dmg_type = DMG_SPLASH;
  3565. if (src->type == BL_SKILL) {
  3566. TBL_SKILL *su = (TBL_SKILL*)src;
  3567. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3568. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3569. break;
  3570. }
  3571. }
  3572. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3573. break;
  3574. }
  3575. map_freeblock_lock();
  3576. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3577. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3578. skill_do_copy(src,bl,skill_id,skill_lv);
  3579. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3580. { //Skills with can't walk delay also stop normal attacking for that
  3581. //duration when the attack connects. [Skotlex]
  3582. struct unit_data *ud = unit_bl2ud(src);
  3583. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3584. ud->attackabletime = tick + type;
  3585. }
  3586. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3587. // Instant damage
  3588. if( !dmg.amotion ) {
  3589. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3590. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3591. #ifndef RENEWAL
  3592. || skill_id == HW_GRAVITATION
  3593. #endif
  3594. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3595. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3596. if( !status_isdead(*bl) && additional_effects )
  3597. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3598. if( damage > 0 ) //Counter status effects [Skotlex]
  3599. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3600. }
  3601. // Blow!
  3602. if (!(flag&4))
  3603. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3604. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3605. if( dmg.amotion ) {
  3606. if( shadow_flag ) {
  3607. if( !status_isdead(*bl) && additional_effects )
  3608. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3609. if( dmg.flag > ATK_BLOCK )
  3610. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3611. } else
  3612. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3613. } else {
  3614. // Trigger monster skill condition for damage skills with no amotion.
  3615. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3616. if (damage > 0)
  3617. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3618. if (skill_id > 0)
  3619. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3620. }
  3621. }
  3622. // Trigger monster skill condition for damage skills.
  3623. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3624. if (damage > 0)
  3625. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3626. if (skill_id > 0)
  3627. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3628. }
  3629. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3630. #ifndef RENEWAL
  3631. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3632. #endif
  3633. ) {
  3634. if (tsc->getSCE(SC_DEVOTION)) {
  3635. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3636. struct block_list *d_bl = map_id2bl(sce->val1);
  3637. if (d_bl && (
  3638. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3639. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3640. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3641. {
  3642. int64 devotion_damage = damage;
  3643. // Needed to check the devotion master for Rebound Shield status.
  3644. status_change *d_sc = status_get_sc(d_bl);
  3645. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3646. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3647. if (!rmdamage) {
  3648. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3649. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3650. } else {
  3651. bool isDevotRdamage = false;
  3652. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3653. isDevotRdamage = true;
  3654. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3655. // This check is only for magical skill.
  3656. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3657. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3658. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3659. }
  3660. } else {
  3661. status_change_end(bl, SC_DEVOTION);
  3662. if (!dmg.amotion)
  3663. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3664. }
  3665. }
  3666. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3667. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3668. struct block_list *e_bl = map_id2bl(sce->val1);
  3669. if (e_bl) {
  3670. if (!rmdamage) {
  3671. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3672. battle_fix_damage(src, e_bl, damage, 0, 0);
  3673. } else {
  3674. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3675. battle_fix_damage(bl, bl, damage, 0, 0);
  3676. }
  3677. }
  3678. }
  3679. }
  3680. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3681. if( skill_id == RG_INTIMIDATE ) {
  3682. int rate = 50 + skill_lv * 5;
  3683. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3684. if(rnd()%100 < rate)
  3685. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3686. } else if( skill_id == NPC_FATALMENACE ) {
  3687. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3688. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3689. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3690. }
  3691. }
  3692. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3693. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3694. {
  3695. if (battle_config.left_cardfix_to_right)
  3696. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3697. else
  3698. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3699. }
  3700. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3701. status_heal(src, 0, 0, 1, 0);
  3702. if( damage > 0 ) { // Post-damage effects
  3703. switch( skill_id ) {
  3704. case GC_VENOMPRESSURE: {
  3705. status_change *ssc = status_get_sc(src);
  3706. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3707. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3708. status_change_end(src,SC_POISONINGWEAPON);
  3709. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3710. }
  3711. }
  3712. break;
  3713. }
  3714. if( sd )
  3715. skill_onskillusage(sd, bl, skill_id, tick);
  3716. }
  3717. if (!(flag&2)) {
  3718. switch (skill_id) {
  3719. case MG_COLDBOLT:
  3720. case MG_FIREBOLT:
  3721. case MG_LIGHTNINGBOLT:
  3722. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3723. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3724. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3725. break;
  3726. case SU_BITE:
  3727. case SU_SCRATCH:
  3728. case SU_SV_STEMSPEAR:
  3729. case SU_SCAROFTAROU:
  3730. case SU_PICKYPECK:
  3731. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3732. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3733. break;
  3734. }
  3735. }
  3736. map_freeblock_unlock();
  3737. if ((flag&0x1000000) && rmdamage)
  3738. return 0; //Should return 0 when damage was reflected
  3739. return damage;
  3740. }
  3741. /*==========================================
  3742. * Sub function for recursive skill call.
  3743. * Checking bl battle flag and display damage
  3744. * then call func with source,target,skill_id,skill_lv,tick,flag
  3745. *------------------------------------------*/
  3746. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3747. int skill_area_sub(struct block_list *bl, va_list ap)
  3748. {
  3749. struct block_list *src;
  3750. uint16 skill_id,skill_lv;
  3751. int flag;
  3752. t_tick tick;
  3753. SkillFunc func;
  3754. nullpo_ret(bl);
  3755. src = va_arg(ap,struct block_list *);
  3756. skill_id = va_arg(ap,int);
  3757. skill_lv = va_arg(ap,int);
  3758. tick = va_arg(ap,t_tick);
  3759. flag = va_arg(ap,int);
  3760. func = va_arg(ap,SkillFunc);
  3761. if (flag&BCT_WOS && src == bl)
  3762. return 0;
  3763. if(battle_check_target(src,bl,flag) > 0) {
  3764. // several splash skills need this initial dummy packet to display correctly
  3765. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3766. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3767. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3768. skill_area_temp[2]++;
  3769. return func(src,bl,skill_id,skill_lv,tick,flag);
  3770. }
  3771. return 0;
  3772. }
  3773. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3774. {
  3775. struct skill_unit *unit;
  3776. uint16 skill_id,g_skill_id;
  3777. unit = (struct skill_unit *)bl;
  3778. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3779. return 0;
  3780. if(!unit->alive)
  3781. return 0;
  3782. skill_id = va_arg(ap,int);
  3783. g_skill_id = unit->group->skill_id;
  3784. switch (skill_id) {
  3785. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3786. if(g_skill_id == SA_LANDPROTECTOR)
  3787. break;
  3788. [[fallthrough]];
  3789. case MH_STEINWAND:
  3790. case MG_SAFETYWALL:
  3791. case SC_MAELSTROM:
  3792. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3793. return 0;
  3794. break;
  3795. case AL_WARP:
  3796. case HT_SKIDTRAP:
  3797. case MA_SKIDTRAP:
  3798. case HT_LANDMINE:
  3799. case MA_LANDMINE:
  3800. case HT_ANKLESNARE:
  3801. case HT_SHOCKWAVE:
  3802. case HT_SANDMAN:
  3803. case MA_SANDMAN:
  3804. case HT_FLASHER:
  3805. case HT_FREEZINGTRAP:
  3806. case MA_FREEZINGTRAP:
  3807. case HT_BLASTMINE:
  3808. case HT_CLAYMORETRAP:
  3809. case HT_TALKIEBOX:
  3810. #ifndef RENEWAL
  3811. case HP_BASILICA:
  3812. #endif
  3813. case RA_ELECTRICSHOCKER:
  3814. case RA_CLUSTERBOMB:
  3815. case RA_MAGENTATRAP:
  3816. case RA_COBALTTRAP:
  3817. case RA_MAIZETRAP:
  3818. case RA_VERDURETRAP:
  3819. case RA_FIRINGTRAP:
  3820. case RA_ICEBOUNDTRAP:
  3821. case SC_DIMENSIONDOOR:
  3822. case SC_BLOODYLUST:
  3823. case NPC_REVERBERATION:
  3824. case GN_THORNS_TRAP:
  3825. case RL_B_TRAP:
  3826. case SC_ESCAPE:
  3827. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3828. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3829. return 0;
  3830. break;
  3831. default: //Avoid stacking with same kind of trap. [Skotlex]
  3832. if (g_skill_id != skill_id)
  3833. return 0;
  3834. break;
  3835. }
  3836. return 1;
  3837. }
  3838. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3839. {
  3840. //Non players do not check for the skill's splash-trigger area.
  3841. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3842. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3843. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3844. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3845. return 0;
  3846. }
  3847. range += layout_type;
  3848. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3849. }
  3850. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3851. {
  3852. uint16 skill_id;
  3853. if(bl->prev == nullptr)
  3854. return 0;
  3855. skill_id = va_arg(ap,int);
  3856. if( status_isdead(*bl) && skill_id != AL_WARP )
  3857. return 0;
  3858. #ifndef RENEWAL
  3859. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3860. return 0;
  3861. #endif
  3862. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3863. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3864. return 1;
  3865. }
  3866. /**
  3867. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3868. * @param bl Object that casted skill
  3869. * @param x Position x of the target
  3870. * @param y Position y of the target
  3871. * @param skill_id The casted skill
  3872. * @param skill_lv The skill Lv
  3873. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3874. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3875. */
  3876. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3877. {
  3878. int range = 0, type;
  3879. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3880. if (isNearNPC)
  3881. range = skill_get_splash(skill_id,skill_lv);
  3882. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3883. if (!isNearNPC || !range) {
  3884. switch (skill_id) { // to be expanded later
  3885. case WZ_ICEWALL:
  3886. range = 2;
  3887. break;
  3888. case SC_MANHOLE:
  3889. range = 0;
  3890. break;
  3891. default: {
  3892. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3893. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3894. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3895. return 0;
  3896. }
  3897. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3898. }
  3899. break;
  3900. }
  3901. }
  3902. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3903. //Check the additional range [Cydh]
  3904. if (isNearNPC && skill_npc_range > 0)
  3905. range += skill_npc_range;
  3906. if (!isNearNPC) { //Doesn't check the NPC range
  3907. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3908. if (bl->type&battle_config.skill_nofootset)
  3909. type = BL_CHAR;
  3910. else if(bl->type == BL_MOB)
  3911. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3912. else
  3913. return 0; //Don't check
  3914. } else
  3915. type = BL_NPC;
  3916. return (!isNearNPC) ?
  3917. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3918. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3919. //isNearNPC is used to check range from NPC
  3920. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3921. }
  3922. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3923. * @param bl Object from which HP/SP/AP are consumed
  3924. * @param skill_id ID of used skill
  3925. * @param hp Original HP requirement to use skill
  3926. * @param sp Original SP requirement to use skill
  3927. * @param ap Original AP requirement to use skill
  3928. */
  3929. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int hp, int sp, int ap)
  3930. {
  3931. nullpo_retv(bl);
  3932. switch (skill_id) {
  3933. //Skills that require HP but do not consume them
  3934. case SM_MAGNUM:
  3935. case MS_MAGNUM:
  3936. hp = 0;
  3937. break;
  3938. }
  3939. status_zap(bl, hp, sp, ap);
  3940. }
  3941. /*==========================================
  3942. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3943. * Flag:
  3944. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3945. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3946. *------------------------------------------*/
  3947. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3948. {
  3949. map_session_data *sd = nullptr;
  3950. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3951. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3952. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3953. nullpo_retr(0, bl);
  3954. switch( bl->type )
  3955. {
  3956. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3957. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3958. }
  3959. if( sd == nullptr ){
  3960. return 0;
  3961. }
  3962. status_data* status = status_get_status_data(*bl);
  3963. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3964. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3965. if (skill == nullptr)
  3966. return 0;
  3967. // Requirements
  3968. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3969. {
  3970. itemid[i] = skill->require.itemid[i];
  3971. amount[i] = skill->require.amount[i];
  3972. }
  3973. hp = skill->require.hp[skill_lv - 1];
  3974. sp = skill->require.sp[skill_lv - 1];
  3975. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3976. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3977. state = skill->require.state;
  3978. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3979. hp += (status->max_hp * mhp) / 100;
  3980. if( hp_rate > 0 )
  3981. hp += (status->hp * hp_rate) / 100;
  3982. else
  3983. hp += (status->max_hp * (-hp_rate)) / 100;
  3984. if( sp_rate > 0 )
  3985. sp += (status->sp * sp_rate) / 100;
  3986. else
  3987. sp += (status->max_sp * (-sp_rate)) / 100;
  3988. if( !(type&2) )
  3989. {
  3990. if( hp > 0 && status->hp <= (unsigned int)hp )
  3991. {
  3992. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  3993. return 0;
  3994. }
  3995. if( sp > 0 && status->sp <= (unsigned int)sp )
  3996. {
  3997. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  3998. return 0;
  3999. }
  4000. }
  4001. if( !type )
  4002. switch( state )
  4003. {
  4004. case ST_MOVE_ENABLE:
  4005. if( !unit_can_move(bl) )
  4006. {
  4007. clif_skill_fail( *sd, skill_id );
  4008. return 0;
  4009. }
  4010. break;
  4011. }
  4012. if( !(type&1) )
  4013. return 1;
  4014. // Check item existences
  4015. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4016. {
  4017. index[i] = -1;
  4018. if( itemid[i] == 0 ) continue; // No item
  4019. index[i] = pc_search_inventory(sd, itemid[i]);
  4020. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4021. {
  4022. clif_skill_fail( *sd, skill_id );
  4023. return 0;
  4024. }
  4025. }
  4026. // Consume items
  4027. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4028. {
  4029. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4030. }
  4031. if( type&2 )
  4032. return 1;
  4033. if( sp || hp )
  4034. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4035. return 1;
  4036. }
  4037. /*==========================================
  4038. *
  4039. *------------------------------------------*/
  4040. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4041. {
  4042. switch (skill_id) {
  4043. case RL_QD_SHOT:
  4044. {
  4045. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4046. struct unit_data *ud = unit_bl2ud(src);
  4047. if (ud && ud->target == target->id)
  4048. return 1;
  4049. }
  4050. }
  4051. }
  4052. return 1;
  4053. }
  4054. /*==========================================
  4055. *
  4056. *------------------------------------------*/
  4057. static TIMER_FUNC(skill_timerskill){
  4058. struct block_list *src = map_id2bl(id),*target;
  4059. struct unit_data *ud = unit_bl2ud(src);
  4060. struct skill_timerskill *skl;
  4061. struct skill_unit *unit = nullptr;
  4062. int range;
  4063. nullpo_ret(src);
  4064. nullpo_ret(ud);
  4065. skl = ud->skilltimerskill[data];
  4066. nullpo_ret(skl);
  4067. ud->skilltimerskill[data] = nullptr;
  4068. do {
  4069. if(src->prev == nullptr)
  4070. break; // Source not on Map
  4071. if(skl->target_id) {
  4072. target = map_id2bl(skl->target_id);
  4073. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4074. target = src; //Required since it has to warp.
  4075. if (skl->skill_id == SR_SKYNETBLOW) {
  4076. skill_area_temp[1] = 0;
  4077. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4078. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4079. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4080. break;
  4081. }
  4082. if(target == nullptr)
  4083. break; // Target offline?
  4084. if(target->prev == nullptr)
  4085. break; // Target not on Map
  4086. if(src->m != target->m)
  4087. break; // Different Maps
  4088. if(status_isdead(*src)) {
  4089. switch(skl->skill_id) {
  4090. case WL_CHAINLIGHTNING_ATK:
  4091. case WL_TETRAVORTEX_FIRE:
  4092. case WL_TETRAVORTEX_WATER:
  4093. case WL_TETRAVORTEX_WIND:
  4094. case WL_TETRAVORTEX_GROUND:
  4095. // For SR_FLASHCOMBO
  4096. case SR_DRAGONCOMBO:
  4097. case SR_FALLENEMPIRE:
  4098. case SR_TIGERCANNON:
  4099. case NPC_DANCINGBLADE_ATK:
  4100. if (src->type != BL_PC)
  4101. continue;
  4102. break; // Exceptions
  4103. default:
  4104. continue; // Caster is Dead
  4105. }
  4106. }
  4107. if(status_isdead(*target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4108. break;
  4109. switch(skl->skill_id) {
  4110. case KN_AUTOCOUNTER:
  4111. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4112. break;
  4113. case RG_INTIMIDATE:
  4114. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4115. short x,y;
  4116. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4117. if (target != src && !status_isdead(*target))
  4118. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4119. }
  4120. break;
  4121. case BA_FROSTJOKER:
  4122. case DC_SCREAM:
  4123. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4124. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4125. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4126. break;
  4127. case PR_LEXDIVINA:
  4128. if (src->type == BL_MOB) {
  4129. // Monsters use the default duration when casting Lex Divina
  4130. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4131. break;
  4132. }
  4133. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4134. break;
  4135. case PR_STRECOVERY:
  4136. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4137. break;
  4138. case BS_HAMMERFALL:
  4139. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4140. break;
  4141. case MER_LEXDIVINA:
  4142. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4143. break;
  4144. case WZ_WATERBALL:
  4145. {
  4146. //Get the next waterball cell to consume
  4147. struct s_skill_unit_layout *layout;
  4148. int i;
  4149. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4150. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4151. int ux = skl->x + layout->dx[i];
  4152. int uy = skl->y + layout->dy[i];
  4153. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4154. if (unit)
  4155. break;
  4156. }
  4157. }
  4158. [[fallthrough]];
  4159. case WZ_JUPITEL:
  4160. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4161. if (skl->type > 0 && !status_isdead(*target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4162. // Apply canact delay here to prevent hacks (unlimited casting)
  4163. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4164. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4165. }
  4166. if (unit && !status_isdead(*target) && !status_isdead(*src)) {
  4167. skill_delunit(unit); // Consume unit for next waterball
  4168. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4169. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4170. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4171. } else {
  4172. status_change *sc = status_get_sc(src);
  4173. if(sc) {
  4174. if(sc->getSCE(SC_SPIRIT) &&
  4175. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4176. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4177. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4178. }
  4179. }
  4180. break;
  4181. case NPC_DANCINGBLADE_ATK:
  4182. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4183. if (skl->type < 4) {
  4184. struct block_list *nbl = nullptr;
  4185. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4186. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4187. }
  4188. break;
  4189. case WL_CHAINLIGHTNING_ATK: {
  4190. #ifndef RENEWAL
  4191. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4192. #endif
  4193. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4194. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4195. { // Remaining Chains Hit
  4196. struct block_list *nbl = nullptr; // Next Target of Chain
  4197. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4198. splash_target(src), target->id); // Search for a new Target around current one...
  4199. if( nbl == nullptr )
  4200. skl->x++;
  4201. else
  4202. skl->x = 0;
  4203. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4204. }
  4205. }
  4206. break;
  4207. case WL_TETRAVORTEX_FIRE:
  4208. case WL_TETRAVORTEX_WATER:
  4209. case WL_TETRAVORTEX_WIND:
  4210. case WL_TETRAVORTEX_GROUND:
  4211. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4212. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4213. if (skl->type >= 3) { // Final Hit
  4214. if (!status_isdead(*target)) { // Final Status Effect
  4215. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4216. applyeffects[4] = { 0, 0, 0, 0 },
  4217. i, j = 0, k = 0;
  4218. for(i = 1; i <= 8; i = i + i) {
  4219. if (skl->x&i) {
  4220. applyeffects[j] = effects[k];
  4221. j++;
  4222. }
  4223. k++;
  4224. }
  4225. if (j) {
  4226. i = applyeffects[rnd()%j];
  4227. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4228. }
  4229. }
  4230. }
  4231. break;
  4232. case NPC_REVERBERATION_ATK:
  4233. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4234. break;
  4235. case NPC_FATALMENACE:
  4236. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4237. break;
  4238. case SR_WINDMILL:
  4239. if( target->type == BL_PC ) {
  4240. map_session_data *tsd = nullptr;
  4241. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4242. pc_setsit(tsd);
  4243. skill_sit(tsd, true);
  4244. clif_sitting(&tsd->bl);
  4245. }
  4246. }
  4247. break;
  4248. case SR_KNUCKLEARROW:
  4249. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4250. break;
  4251. case CH_PALMSTRIKE:
  4252. {
  4253. status_change* tsc = status_get_sc(target);
  4254. status_change* sc = status_get_sc(src);
  4255. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4256. ( sc && sc->option&OPTION_HIDE ) ){
  4257. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4258. break;
  4259. }
  4260. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4261. break;
  4262. }
  4263. // For SR_FLASHCOMBO
  4264. case SR_DRAGONCOMBO:
  4265. case SR_FALLENEMPIRE:
  4266. case SR_TIGERCANNON:
  4267. if( src->type == BL_PC ) {
  4268. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4269. break;
  4270. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4271. }
  4272. break;
  4273. case SU_SV_ROOTTWIST_ATK: {
  4274. status_change *tsc = status_get_sc(target);
  4275. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4276. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4277. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4278. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4279. }
  4280. }
  4281. break;
  4282. case NPC_PULSESTRIKE2:
  4283. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4284. break;
  4285. case ABC_DEFT_STAB:
  4286. case ABC_FRENZY_SHOT:
  4287. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4288. break;
  4289. default:
  4290. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4291. break;
  4292. }
  4293. }
  4294. else {
  4295. if(src->m != skl->map)
  4296. break;
  4297. switch( skl->skill_id )
  4298. {
  4299. case GN_CRAZYWEED_ATK:
  4300. {
  4301. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4302. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4303. }
  4304. [[fallthrough]];
  4305. case WL_EARTHSTRAIN:
  4306. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4307. break;
  4308. case RL_FIRE_RAIN: {
  4309. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4310. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4311. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4312. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4313. }
  4314. break;
  4315. case NPC_MAGMA_ERUPTION:
  4316. case NC_MAGMA_ERUPTION:
  4317. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4318. break;
  4319. case HN_METEOR_STORM_BUSTER: {
  4320. int16 area = 4;
  4321. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4322. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4323. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4324. return 0;
  4325. }
  4326. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4327. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4328. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4329. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4330. }
  4331. break;
  4332. case NW_HASTY_FIRE_IN_THE_HOLE:
  4333. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4334. break;
  4335. case NW_GRENADES_DROPPING: {
  4336. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4337. short tmpx = 0, tmpy = 0;
  4338. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4339. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4340. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4341. }
  4342. break;
  4343. case NW_MISSION_BOMBARD: {
  4344. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4345. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4346. short tmpx = 0, tmpy = 0;
  4347. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4348. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4349. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4350. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4351. }
  4352. break;
  4353. }
  4354. }
  4355. } while (0);
  4356. //Free skl now that it is no longer needed.
  4357. ers_free(skill_timer_ers, skl);
  4358. return 0;
  4359. }
  4360. /*==========================================
  4361. *
  4362. *------------------------------------------*/
  4363. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4364. {
  4365. int i;
  4366. struct unit_data *ud;
  4367. nullpo_retr(1, src);
  4368. if (src->prev == nullptr)
  4369. return 0;
  4370. ud = unit_bl2ud(src);
  4371. nullpo_retr(1, ud);
  4372. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4373. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4374. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4375. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4376. ud->skilltimerskill[i]->src_id = src->id;
  4377. ud->skilltimerskill[i]->target_id = target;
  4378. ud->skilltimerskill[i]->skill_id = skill_id;
  4379. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4380. ud->skilltimerskill[i]->map = src->m;
  4381. ud->skilltimerskill[i]->x = x;
  4382. ud->skilltimerskill[i]->y = y;
  4383. ud->skilltimerskill[i]->type = type;
  4384. ud->skilltimerskill[i]->flag = flag;
  4385. return 0;
  4386. }
  4387. /*==========================================
  4388. *
  4389. *------------------------------------------*/
  4390. int skill_cleartimerskill (struct block_list *src)
  4391. {
  4392. int i;
  4393. struct unit_data *ud;
  4394. nullpo_ret(src);
  4395. ud = unit_bl2ud(src);
  4396. nullpo_ret(ud);
  4397. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4398. if(ud->skilltimerskill[i]) {
  4399. switch(ud->skilltimerskill[i]->skill_id) {
  4400. case WL_TETRAVORTEX_FIRE:
  4401. case WL_TETRAVORTEX_WATER:
  4402. case WL_TETRAVORTEX_WIND:
  4403. case WL_TETRAVORTEX_GROUND:
  4404. // For SR_FLASHCOMBO
  4405. case SR_DRAGONCOMBO:
  4406. case SR_FALLENEMPIRE:
  4407. case SR_TIGERCANNON:
  4408. if (src->type != BL_PC)
  4409. break;
  4410. continue;
  4411. }
  4412. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4413. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4414. ud->skilltimerskill[i]=nullptr;
  4415. }
  4416. }
  4417. return 1;
  4418. }
  4419. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4420. skill_unit *su = (skill_unit*)bl;
  4421. nullpo_ret(su);
  4422. if (bl->type != BL_SKILL)
  4423. return 0;
  4424. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4425. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4426. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4427. su->limit = DIFF_TICK(gettick(), sg->tick);
  4428. sg->unit_id = UNT_USED_TRAPS;
  4429. }
  4430. return 1;
  4431. }
  4432. /**
  4433. * Reveal hidden trap
  4434. **/
  4435. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4436. {
  4437. TBL_SKILL *su = (TBL_SKILL*)bl;
  4438. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4439. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4440. //clif_changetraplook(bl, su->group->unit_id);
  4441. su->hidden = false;
  4442. skill_getareachar_skillunit_visibilty(su, AREA);
  4443. return 1;
  4444. }
  4445. return 0;
  4446. }
  4447. /**
  4448. * Attempt to reveal trap in area
  4449. * @param src Skill caster
  4450. * @param range Affected range
  4451. * @param x
  4452. * @param y
  4453. * TODO: Remove hardcode usages for this function
  4454. **/
  4455. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4456. if (!battle_config.traps_setting)
  4457. return;
  4458. nullpo_retv(src);
  4459. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4460. }
  4461. /*========================================== [Playtester]
  4462. * Process tarot card's effects
  4463. * @param src: Source of the tarot card effect
  4464. * @param target: Target of the tartor card effect
  4465. * @param skill_id: ID of the skill used
  4466. * @param skill_lv: Level of the skill used
  4467. * @param tick: Processing tick time
  4468. * @return Card number
  4469. *------------------------------------------*/
  4470. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4471. {
  4472. int card = 0;
  4473. if (battle_config.tarotcard_equal_chance) {
  4474. //eAthena equal chances
  4475. card = rnd() % 14 + 1;
  4476. }
  4477. else {
  4478. //Official chances
  4479. int rate = rnd() % 100;
  4480. if (rate < 10) card = 1; // THE FOOL
  4481. else if (rate < 20) card = 2; // THE MAGICIAN
  4482. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4483. else if (rate < 37) card = 4; // THE CHARIOT
  4484. else if (rate < 47) card = 5; // STRENGTH
  4485. else if (rate < 62) card = 6; // THE LOVERS
  4486. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4487. else if (rate < 69) card = 8; // THE HANGED MAN
  4488. else if (rate < 74) card = 9; // DEATH
  4489. else if (rate < 82) card = 10; // TEMPERANCE
  4490. else if (rate < 83) card = 11; // THE DEVIL
  4491. else if (rate < 85) card = 12; // THE TOWER
  4492. else if (rate < 90) card = 13; // THE STAR
  4493. else card = 14; // THE SUN
  4494. }
  4495. switch (card) {
  4496. case 1: // THE FOOL - heals SP to 0
  4497. {
  4498. status_percent_damage(src, target, 0, 100, false);
  4499. break;
  4500. }
  4501. case 2: // THE MAGICIAN - matk halved
  4502. {
  4503. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4504. break;
  4505. }
  4506. case 3: // THE HIGH PRIESTESS - all buffs removed
  4507. {
  4508. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4509. break;
  4510. }
  4511. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4512. {
  4513. battle_fix_damage(src, target, 1000, 0, skill_id);
  4514. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4515. if (!status_isdead(*target))
  4516. {
  4517. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4518. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4519. }
  4520. break;
  4521. }
  4522. case 5: // STRENGTH - atk halved
  4523. {
  4524. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4525. break;
  4526. }
  4527. case 6: // THE LOVERS - 2000HP heal, random teleported
  4528. {
  4529. status_heal(target, 2000, 0, 0);
  4530. if (!map_flag_vs(target->m))
  4531. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4532. break;
  4533. }
  4534. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4535. {
  4536. // Recursive call
  4537. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4538. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4539. break;
  4540. }
  4541. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4542. {
  4543. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4544. uint8 rand_eff = rnd() % 3;
  4545. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4546. if (sc[rand_eff] == SC_STONEWAIT)
  4547. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4548. else
  4549. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4550. break;
  4551. }
  4552. case 9: // DEATH - curse, coma and poison
  4553. {
  4554. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4555. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4556. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4557. break;
  4558. }
  4559. case 10: // TEMPERANCE - confusion
  4560. {
  4561. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4562. break;
  4563. }
  4564. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4565. {
  4566. battle_fix_damage(src, target, 6666, 0, skill_id);
  4567. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4568. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4569. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4570. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4571. break;
  4572. }
  4573. case 12: // THE TOWER - 4444 damage
  4574. {
  4575. battle_fix_damage(src, target, 4444, 0, skill_id);
  4576. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4577. break;
  4578. }
  4579. case 13: // THE STAR - stun
  4580. {
  4581. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4582. break;
  4583. }
  4584. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4585. {
  4586. #ifdef RENEWAL
  4587. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4588. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4589. #endif
  4590. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4591. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4592. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4593. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4594. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4595. return 14; //To make sure a valid number is returned
  4596. }
  4597. }
  4598. return card;
  4599. }
  4600. /*==========================================
  4601. *
  4602. *
  4603. *------------------------------------------*/
  4604. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4605. {
  4606. map_session_data *sd = nullptr;
  4607. status_change *sc, *tsc;
  4608. if (skill_id > 0 && !skill_lv) return 0;
  4609. nullpo_retr(1, src);
  4610. nullpo_retr(1, bl);
  4611. if (src->m != bl->m)
  4612. return 1;
  4613. if (bl->prev == nullptr)
  4614. return 1;
  4615. sd = BL_CAST(BL_PC, src);
  4616. if (status_isdead(*bl))
  4617. return 1;
  4618. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4619. { //GTB makes all targetted magic display miss with a single bolt.
  4620. sc_type sct = skill_get_sc(skill_id);
  4621. if(sct != SC_NONE)
  4622. status_change_end(bl, sct);
  4623. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4624. return 1;
  4625. }
  4626. sc = status_get_sc(src);
  4627. tsc = status_get_sc(bl);
  4628. if (sc && !sc->count)
  4629. sc = nullptr; //Unneeded
  4630. if (tsc && !tsc->count)
  4631. tsc = nullptr;
  4632. status_data* tstatus = status_get_status_data(*bl);
  4633. map_freeblock_lock();
  4634. switch(skill_id) {
  4635. case MER_CRASH:
  4636. case SM_BASH:
  4637. case MS_BASH:
  4638. case MC_MAMMONITE:
  4639. case TF_DOUBLE:
  4640. case AC_DOUBLE:
  4641. case MA_DOUBLE:
  4642. case AS_SONICBLOW:
  4643. case KN_PIERCE:
  4644. case ML_PIERCE:
  4645. case KN_SPEARBOOMERANG:
  4646. case TF_POISON:
  4647. case TF_SPRINKLESAND:
  4648. case AC_CHARGEARROW:
  4649. case MA_CHARGEARROW:
  4650. case RG_INTIMIDATE:
  4651. case AM_ACIDTERROR:
  4652. case BA_MUSICALSTRIKE:
  4653. case DC_THROWARROW:
  4654. case BA_DISSONANCE:
  4655. case CR_HOLYCROSS:
  4656. case NPC_DARKCROSS:
  4657. case CR_SHIELDCHARGE:
  4658. case CR_SHIELDBOOMERANG:
  4659. case NPC_PIERCINGATT:
  4660. case NPC_MENTALBREAKER:
  4661. case NPC_RANGEATTACK:
  4662. case NPC_CRITICALSLASH:
  4663. case NPC_COMBOATTACK:
  4664. case NPC_GUIDEDATTACK:
  4665. case NPC_POISON:
  4666. case NPC_RANDOMATTACK:
  4667. case NPC_WATERATTACK:
  4668. case NPC_GROUNDATTACK:
  4669. case NPC_FIREATTACK:
  4670. case NPC_WINDATTACK:
  4671. case NPC_POISONATTACK:
  4672. case NPC_HOLYATTACK:
  4673. case NPC_DARKNESSATTACK:
  4674. case NPC_TELEKINESISATTACK:
  4675. case NPC_UNDEADATTACK:
  4676. case NPC_CHANGEUNDEAD:
  4677. case NPC_ARMORBRAKE:
  4678. case NPC_HELMBRAKE:
  4679. case NPC_SHIELDBRAKE:
  4680. case NPC_BLINDATTACK:
  4681. case NPC_SILENCEATTACK:
  4682. case NPC_STUNATTACK:
  4683. case NPC_PETRIFYATTACK:
  4684. case NPC_CURSEATTACK:
  4685. case NPC_SLEEPATTACK:
  4686. #ifdef RENEWAL
  4687. case CR_ACIDDEMONSTRATION:
  4688. #endif
  4689. case LK_AURABLADE:
  4690. case LK_SPIRALPIERCE:
  4691. case ML_SPIRALPIERCE:
  4692. case CG_ARROWVULCAN:
  4693. case HW_MAGICCRASHER:
  4694. case ITM_TOMAHAWK:
  4695. case CH_CHAINCRUSH:
  4696. case CH_TIGERFIST:
  4697. case PA_SHIELDCHAIN: // Shield Chain
  4698. case PA_SACRIFICE:
  4699. case WS_CARTTERMINATION: // Cart Termination
  4700. case AS_VENOMKNIFE:
  4701. case HT_PHANTASMIC:
  4702. case TK_DOWNKICK:
  4703. case TK_COUNTER:
  4704. case GS_CHAINACTION:
  4705. case GS_TRIPLEACTION:
  4706. #ifndef RENEWAL
  4707. case GS_MAGICALBULLET:
  4708. #endif
  4709. case GS_TRACKING:
  4710. case GS_PIERCINGSHOT:
  4711. case GS_RAPIDSHOWER:
  4712. case GS_DUST:
  4713. case GS_DISARM: // Added disarm. [Reddozen]
  4714. case GS_FULLBUSTER:
  4715. case NJ_SYURIKEN:
  4716. case NJ_KUNAI:
  4717. case ASC_BREAKER:
  4718. case HFLI_MOON: //[orn]
  4719. case HFLI_SBR44: //[orn]
  4720. case NPC_BLEEDING:
  4721. case NPC_BLEEDING2:
  4722. case NPC_CRITICALWOUND:
  4723. case NPC_HELLPOWER:
  4724. case RK_SONICWAVE:
  4725. case AB_DUPLELIGHT_MELEE:
  4726. case RA_AIMEDBOLT:
  4727. case NC_BOOSTKNUCKLE:
  4728. case NC_PILEBUNKER:
  4729. case NC_AXEBOOMERANG:
  4730. case NC_POWERSWING:
  4731. case NPC_MAGMA_ERUPTION:
  4732. case NC_MAGMA_ERUPTION:
  4733. case GC_WEAPONCRUSH:
  4734. case GC_VENOMPRESSURE:
  4735. case SC_TRIANGLESHOT:
  4736. case SC_FEINTBOMB:
  4737. case LG_BANISHINGPOINT:
  4738. case LG_SHIELDPRESS:
  4739. case LG_RAGEBURST:
  4740. case LG_HESPERUSLIT:
  4741. case SR_DRAGONCOMBO:
  4742. case SR_FALLENEMPIRE:
  4743. case SR_CRESCENTELBOW_AUTOSPELL:
  4744. case SR_GATEOFHELL:
  4745. case SR_GENTLETOUCH_QUIET:
  4746. case WM_SEVERE_RAINSTORM_MELEE:
  4747. case WM_GREAT_ECHO:
  4748. case GN_SLINGITEM_RANGEMELEEATK:
  4749. case KO_SETSUDAN:
  4750. case RL_MASS_SPIRAL:
  4751. case RL_BANISHING_BUSTER:
  4752. case RL_SLUGSHOT:
  4753. case RL_AM_BLAST:
  4754. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4755. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4756. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4757. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4758. case ABC_CHAIN_REACTION_SHOT_ATK:
  4759. case ABR_BATTLE_BUSTER:
  4760. case ABR_DUAL_CANNON_FIRE:
  4761. case ABR_INFINITY_BUSTER:
  4762. case MT_TRIPLE_LASER:
  4763. case NW_MISSION_BOMBARD:
  4764. case NW_HASTY_FIRE_IN_THE_HOLE:
  4765. case NW_BASIC_GRENADE:
  4766. case NW_WILD_FIRE:
  4767. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4768. break;
  4769. case DK_DRAGONIC_AURA:
  4770. case DK_STORMSLASH:
  4771. case CD_EFFLIGO:
  4772. case ABC_FRENZY_SHOT:
  4773. case WH_HAWKRUSH:
  4774. case WH_HAWKBOOMERANG:
  4775. case TR_ROSEBLOSSOM:
  4776. case TR_RHYTHMSHOOTING:
  4777. case HN_MEGA_SONIC_BLOW:
  4778. case HN_SPIRAL_PIERCE_MAX:
  4779. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4780. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4781. if (skill_id == DK_DRAGONIC_AURA)
  4782. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4783. break;
  4784. case SHC_ETERNAL_SLASH:
  4785. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4786. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4787. else
  4788. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4789. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4790. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4791. break;
  4792. case SHC_SHADOW_STAB:
  4793. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4794. flag |= SKILL_ALTDMG_FLAG;
  4795. status_change_end(src, SC_CLOAKING);
  4796. status_change_end(src, SC_CLOAKINGEXCEED);
  4797. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4798. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4799. break;
  4800. case WH_CRESCIVE_BOLT:
  4801. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4802. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4803. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4804. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4805. else
  4806. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4807. break;
  4808. case ABC_UNLUCKY_RUSH:
  4809. // Jump to the target before attacking.
  4810. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4811. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4812. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4813. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4814. break;
  4815. case MO_TRIPLEATTACK:
  4816. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4817. break;
  4818. case LK_HEADCRUSH:
  4819. if (status_get_class_(bl) == CLASS_BOSS) {
  4820. if (sd)
  4821. clif_skill_fail( *sd, skill_id );
  4822. break;
  4823. }
  4824. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4825. break;
  4826. case LK_JOINTBEAT:
  4827. flag = 1 << rnd() % 6;
  4828. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4829. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4830. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4831. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4832. break;
  4833. case MO_COMBOFINISH:
  4834. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4835. { //Becomes a splash attack when Soul Linked.
  4836. map_foreachinshootrange(skill_area_sub, bl,
  4837. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4838. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4839. skill_castend_damage_id);
  4840. } else
  4841. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4842. break;
  4843. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4844. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4845. skill_area_temp[1] = 0;
  4846. map_foreachinshootrange(skill_attack_area, src,
  4847. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4848. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4849. break;
  4850. case KN_CHARGEATK:
  4851. {
  4852. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4853. #ifdef RENEWAL
  4854. int dist = skill_get_blewcount(skill_id, skill_lv);
  4855. #else
  4856. unsigned int dist = distance_bl(src, bl);
  4857. #endif
  4858. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4859. // teleport to target (if not on WoE grounds)
  4860. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4861. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4862. // cause damage and knockback if the path to target was a straight one
  4863. if (path) {
  4864. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4865. #ifdef RENEWAL
  4866. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4867. dist += 2; // Knockback is 4 on PvP maps
  4868. #endif
  4869. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4870. }
  4871. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4872. // make the caster look in the direction of the target
  4873. unit_setdir(src, (dir+4)%8);
  4874. }
  4875. }
  4876. break;
  4877. case NC_FLAMELAUNCHER:
  4878. skill_area_temp[1] = bl->id;
  4879. if (battle_config.skill_eightpath_algorithm) {
  4880. //Use official AoE algorithm
  4881. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4882. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4883. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4884. } else {
  4885. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4886. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4887. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4888. }
  4889. break;
  4890. #ifndef RENEWAL
  4891. case SN_SHARPSHOOTING:
  4892. flag |= 2; // Flag for specific mob damage formula
  4893. [[fallthrough]];
  4894. #endif
  4895. case MA_SHARPSHOOTING:
  4896. case NJ_KAMAITACHI:
  4897. case NPC_DARKPIERCING:
  4898. case NPC_ACIDBREATH:
  4899. case NPC_DARKNESSBREATH:
  4900. case NPC_FIREBREATH:
  4901. case NPC_ICEBREATH:
  4902. case NPC_ICEBREATH2:
  4903. case NPC_THUNDERBREATH:
  4904. case AG_STORM_CANNON:
  4905. case AG_CRIMSON_ARROW:
  4906. skill_area_temp[1] = bl->id;
  4907. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4908. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4909. if (battle_config.skill_eightpath_algorithm) {
  4910. //Use official AoE algorithm
  4911. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4912. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4913. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4914. #ifndef RENEWAL
  4915. if (skill_id == SN_SHARPSHOOTING)
  4916. flag &= ~2; // Only targets in the splash area are affected
  4917. #endif
  4918. //These skills hit at least the target if the AoE doesn't hit
  4919. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4920. }
  4921. } else {
  4922. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4923. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4924. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4925. }
  4926. if (skill_id == AG_CRIMSON_ARROW)
  4927. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4928. break;
  4929. case MO_INVESTIGATE:
  4930. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4931. status_change_end(src, SC_BLADESTOP);
  4932. break;
  4933. case RG_BACKSTAP:
  4934. {
  4935. if (!check_distance_bl(src, bl, 0)) {
  4936. #ifdef RENEWAL
  4937. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4938. short x, y;
  4939. if (dir > 0 && dir < 4)
  4940. x = -1;
  4941. else if (dir > 4)
  4942. x = 1;
  4943. else
  4944. x = 0;
  4945. if (dir > 2 && dir < 6)
  4946. y = -1;
  4947. else if (dir == 7 || dir < 2)
  4948. y = 1;
  4949. else
  4950. y = 0;
  4951. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4952. #else
  4953. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4954. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4955. #endif
  4956. status_change_end(src, SC_HIDING);
  4957. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4958. unit_setdir(bl,dir);
  4959. #ifdef RENEWAL
  4960. clif_blown(src);
  4961. #endif
  4962. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4963. }
  4964. else if (sd)
  4965. clif_skill_fail( *sd, skill_id );
  4966. }
  4967. }
  4968. break;
  4969. case MO_FINGEROFFENSIVE:
  4970. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4971. if (battle_config.finger_offensive_type && sd) {
  4972. for (int i = 1; i < sd->spiritball_old; i++)
  4973. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4974. }
  4975. status_change_end(src, SC_BLADESTOP);
  4976. break;
  4977. case MO_CHAINCOMBO:
  4978. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4979. status_change_end(src, SC_BLADESTOP);
  4980. break;
  4981. #ifndef RENEWAL
  4982. case NJ_ISSEN:
  4983. #endif
  4984. case MO_EXTREMITYFIST:
  4985. {
  4986. struct block_list *mbl = bl; // For NJ_ISSEN
  4987. short x, y, i = 2; // Move 2 cells (From target)
  4988. short dir = map_calc_dir(src,bl->x,bl->y);
  4989. #ifdef RENEWAL
  4990. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4991. flag |= 1; // Give +100% damage increase
  4992. #endif
  4993. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4994. if (skill_id == MO_EXTREMITYFIST) {
  4995. status_set_sp(src, 0, 0);
  4996. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4997. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4998. status_change_end(src, SC_BLADESTOP);
  4999. } else {
  5000. status_set_hp(src, 1, 0);
  5001. status_change_end(src, SC_NEN);
  5002. status_change_end(src, SC_HIDING);
  5003. }
  5004. if (skill_id == MO_EXTREMITYFIST) {
  5005. mbl = src; // For MO_EXTREMITYFIST
  5006. i = 3; // Move 3 cells (From caster)
  5007. }
  5008. if (dir > 0 && dir < 4)
  5009. x = -i;
  5010. else if (dir > 4)
  5011. x = i;
  5012. else
  5013. x = 0;
  5014. if (dir > 2 && dir < 6)
  5015. y = -i;
  5016. else if (dir == 7 || dir < 2)
  5017. y = i;
  5018. else
  5019. y = 0;
  5020. // Ashura Strike still has slide effect in GVG
  5021. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5022. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5023. clif_blown(src);
  5024. clif_spiritball(src);
  5025. }
  5026. }
  5027. break;
  5028. case HT_POWER:
  5029. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5030. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5031. break;
  5032. case SU_PICKYPECK:
  5033. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5034. [[fallthrough]];
  5035. case SU_BITE:
  5036. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5037. break;
  5038. case SU_SVG_SPIRIT:
  5039. skill_area_temp[1] = bl->id;
  5040. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5041. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5042. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5043. break;
  5044. //Splash attack skills.
  5045. case AS_GRIMTOOTH:
  5046. case MC_CARTREVOLUTION:
  5047. case NPC_SPLASHATTACK:
  5048. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5049. [[fallthrough]];
  5050. case AS_SPLASHER:
  5051. case HT_BLITZBEAT:
  5052. case AC_SHOWER:
  5053. case MA_SHOWER:
  5054. case MG_NAPALMBEAT:
  5055. case MG_FIREBALL:
  5056. case RG_RAID:
  5057. #ifdef RENEWAL
  5058. case SN_SHARPSHOOTING:
  5059. #endif
  5060. case HW_NAPALMVULCAN:
  5061. case NJ_HUUMA:
  5062. case ASC_METEORASSAULT:
  5063. case GS_SPREADATTACK:
  5064. case NPC_PULSESTRIKE:
  5065. case NPC_PULSESTRIKE2:
  5066. case NPC_HELLJUDGEMENT:
  5067. case NPC_HELLJUDGEMENT2:
  5068. case NPC_VAMPIRE_GIFT:
  5069. case NPC_MAXPAIN_ATK:
  5070. case NPC_JACKFROST:
  5071. case NPC_REVERBERATION_ATK:
  5072. case NPC_ARROWSTORM:
  5073. case NPC_KILLING_AURA:
  5074. case NPC_IGNITIONBREAK:
  5075. case RK_IGNITIONBREAK:
  5076. case RK_HUNDREDSPEAR:
  5077. case AB_JUDEX:
  5078. case AB_ADORAMUS:
  5079. case WL_SOULEXPANSION:
  5080. case WL_CRIMSONROCK:
  5081. case WL_JACKFROST:
  5082. case RA_ARROWSTORM:
  5083. case RA_WUGDASH:
  5084. case NC_VULCANARM:
  5085. case NC_COLDSLOWER:
  5086. case NC_SELFDESTRUCTION:
  5087. case NC_AXETORNADO:
  5088. case GC_ROLLINGCUTTER:
  5089. case GC_COUNTERSLASH:
  5090. case LG_CANNONSPEAR:
  5091. case LG_OVERBRAND:
  5092. case LG_MOONSLASHER:
  5093. case LG_RAYOFGENESIS:
  5094. case NPC_RAYOFGENESIS:
  5095. case LG_EARTHDRIVE:
  5096. case SR_RAMPAGEBLASTER:
  5097. case SR_SKYNETBLOW:
  5098. case SR_WINDMILL:
  5099. case SR_RIDEINLIGHTNING:
  5100. case SO_VARETYR_SPEAR:
  5101. case SO_POISON_BUSTER:
  5102. case GN_CART_TORNADO:
  5103. case GN_CARTCANNON:
  5104. case GN_SPORE_EXPLOSION:
  5105. case GN_DEMONIC_FIRE:
  5106. case GN_FIRE_EXPANSION_ACID:
  5107. case GN_HELLS_PLANT_ATK:
  5108. case KO_HAPPOKUNAI:
  5109. case KO_HUUMARANKA:
  5110. case KO_MUCHANAGE:
  5111. case KO_BAKURETSU:
  5112. case GN_ILLUSIONDOPING:
  5113. case RL_FIREDANCE:
  5114. case RL_S_STORM:
  5115. case RL_R_TRIP:
  5116. case MH_XENO_SLASHER:
  5117. case MH_HEILIGE_PFERD:
  5118. case MH_THE_ONE_FIGHTER_RISES:
  5119. case NC_ARMSCANNON:
  5120. case SU_SCRATCH:
  5121. case SU_LUNATICCARROTBEAT:
  5122. case SU_LUNATICCARROTBEAT2:
  5123. case SJ_FULLMOONKICK:
  5124. case SJ_NEWMOONKICK:
  5125. case SJ_SOLARBURST:
  5126. case SJ_PROMINENCEKICK:
  5127. case SJ_STAREMPEROR:
  5128. case SJ_FALLINGSTAR_ATK2:
  5129. case SP_CURSEEXPLOSION:
  5130. case SP_SHA:
  5131. case SP_SWHOO:
  5132. case DK_SERVANTWEAPON_ATK:
  5133. case DK_SERVANT_W_PHANTOM:
  5134. case DK_SERVANT_W_DEMOL:
  5135. case DK_MADNESS_CRUSHER:
  5136. case DK_HACKANDSLASHER:
  5137. case DK_DRAGONIC_BREATH:
  5138. case AG_CRIMSON_ARROW_ATK:
  5139. case AG_DESTRUCTIVE_HURRICANE:
  5140. case AG_SOUL_VC_STRIKE:
  5141. case AG_CRYSTAL_IMPACT:
  5142. case AG_CRYSTAL_IMPACT_ATK:
  5143. case AG_ROCK_DOWN:
  5144. case AG_FROZEN_SLASH:
  5145. case IQ_OLEUM_SANCTUM:
  5146. case IQ_MASSIVE_F_BLASTER:
  5147. case IQ_EXPOSION_BLASTER:
  5148. case IQ_FIRST_BRAND:
  5149. case IQ_SECOND_FLAME:
  5150. case IQ_SECOND_FAITH:
  5151. case IQ_SECOND_JUDGEMENT:
  5152. case IQ_THIRD_PUNISH:
  5153. case IQ_THIRD_FLAME_BOMB:
  5154. case IQ_THIRD_CONSECRATION:
  5155. case IG_OVERSLASH:
  5156. case CD_ARBITRIUM_ATK:
  5157. case CD_PETITIO:
  5158. case CD_FRAMEN:
  5159. case SHC_DANCING_KNIFE:
  5160. case SHC_SAVAGE_IMPACT:
  5161. case SHC_IMPACT_CRATER:
  5162. case SHC_FATAL_SHADOW_CROW:
  5163. case MT_AXE_STOMP:
  5164. case MT_MIGHTY_SMASH:
  5165. case MT_RUSH_QUAKE:
  5166. case MT_A_MACHINE:
  5167. case MT_SPARK_BLASTER:
  5168. case ABC_ABYSS_DAGGER:
  5169. case ABC_CHAIN_REACTION_SHOT:
  5170. case ABC_DEFT_STAB:
  5171. case WH_GALESTORM:
  5172. case BO_ACIDIFIED_ZONE_WATER:
  5173. case BO_ACIDIFIED_ZONE_GROUND:
  5174. case BO_ACIDIFIED_ZONE_WIND:
  5175. case BO_ACIDIFIED_ZONE_FIRE:
  5176. case TR_ROSEBLOSSOM_ATK:
  5177. case ABC_FROM_THE_ABYSS_ATK:
  5178. case EM_ELEMENTAL_BUSTER_FIRE:
  5179. case EM_ELEMENTAL_BUSTER_WATER:
  5180. case EM_ELEMENTAL_BUSTER_WIND:
  5181. case EM_ELEMENTAL_BUSTER_GROUND:
  5182. case EM_ELEMENTAL_BUSTER_POISON:
  5183. case EM_EL_FLAMEROCK:
  5184. case EM_EL_AGE_OF_ICE:
  5185. case EM_EL_STORM_WIND:
  5186. case EM_EL_AVALANCHE:
  5187. case EM_EL_DEADLY_POISON:
  5188. case BO_EXPLOSIVE_POWDER:
  5189. case BO_MAYHEMIC_THORNS:
  5190. case NPC_WIDECRITICALWOUND:
  5191. case IG_SHIELD_SHOOTING:
  5192. case TR_METALIC_FURY:
  5193. case IG_GRAND_JUDGEMENT:
  5194. case HN_JUPITEL_THUNDER_STORM:
  5195. if( flag&1 ) {//Recursive invocation
  5196. int sflag = skill_area_temp[0] & 0xFFF;
  5197. int heal = 0;
  5198. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5199. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5200. break; // Under Hovering characters are immune to select trap and ground target skills.
  5201. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5202. break; // No damage should happen if the target is on Land Protector
  5203. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5204. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5205. break;
  5206. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5207. if (skill_id == ABC_DEFT_STAB && flag&2)
  5208. sflag |= 2;
  5209. if( flag&SD_LEVEL )
  5210. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5211. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5212. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5213. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5214. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5215. break;
  5216. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5217. switch (skill_id) {
  5218. case NPC_VAMPIRE_GIFT:
  5219. if (heal > 0) {
  5220. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5221. status_heal(src, heal, 0, 0);
  5222. }
  5223. break;
  5224. #ifdef RENEWAL
  5225. case SN_SHARPSHOOTING:
  5226. status_change_end(src, SC_CAMOUFLAGE);
  5227. break;
  5228. #endif
  5229. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5230. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5231. break;
  5232. }
  5233. } else {
  5234. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5235. skill_area_temp[0] = 0;
  5236. skill_area_temp[1] = bl->id;
  5237. skill_area_temp[2] = 0;
  5238. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5239. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5240. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5241. break;
  5242. }
  5243. if (skill_id == SP_SWHOO)
  5244. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5245. switch ( skill_id ) {
  5246. case LG_EARTHDRIVE:
  5247. case GN_CARTCANNON:
  5248. case SU_SCRATCH:
  5249. case BO_MAYHEMIC_THORNS:
  5250. case DK_DRAGONIC_BREATH:
  5251. case DK_HACKANDSLASHER:
  5252. case MT_SPARK_BLASTER:
  5253. case HN_JUPITEL_THUNDER_STORM:
  5254. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5255. break;
  5256. #ifdef RENEWAL
  5257. case NJ_HUUMA:
  5258. #endif
  5259. case LG_MOONSLASHER:
  5260. case MH_XENO_SLASHER:
  5261. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5262. break;
  5263. case NPC_REVERBERATION_ATK:
  5264. case NC_ARMSCANNON:
  5265. skill_area_temp[1] = 0;
  5266. starget = splash_target(src);
  5267. break;
  5268. case WL_CRIMSONROCK:
  5269. skill_area_temp[4] = bl->x;
  5270. skill_area_temp[5] = bl->y;
  5271. break;
  5272. case SU_LUNATICCARROTBEAT:
  5273. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5274. skill_id = SU_LUNATICCARROTBEAT2;
  5275. break;
  5276. case DK_SERVANT_W_PHANTOM:
  5277. // Jump to the target before attacking.
  5278. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5279. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5281. break;
  5282. case SHC_SAVAGE_IMPACT: {
  5283. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5284. skill_area_temp[0] = 2;
  5285. status_change_end( src, SC_CLOAKINGEXCEED );
  5286. }
  5287. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5288. if (bl->x != src->x || bl->y != src->y)
  5289. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5290. // Move the player 1 cell near the target, between the target and the player
  5291. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5292. clif_blown(src);
  5293. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5294. break;
  5295. }
  5296. case SHC_FATAL_SHADOW_CROW: {
  5297. uint8 dir = DIR_NORTHEAST;
  5298. if (bl->x != src->x || bl->y != src->y)
  5299. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5300. // Move the player 1 cell near the target, between the target and the player
  5301. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5302. clif_blown(src);
  5303. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5304. break;
  5305. }
  5306. case AG_CRYSTAL_IMPACT_ATK:
  5307. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5308. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5309. break;
  5310. case AG_ROCK_DOWN:
  5311. case IQ_FIRST_BRAND:
  5312. case IQ_SECOND_FLAME:
  5313. case IQ_SECOND_FAITH:
  5314. case IQ_SECOND_JUDGEMENT:
  5315. case CD_PETITIO:
  5316. case CD_FRAMEN:
  5317. case ABC_DEFT_STAB:
  5318. case EM_EL_FLAMEROCK:
  5319. case EM_EL_AGE_OF_ICE:
  5320. case EM_EL_STORM_WIND:
  5321. case EM_EL_AVALANCHE:
  5322. case EM_EL_DEADLY_POISON:
  5323. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5324. break;
  5325. case ABC_CHAIN_REACTION_SHOT:
  5326. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5327. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5328. break;
  5329. case IQ_THIRD_PUNISH:
  5330. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5331. if (sd) {
  5332. uint8 limit = 5;
  5333. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5334. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5335. for (uint8 i = 0; i < limit; i++)
  5336. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5337. }
  5338. break;
  5339. case IQ_THIRD_FLAME_BOMB:
  5340. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5341. if (sd && sd->spiritball / 5 > 1)
  5342. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5343. break;
  5344. case IQ_THIRD_CONSECRATION:
  5345. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5346. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5347. break;
  5348. case IG_OVERSLASH:
  5349. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5350. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5351. break;
  5352. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5353. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5354. status_heal(src, 0, 0, 10, 0);
  5355. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5356. break;
  5357. case BO_ACIDIFIED_ZONE_WATER:
  5358. case BO_ACIDIFIED_ZONE_GROUND:
  5359. case BO_ACIDIFIED_ZONE_WIND:
  5360. case BO_ACIDIFIED_ZONE_FIRE:
  5361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5362. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5363. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5364. break;
  5365. case MT_RUSH_QUAKE:
  5366. // Jump to the target before attacking.
  5367. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5368. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5369. }
  5370. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5371. clif_blown( src );
  5372. // TODO: does this buff start before or after dealing damage? [Muh]
  5373. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5374. break;
  5375. case IG_SHIELD_SHOOTING:
  5376. case IG_GRAND_JUDGEMENT:
  5377. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5378. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5379. break;
  5380. }
  5381. // if skill damage should be split among targets, count them
  5382. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5383. //special case: Venom Splasher uses a different range for searching than for splashing
  5384. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5385. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5386. // recursive invocation of skill_castend_damage_id() with flag|1
  5387. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5388. if (skill_id == RA_ARROWSTORM)
  5389. status_change_end(src, SC_CAMOUFLAGE);
  5390. if( skill_id == AS_SPLASHER ) {
  5391. map_freeblock_unlock(); // Don't consume a second gemstone.
  5392. return 0;
  5393. }
  5394. }
  5395. break;
  5396. case NW_THE_VIGILANTE_AT_NIGHT:
  5397. if (flag & 1)
  5398. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5399. break;
  5400. case NW_SPIRAL_SHOOTING:
  5401. if (flag & 1) {
  5402. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5403. } else {
  5404. int splash = skill_get_splash(skill_id, skill_lv);
  5405. if (sd && sd->weapontype1 == W_GRENADE)
  5406. splash += 2;
  5407. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5408. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5409. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5410. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5411. }
  5412. break;
  5413. //Place units around target
  5414. case NJ_BAKUENRYU:
  5415. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5416. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5417. break;
  5418. case SM_MAGNUM:
  5419. case MS_MAGNUM:
  5420. if( flag&1 ) {
  5421. // For players, damage depends on distance, so add it to flag if it is > 1
  5422. // Cannot hit hidden targets
  5423. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5424. }
  5425. break;
  5426. #ifdef RENEWAL
  5427. case KN_BRANDISHSPEAR:
  5428. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5429. break;
  5430. #else
  5431. case KN_BRANDISHSPEAR:
  5432. #endif
  5433. case ML_BRANDISH:
  5434. //Coded apart for it needs the flag passed to the damage calculation.
  5435. if (skill_area_temp[1] != bl->id)
  5436. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5437. else
  5438. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5439. break;
  5440. #ifdef RENEWAL
  5441. case KN_BOWLINGBASH:
  5442. if (flag & 1) {
  5443. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5444. } else {
  5445. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5446. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5447. }
  5448. break;
  5449. #else
  5450. case KN_BOWLINGBASH:
  5451. #endif
  5452. case MS_BOWLINGBASH:
  5453. {
  5454. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5455. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5456. c = (skill_lv-(flag&0xFFF)+1)/2;
  5457. // Determine the Bowling Bash area depending on configuration
  5458. if (battle_config.bowling_bash_area == 0) {
  5459. // Gutter line system
  5460. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5461. if(min_x < 0) min_x = 0;
  5462. max_x = min_x + 39;
  5463. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5464. if(min_y < 0) min_y = 0;
  5465. max_y = min_y + 39;
  5466. } else if (battle_config.bowling_bash_area == 1) {
  5467. // Gutter line system without demi gutter bug
  5468. min_x = src->x - (src->x)%40;
  5469. max_x = min_x + 39;
  5470. min_y = src->y - (src->y)%40;
  5471. max_y = min_y + 39;
  5472. } else {
  5473. // Area around caster
  5474. min_x = src->x - battle_config.bowling_bash_area;
  5475. max_x = src->x + battle_config.bowling_bash_area;
  5476. min_y = src->y - battle_config.bowling_bash_area;
  5477. max_y = src->y + battle_config.bowling_bash_area;
  5478. }
  5479. // Initialization, break checks, direction
  5480. if((flag&0xFFF) > 0) {
  5481. // Ignore monsters outside area
  5482. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5483. break;
  5484. // Ignore monsters already in list
  5485. if(idb_exists(bowling_db, bl->id))
  5486. break;
  5487. // Random direction
  5488. dir = rnd()%8;
  5489. } else {
  5490. // Create an empty list of already hit targets
  5491. db_clear(bowling_db);
  5492. // Direction is walkpath
  5493. dir = (unit_getdir(src)+4)%8;
  5494. }
  5495. // Add current target to the list of already hit targets
  5496. idb_put(bowling_db, bl->id, bl);
  5497. // Keep moving target in direction square by square
  5498. tx = bl->x;
  5499. ty = bl->y;
  5500. for(i=0;i<c;i++) {
  5501. // Target coordinates (get changed even if knockback fails)
  5502. tx -= dirx[dir];
  5503. ty -= diry[dir];
  5504. // If target cell is a wall then break
  5505. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5506. break;
  5507. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5508. int count;
  5509. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5510. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5511. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5512. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5513. // Recursive call
  5514. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5515. // Self-collision
  5516. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5517. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5518. break;
  5519. }
  5520. }
  5521. // Original hit or chain hit depending on flag
  5522. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5523. }
  5524. break;
  5525. case KN_SPEARSTAB:
  5526. if(flag&1) {
  5527. if (bl->id==skill_area_temp[1])
  5528. break;
  5529. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5530. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5531. } else {
  5532. int x=bl->x,y=bl->y,i,dir;
  5533. dir = map_calc_dir(bl,src->x,src->y);
  5534. skill_area_temp[1] = bl->id;
  5535. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5536. // all the enemies between the caster and the target are hit, as well as the target
  5537. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5538. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5539. for (i=0;i<4;i++) {
  5540. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5541. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5542. x += dirx[dir];
  5543. y += diry[dir];
  5544. }
  5545. }
  5546. break;
  5547. case TK_TURNKICK:
  5548. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5549. {
  5550. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5551. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5552. map_foreachinallrange(skill_area_sub,bl,
  5553. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5554. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5555. skill_castend_nodamage_id);
  5556. }
  5557. break;
  5558. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5559. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5560. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5561. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5562. break;
  5563. case PR_TURNUNDEAD:
  5564. case ALL_RESURRECTION:
  5565. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5566. break;
  5567. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5568. break;
  5569. case AL_HOLYLIGHT:
  5570. status_change_end(bl, SC_P_ALTER);
  5571. [[fallthrough]];
  5572. case MG_SOULSTRIKE:
  5573. case NPC_DARKSTRIKE:
  5574. case MG_COLDBOLT:
  5575. case MG_FIREBOLT:
  5576. case MG_LIGHTNINGBOLT:
  5577. case WZ_EARTHSPIKE:
  5578. case AL_HEAL:
  5579. case NPC_DARKTHUNDER:
  5580. case NPC_FIRESTORM:
  5581. case PR_ASPERSIO:
  5582. case MG_FROSTDIVER:
  5583. case WZ_SIGHTBLASTER:
  5584. case WZ_SIGHTRASHER:
  5585. #ifdef RENEWAL
  5586. case PA_PRESSURE:
  5587. #endif
  5588. case NJ_KOUENKA:
  5589. case NJ_HYOUSENSOU:
  5590. case NJ_HUUJIN:
  5591. case AB_HIGHNESSHEAL:
  5592. case AB_DUPLELIGHT_MAGIC:
  5593. case WM_METALICSOUND:
  5594. case KO_KAIHOU:
  5595. case MH_ERASER_CUTTER:
  5596. case AG_ASTRAL_STRIKE:
  5597. case AG_ASTRAL_STRIKE_ATK:
  5598. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5599. case CD_ARBITRIUM:
  5600. case HN_METEOR_STORM_BUSTER:
  5601. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5602. break;
  5603. case IG_JUDGEMENT_CROSS:
  5604. case TR_SOUNDBLEND:
  5605. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5606. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5607. break;
  5608. case AG_DEADLY_PROJECTION:
  5609. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5610. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5611. break;
  5612. case NPC_MAGICALATTACK:
  5613. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5614. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5615. break;
  5616. case HVAN_CAPRICE: //[blackhole89]
  5617. {
  5618. int ran=rnd()%4;
  5619. int sid = 0;
  5620. switch(ran)
  5621. {
  5622. case 0: sid=MG_COLDBOLT; break;
  5623. case 1: sid=MG_FIREBOLT; break;
  5624. case 2: sid=MG_LIGHTNINGBOLT; break;
  5625. case 3: sid=WZ_EARTHSPIKE; break;
  5626. }
  5627. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5628. }
  5629. break;
  5630. case WZ_WATERBALL:
  5631. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5632. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5633. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5634. break;
  5635. case WZ_JUPITEL:
  5636. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5637. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5638. break;
  5639. case PR_BENEDICTIO:
  5640. //Should attack undead and demons. [Skotlex]
  5641. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5642. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5643. break;
  5644. case SJ_NOVAEXPLOSING:
  5645. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5646. // We can end Dimension here since the cooldown code is processed before this point.
  5647. if (sc && sc->getSCE(SC_DIMENSION))
  5648. status_change_end(src, SC_DIMENSION);
  5649. else // Dimension not active? Activate the 2 second skill block penalty.
  5650. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5651. break;
  5652. case SP_SOULEXPLOSION:
  5653. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5654. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5655. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5656. if (sd)
  5657. clif_skill_fail( *sd, skill_id );
  5658. break;
  5659. }
  5660. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5661. break;
  5662. case SL_SMA:
  5663. status_change_end(src, SC_SMA);
  5664. [[fallthrough]];
  5665. case SL_STIN:
  5666. case SL_STUN:
  5667. case SP_SPA:
  5668. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5669. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5670. clif_skill_fail( *sd, skill_id );
  5671. break;
  5672. }
  5673. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5674. break;
  5675. case NPC_DARKBREATH:
  5676. clif_emotion(src,ET_ANGER);
  5677. if (rnd() % 2 == 0)
  5678. break; // 50% chance
  5679. [[fallthrough]];
  5680. case SN_FALCONASSAULT:
  5681. #ifndef RENEWAL
  5682. case PA_PRESSURE:
  5683. case CR_ACIDDEMONSTRATION:
  5684. #endif
  5685. case TF_THROWSTONE:
  5686. case NPC_SMOKING:
  5687. case GS_FLING:
  5688. case NJ_ZENYNAGE:
  5689. case GN_THORNS_TRAP:
  5690. case RL_B_TRAP:
  5691. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5692. break;
  5693. #ifdef RENEWAL
  5694. case NJ_ISSEN: {
  5695. short x, y;
  5696. short dir = map_calc_dir(src, bl->x, bl->y);
  5697. // Move 2 cells (From target)
  5698. if (dir > 0 && dir < 4)
  5699. x = -2;
  5700. else if (dir > 4)
  5701. x = 2;
  5702. else
  5703. x = 0;
  5704. if (dir > 2 && dir < 6)
  5705. y = -2;
  5706. else if (dir == 7 || dir < 2)
  5707. y = 2;
  5708. else
  5709. y = 0;
  5710. // Doesn't have slide effect in GVG
  5711. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5712. clif_blown(src);
  5713. clif_spiritball(src);
  5714. }
  5715. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5716. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5717. status_change_end(src, SC_NEN);
  5718. status_change_end(src, SC_HIDING);
  5719. }
  5720. break;
  5721. #endif
  5722. case RK_DRAGONBREATH_WATER:
  5723. case RK_DRAGONBREATH:
  5724. case NPC_DRAGONBREATH:
  5725. if( tsc && tsc->getSCE(SC_HIDING) )
  5726. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5727. else {
  5728. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5729. }
  5730. break;
  5731. case NPC_SELFDESTRUCTION:
  5732. if( tsc && tsc->getSCE(SC_HIDING) )
  5733. break;
  5734. [[fallthrough]];
  5735. case HVAN_EXPLOSION:
  5736. if (src != bl)
  5737. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5738. break;
  5739. // Celest
  5740. case PF_SOULBURN:
  5741. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5743. if (skill_lv == 5)
  5744. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5745. status_percent_damage(src, bl, 0, 100, false);
  5746. } else {
  5747. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5748. if (skill_lv == 5)
  5749. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5750. status_percent_damage(src, src, 0, 100, false);
  5751. }
  5752. break;
  5753. case NPC_BLOODDRAIN:
  5754. case NPC_ENERGYDRAIN:
  5755. {
  5756. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5757. src, src, bl, skill_id, skill_lv, tick, flag);
  5758. if (heal > 0){
  5759. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5760. status_heal(src, heal, 0, 0);
  5761. }
  5762. }
  5763. break;
  5764. case GS_BULLSEYE:
  5765. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5766. break;
  5767. case NJ_KASUMIKIRI:
  5768. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5769. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5770. break;
  5771. case NJ_KIRIKAGE:
  5772. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5773. { //You don't move on GVG grounds.
  5774. short x, y;
  5775. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5776. if (unit_movepos(src, x, y, 0, 0)) {
  5777. clif_blown(src);
  5778. }
  5779. }
  5780. status_change_end(src, SC_HIDING);
  5781. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5782. break;
  5783. case RK_PHANTOMTHRUST:
  5784. case NPC_PHANTOMTHRUST:
  5785. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5787. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5788. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5789. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5790. break;
  5791. case RK_WINDCUTTER:
  5792. case RK_STORMBLAST:
  5793. if( flag&1 )
  5794. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5795. else {
  5796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5797. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5798. }
  5799. break;
  5800. case GC_DARKILLUSION:
  5801. {
  5802. short x, y;
  5803. short dir = map_calc_dir(src,bl->x,bl->y);
  5804. if( dir > 0 && dir < 4) x = 2;
  5805. else if( dir > 4 ) x = -2;
  5806. else x = 0;
  5807. if( dir > 2 && dir < 6 ) y = 2;
  5808. else if( dir == 7 || dir < 2 ) y = -2;
  5809. else y = 0;
  5810. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5811. clif_blown(src);
  5812. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5813. if( rnd()%100 < 4 * skill_lv )
  5814. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5815. }
  5816. }
  5817. break;
  5818. case GC_CROSSRIPPERSLASHER:
  5819. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5820. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5821. else
  5822. {
  5823. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5824. }
  5825. break;
  5826. case GC_CROSSIMPACT: {
  5827. uint8 dir = DIR_NORTHEAST;
  5828. if (bl->x != src->x || bl->y != src->y)
  5829. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5830. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5831. clif_blown(src);
  5832. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5833. } else {
  5834. if (sd)
  5835. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5836. }
  5837. break;
  5838. }
  5839. case GC_PHANTOMMENACE:
  5840. if (flag&1) { // Only Hits Invisible Targets
  5841. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5842. status_change_end(bl, SC_CLOAKINGEXCEED);
  5843. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5844. }
  5845. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5846. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5847. }
  5848. break;
  5849. case GC_DARKCROW:
  5850. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5851. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5852. break;
  5853. case WL_DRAINLIFE:
  5854. {
  5855. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5856. int rate = 70 + 5 * skill_lv;
  5857. heal = heal * (5 + 5 * skill_lv) / 100;
  5858. if( bl->type == BL_SKILL )
  5859. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5860. if( heal && rnd()%100 < rate )
  5861. {
  5862. status_heal(src, heal, 0, 0);
  5863. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5864. }
  5865. }
  5866. break;
  5867. case WL_TETRAVORTEX_FIRE:
  5868. case WL_TETRAVORTEX_WATER:
  5869. case WL_TETRAVORTEX_WIND:
  5870. case WL_TETRAVORTEX_GROUND:
  5871. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5872. break;
  5873. case WL_TETRAVORTEX:
  5874. if (sd == nullptr) { // Monster usage
  5875. uint8 i = 0;
  5876. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5877. { WL_TETRAVORTEX_WIND, 4 },
  5878. { WL_TETRAVORTEX_WATER, 2 },
  5879. { WL_TETRAVORTEX_GROUND, 8 } };
  5880. for (const auto &skill : tetra_skills) {
  5881. if (skill_lv > 5) {
  5882. skill_area_temp[0] = i;
  5883. skill_area_temp[1] = skill[1];
  5884. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5885. } else
  5886. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5887. i++;
  5888. }
  5889. } else if (sc) { // No SC? No spheres
  5890. int i, k = 0;
  5891. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5892. status_change_end(src, SC_SPHERE_1);
  5893. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5894. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5895. continue;
  5896. uint16 subskill = 0;
  5897. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5898. case WLS_FIRE:
  5899. subskill = WL_TETRAVORTEX_FIRE;
  5900. k |= 1;
  5901. break;
  5902. case WLS_WIND:
  5903. subskill = WL_TETRAVORTEX_WIND;
  5904. k |= 4;
  5905. break;
  5906. case WLS_WATER:
  5907. subskill = WL_TETRAVORTEX_WATER;
  5908. k |= 2;
  5909. break;
  5910. case WLS_STONE:
  5911. subskill = WL_TETRAVORTEX_GROUND;
  5912. k |= 8;
  5913. break;
  5914. }
  5915. if (skill_lv > 5) {
  5916. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5917. skill_area_temp[1] = k;
  5918. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5919. } else
  5920. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5921. status_change_end(src, static_cast<sc_type>(i));
  5922. }
  5923. }
  5924. break;
  5925. case WL_RELEASE:
  5926. if (sc == nullptr)
  5927. break;
  5928. if (sd) {
  5929. int i;
  5930. #ifndef RENEWAL
  5931. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5932. #endif
  5933. if (skill_lv == 1) { // SpellBook
  5934. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5935. break;
  5936. bool found_spell = false;
  5937. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5938. if (sc->getSCE(i) != nullptr) {
  5939. found_spell = true;
  5940. break;
  5941. }
  5942. }
  5943. if (!found_spell)
  5944. break;
  5945. // Now extract the data from the preserved spell
  5946. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5947. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5948. uint16 point = sc->getSCE(i)->val3;
  5949. status_change_end(src, static_cast<sc_type>(i));
  5950. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5951. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5952. else // Last spell to be released
  5953. status_change_end(src, SC_FREEZE_SP);
  5954. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  5955. break;
  5956. // Get the requirement for the preserved skill
  5957. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5958. switch( skill_get_casttype(pres_skill_id) )
  5959. {
  5960. case CAST_GROUND:
  5961. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5962. break;
  5963. case CAST_NODAMAGE:
  5964. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5965. break;
  5966. case CAST_DAMAGE:
  5967. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5968. break;
  5969. }
  5970. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5971. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5972. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5973. if( cooldown > 0 )
  5974. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5975. } else { // Summoned Balls
  5976. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5977. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5978. continue;
  5979. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5980. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5981. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5982. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5983. }
  5984. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5985. }
  5986. }
  5987. break;
  5988. case WL_FROSTMISTY:
  5989. // Causes Freezing status through walls.
  5990. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5991. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5992. // Doesn't deal damage through non-shootable walls.
  5993. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5994. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5995. break;
  5996. case WL_HELLINFERNO:
  5997. if (flag & 1) {
  5998. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5999. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  6000. } else {
  6001. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6002. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6003. }
  6004. break;
  6005. case RA_WUGSTRIKE:
  6006. if( sd && pc_isridingwug(sd) ){
  6007. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6008. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6009. clif_blown(src);
  6010. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6011. }
  6012. break;
  6013. }
  6014. [[fallthrough]];
  6015. case RA_WUGBITE:
  6016. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6017. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6018. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6019. clif_skill_fail( *sd, skill_id );
  6020. break;
  6021. case RA_SENSITIVEKEEN:
  6022. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6023. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6024. status_change_end(bl, SC_CLOAKINGEXCEED);
  6025. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6026. }
  6027. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6028. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6029. } else {
  6030. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6031. std::shared_ptr<s_skill_unit_group> sg;
  6032. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6033. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6034. {
  6035. struct item item_tmp;
  6036. memset(&item_tmp,0,sizeof(item_tmp));
  6037. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6038. item_tmp.identify = 1;
  6039. if( item_tmp.nameid )
  6040. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6041. }
  6042. skill_delunit(su);
  6043. }
  6044. }
  6045. break;
  6046. case NC_INFRAREDSCAN:
  6047. if( flag&1 ) {
  6048. status_change_end(bl, SC_HIDING);
  6049. status_change_end(bl, SC_CLOAKING);
  6050. status_change_end(bl, SC_CLOAKINGEXCEED);
  6051. status_change_end(bl, SC_CAMOUFLAGE);
  6052. status_change_end(bl, SC_NEWMOON);
  6053. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6054. status_change_end(bl, SC__SHADOWFORM);
  6055. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6056. } else {
  6057. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6058. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6059. }
  6060. break;
  6061. case SC_FATALMENACE:
  6062. if( flag&1 )
  6063. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6064. else {
  6065. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6066. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6067. }
  6068. break;
  6069. case NPC_FATALMENACE: // todo should it teleport the target ?
  6070. if( flag&1 )
  6071. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6072. else {
  6073. short x, y;
  6074. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6075. // Destination area
  6076. skill_area_temp[4] = x;
  6077. skill_area_temp[5] = y;
  6078. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6079. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6080. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6081. }
  6082. break;
  6083. case LG_PINPOINTATTACK:
  6084. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6085. clif_blown(src);
  6086. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6087. break;
  6088. case SR_KNUCKLEARROW:
  6089. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6090. dir_ka = map_calc_dir(bl, src->x, src->y);
  6091. // Has slide effect
  6092. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6093. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6094. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6095. break;
  6096. case SR_HOWLINGOFLION:
  6097. status_change_end(bl, SC_SWINGDANCE);
  6098. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6099. status_change_end(bl, SC_MOONLITSERENADE);
  6100. status_change_end(bl, SC_RUSHWINDMILL);
  6101. status_change_end(bl, SC_ECHOSONG);
  6102. status_change_end(bl, SC_HARMONIZE);
  6103. status_change_end(bl, SC_NETHERWORLD);
  6104. status_change_end(bl, SC_VOICEOFSIREN);
  6105. status_change_end(bl, SC_DEEPSLEEP);
  6106. status_change_end(bl, SC_SIRCLEOFNATURE);
  6107. status_change_end(bl, SC_GLOOMYDAY);
  6108. status_change_end(bl, SC_GLOOMYDAY_SK);
  6109. status_change_end(bl, SC_SONGOFMANA);
  6110. status_change_end(bl, SC_DANCEWITHWUG);
  6111. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6112. status_change_end(bl, SC_LERADSDEW);
  6113. status_change_end(bl, SC_MELODYOFSINK);
  6114. status_change_end(bl, SC_BEYONDOFWARCRY);
  6115. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6116. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6117. break;
  6118. case SR_EARTHSHAKER:
  6119. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6120. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6121. status_change_end(bl, SC_CLOAKINGEXCEED);
  6122. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6123. status_change_end(bl, SC__SHADOWFORM);
  6124. } else {
  6125. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6126. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6127. }
  6128. break;
  6129. case SR_TIGERCANNON:
  6130. if (flag & 1) {
  6131. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6132. } else if (sd) {
  6133. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6134. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6135. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6136. }
  6137. break;
  6138. case WM_REVERBERATION:
  6139. if (flag & 1)
  6140. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6141. else {
  6142. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6143. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6144. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6145. }
  6146. break;
  6147. case NPC_POISON_BUSTER:
  6148. if( tsc && tsc->getSCE(SC_POISON) ) {
  6149. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6150. status_change_end(bl, SC_POISON);
  6151. }
  6152. else if( sd )
  6153. clif_skill_fail( *sd, skill_id );
  6154. break;
  6155. case KO_JYUMONJIKIRI: {
  6156. short x, y;
  6157. short dir = map_calc_dir(src,bl->x,bl->y);
  6158. if (dir > 0 && dir < 4)
  6159. x = 2;
  6160. else if (dir > 4)
  6161. x = -2;
  6162. else
  6163. x = 0;
  6164. if (dir > 2 && dir < 6)
  6165. y = 2;
  6166. else if (dir == 7 || dir < 2)
  6167. y = -2;
  6168. else
  6169. y = 0;
  6170. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6171. clif_blown(src);
  6172. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6173. }
  6174. }
  6175. break;
  6176. case EL_FIRE_BOMB:
  6177. case EL_FIRE_WAVE:
  6178. case EL_WATER_SCREW:
  6179. case EL_HURRICANE:
  6180. case EL_TYPOON_MIS:
  6181. if( flag&1 )
  6182. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6183. else {
  6184. int i = skill_get_splash(skill_id,skill_lv);
  6185. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6186. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6187. if( rnd()%100 < 30 )
  6188. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6189. else
  6190. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6191. }
  6192. break;
  6193. case EL_ROCK_CRUSHER:
  6194. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6195. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6196. if( rnd()%100 < 50 )
  6197. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6198. else
  6199. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6200. break;
  6201. case EL_STONE_RAIN:
  6202. if( flag&1 )
  6203. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6204. else {
  6205. int i = skill_get_splash(skill_id,skill_lv);
  6206. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6207. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6208. if( rnd()%100 < 30 )
  6209. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6210. else
  6211. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6212. }
  6213. break;
  6214. case EL_FIRE_ARROW:
  6215. case EL_ICE_NEEDLE:
  6216. case EL_WIND_SLASH:
  6217. case EL_STONE_HAMMER:
  6218. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6219. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6220. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6221. break;
  6222. case EL_TIDAL_WEAPON:
  6223. if( src->type == BL_ELEM ) {
  6224. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6225. status_change *tsc_ele = status_get_sc(&ele->bl);
  6226. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6227. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6228. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6229. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6230. status_change_end(battle_get_master(src),type);
  6231. status_change_end(src,type2);
  6232. }
  6233. if( rnd()%100 < 50 )
  6234. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6235. else {
  6236. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6237. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6238. }
  6239. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6240. }
  6241. break;
  6242. //recursive homon skill
  6243. case MH_ABSOLUTE_ZEPHYR:
  6244. case MH_TOXIN_OF_MANDARA:
  6245. case MH_BLAZING_AND_FURIOUS:
  6246. case MH_MAGMA_FLOW:
  6247. case MH_HEILIGE_STANGE:
  6248. if(flag&1){
  6249. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6250. break;//chance to not trigger atk for magma
  6251. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6252. }
  6253. else
  6254. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6255. break;
  6256. case MH_TWISTER_CUTTER:
  6257. case MH_GLANZEN_SPIES:
  6258. case MH_STAHL_HORN:
  6259. case MH_NEEDLE_OF_PARALYZE:
  6260. case MH_NEEDLE_STINGER:
  6261. case MH_SONIC_CRAW:
  6262. case MH_MIDNIGHT_FRENZY:
  6263. case MH_SILVERVEIN_RUSH:
  6264. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6265. break;
  6266. case MH_TINDER_BREAKER:
  6267. case MH_CBC:
  6268. case MH_EQC:
  6269. {
  6270. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6271. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6272. sc_type type;
  6273. if( skill_id == MH_TINDER_BREAKER ){
  6274. type = SC_TINDER_BREAKER2;
  6275. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6276. clif_blown(src);
  6277. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6278. }
  6279. }else if( skill_id == MH_CBC ){
  6280. type = SC_CBC;
  6281. }else if( skill_id == MH_EQC ){
  6282. type = SC_EQC;
  6283. }
  6284. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6285. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6286. }
  6287. break;
  6288. case RL_H_MINE:
  6289. if (!(flag&1)) {
  6290. // Direct attack
  6291. if (!sd || !sd->flicker) {
  6292. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6293. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6294. break;
  6295. }
  6296. // Triggered by RL_FLICKER
  6297. if (sd && sd->flicker) {
  6298. // Splash damage around it!
  6299. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6300. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6301. flag |= 1; // Don't consume requirement
  6302. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6303. status_change_end(bl, SC_H_MINE);
  6304. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6305. }
  6306. }
  6307. }
  6308. else
  6309. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6310. if (sd && sd->flicker)
  6311. flag |= 1; // Don't consume requirement
  6312. break;
  6313. case RL_QD_SHOT:
  6314. if (skill_area_temp[1] == bl->id)
  6315. break;
  6316. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6317. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6318. break;
  6319. case RL_D_TAIL:
  6320. case RL_HAMMER_OF_GOD:
  6321. if (flag&1)
  6322. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6323. else {
  6324. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6325. int i;
  6326. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6327. if (i < MAX_SKILL_CRIMSON_MARKER)
  6328. flag |= 8;
  6329. }
  6330. if (skill_id == RL_HAMMER_OF_GOD)
  6331. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6332. else
  6333. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6334. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6335. }
  6336. break;
  6337. case SU_SCAROFTAROU:
  6338. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6339. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6340. break;
  6341. case SU_SV_STEMSPEAR:
  6342. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6343. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6344. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6345. break;
  6346. case 0:/* no skill - basic/normal attack */
  6347. if(sd) {
  6348. if (flag & 3){
  6349. if (bl->id != skill_area_temp[1])
  6350. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6351. } else {
  6352. skill_area_temp[1] = bl->id;
  6353. map_foreachinallrange(skill_area_sub, bl,
  6354. sd->bonus.splash_range, BL_CHAR,
  6355. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6356. skill_castend_damage_id);
  6357. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6358. }
  6359. }
  6360. break;
  6361. case SJ_FALLINGSTAR_ATK:
  6362. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6363. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6364. int8 i = 0;
  6365. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6366. if (i < MAX_STELLAR_MARKS) {
  6367. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6368. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6369. }
  6370. }
  6371. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6372. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6373. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6374. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6375. }
  6376. break;
  6377. case SJ_FLASHKICK: {
  6378. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6379. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6380. // Only players and monsters can be tagged....I think??? [Rytech]
  6381. // Lets only allow players and monsters to use this skill for safety reasons.
  6382. if ((!tsd && !tmd) || !sd && !md) {
  6383. if (sd)
  6384. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6385. break;
  6386. }
  6387. // Check if the target is already tagged by another source.
  6388. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6389. // Can't tag a player that was already tagged from another source.
  6390. if (sd)
  6391. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6392. map_freeblock_unlock();
  6393. return 1;
  6394. }
  6395. if (sd) { // Tagging the target.
  6396. int i;
  6397. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6398. if (i == MAX_STELLAR_MARKS) {
  6399. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6400. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6401. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6402. map_freeblock_unlock();
  6403. return 1;
  6404. }
  6405. }
  6406. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6407. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6408. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6409. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6410. sd->stellar_mark[i] = bl->id;
  6411. // Val4 flags if the status was applied by a player or a monster.
  6412. // This will be important for other skills that work together with this one.
  6413. // 1 = Player, 2 = Monster.
  6414. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6415. // apply the status here. We can't pass this data to skill_additional_effect.
  6416. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6417. }
  6418. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6419. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6420. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6421. }
  6422. }
  6423. break;
  6424. case NPC_VENOMIMPRESS:
  6425. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6426. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6427. break;
  6428. case HN_DOUBLEBOWLINGBASH:
  6429. if (flag & 1) {
  6430. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6431. } else {
  6432. int splash = skill_get_splash(skill_id, skill_lv);
  6433. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6434. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6435. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6436. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6437. }
  6438. break;
  6439. case HN_SHIELD_CHAIN_RUSH:
  6440. if (flag & 1) {
  6441. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6442. } else {
  6443. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6444. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6445. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6446. }
  6447. break;
  6448. case HN_JACK_FROST_NOVA:
  6449. case HN_HELLS_DRIVE:
  6450. case HN_GROUND_GRAVITATION:
  6451. if (flag & 1)
  6452. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6453. break;
  6454. case HN_NAPALM_VULCAN_STRIKE:
  6455. if (flag & 1) {
  6456. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6457. } else {
  6458. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6459. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6460. }
  6461. break;
  6462. case NW_MAGAZINE_FOR_ONE:
  6463. case NW_ONLY_ONE_BULLET:
  6464. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6465. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6466. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6467. break;
  6468. default:
  6469. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6470. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6471. 0, abs(skill_get_num(skill_id, skill_lv)),
  6472. skill_id, skill_lv, skill_get_hit(skill_id));
  6473. map_freeblock_unlock();
  6474. return 1;
  6475. }
  6476. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6477. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6478. map_freeblock_unlock();
  6479. if( sd && !(flag&1) )
  6480. {// ensure that the skill last-cast tick is recorded
  6481. sd->canskill_tick = gettick();
  6482. if( sd->state.arrow_atk )
  6483. {// consume arrow on last invocation to this skill.
  6484. battle_consume_ammo(sd, skill_id, skill_lv);
  6485. }
  6486. // perform skill requirement consumption
  6487. if (!(flag&SKILL_NOCONSUME_REQ))
  6488. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6489. }
  6490. return 0;
  6491. }
  6492. /**
  6493. * Give a song's buff/debuff or damage to all targets around
  6494. * @param target: Target
  6495. * @param ap: Argument list
  6496. * @return 1 on success or 0 otherwise
  6497. */
  6498. static int skill_apply_songs(struct block_list* target, va_list ap)
  6499. {
  6500. int flag = va_arg(ap, int);
  6501. struct block_list* src = va_arg(ap, struct block_list*);
  6502. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6503. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6504. t_tick tick = va_arg(ap, t_tick);
  6505. if (flag & BCT_WOS && src == target)
  6506. return 0;
  6507. if (battle_check_target(src, target, flag) > 0) {
  6508. switch (skill_id) {
  6509. // Attack type songs
  6510. case BA_DISSONANCE:
  6511. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6512. return 1;
  6513. case DC_UGLYDANCE:
  6514. case BD_LULLABY:
  6515. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6516. default: // Buff/Debuff type songs
  6517. if (skill_id == CG_HERMODE && src->id != target->id)
  6518. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6519. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6520. }
  6521. }
  6522. return 0;
  6523. }
  6524. /**
  6525. * Calculate a song's bonus values
  6526. * @param src: Caster
  6527. * @param skill_id: Song skill ID
  6528. * @param skill_lv: Song skill level
  6529. * @param tick: Timer tick
  6530. * @return Number of targets or 0 otherwise
  6531. */
  6532. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6533. {
  6534. nullpo_ret(src);
  6535. if (src->type != BL_PC) {
  6536. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6537. return 0;
  6538. }
  6539. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6540. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6541. return 0;
  6542. }
  6543. map_session_data* sd = BL_CAST(BL_PC, src);
  6544. int flag = BCT_PARTY;
  6545. switch (skill_id) {
  6546. case BD_ROKISWEIL:
  6547. flag = BCT_ENEMY | BCT_WOS;
  6548. break;
  6549. case BD_LULLABY:
  6550. case BD_ETERNALCHAOS:
  6551. case BA_DISSONANCE:
  6552. case DC_UGLYDANCE:
  6553. case DC_DONTFORGETME:
  6554. flag = BCT_ENEMY;
  6555. break;
  6556. case CG_HERMODE:
  6557. flag |= BCT_GUILD;
  6558. break;
  6559. }
  6560. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6561. sd->skill_id_dance = skill_id;
  6562. sd->skill_lv_dance = skill_lv;
  6563. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6564. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6565. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6566. }
  6567. /**
  6568. * Use no-damage skill from 'src' to 'bl
  6569. * @param src Caster
  6570. * @param bl Target of the skill, bl maybe same with src for self skill
  6571. * @param skill_id
  6572. * @param skill_lv
  6573. * @param tick
  6574. * @param flag Various value, &1: Recursive effect
  6575. **/
  6576. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6577. {
  6578. map_session_data *sd, *dstsd;
  6579. struct mob_data *md, *dstmd;
  6580. struct homun_data *hd;
  6581. s_mercenary_data *mer;
  6582. status_change *tsc;
  6583. struct status_change_entry *tsce;
  6584. int i = 0;
  6585. enum sc_type type;
  6586. if(skill_id > 0 && !skill_lv) return 0; // celest
  6587. nullpo_retr(1, src);
  6588. nullpo_retr(1, bl);
  6589. if (src->m != bl->m)
  6590. return 1;
  6591. sd = BL_CAST(BL_PC, src);
  6592. hd = BL_CAST(BL_HOM, src);
  6593. md = BL_CAST(BL_MOB, src);
  6594. mer = BL_CAST(BL_MER, src);
  6595. dstsd = BL_CAST(BL_PC, bl);
  6596. dstmd = BL_CAST(BL_MOB, bl);
  6597. if(bl->prev == nullptr)
  6598. return 1;
  6599. if(status_isdead(*src))
  6600. return 1;
  6601. if( src != bl && status_isdead(*bl) ) {
  6602. switch( skill_id ) { // Skills that may be cast on dead targets
  6603. case NPC_WIDESOULDRAIN:
  6604. case PR_REDEMPTIO:
  6605. case ALL_RESURRECTION:
  6606. case WM_DEADHILLHERE:
  6607. case WE_ONEFOREVER:
  6608. break;
  6609. default:
  6610. return 1;
  6611. }
  6612. }
  6613. status_data* tstatus = status_get_status_data(*bl);
  6614. status_data* sstatus = status_get_status_data(*src);
  6615. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6616. switch (skill_id) {
  6617. case AL_HEAL:
  6618. case ALL_RESURRECTION:
  6619. case PR_ASPERSIO:
  6620. case AB_HIGHNESSHEAL:
  6621. //Apparently only player casted skills can be offensive like this.
  6622. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6623. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6624. //Offensive heal does not works on non-enemies. [Skotlex]
  6625. clif_skill_fail( *sd, skill_id );
  6626. return 0;
  6627. }
  6628. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6629. }
  6630. break;
  6631. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6632. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6633. case MH_STEINWAND: {
  6634. struct block_list *s_src = battle_get_master(src);
  6635. short ret = 0;
  6636. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6637. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6638. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6639. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6640. return ret;
  6641. }
  6642. break;
  6643. default:
  6644. //Skill is actually ground placed.
  6645. if (src == bl && skill_get_unit_id(skill_id))
  6646. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6647. }
  6648. type = skill_get_sc(skill_id);
  6649. tsc = status_get_sc(bl);
  6650. status_change* sc = status_get_sc(src);
  6651. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6652. if (src!=bl && type > SC_NONE &&
  6653. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6654. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6655. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6656. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6657. map_freeblock_lock();
  6658. switch(skill_id)
  6659. {
  6660. case HLIF_HEAL: //[orn]
  6661. case AL_HEAL:
  6662. case AB_HIGHNESSHEAL:
  6663. {
  6664. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6665. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6666. heal = 0;
  6667. if( tsc && tsc->count ) {
  6668. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6669. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6670. status_change_end(bl, SC_KAITE);
  6671. if (src == bl)
  6672. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6673. else {
  6674. bl = src;
  6675. dstsd = sd;
  6676. }
  6677. }
  6678. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6679. heal = 0; //Needed so that it actually displays 0 when healing.
  6680. }
  6681. if (skill_id == AL_HEAL)
  6682. status_change_end(bl, SC_BITESCAR);
  6683. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6684. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6685. heal = ~heal + 1;
  6686. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6687. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6688. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6689. if (heal_get_jobexp <= 0)
  6690. heal_get_jobexp = 1;
  6691. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6692. }
  6693. }
  6694. break;
  6695. case CD_REPARATIO: {
  6696. if (bl->type != BL_PC) { // Only works on players.
  6697. if (sd)
  6698. clif_skill_fail( *sd, skill_id );
  6699. break;
  6700. }
  6701. int heal_amount = 0;
  6702. if (!status_isimmune(bl))
  6703. heal_amount = tstatus->max_hp;
  6704. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6705. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6706. status_heal(bl, heal_amount, 0, 0);
  6707. }
  6708. break;
  6709. case PR_REDEMPTIO:
  6710. if (sd && !(flag&1)) {
  6711. if (sd->status.party_id == 0) {
  6712. clif_skill_fail( *sd, skill_id );
  6713. break;
  6714. }
  6715. skill_area_temp[0] = 0;
  6716. party_foreachsamemap(skill_area_sub,
  6717. sd,skill_get_splash(skill_id, skill_lv),
  6718. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6719. skill_castend_nodamage_id);
  6720. if (skill_area_temp[0] == 0) {
  6721. clif_skill_fail( *sd, skill_id );
  6722. break;
  6723. }
  6724. #ifndef RENEWAL
  6725. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6726. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6727. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6728. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6729. }
  6730. status_set_sp(src, 0, 0);
  6731. #endif
  6732. status_set_hp(src, 1, 0);
  6733. break;
  6734. } else if (!(status_isdead(*bl) && flag&1)) {
  6735. //Invalid target, skip resurrection.
  6736. break;
  6737. }
  6738. //Revive
  6739. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6740. skill_lv = 3; //Resurrection level 3 is used
  6741. [[fallthrough]];
  6742. case ALL_RESURRECTION:
  6743. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6744. { //No reviving in WoE grounds!
  6745. clif_skill_fail( *sd, skill_id );
  6746. break;
  6747. }
  6748. if (!status_isdead(*bl))
  6749. break;
  6750. {
  6751. int per = 0, sper = 0;
  6752. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6753. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6754. break;
  6755. }
  6756. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6757. break;
  6758. switch(skill_lv){
  6759. case 1: per=10; break;
  6760. case 2: per=30; break;
  6761. case 3: per=50; break;
  6762. case 4: per=80; break;
  6763. }
  6764. if(dstsd && dstsd->special_state.restart_full_recover)
  6765. per = sper = 100;
  6766. if (status_revive(bl, per, sper))
  6767. {
  6768. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6769. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6770. {
  6771. t_exp exp = 0,jexp = 0;
  6772. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6773. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6774. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6775. if (exp < 1) exp = 1;
  6776. }
  6777. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6778. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6779. if (jexp < 1) jexp = 1;
  6780. }
  6781. if(exp > 0 || jexp > 0)
  6782. pc_gainexp (sd, bl, exp, jexp, 0);
  6783. }
  6784. }
  6785. }
  6786. break;
  6787. case AL_DECAGI:
  6788. case MER_DECAGI:
  6789. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6790. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6791. break;
  6792. case AL_CRUCIS:
  6793. if (flag&1)
  6794. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6795. else {
  6796. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6797. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6798. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6799. }
  6800. break;
  6801. case SP_SOULCURSE:
  6802. if (flag&1)
  6803. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6804. else {
  6805. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6806. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6807. }
  6808. break;
  6809. case PR_LEXDIVINA:
  6810. case MER_LEXDIVINA:
  6811. if (tsce)
  6812. status_change_end(bl, type);
  6813. else
  6814. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6815. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6816. break;
  6817. case SA_ABRACADABRA:
  6818. if (abra_db.empty()) {
  6819. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6820. break;
  6821. }
  6822. else {
  6823. int abra_skill_id = 0, abra_skill_lv;
  6824. size_t checked = 0, checked_max = abra_db.size() * 3;
  6825. do {
  6826. auto abra_spell = abra_db.random();
  6827. abra_skill_id = abra_spell->skill_id;
  6828. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6829. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6830. break;
  6831. }
  6832. } while (checked++ < checked_max);
  6833. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6834. if( sd )
  6835. {// player-casted
  6836. sd->state.abra_flag = 1;
  6837. sd->skillitem = abra_skill_id;
  6838. sd->skillitemlv = abra_skill_lv;
  6839. sd->skillitem_keep_requirement = false;
  6840. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6841. }
  6842. else
  6843. {// mob-casted
  6844. struct unit_data *ud = unit_bl2ud(src);
  6845. int inf = skill_get_inf(abra_skill_id);
  6846. if (!ud) break;
  6847. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6848. if (src->type == BL_PET)
  6849. bl = (struct block_list*)((TBL_PET*)src)->master;
  6850. if (!bl) bl = src;
  6851. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6852. } else { //Assume offensive skills
  6853. int target_id = 0;
  6854. if (ud->target)
  6855. target_id = ud->target;
  6856. else switch (src->type) {
  6857. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6858. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6859. }
  6860. if (!target_id)
  6861. break;
  6862. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6863. bl = map_id2bl(target_id);
  6864. if (!bl) bl = src;
  6865. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6866. } else
  6867. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6868. }
  6869. }
  6870. }
  6871. break;
  6872. case SA_COMA:
  6873. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6874. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6875. break;
  6876. case SA_FULLRECOVERY:
  6877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6878. if (status_isimmune(bl))
  6879. break;
  6880. status_percent_heal(bl, 100, 100);
  6881. break;
  6882. case NPC_ALLHEAL:
  6883. {
  6884. int heal;
  6885. if( status_isimmune(bl) )
  6886. break;
  6887. heal = status_percent_heal(bl, 100, 0);
  6888. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal, 1);
  6889. if( dstmd )
  6890. { // Reset Damage Logs
  6891. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6892. dstmd->tdmg = 0;
  6893. }
  6894. }
  6895. break;
  6896. case SA_SUMMONMONSTER:
  6897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6898. if (sd)
  6899. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6900. break;
  6901. case SA_LEVELUP:
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. if (sd && pc_nextbaseexp(sd))
  6904. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6905. break;
  6906. case SA_INSTANTDEATH:
  6907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6908. status_kill(src);
  6909. break;
  6910. case SA_QUESTION:
  6911. clif_emotion(src,ET_QUESTION);
  6912. [[fallthrough]];
  6913. case SA_GRAVITY:
  6914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6915. break;
  6916. case SA_CLASSCHANGE:
  6917. case SA_MONOCELL:
  6918. if (dstmd)
  6919. {
  6920. int class_;
  6921. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6922. clif_skill_fail( *sd, skill_id );
  6923. break;
  6924. }
  6925. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6927. mob_class_change(dstmd,class_);
  6928. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6929. 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 };
  6930. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6931. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6932. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6933. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6934. }
  6935. }
  6936. break;
  6937. case SA_DEATH:
  6938. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6939. clif_skill_fail( *sd, skill_id );
  6940. break;
  6941. }
  6942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6943. status_kill(bl);
  6944. break;
  6945. case SA_REVERSEORCISH:
  6946. case ALL_REVERSEORCISH:
  6947. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6948. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6949. break;
  6950. case SA_FORTUNE:
  6951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6952. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6953. break;
  6954. case SA_TAMINGMONSTER:
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6957. pet_catch_process1(sd, dstmd->mob_id);
  6958. }
  6959. break;
  6960. case CR_PROVIDENCE:
  6961. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6962. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6963. clif_skill_fail( *sd, skill_id );
  6964. map_freeblock_unlock();
  6965. return 1;
  6966. }
  6967. }
  6968. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6969. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6970. break;
  6971. case CG_MARIONETTE:
  6972. {
  6973. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6974. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6975. clif_skill_fail( *sd, skill_id );
  6976. map_freeblock_unlock();
  6977. return 1;
  6978. }
  6979. if( sc && tsc )
  6980. {
  6981. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6982. {
  6983. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6984. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6986. }
  6987. else
  6988. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6989. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6990. {
  6991. status_change_end(src, SC_MARIONETTE);
  6992. status_change_end(bl, SC_MARIONETTE2);
  6993. }
  6994. else
  6995. {
  6996. if( sd )
  6997. clif_skill_fail( *sd, skill_id );
  6998. map_freeblock_unlock();
  6999. return 1;
  7000. }
  7001. }
  7002. }
  7003. break;
  7004. case RG_CLOSECONFINE:
  7005. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7006. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7007. break;
  7008. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7009. case SA_FROSTWEAPON:
  7010. case SA_LIGHTNINGLOADER:
  7011. case SA_SEISMICWEAPON:
  7012. if (dstsd && dstsd->status.weapon == W_FIST) {
  7013. if (sd)
  7014. clif_skill_fail( *sd, skill_id );
  7015. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7016. break;
  7017. }
  7018. #ifdef RENEWAL
  7019. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7020. #else
  7021. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7022. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  7023. if (dstsd){
  7024. short index = dstsd->equip_index[EQI_HAND_R];
  7025. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7026. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7027. }
  7028. if (sd)
  7029. clif_skill_fail( *sd, skill_id );
  7030. }
  7031. #endif
  7032. break;
  7033. case PR_ASPERSIO:
  7034. if (sd && dstmd) {
  7035. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7036. break;
  7037. }
  7038. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7039. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7040. break;
  7041. case ITEM_ENCHANTARMS:
  7042. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7043. break;
  7044. case TK_SEVENWIND:
  7045. switch(skill_get_ele(skill_id,skill_lv)) {
  7046. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7047. case ELE_WIND : type = SC_WINDWEAPON; break;
  7048. case ELE_WATER : type = SC_WATERWEAPON; break;
  7049. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7050. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7051. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7052. case ELE_HOLY : type = SC_ASPERSIO; break;
  7053. }
  7054. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7055. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7056. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7057. break;
  7058. case NPC_MOVE_COORDINATE:
  7059. {
  7060. int16 px = bl->x, py = bl->y;
  7061. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7062. return 0;
  7063. }
  7064. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7065. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7066. clif_blown(bl);
  7067. // If caster is not a boss, switch coordinates with the target
  7068. if (status_get_class_(src) != CLASS_BOSS) {
  7069. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7070. return 0;
  7071. }
  7072. clif_blown(src);
  7073. }
  7074. }
  7075. break;
  7076. case NPC_IMMUNE_PROPERTY:
  7077. switch (skill_lv) {
  7078. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7079. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7080. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7081. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7082. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7083. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7084. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7085. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7086. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7087. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7088. }
  7089. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7090. break;
  7091. case PR_KYRIE:
  7092. case MER_KYRIE:
  7093. case SU_TUNAPARTY:
  7094. case SU_GROOMING:
  7095. case SU_CHATTERING:
  7096. case ALL_RAY_OF_PROTECTION:
  7097. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7098. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7099. break;
  7100. //Passive Magnum, should had been casted on yourself.
  7101. case SM_MAGNUM:
  7102. case MS_MAGNUM:
  7103. skill_area_temp[1] = 0;
  7104. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7105. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7106. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  7107. // Initiate 20% of your damage becomes fire element.
  7108. #ifdef RENEWAL
  7109. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7110. #else
  7111. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7112. #endif
  7113. break;
  7114. case MH_BLAZING_AND_FURIOUS:
  7115. case TK_JUMPKICK:
  7116. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7117. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7118. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7119. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7120. clif_blown(src);
  7121. }
  7122. }else if( sd ){
  7123. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7124. }
  7125. break;
  7126. case PR_BENEDICTIO:
  7127. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7128. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7129. break;
  7130. case AL_INCAGI:
  7131. case AL_BLESSING:
  7132. case MER_INCAGI:
  7133. case MER_BLESSING:
  7134. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7135. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7136. if (tstatus->hp > 1)
  7137. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7138. break;
  7139. }
  7140. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7141. break;
  7142. case CR_REFLECTSHIELD:
  7143. case MS_REFLECTSHIELD:
  7144. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7145. if (sd)
  7146. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7147. break;
  7148. }
  7149. [[fallthrough]];
  7150. case PR_SLOWPOISON:
  7151. case PR_LEXAETERNA:
  7152. #ifndef RENEWAL
  7153. case PR_IMPOSITIO:
  7154. case PR_SUFFRAGIUM:
  7155. #endif
  7156. case LK_BERSERK:
  7157. case MS_BERSERK:
  7158. case KN_TWOHANDQUICKEN:
  7159. case KN_ONEHAND:
  7160. case MER_QUICKEN:
  7161. case CR_SPEARQUICKEN:
  7162. case AS_POISONREACT:
  7163. #ifndef RENEWAL
  7164. case MC_LOUD:
  7165. #endif
  7166. case MG_ENERGYCOAT:
  7167. case MO_EXPLOSIONSPIRITS:
  7168. case MO_STEELBODY:
  7169. case MO_BLADESTOP:
  7170. case LK_AURABLADE:
  7171. case LK_PARRYING:
  7172. case MS_PARRYING:
  7173. case LK_CONCENTRATION:
  7174. #ifdef RENEWAL
  7175. case HP_BASILICA:
  7176. #endif
  7177. case WS_CARTBOOST:
  7178. case SN_SIGHT:
  7179. case WS_MELTDOWN:
  7180. case WS_OVERTHRUSTMAX:
  7181. case ST_REJECTSWORD:
  7182. case HW_MAGICPOWER:
  7183. case PF_MEMORIZE:
  7184. case PA_SACRIFICE:
  7185. case PF_DOUBLECASTING:
  7186. case SG_SUN_COMFORT:
  7187. case SG_MOON_COMFORT:
  7188. case SG_STAR_COMFORT:
  7189. case GS_MADNESSCANCEL:
  7190. case GS_ADJUSTMENT:
  7191. case GS_INCREASING:
  7192. #ifdef RENEWAL
  7193. case GS_MAGICALBULLET:
  7194. #endif
  7195. case NJ_KASUMIKIRI:
  7196. case NJ_UTSUSEMI:
  7197. case NJ_NEN:
  7198. case NPC_DEFENDER:
  7199. case NPC_MAGICMIRROR:
  7200. case ST_PRESERVE:
  7201. case NPC_KEEPING:
  7202. case NPC_WEAPONBRAKER:
  7203. case NPC_BARRIER:
  7204. case NPC_INVINCIBLE:
  7205. case RK_DEATHBOUND:
  7206. case AB_EXPIATIO:
  7207. case AB_DUPLELIGHT:
  7208. case AB_SECRAMENT:
  7209. case AB_OFFERTORIUM:
  7210. case NC_ACCELERATION:
  7211. case NC_HOVERING:
  7212. case NC_SHAPESHIFT:
  7213. case WL_MARSHOFABYSS:
  7214. case WL_RECOGNIZEDSPELL:
  7215. case GC_VENOMIMPRESS:
  7216. case SC_DEADLYINFECT:
  7217. case LG_EXEEDBREAK:
  7218. case LG_PRESTIGE:
  7219. case LG_INSPIRATION:
  7220. case SR_CRESCENTELBOW:
  7221. case SR_LIGHTNINGWALK:
  7222. case GN_CARTBOOST:
  7223. case GN_BLOOD_SUCKER:
  7224. case GN_HELLS_PLANT:
  7225. case KO_MEIKYOUSISUI:
  7226. case ALL_ODINS_POWER:
  7227. case ALL_FULL_THROTTLE:
  7228. case RA_UNLIMIT:
  7229. case WL_TELEKINESIS_INTENSE:
  7230. case RL_HEAT_BARREL:
  7231. case RL_P_ALTER:
  7232. case RL_E_CHAIN:
  7233. case SU_FRESHSHRIMP:
  7234. case SU_ARCLOUSEDASH:
  7235. case NPC_MAXPAIN:
  7236. case NPC_KILLING_AURA:
  7237. case SP_SOULREAPER:
  7238. case SJ_LIGHTOFMOON:
  7239. case SJ_LIGHTOFSTAR:
  7240. case SJ_FALLINGSTAR:
  7241. case SJ_LIGHTOFSUN:
  7242. case SJ_BOOKOFDIMENSION:
  7243. case NPC_HALLUCINATIONWALK:
  7244. case DK_CHARGINGPIERCE:
  7245. case DK_VIGOR:
  7246. case AG_CLIMAX:
  7247. case IQ_POWERFUL_FAITH:
  7248. case IQ_FIRM_FAITH:
  7249. case IQ_SINCERE_FAITH:
  7250. case IQ_FIRST_FAITH_POWER:
  7251. case IQ_JUDGE:
  7252. case IQ_THIRD_EXOR_FLAME:
  7253. case IG_REBOUND_SHIELD:
  7254. case IG_HOLY_SHIELD:
  7255. case CD_ARGUTUS_VITA:
  7256. case CD_ARGUTUS_TELUM:
  7257. case CD_PRESENS_ACIES:
  7258. case CD_RELIGIO:
  7259. case CD_BENEDICTUM:
  7260. case SHC_SHADOW_EXCEED:
  7261. case SHC_POTENT_VENOM:
  7262. case SHC_ENCHANTING_SHADOW:
  7263. case MT_D_MACHINE:
  7264. case ABC_ABYSS_SLAYER:
  7265. case WH_WIND_SIGN:
  7266. case WH_CALAMITYGALE:
  7267. case BO_RESEARCHREPORT:
  7268. case TR_MYSTIC_SYMPHONY:
  7269. case TR_KVASIR_SONATA:
  7270. case EM_SPELL_ENCHANTING:
  7271. case NPC_DAMAGE_HEAL:
  7272. case NPC_RELIEVE_ON:
  7273. case NPC_RELIEVE_OFF:
  7274. case HN_BREAKINGLIMIT:
  7275. case HN_RULEBREAK:
  7276. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7277. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7278. break;
  7279. case NPC_GRADUAL_GRAVITY:
  7280. case NPC_DEADLYCURSE:
  7281. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7283. break;
  7284. case NPC_ALL_STAT_DOWN:
  7285. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7286. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7287. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7288. break;
  7289. // EDP also give +25% WATK poison pseudo element to user.
  7290. case ASC_EDP:
  7291. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7292. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7293. #ifdef RENEWAL
  7294. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7295. #else
  7296. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7297. #endif
  7298. break;
  7299. case LG_SHIELDSPELL:
  7300. if (skill_lv == 1)
  7301. type = SC_SHIELDSPELL_HP;
  7302. else if (skill_lv == 2)
  7303. type = SC_SHIELDSPELL_SP;
  7304. else
  7305. type = SC_SHIELDSPELL_ATK;
  7306. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7307. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7308. break;
  7309. case DK_SERVANTWEAPON:
  7310. case ABC_FROM_THE_ABYSS:
  7311. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7312. break;
  7313. case TR_SOUNDBLEND:
  7314. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7315. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7316. break;
  7317. case AG_VIOLENT_QUAKE:
  7318. case AG_ALL_BLOOM:
  7319. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7320. break;
  7321. case AG_DESTRUCTIVE_HURRICANE:
  7322. case AG_CRYSTAL_IMPACT:
  7323. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7324. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7325. } else {
  7326. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7327. if (sc && sc->getSCE(SC_CLIMAX))
  7328. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7329. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7330. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7331. splash_size = 9; // 19x19
  7332. else if(skill_id == AG_CRYSTAL_IMPACT)
  7333. splash_size = 7; // 15x15
  7334. }
  7335. skill_area_temp[1] = 0;
  7336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7337. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7338. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7339. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7340. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7341. else {
  7342. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7343. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7344. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7345. }
  7346. }
  7347. break;
  7348. case CD_MEDIALE_VOTUM:
  7349. case CD_DILECTIO_HEAL:
  7350. if (flag & 1) {
  7351. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7352. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7353. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7354. status_heal(bl, heal_amount, 0, 0);
  7355. } else if (sd)
  7356. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7357. } else {
  7358. if (skill_id == CD_MEDIALE_VOTUM)
  7359. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7360. else { // Dilectio Heal
  7361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7362. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7363. }
  7364. }
  7365. break;
  7366. case CD_COMPETENTIA:
  7367. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7368. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7369. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7370. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7371. status_heal(bl, hp_amount, 0, 0);
  7372. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7373. status_heal(bl, 0, sp_amount, 0);
  7374. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7375. } else if (sd)
  7376. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7377. break;
  7378. case BO_ADVANCE_PROTECTION:
  7379. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7380. clif_skill_fail( *sd, skill_id );
  7381. map_freeblock_unlock(); // Don't consume item requirements
  7382. return 0;
  7383. }
  7384. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7385. break;
  7386. case EM_ACTIVITY_BURN:
  7387. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7388. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7390. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7391. } else if (sd)
  7392. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7393. break;
  7394. case EM_INCREASING_ACTIVITY:
  7395. if (bl->type == BL_PC) {
  7396. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7397. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7398. } else if (sd)
  7399. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7400. break;
  7401. case SJ_GRAVITYCONTROL: {
  7402. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7403. if (bl->type == BL_PC)
  7404. fall_damage += dstsd->weight / 10 - tstatus->def;
  7405. else // Monster's don't have weight. Put something in its place.
  7406. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7407. fall_damage = max(1, fall_damage);
  7408. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7409. }
  7410. break;
  7411. case NPC_HALLUCINATION:
  7412. case NPC_HELLPOWER:
  7413. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7414. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7415. break;
  7416. case KN_AUTOCOUNTER:
  7417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7418. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7419. break;
  7420. case SO_STRIKING:
  7421. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7422. int bonus = 0;
  7423. if (dstsd) {
  7424. short index = dstsd->equip_index[EQI_HAND_R];
  7425. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7426. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7427. }
  7428. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7429. } else if (sd)
  7430. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7431. break;
  7432. case NPC_STOP:
  7433. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7434. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7435. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7436. break;
  7437. case HP_ASSUMPTIO:
  7438. if( sd && dstmd )
  7439. clif_skill_fail( *sd, skill_id );
  7440. else
  7441. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7442. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7443. break;
  7444. case MG_SIGHT:
  7445. case MER_SIGHT:
  7446. case AL_RUWACH:
  7447. case WZ_SIGHTBLASTER:
  7448. case NPC_WIDESIGHT:
  7449. case NPC_STONESKIN:
  7450. case NPC_ANTIMAGIC:
  7451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7452. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7453. break;
  7454. case HLIF_AVOID:
  7455. case HAMI_DEFENCE:
  7456. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7457. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7458. break;
  7459. case NJ_BUNSINJYUTSU:
  7460. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7461. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7462. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7463. status_change_end(bl, SC_NEN);
  7464. break;
  7465. /* Was modified to only affect targetted char. [Skotlex]
  7466. case HP_ASSUMPTIO:
  7467. if (flag&1)
  7468. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7469. else
  7470. {
  7471. map_foreachinallrange(skill_area_sub, bl,
  7472. skill_get_splash(skill_id, skill_lv), BL_PC,
  7473. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7474. skill_castend_nodamage_id);
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7476. }
  7477. break;
  7478. */
  7479. case SM_ENDURE:
  7480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7481. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7482. break;
  7483. case AS_ENCHANTPOISON:
  7484. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7485. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7486. }else{
  7487. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7488. if( sd != nullptr ){
  7489. clif_skill_fail( *sd, skill_id );
  7490. }
  7491. }
  7492. break;
  7493. case LK_TENSIONRELAX:
  7494. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7495. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7496. skill_get_time(skill_id,skill_lv)));
  7497. break;
  7498. case MC_CHANGECART:
  7499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7500. break;
  7501. case MC_CARTDECORATE:
  7502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7503. if( sd ) {
  7504. clif_SelectCart(sd);
  7505. }
  7506. break;
  7507. case TK_MISSION:
  7508. if (sd) {
  7509. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7510. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7511. clif_skill_fail( *sd, skill_id );
  7512. break;
  7513. }
  7514. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7515. if (!id) {
  7516. clif_skill_fail( *sd, skill_id );
  7517. break;
  7518. }
  7519. sd->mission_mobid = id;
  7520. sd->mission_count = 0;
  7521. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7522. clif_mission_info(sd, id, 0);
  7523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7524. }
  7525. break;
  7526. case AC_CONCENTRATION:
  7527. {
  7528. int splash = skill_get_splash(skill_id, skill_lv);
  7529. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7530. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7531. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7532. map_foreachinallrange( status_change_timer_sub, src,
  7533. splash, BL_CHAR, src, nullptr, type, tick);
  7534. }
  7535. break;
  7536. case SM_PROVOKE:
  7537. case SM_SELFPROVOKE:
  7538. case MER_PROVOKE:
  7539. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7540. map_freeblock_unlock();
  7541. return 1;
  7542. }
  7543. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7544. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7545. {
  7546. if( sd )
  7547. clif_skill_fail( *sd, skill_id );
  7548. map_freeblock_unlock();
  7549. return 0;
  7550. }
  7551. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7552. unit_skillcastcancel(bl, 2);
  7553. if( dstmd )
  7554. {
  7555. dstmd->state.provoke_flag = src->id;
  7556. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7557. }
  7558. // Provoke can cause Coma even though it's a nodamage skill
  7559. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7560. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7561. break;
  7562. case ML_DEVOTION:
  7563. case CR_DEVOTION:
  7564. {
  7565. int count, lv;
  7566. if( !dstsd || (!sd && !mer) )
  7567. { // Only players can be devoted
  7568. if( sd )
  7569. clif_skill_fail( *sd, skill_id );
  7570. break;
  7571. }
  7572. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7573. lv = -lv;
  7574. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7575. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7576. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7577. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7578. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7579. {
  7580. if( sd )
  7581. clif_skill_fail( *sd, skill_id );
  7582. map_freeblock_unlock();
  7583. return 1;
  7584. }
  7585. i = 0;
  7586. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7587. if( sd )
  7588. { // Player Devoting Player
  7589. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7590. if( i == count )
  7591. {
  7592. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7593. if( i == count )
  7594. { // No free slots, skill Fail
  7595. clif_skill_fail( *sd, skill_id );
  7596. map_freeblock_unlock();
  7597. return 1;
  7598. }
  7599. }
  7600. sd->devotion[i] = bl->id;
  7601. }
  7602. else
  7603. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7604. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7605. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7606. clif_devotion(src, nullptr);
  7607. }
  7608. break;
  7609. case SP_SOULUNITY: {
  7610. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7611. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7612. if (!dstsd || !sd) { // Only put player's souls in unity.
  7613. if (sd)
  7614. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7615. break;
  7616. }
  7617. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7618. if (sd)
  7619. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7620. map_freeblock_unlock();
  7621. return 1;
  7622. }
  7623. if (sd) { // Unite player's soul with caster's soul.
  7624. i = 0;
  7625. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7626. if (i == count) {
  7627. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7628. if(i == count) { // No more free slots? Fail the skill.
  7629. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7630. map_freeblock_unlock();
  7631. return 1;
  7632. }
  7633. }
  7634. sd->united_soul[i] = bl->id;
  7635. }
  7636. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7637. } else if (sd)
  7638. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7639. }
  7640. break;
  7641. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7642. // Only players and monsters can be marked....I think??? [Rytech]
  7643. // Lets only allow players and monsters to use this skill for safety reasons.
  7644. if ((!dstsd && !dstmd) || !sd && !md) {
  7645. if (sd)
  7646. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7647. break;
  7648. }
  7649. // Check if the target is already marked by another source.
  7650. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7651. if (sd)
  7652. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7653. map_freeblock_unlock();
  7654. return 1;
  7655. }
  7656. // Mark the target.
  7657. if( sd ){
  7658. int8 count = MAX_SERVANT_SIGN;
  7659. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7660. if (i == count) {
  7661. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7662. if (i == count) { // Max number of targets marked. Fail the skill.
  7663. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7664. map_freeblock_unlock();
  7665. return 1;
  7666. }
  7667. // Add the ID of the marked target to the player's sign list.
  7668. sd->servant_sign[i] = bl->id;
  7669. }
  7670. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7671. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7672. } else if (md) // Monster's cant track with this skill. Just give the status.
  7673. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7674. break;
  7675. case MO_CALLSPIRITS:
  7676. if(sd) {
  7677. int limit = skill_lv;
  7678. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7679. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7681. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7682. }
  7683. break;
  7684. case CH_SOULCOLLECT:
  7685. if(sd) {
  7686. int limit = 5;
  7687. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7688. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7689. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7690. for (i = 0; i < limit; i++)
  7691. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7692. }
  7693. break;
  7694. case MO_KITRANSLATION:
  7695. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7696. //Require will define how many spiritballs will be transferred
  7697. struct s_skill_condition require;
  7698. require = skill_get_requirement(sd,skill_id,skill_lv);
  7699. pc_delspiritball(sd,require.spiritball,0);
  7700. for (i = 0; i < require.spiritball; i++)
  7701. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7702. } else {
  7703. if(sd)
  7704. clif_skill_fail( *sd, skill_id );
  7705. map_freeblock_unlock();
  7706. return 0;
  7707. }
  7708. break;
  7709. case TK_TURNKICK:
  7710. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7711. if (skill_area_temp[1] != bl->id) {
  7712. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7713. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7714. }
  7715. break;
  7716. case MO_ABSORBSPIRITS:
  7717. i = 0;
  7718. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7719. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7720. if (dstsd->spiritball > 0) {
  7721. i = dstsd->spiritball * 7;
  7722. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7723. }
  7724. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7725. i += dstsd->spiritcharm * 7;
  7726. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7727. }
  7728. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7729. i = 2 * dstmd->level;
  7730. mob_target(dstmd,src,0);
  7731. } else {
  7732. if (sd)
  7733. clif_skill_fail( *sd, skill_id );
  7734. break;
  7735. }
  7736. if (i) status_heal(src, 0, i, 3);
  7737. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7738. break;
  7739. case AC_MAKINGARROW:
  7740. if( sd != nullptr ){
  7741. clif_arrow_create_list( *sd );
  7742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7743. }
  7744. break;
  7745. case AM_PHARMACY:
  7746. if(sd) {
  7747. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  7748. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7749. }
  7750. break;
  7751. case SA_CREATECON:
  7752. if( sd != nullptr ){
  7753. clif_elementalconverter_list( *sd );
  7754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7755. }
  7756. break;
  7757. case BS_HAMMERFALL:
  7758. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7759. break;
  7760. case RG_RAID:
  7761. skill_area_temp[1] = 0;
  7762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7763. map_foreachinrange(skill_area_sub, bl,
  7764. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7765. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7766. skill_castend_damage_id);
  7767. status_change_end(src, SC_HIDING);
  7768. break;
  7769. //List of self skills that give damage around caster
  7770. case ASC_METEORASSAULT:
  7771. case GS_SPREADATTACK:
  7772. case RK_WINDCUTTER:
  7773. case RK_STORMBLAST:
  7774. case NC_AXETORNADO:
  7775. case GC_COUNTERSLASH:
  7776. case SR_SKYNETBLOW:
  7777. case SR_RAMPAGEBLASTER:
  7778. case SR_HOWLINGOFLION:
  7779. case LG_CANNONSPEAR:
  7780. case LG_OVERBRAND:
  7781. case NPC_RAYOFGENESIS:
  7782. case LG_RAYOFGENESIS:
  7783. case MH_THE_ONE_FIGHTER_RISES:
  7784. case MH_HEILIGE_PFERD:
  7785. case KO_HAPPOKUNAI:
  7786. case RL_FIREDANCE:
  7787. case RL_R_TRIP:
  7788. case SJ_FULLMOONKICK:
  7789. case SJ_NEWMOONKICK:
  7790. case SJ_SOLARBURST:
  7791. case SJ_STAREMPEROR:
  7792. case SJ_FALLINGSTAR_ATK:
  7793. case DK_SERVANT_W_DEMOL:
  7794. case AG_FROZEN_SLASH:
  7795. case IQ_OLEUM_SANCTUM:
  7796. case IQ_MASSIVE_F_BLASTER:
  7797. case IQ_EXPOSION_BLASTER:
  7798. case SHC_IMPACT_CRATER:
  7799. case MT_AXE_STOMP:
  7800. case MT_MIGHTY_SMASH:
  7801. case ABC_ABYSS_DAGGER:
  7802. case BO_EXPLOSIVE_POWDER:
  7803. {
  7804. int starget = BL_CHAR|BL_SKILL;
  7805. if (skill_id == SR_HOWLINGOFLION)
  7806. starget = splash_target(src);
  7807. if (skill_id == SJ_NEWMOONKICK) {
  7808. if (tsce) {
  7809. status_change_end(bl, type);
  7810. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7811. break;
  7812. } else
  7813. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7814. }
  7815. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7816. if (sd) {
  7817. // Remove old shields if any exist.
  7818. pc_delspiritball(sd, sd->spiritball, 0);
  7819. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7820. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7821. }
  7822. status_change_end(src, SC_DIMENSION);
  7823. }
  7824. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7825. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7826. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7827. hom_addspiritball(hd, MAX_SPIRITBALL);
  7828. }
  7829. skill_area_temp[1] = 0;
  7830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7831. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7832. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7833. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7834. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7835. }
  7836. break;
  7837. case SHC_DANCING_KNIFE:
  7838. if (flag & 1) {
  7839. skill_area_temp[1] = 0;
  7840. // Note: doesn't force player to stand before attacking
  7841. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7842. } else {
  7843. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7844. }
  7845. break;
  7846. case MT_A_MACHINE:
  7847. if (flag & 1) {
  7848. skill_area_temp[1] = 0;
  7849. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7850. pc_setstand(sd, true);
  7851. skill_sit(sd, false);
  7852. }
  7853. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7854. } else {
  7855. if (dstsd) {
  7856. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7857. if (lv > battle_config.attack_machine_level_difference) {
  7858. if (sd)
  7859. clif_skill_fail( *sd, skill_id );
  7860. map_freeblock_unlock();
  7861. return 0;
  7862. }
  7863. }
  7864. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7865. }
  7866. break;
  7867. case EM_ELEMENTAL_BUSTER: {
  7868. if (sd == nullptr)
  7869. break;
  7870. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7871. clif_skill_fail( *sd, skill_id );
  7872. map_freeblock_unlock();
  7873. return 0;
  7874. }
  7875. uint16 buster_element;
  7876. switch (sd->ed->elemental.class_) {
  7877. case ELEMENTALID_ARDOR:
  7878. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7879. break;
  7880. case ELEMENTALID_DILUVIO:
  7881. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7882. break;
  7883. case ELEMENTALID_PROCELLA:
  7884. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7885. break;
  7886. case ELEMENTALID_TERREMOTUS:
  7887. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7888. break;
  7889. case ELEMENTALID_SERPENS:
  7890. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7891. break;
  7892. }
  7893. skill_area_temp[1] = 0;
  7894. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7895. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7896. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7897. }
  7898. break;
  7899. case NPC_IGNITIONBREAK:
  7900. case RK_IGNITIONBREAK:
  7901. skill_area_temp[1] = 0;
  7902. #if PACKETVER >= 20180207
  7903. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7904. #else
  7905. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7906. #endif
  7907. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7908. break;
  7909. case SR_TIGERCANNON:
  7910. case SR_WINDMILL:
  7911. case GN_CART_TORNADO:
  7912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7913. [[fallthrough]];
  7914. case SR_EARTHSHAKER:
  7915. case NC_INFRAREDSCAN:
  7916. case NPC_VAMPIRE_GIFT:
  7917. case NPC_HELLJUDGEMENT:
  7918. case NPC_HELLJUDGEMENT2:
  7919. case NPC_PULSESTRIKE:
  7920. case LG_MOONSLASHER:
  7921. case NPC_WIDECRITICALWOUND:
  7922. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7923. break;
  7924. #ifdef RENEWAL
  7925. case KN_BRANDISHSPEAR:
  7926. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7927. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7928. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7929. skill_castend_damage_id);
  7930. break;
  7931. #else
  7932. case KN_BRANDISHSPEAR:
  7933. #endif
  7934. case ML_BRANDISH:
  7935. skill_area_temp[1] = bl->id;
  7936. if(skill_lv >= 10)
  7937. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7938. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7939. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7940. skill_castend_damage_id);
  7941. if(skill_lv >= 7)
  7942. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7943. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7944. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7945. skill_castend_damage_id);
  7946. if(skill_lv >= 4)
  7947. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7948. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7949. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7950. skill_castend_damage_id);
  7951. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7952. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7953. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7954. skill_castend_damage_id);
  7955. break;
  7956. case WZ_SIGHTRASHER:
  7957. //Passive side of the attack.
  7958. status_change_end(src, SC_SIGHT);
  7959. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7960. map_foreachinshootrange(skill_area_sub,src,
  7961. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7962. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7963. skill_castend_damage_id);
  7964. break;
  7965. case WZ_FROSTNOVA:
  7966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7967. skill_area_temp[1] = 0;
  7968. map_foreachinshootrange(skill_attack_area, src,
  7969. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7970. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7971. break;
  7972. case HVAN_EXPLOSION: //[orn]
  7973. case NPC_SELFDESTRUCTION:
  7974. //Self Destruction hits everyone in range (allies+enemies)
  7975. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7976. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7977. BCT_ENEMY:BCT_ALL;
  7978. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7979. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7980. map_foreachinshootrange(skill_area_sub, bl,
  7981. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7982. src, skill_id, skill_lv, tick, flag|i,
  7983. skill_castend_damage_id);
  7984. if(map_addblock(src)) {
  7985. map_freeblock_unlock();
  7986. return 1;
  7987. }
  7988. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7989. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7990. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  7991. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7992. clif_send_homdata( hd, SP_INTIMATE );
  7993. }
  7994. break;
  7995. case AL_ANGELUS:
  7996. #ifdef RENEWAL
  7997. case PR_SUFFRAGIUM:
  7998. case PR_IMPOSITIO:
  7999. #endif
  8000. case PR_MAGNIFICAT:
  8001. case PR_GLORIA:
  8002. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8003. // Animations don't play when outside visible range
  8004. if (check_distance_bl(src, bl, AREA_SIZE))
  8005. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  8006. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8007. }
  8008. else if (sd)
  8009. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  8010. break;
  8011. #ifdef RENEWAL
  8012. case MC_LOUD:
  8013. #endif
  8014. case SN_WINDWALK:
  8015. case CASH_BLESSING:
  8016. case CASH_INCAGI:
  8017. case CASH_ASSUMPTIO:
  8018. case WM_FRIGG_SONG:
  8019. case NV_HELPANGEL:
  8020. case IG_GUARDIAN_SHIELD:
  8021. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8022. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8023. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8024. else if (sd)
  8025. {
  8026. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8027. status_set_hp(src, 1, 0);
  8028. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8029. }
  8030. break;
  8031. case MER_MAGNIFICAT:
  8032. if( mer != nullptr )
  8033. {
  8034. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8035. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8036. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8037. else if( mer->master && !(flag&1) )
  8038. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8039. }
  8040. break;
  8041. case BS_ADRENALINE:
  8042. case BS_ADRENALINE2:
  8043. case BS_WEAPONPERFECT:
  8044. case BS_OVERTHRUST:
  8045. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8046. int weapontype = skill_get_weapontype(skill_id);
  8047. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8048. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8049. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8050. }
  8051. } else if (sd) {
  8052. party_foreachsamemap(skill_area_sub,
  8053. sd,skill_get_splash(skill_id, skill_lv),
  8054. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8055. skill_castend_nodamage_id);
  8056. }
  8057. break;
  8058. case BS_MAXIMIZE:
  8059. case NV_TRICKDEAD:
  8060. case CR_DEFENDER:
  8061. case ML_DEFENDER:
  8062. case CR_AUTOGUARD:
  8063. case ML_AUTOGUARD:
  8064. case TK_READYSTORM:
  8065. case TK_READYDOWN:
  8066. case TK_READYTURN:
  8067. case TK_READYCOUNTER:
  8068. case TK_DODGE:
  8069. case CR_SHRINK:
  8070. case SG_FUSION:
  8071. case GS_GATLINGFEVER:
  8072. case SJ_LUNARSTANCE:
  8073. case SJ_STARSTANCE:
  8074. case SJ_UNIVERSESTANCE:
  8075. case SJ_SUNSTANCE:
  8076. case SP_SOULCOLLECT:
  8077. case IG_GUARD_STANCE:
  8078. case IG_ATTACK_STANCE:
  8079. if( tsce )
  8080. {
  8081. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8082. map_freeblock_unlock();
  8083. return 0;
  8084. }
  8085. if( skill_id == SP_SOULCOLLECT ){
  8086. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8087. }else{
  8088. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8089. }
  8090. break;
  8091. case SL_KAITE:
  8092. case SL_KAAHI:
  8093. case SL_KAIZEL:
  8094. case SL_KAUPE:
  8095. case SP_KAUTE:
  8096. if (sd) {
  8097. if (!dstsd || !(
  8098. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8099. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8100. dstsd->status.char_id == sd->status.char_id ||
  8101. dstsd->status.char_id == sd->status.partner_id ||
  8102. dstsd->status.char_id == sd->status.child ||
  8103. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8104. )) {
  8105. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8106. clif_skill_fail( *sd, skill_id );
  8107. break;
  8108. }
  8109. }
  8110. if (skill_id == SP_KAUTE) {
  8111. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8112. if (sd)
  8113. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8114. break;
  8115. }
  8116. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8117. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8118. } else
  8119. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8120. break;
  8121. case SM_AUTOBERSERK:
  8122. case MER_AUTOBERSERK:
  8123. if( tsce )
  8124. i = status_change_end(bl, type);
  8125. else
  8126. i = sc_start(src,bl,type,100,skill_lv,60000);
  8127. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8128. break;
  8129. case TF_HIDING:
  8130. case ST_CHASEWALK:
  8131. case KO_YAMIKUMO:
  8132. if (tsce)
  8133. {
  8134. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8135. map_freeblock_unlock();
  8136. return 0;
  8137. }
  8138. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8139. break;
  8140. case TK_RUN:
  8141. if (tsce)
  8142. {
  8143. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8144. map_freeblock_unlock();
  8145. return 0;
  8146. }
  8147. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8148. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8149. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8150. break;
  8151. case AS_CLOAKING:
  8152. case GC_CLOAKINGEXCEED:
  8153. case LG_FORCEOFVANGUARD:
  8154. case SC_REPRODUCE:
  8155. case SC_INVISIBILITY:
  8156. case RA_CAMOUFLAGE:
  8157. if (tsce) {
  8158. i = status_change_end(bl, type);
  8159. if( i )
  8160. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8161. else if( sd )
  8162. clif_skill_fail( *sd, skill_id );
  8163. map_freeblock_unlock();
  8164. return 0;
  8165. }
  8166. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8167. if( i )
  8168. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8169. else if( sd )
  8170. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8171. break;
  8172. case CG_SPECIALSINGER:
  8173. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8174. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8175. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8176. }
  8177. break;
  8178. case BD_ADAPTATION:
  8179. #ifdef RENEWAL
  8180. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8181. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8182. #else
  8183. if(tsc && tsc->getSCE(SC_DANCING)){
  8184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8185. status_change_end(bl, SC_DANCING);
  8186. }
  8187. #endif
  8188. break;
  8189. case BA_FROSTJOKER:
  8190. case DC_SCREAM:
  8191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8192. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8193. if (md) {
  8194. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8195. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8196. char temp[70];
  8197. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8198. clif_disp_overhead(&md->bl,temp);
  8199. }
  8200. break;
  8201. case BA_PANGVOICE:
  8202. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8203. #ifdef RENEWAL
  8204. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8205. #endif
  8206. break;
  8207. case DC_WINKCHARM:
  8208. if( dstsd ) {
  8209. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8210. #ifdef RENEWAL
  8211. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8212. #endif
  8213. } else
  8214. if( dstmd )
  8215. {
  8216. if( status_get_lv(src) > status_get_lv(bl)
  8217. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8218. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8219. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8220. else
  8221. {
  8222. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8223. if(sd) clif_skill_fail( *sd, skill_id );
  8224. }
  8225. }
  8226. break;
  8227. #ifdef RENEWAL
  8228. case BD_LULLABY:
  8229. case BD_RICHMANKIM:
  8230. case BD_ETERNALCHAOS:
  8231. case BD_DRUMBATTLEFIELD:
  8232. case BD_RINGNIBELUNGEN:
  8233. case BD_ROKISWEIL:
  8234. case BD_INTOABYSS:
  8235. case BD_SIEGFRIED:
  8236. case BA_DISSONANCE:
  8237. case BA_POEMBRAGI:
  8238. case BA_WHISTLE:
  8239. case BA_ASSASSINCROSS:
  8240. case BA_APPLEIDUN:
  8241. case DC_UGLYDANCE:
  8242. case DC_HUMMING:
  8243. case DC_DONTFORGETME:
  8244. case DC_FORTUNEKISS:
  8245. case DC_SERVICEFORYOU:
  8246. skill_castend_song(src, skill_id, skill_lv, tick);
  8247. break;
  8248. #endif
  8249. case TF_STEAL:
  8250. if(sd) {
  8251. if(pc_steal_item(sd,bl,skill_lv))
  8252. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8253. else
  8254. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8255. }
  8256. break;
  8257. case RG_STEALCOIN:
  8258. if(sd) {
  8259. if(pc_steal_coin(sd,bl))
  8260. {
  8261. dstmd->state.provoke_flag = src->id;
  8262. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8264. }
  8265. else
  8266. clif_skill_fail( *sd, skill_id );
  8267. }
  8268. break;
  8269. case MG_STONECURSE:
  8270. {
  8271. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8272. if (sd)
  8273. clif_skill_fail( *sd, skill_id );
  8274. break;
  8275. }
  8276. if(status_isimmune(bl) || !tsc)
  8277. break;
  8278. int32 brate = 0;
  8279. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8280. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8281. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8283. else if(sd) {
  8284. clif_skill_fail( *sd, skill_id );
  8285. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8286. if (skill_lv > 5)
  8287. { // not to consume items
  8288. map_freeblock_unlock();
  8289. return 0;
  8290. }
  8291. }
  8292. }
  8293. break;
  8294. case NV_FIRSTAID:
  8295. clif_skill_nodamage(src,bl,skill_id,5,1);
  8296. status_heal(bl,5,0,0);
  8297. break;
  8298. case AL_CURE:
  8299. if(status_isimmune(bl)) {
  8300. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8301. break;
  8302. }
  8303. status_change_end(bl, SC_SILENCE);
  8304. status_change_end(bl, SC_BLIND);
  8305. status_change_end(bl, SC_CONFUSION);
  8306. status_change_end(bl, SC_BITESCAR);
  8307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8308. break;
  8309. case TF_DETOXIFY:
  8310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8311. status_change_end(bl, SC_POISON);
  8312. status_change_end(bl, SC_DPOISON);
  8313. break;
  8314. case PR_STRECOVERY:
  8315. if(status_isimmune(bl)) {
  8316. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8317. break;
  8318. }
  8319. if (tsc) {
  8320. status_change_end(bl, SC_FREEZE);
  8321. status_change_end(bl, SC_STONEWAIT);
  8322. status_change_end(bl, SC_STONE);
  8323. status_change_end(bl, SC_SLEEP);
  8324. status_change_end(bl, SC_STUN);
  8325. status_change_end(bl, SC_WHITEIMPRISON);
  8326. status_change_end(bl, SC_STASIS);
  8327. status_change_end(bl, SC_NETHERWORLD);
  8328. }
  8329. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8330. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8332. if(dstmd)
  8333. mob_unlocktarget(dstmd,tick);
  8334. break;
  8335. // Mercenary Supportive Skills
  8336. case MER_BENEDICTION:
  8337. status_change_end(bl, SC_CURSE);
  8338. status_change_end(bl, SC_BLIND);
  8339. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8340. break;
  8341. case MER_COMPRESS:
  8342. status_change_end(bl, SC_BLEEDING);
  8343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8344. break;
  8345. case MER_MENTALCURE:
  8346. status_change_end(bl, SC_CONFUSION);
  8347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8348. break;
  8349. case MER_RECUPERATE:
  8350. status_change_end(bl, SC_POISON);
  8351. status_change_end(bl, SC_DPOISON);
  8352. status_change_end(bl, SC_SILENCE);
  8353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8354. break;
  8355. case MER_REGAIN:
  8356. status_change_end(bl, SC_SLEEP);
  8357. status_change_end(bl, SC_STUN);
  8358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8359. break;
  8360. case MER_TENDER:
  8361. status_change_end(bl, SC_FREEZE);
  8362. status_change_end(bl, SC_STONE);
  8363. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8364. break;
  8365. case MER_SCAPEGOAT:
  8366. if( mer && mer->master )
  8367. {
  8368. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8369. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8370. }
  8371. break;
  8372. case MER_ESTIMATION:
  8373. if( !mer )
  8374. break;
  8375. sd = mer->master;
  8376. [[fallthrough]];
  8377. case WZ_ESTIMATION:
  8378. if( sd == nullptr )
  8379. break;
  8380. if( dstsd )
  8381. { // Fail on Players
  8382. clif_skill_fail( *sd, skill_id );
  8383. break;
  8384. }
  8385. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8386. clif_skill_estimation(sd, bl);
  8387. if( skill_id == MER_ESTIMATION )
  8388. sd = nullptr;
  8389. break;
  8390. case BS_REPAIRWEAPON:
  8391. if(sd && dstsd)
  8392. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8393. break;
  8394. case MC_IDENTIFY:
  8395. if(sd) {
  8396. clif_item_identify_list(sd);
  8397. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8398. map_freeblock_unlock();
  8399. return 1;
  8400. }
  8401. else { // consume sp only if succeeded
  8402. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8403. status_zap(src,0,req.sp);
  8404. }
  8405. }
  8406. break;
  8407. // Weapon Refining [Celest]
  8408. case WS_WEAPONREFINE:
  8409. if( sd != nullptr ){
  8410. clif_item_refine_list( *sd );
  8411. }
  8412. break;
  8413. case MC_VENDING:
  8414. if(sd)
  8415. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8416. if ( !pc_can_give_items(sd) )
  8417. clif_skill_fail( *sd, skill_id );
  8418. else {
  8419. sd->state.prevend = 1;
  8420. sd->state.workinprogress = WIP_DISABLE_ALL;
  8421. sd->vend_skill_lv = skill_lv;
  8422. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8423. if (i < MAX_CART) {
  8424. // Save the cart before opening the vending UI
  8425. sd->state.pending_vending_ui = true;
  8426. intif_storage_save(sd, &sd->cart);
  8427. }
  8428. else{
  8429. // Instantly open the vending UI
  8430. sd->state.pending_vending_ui = false;
  8431. clif_openvendingreq( *sd, 2+skill_lv );
  8432. }
  8433. }
  8434. }
  8435. break;
  8436. case AL_TELEPORT:
  8437. case ALL_ODINS_RECALL:
  8438. if(sd)
  8439. {
  8440. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8441. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8442. break;
  8443. }
  8444. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8445. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8446. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8447. break;
  8448. }
  8449. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8450. {
  8451. if( skill_lv == 1 )
  8452. pc_randomwarp(sd,CLR_TELEPORT);
  8453. else
  8454. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8455. break;
  8456. }
  8457. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8458. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8459. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8460. else
  8461. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8462. } else
  8463. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8464. break;
  8465. case NPC_EXPULSION:
  8466. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8467. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8468. break;
  8469. case AL_HOLYWATER:
  8470. if(sd) {
  8471. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8472. struct skill_unit* su;
  8473. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8474. skill_delunit(su);
  8475. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8476. }
  8477. else
  8478. clif_skill_fail( *sd, skill_id );
  8479. }
  8480. break;
  8481. case TF_PICKSTONE:
  8482. if(sd) {
  8483. unsigned char eflag;
  8484. struct item item_tmp;
  8485. struct block_list tbl;
  8486. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8487. memset(&item_tmp,0,sizeof(item_tmp));
  8488. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8489. item_tmp.nameid = ITEMID_STONE;
  8490. item_tmp.identify = 1;
  8491. tbl.id = 0;
  8492. // Commented because of duplicate animation [Lemongrass]
  8493. // At the moment this displays the pickup animation a second time
  8494. // If this is required in older clients, we need to add a version check here
  8495. //clif_takeitem(&sd->bl,&tbl);
  8496. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8497. if(eflag) {
  8498. clif_additem(sd,0,0,eflag);
  8499. if (battle_config.skill_drop_items_full)
  8500. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8501. }
  8502. }
  8503. break;
  8504. case ASC_CDP:
  8505. if(sd) {
  8506. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8507. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8508. else
  8509. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8510. }
  8511. break;
  8512. case RG_STRIPWEAPON:
  8513. case RG_STRIPSHIELD:
  8514. case RG_STRIPARMOR:
  8515. case RG_STRIPHELM:
  8516. case ST_FULLSTRIP:
  8517. case GC_WEAPONCRUSH:
  8518. case SC_STRIPACCESSARY:
  8519. case ABC_STRIP_SHADOW: {
  8520. bool i;
  8521. //Special message when trying to use strip on FCP [Jobbie]
  8522. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8523. {
  8524. clif_gospel_info(sd, 0x28);
  8525. break;
  8526. }
  8527. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8528. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8529. //Nothing stripped.
  8530. if( sd && !i )
  8531. clif_skill_fail( *sd, skill_id );
  8532. break;
  8533. }
  8534. case AM_BERSERKPITCHER:
  8535. case AM_POTIONPITCHER:
  8536. {
  8537. int j,hp = 0,sp = 0;
  8538. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8539. map_freeblock_unlock();
  8540. return 1;
  8541. }
  8542. if( sd ) {
  8543. int x,bonus=100;
  8544. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8545. x = skill_lv%11 - 1;
  8546. j = pc_search_inventory(sd, require.itemid[x]);
  8547. if (j < 0 || require.itemid[x] <= 0) {
  8548. clif_skill_fail( *sd, skill_id );
  8549. map_freeblock_unlock();
  8550. return 1;
  8551. }
  8552. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8553. clif_skill_fail( *sd, skill_id );
  8554. map_freeblock_unlock();
  8555. return 1;
  8556. }
  8557. if( skill_id == AM_BERSERKPITCHER ) {
  8558. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8559. clif_skill_fail( *sd, skill_id );
  8560. map_freeblock_unlock();
  8561. return 1;
  8562. }
  8563. }
  8564. potion_flag = 1;
  8565. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8566. potion_target = bl->id;
  8567. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8568. potion_flag = potion_target = 0;
  8569. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8570. bonus += sd->status.base_level;
  8571. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8572. hp = tstatus->max_hp * potion_per_hp / 100;
  8573. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8574. if( dstsd ) {
  8575. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8576. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8577. }
  8578. } else {
  8579. if( potion_hp > 0 ) {
  8580. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8581. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8582. if( dstsd )
  8583. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8584. }
  8585. if( potion_sp > 0 ) {
  8586. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8587. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8588. if( dstsd )
  8589. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8590. }
  8591. }
  8592. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8593. hp += hp * bonus / 100;
  8594. }
  8595. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8596. sp += sp * bonus / 100;
  8597. }
  8598. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8599. hp += hp * j / 100;
  8600. sp += sp * j / 100;
  8601. }
  8602. } else {
  8603. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8604. switch (skill_lv) {
  8605. case 1: hp = 45; break;
  8606. case 2: hp = 105; break;
  8607. case 3: hp = 175; break;
  8608. default: hp = 325; break;
  8609. }
  8610. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8611. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8612. if( dstsd )
  8613. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8614. }
  8615. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8616. hp += hp * j / 100;
  8617. sp += sp * j / 100;
  8618. }
  8619. // Final heal increased by HPlus.
  8620. // Is this the right place for this??? [Rytech]
  8621. // Can HPlus also affect SP recovery???
  8622. if (sd && sstatus->hplus > 0) {
  8623. hp += hp * sstatus->hplus / 100;
  8624. sp += sp * sstatus->hplus / 100;
  8625. }
  8626. if (tsc && tsc->count) {
  8627. uint8 penalty = 0;
  8628. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8629. hp += hp / 10;
  8630. sp += sp / 10;
  8631. }
  8632. if (tsc->getSCE(SC_CRITICALWOUND))
  8633. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8634. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8635. penalty += 20;
  8636. if (tsc->getSCE(SC_NORECOVER_STATE))
  8637. penalty = 100;
  8638. if (penalty > 0) {
  8639. hp -= hp * penalty / 100;
  8640. sp -= sp * penalty / 100;
  8641. }
  8642. }
  8643. #ifdef RENEWAL
  8644. if (bl->type == BL_HOM)
  8645. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8646. #endif
  8647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8648. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8649. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  8650. if( sp > 0 )
  8651. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  8652. if (tsc) {
  8653. #ifdef RENEWAL
  8654. if (tsc->getSCE(SC_EXTREMITYFIST))
  8655. sp = 0;
  8656. #endif
  8657. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8658. hp = 0;
  8659. sp = 0;
  8660. }
  8661. }
  8662. status_heal(bl,hp,sp,0);
  8663. }
  8664. break;
  8665. case AM_CP_WEAPON:
  8666. case AM_CP_SHIELD:
  8667. case AM_CP_ARMOR:
  8668. case AM_CP_HELM:
  8669. {
  8670. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8671. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8672. clif_skill_fail( *sd, skill_id );
  8673. map_freeblock_unlock(); // Don't consume item requirements
  8674. return 0;
  8675. }
  8676. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8677. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8678. }
  8679. break;
  8680. case AM_TWILIGHT1:
  8681. if (sd) {
  8682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8683. //Prepare 200 White Potions.
  8684. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8685. clif_skill_fail( *sd, skill_id );
  8686. }
  8687. break;
  8688. case AM_TWILIGHT2:
  8689. if (sd) {
  8690. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8691. //Prepare 200 Slim White Potions.
  8692. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8693. clif_skill_fail( *sd, skill_id );
  8694. }
  8695. break;
  8696. case AM_TWILIGHT3:
  8697. if (sd) {
  8698. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8699. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8700. if( ebottle >= 0 )
  8701. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8702. //check if you can produce all three, if not, then fail:
  8703. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8704. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8705. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8706. || ebottle < 200 //200 empty bottle are required at total.
  8707. ) {
  8708. clif_skill_fail( *sd, skill_id );
  8709. break;
  8710. }
  8711. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8712. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8713. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8714. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8715. }
  8716. break;
  8717. case SA_DISPELL:
  8718. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8719. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8720. break; // Outside PvP it should only affect party members and no skill fail message
  8721. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8722. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8723. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8724. || rnd()%100 >= 50+10*skill_lv)
  8725. {
  8726. if (sd)
  8727. clif_skill_fail( *sd, skill_id );
  8728. break;
  8729. }
  8730. if(status_isimmune(bl))
  8731. break;
  8732. //Remove bonus_script by Dispell
  8733. if (dstsd)
  8734. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8735. // Monsters will unlock their target instead
  8736. else if (dstmd)
  8737. mob_unlocktarget(dstmd, tick);
  8738. if(!tsc || !tsc->count)
  8739. break;
  8740. //Statuses that can't be Dispelled
  8741. for (const auto &it : status_db) {
  8742. sc_type status = static_cast<sc_type>(it.first);
  8743. if (!tsc->getSCE(status))
  8744. continue;
  8745. if (it.second->flag[SCF_NODISPELL])
  8746. continue;
  8747. switch (status) {
  8748. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8749. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8750. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8751. case SC_FORTUNE: case SC_SERVICE4U:
  8752. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8753. continue; //If in song area don't end it, even if config enabled
  8754. break;
  8755. case SC_ASSUMPTIO:
  8756. if( bl->type == BL_MOB )
  8757. continue;
  8758. break;
  8759. }
  8760. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8761. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8762. status_change_end(bl, status);
  8763. }
  8764. break;
  8765. }
  8766. //Affect all targets on splash area.
  8767. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8768. src, skill_id, skill_lv, tick, flag|1,
  8769. skill_castend_damage_id);
  8770. break;
  8771. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8772. {
  8773. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8774. #ifdef RENEWAL
  8775. |BLOWN_DONT_SEND_PACKET
  8776. #endif
  8777. ));
  8778. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8779. #ifdef RENEWAL
  8780. if(blew_count > 0)
  8781. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8782. #else
  8783. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8784. #endif
  8785. }
  8786. break;
  8787. case TK_HIGHJUMP:
  8788. {
  8789. int x,y, dir = unit_getdir(src);
  8790. struct map_data *mapdata = &map[src->m];
  8791. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8792. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8793. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8794. ) {
  8795. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8796. break;
  8797. } else if(dir%2) {
  8798. //Diagonal
  8799. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8800. y = src->y + diry[dir]*(skill_lv*4)/3;
  8801. } else {
  8802. x = src->x + dirx[dir]*skill_lv*2;
  8803. y = src->y + diry[dir]*skill_lv*2;
  8804. }
  8805. int x1 = x + dirx[dir];
  8806. int y1 = y + diry[dir];
  8807. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8808. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8809. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8810. unit_movepos(src, x, y, 1, 0))
  8811. clif_blown(src);
  8812. }
  8813. break;
  8814. case SA_CASTCANCEL:
  8815. case SO_SPELLFIST:
  8816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8817. unit_skillcastcancel(src,1);
  8818. if(sd) {
  8819. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8820. if( skill_id == SO_SPELLFIST ){
  8821. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8822. sd->skill_id_old = sd->skill_lv_old = 0;
  8823. break;
  8824. }
  8825. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8826. if(sp < 0) sp = 0;
  8827. status_zap(src, 0, sp);
  8828. }
  8829. break;
  8830. case SA_SPELLBREAKER:
  8831. {
  8832. int sp;
  8833. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  8834. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  8835. sp = status_percent_damage(bl, src, 0, -20, false);
  8836. status_heal(bl, 0, sp, 2);
  8837. }
  8838. else {
  8839. struct unit_data* ud = unit_bl2ud(bl);
  8840. if (!ud || ud->skilltimer == INVALID_TIMER)
  8841. break; //Nothing to cancel.
  8842. int hp = 0;
  8843. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8844. if (rnd_chance(90, 100))
  8845. {
  8846. if (sd) clif_skill_fail( *sd, skill_id );
  8847. break;
  8848. }
  8849. }
  8850. #ifdef RENEWAL
  8851. else // HP damage does not work on bosses in renewal
  8852. #endif
  8853. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  8854. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  8855. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8856. unit_skillcastcancel(bl, 0);
  8857. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  8858. status_zap(bl, 0, sp);
  8859. // Recover some of the SP used
  8860. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  8861. // If damage would be lethal, it does not deal damage
  8862. if (hp && hp < tstatus->hp) {
  8863. clif_damage(src, bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  8864. status_zap(bl, hp, 0);
  8865. // Recover 50% of damage dealt
  8866. status_heal(src, hp / 2, 0, 2);
  8867. }
  8868. }
  8869. }
  8870. break;
  8871. case SA_MAGICROD:
  8872. #ifdef RENEWAL
  8873. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8874. #endif
  8875. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8876. break;
  8877. case SA_AUTOSPELL:
  8878. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8879. if (sd) {
  8880. sd->state.workinprogress = WIP_DISABLE_ALL;
  8881. clif_autospell( *sd, skill_lv );
  8882. } else {
  8883. int maxlv=1,spellid=0;
  8884. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8885. if(skill_lv >= 10) {
  8886. spellid = MG_FROSTDIVER;
  8887. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8888. // maxlv = 10;
  8889. // else
  8890. maxlv = skill_lv - 9;
  8891. }
  8892. else if(skill_lv >=8) {
  8893. spellid = MG_FIREBALL;
  8894. maxlv = skill_lv - 7;
  8895. }
  8896. else if(skill_lv >=5) {
  8897. spellid = MG_SOULSTRIKE;
  8898. maxlv = skill_lv - 4;
  8899. }
  8900. else if(skill_lv >=2) {
  8901. int i_rnd = rnd()%3;
  8902. spellid = spellarray[i_rnd];
  8903. maxlv = skill_lv - 1;
  8904. }
  8905. else if(skill_lv > 0) {
  8906. spellid = MG_NAPALMBEAT;
  8907. maxlv = 3;
  8908. }
  8909. if(spellid > 0)
  8910. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8911. skill_get_time(SA_AUTOSPELL,skill_lv));
  8912. }
  8913. break;
  8914. case BS_GREED:
  8915. if(sd){
  8916. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8917. map_foreachinallrange(skill_greed,bl,
  8918. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8919. }
  8920. break;
  8921. case SA_ELEMENTWATER:
  8922. case SA_ELEMENTFIRE:
  8923. case SA_ELEMENTGROUND:
  8924. case SA_ELEMENTWIND:
  8925. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8926. break;
  8927. [[fallthrough]];
  8928. case NPC_ATTRICHANGE:
  8929. case NPC_CHANGEWATER:
  8930. case NPC_CHANGEGROUND:
  8931. case NPC_CHANGEFIRE:
  8932. case NPC_CHANGEWIND:
  8933. case NPC_CHANGEPOISON:
  8934. case NPC_CHANGEHOLY:
  8935. case NPC_CHANGEDARKNESS:
  8936. case NPC_CHANGETELEKINESIS:
  8937. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8938. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8939. skill_get_time(skill_id, skill_lv)));
  8940. break;
  8941. case NPC_PROVOCATION:
  8942. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8943. if (md) mob_unlocktarget(md, tick);
  8944. break;
  8945. case NPC_REBIRTH:
  8946. if( md && md->state.rebirth )
  8947. break; // only works once
  8948. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8949. break;
  8950. case NPC_DARKBLESSING:
  8951. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8952. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8953. break;
  8954. case NPC_LICK:
  8955. status_zap(bl, 0, 100);
  8956. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8957. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8958. break;
  8959. case NPC_SUICIDE:
  8960. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8961. status_kill(src); //When suiciding, neither exp nor drops is given.
  8962. break;
  8963. case NPC_SUMMONSLAVE:
  8964. case NPC_SUMMONMONSTER:
  8965. case NPC_DEATHSUMMON:
  8966. if(md && md->skill_idx >= 0)
  8967. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8968. break;
  8969. case NPC_CALLSLAVE:
  8970. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8971. break;
  8972. case NPC_RANDOMMOVE:
  8973. if (md) {
  8974. md->next_walktime = tick - 1;
  8975. if (md->special_state.ai == AI_SPHERE)
  8976. unit_escape(&md->bl, bl, 7, 2);
  8977. else
  8978. mob_randomwalk(md,tick);
  8979. }
  8980. break;
  8981. case NPC_SPEEDUP:
  8982. {
  8983. // or does it increase casting rate? just a guess xD
  8984. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8985. if (i_type > SC_ASPDPOTION3)
  8986. i_type = SC_ASPDPOTION3;
  8987. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8988. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8989. }
  8990. break;
  8991. case NPC_REVENGE:
  8992. // not really needed... but adding here anyway ^^
  8993. if (md && md->master_id > 0) {
  8994. struct block_list *mbl, *tbl;
  8995. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  8996. (tbl = battle_gettargeted(mbl)) == nullptr)
  8997. break;
  8998. md->state.provoke_flag = tbl->id;
  8999. mob_target(md, tbl, sstatus->rhw.range);
  9000. }
  9001. break;
  9002. case NPC_RUN:
  9003. if (md) {
  9004. block_list* tbl = map_id2bl(md->target_id);
  9005. if (tbl) {
  9006. md->state.can_escape = 1;
  9007. mob_unlocktarget(md, tick);
  9008. // Official distance is 7, if level > 1, distance = level
  9009. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9010. if (time) {
  9011. // Need to set state here as it's not set otherwise
  9012. md->state.skillstate = MSS_WALK;
  9013. // Set AI to inactive for the duration of this movement
  9014. md->last_thinktime = tick + time;
  9015. }
  9016. }
  9017. }
  9018. break;
  9019. case NPC_TRANSFORMATION:
  9020. case NPC_METAMORPHOSIS:
  9021. if(md && md->skill_idx >= 0) {
  9022. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9023. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9024. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9025. if (class_) mob_class_change(md, class_);
  9026. }
  9027. break;
  9028. case NPC_EMOTION_ON:
  9029. case NPC_EMOTION:
  9030. //val[0] is the emotion to use.
  9031. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9032. //val[1] 'sets' the mode
  9033. //val[2] adds to the current mode
  9034. //val[3] removes from the current mode
  9035. //val[4] if set, asks to delete the previous mode change.
  9036. if(md && md->skill_idx >= 0 && tsc)
  9037. {
  9038. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9039. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9040. status_change_end(bl, type);
  9041. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9042. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9043. mob_unlocktarget(md,tick);
  9044. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9045. sc_start4(src,src, type, 100, skill_lv,
  9046. md->db->skill[md->skill_idx]->val[1],
  9047. md->db->skill[md->skill_idx]->val[2],
  9048. md->db->skill[md->skill_idx]->val[3],
  9049. skill_get_time(skill_id, skill_lv));
  9050. //Reset aggressive state depending on resulting mode
  9051. if (!battle_config.npc_emotion_behavior)
  9052. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9053. }
  9054. break;
  9055. case NPC_POWERUP:
  9056. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9057. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9058. break;
  9059. case NPC_AGIUP:
  9060. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9061. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9062. break;
  9063. case NPC_INVISIBLE:
  9064. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9065. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9066. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9067. break;
  9068. case NPC_SIEGEMODE:
  9069. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9070. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9071. break;
  9072. case NPC_INVINCIBLEOFF:
  9073. case MER_INVINCIBLEOFF2:
  9074. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9075. status_change_end(bl, SC_INVINCIBLE);
  9076. break;
  9077. case WE_MALE: {
  9078. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9079. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9080. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9081. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  9082. }
  9083. }
  9084. break;
  9085. case WE_FEMALE: {
  9086. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9087. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9088. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9089. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  9090. }
  9091. }
  9092. break;
  9093. // parent-baby skills
  9094. case WE_BABY:
  9095. if(sd){
  9096. map_session_data *f_sd = pc_get_father(sd);
  9097. map_session_data *m_sd = pc_get_mother(sd);
  9098. if( (!f_sd && !m_sd) // if neither was found
  9099. || (sd->status.party_id != 0 && //not in same party
  9100. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9101. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9102. ))
  9103. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9104. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9105. ) {
  9106. clif_skill_fail( *sd, skill_id );
  9107. map_freeblock_unlock();
  9108. return 0;
  9109. }
  9110. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9111. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9112. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9113. }
  9114. break;
  9115. case WE_CALLALLFAMILY:
  9116. if (sd) {
  9117. map_session_data *p_sd = pc_get_partner(sd);
  9118. map_session_data *c_sd = pc_get_child(sd);
  9119. if (!p_sd && !c_sd) { // Fail if no family members are found
  9120. clif_skill_fail( *sd, skill_id );
  9121. map_freeblock_unlock();
  9122. return 1;
  9123. }
  9124. // Partner must be on the same map and in same party
  9125. if (p_sd && !status_isdead(p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9126. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9127. // Child must be on the same map and in same party as the parent casting
  9128. if (c_sd && !status_isdead(c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9129. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9130. }
  9131. break;
  9132. case WE_ONEFOREVER:
  9133. if (sd) {
  9134. map_session_data *p_sd = pc_get_partner(sd);
  9135. map_session_data *c_sd = pc_get_child(sd);
  9136. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9137. clif_skill_fail( *sd, skill_id );
  9138. map_freeblock_unlock();
  9139. return 1;
  9140. }
  9141. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9142. clif_skill_fail( *sd, skill_id );
  9143. break;
  9144. }
  9145. if (status_isdead(*bl)) {
  9146. int per = 30, sper = 0;
  9147. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9148. break;
  9149. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9150. break;
  9151. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9152. break;
  9153. if (dstsd->special_state.restart_full_recover)
  9154. per = sper = 100;
  9155. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9156. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9157. }
  9158. }
  9159. break;
  9160. case WE_CHEERUP:
  9161. if (sd) {
  9162. map_session_data *f_sd = pc_get_father(sd);
  9163. map_session_data *m_sd = pc_get_mother(sd);
  9164. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9165. clif_skill_fail( *sd, skill_id );
  9166. map_freeblock_unlock();
  9167. return 1;
  9168. }
  9169. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9170. if (dstsd == f_sd || dstsd == m_sd)
  9171. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9172. } else
  9173. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9174. }
  9175. break;
  9176. case PF_HPCONVERSION:
  9177. {
  9178. int hp, sp;
  9179. hp = sstatus->max_hp/10;
  9180. sp = hp * 10 * skill_lv / 100;
  9181. if (!status_charge(src,hp,0)) {
  9182. if (sd) clif_skill_fail( *sd, skill_id );
  9183. break;
  9184. }
  9185. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9186. status_heal(bl,0,sp,2);
  9187. }
  9188. break;
  9189. case MA_REMOVETRAP:
  9190. case HT_REMOVETRAP:
  9191. {
  9192. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9193. std::shared_ptr<s_skill_unit_group> sg;
  9194. std::shared_ptr<s_skill_db> skill_group;
  9195. // Mercenaries can remove any trap
  9196. // Players can only remove their own traps or traps on Vs maps.
  9197. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9198. {
  9199. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9200. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9201. { // prevent picking up expired traps
  9202. if( battle_config.skill_removetrap_type )
  9203. { // get back all items used to deploy the trap
  9204. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9205. {
  9206. if( skill_group->require.itemid[i] > 0 )
  9207. {
  9208. int flag2;
  9209. struct item item_tmp;
  9210. memset(&item_tmp,0,sizeof(item_tmp));
  9211. item_tmp.nameid = skill_group->require.itemid[i];
  9212. item_tmp.identify = 1;
  9213. item_tmp.amount = skill_group->require.amount[i];
  9214. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9215. clif_additem(sd,0,0,flag2);
  9216. if (battle_config.skill_drop_items_full)
  9217. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9218. }
  9219. }
  9220. }
  9221. }
  9222. else
  9223. { // get back 1 trap
  9224. struct item item_tmp;
  9225. memset(&item_tmp,0,sizeof(item_tmp));
  9226. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9227. item_tmp.identify = 1;
  9228. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9229. {
  9230. clif_additem(sd,0,0,flag);
  9231. if (battle_config.skill_drop_items_full)
  9232. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9233. }
  9234. }
  9235. }
  9236. skill_delunit(su);
  9237. }else if(sd)
  9238. clif_skill_fail( *sd, skill_id );
  9239. }
  9240. break;
  9241. case HT_SPRINGTRAP:
  9242. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9243. {
  9244. struct skill_unit *su=nullptr;
  9245. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9246. switch(su->group->unit_id){
  9247. case UNT_ANKLESNARE: // ankle snare
  9248. if (su->group->val2 != 0)
  9249. // if it is already trapping something don't spring it,
  9250. // remove trap should be used instead
  9251. break;
  9252. [[fallthrough]];
  9253. case UNT_BLASTMINE:
  9254. case UNT_SKIDTRAP:
  9255. case UNT_LANDMINE:
  9256. case UNT_SHOCKWAVE:
  9257. case UNT_SANDMAN:
  9258. case UNT_FLASHER:
  9259. case UNT_FREEZINGTRAP:
  9260. case UNT_CLAYMORETRAP:
  9261. case UNT_TALKIEBOX:
  9262. su->group->unit_id = UNT_USED_TRAPS;
  9263. clif_changetraplook(bl, UNT_USED_TRAPS);
  9264. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9265. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9266. }
  9267. }
  9268. }
  9269. break;
  9270. case BD_ENCORE:
  9271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9272. if(sd)
  9273. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9274. break;
  9275. case TR_RETROSPECTION:
  9276. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9277. if (sd)
  9278. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9279. break;
  9280. case AS_SPLASHER:
  9281. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9282. // Renewal dropped the 3/4 hp requirement
  9283. #ifndef RENEWAL
  9284. || tstatus-> hp > tstatus->max_hp*3/4
  9285. #endif
  9286. ) {
  9287. if (sd) clif_skill_fail( *sd, skill_id );
  9288. map_freeblock_unlock();
  9289. return 1;
  9290. }
  9291. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9292. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9293. break;
  9294. case PF_MINDBREAKER:
  9295. {
  9296. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9297. map_freeblock_unlock();
  9298. return 1;
  9299. }
  9300. if (tsce)
  9301. { //HelloKitty2 (?) explained that this silently fails when target is
  9302. //already inflicted. [Skotlex]
  9303. map_freeblock_unlock();
  9304. return 1;
  9305. }
  9306. //Has a 55% + skill_lv*5% success chance.
  9307. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9308. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9309. {
  9310. if (sd) clif_skill_fail( *sd, skill_id );
  9311. map_freeblock_unlock();
  9312. return 0;
  9313. }
  9314. unit_skillcastcancel(bl,0);
  9315. if (dstmd)
  9316. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9317. }
  9318. break;
  9319. case PF_SOULCHANGE:
  9320. {
  9321. unsigned int sp1 = 0, sp2 = 0;
  9322. if (dstmd) {
  9323. if (dstmd->state.soul_change_flag) {
  9324. if(sd) clif_skill_fail( *sd, skill_id );
  9325. break;
  9326. }
  9327. dstmd->state.soul_change_flag = 1;
  9328. sp2 = sstatus->max_sp * 3 /100;
  9329. status_heal(src, 0, sp2, 2);
  9330. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9331. break;
  9332. }
  9333. sp1 = sstatus->sp;
  9334. sp2 = tstatus->sp;
  9335. #ifdef RENEWAL
  9336. sp1 = sp1 / 2;
  9337. sp2 = sp2 / 2;
  9338. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9339. sp1 = tstatus->sp;
  9340. #endif
  9341. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9342. sp1 = tstatus->sp;
  9343. status_set_sp(src, sp2, 3);
  9344. status_set_sp(bl, sp1, 3);
  9345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9346. }
  9347. break;
  9348. // Slim Pitcher
  9349. case CR_SLIMPITCHER:
  9350. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9351. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9352. break;
  9353. if (potion_hp || potion_sp) {
  9354. int hp = potion_hp, sp = potion_sp;
  9355. hp = hp * (100 + (tstatus->vit * 2))/100;
  9356. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9357. if (dstsd) {
  9358. if (hp)
  9359. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9360. if (sp)
  9361. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9362. }
  9363. if (tsc && tsc->count) {
  9364. uint8 penalty = 0;
  9365. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9366. hp += hp / 10;
  9367. sp += sp / 10;
  9368. }
  9369. if (tsc->getSCE(SC_CRITICALWOUND))
  9370. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9371. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9372. penalty += 20;
  9373. if (tsc->getSCE(SC_NORECOVER_STATE))
  9374. penalty = 100;
  9375. if (penalty > 0) {
  9376. hp -= hp * penalty / 100;
  9377. sp -= sp * penalty / 100;
  9378. }
  9379. }
  9380. if(hp > 0)
  9381. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  9382. if(sp > 0)
  9383. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  9384. status_heal(bl,hp,sp,0);
  9385. }
  9386. break;
  9387. // Full Chemical Protection
  9388. case CR_FULLPROTECTION:
  9389. {
  9390. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9391. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9392. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9393. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9394. continue;
  9395. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9396. s++;
  9397. }
  9398. if( sd && !s ){
  9399. clif_skill_fail( *sd, skill_id );
  9400. map_freeblock_unlock(); // Don't consume item requirements
  9401. return 0;
  9402. }
  9403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9404. }
  9405. break;
  9406. case RG_CLEANER: //AppleGirl
  9407. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9408. break;
  9409. #ifndef RENEWAL
  9410. case CG_LONGINGFREEDOM:
  9411. {
  9412. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9413. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9414. {
  9415. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9416. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9417. }
  9418. }
  9419. break;
  9420. #endif
  9421. case CG_TAROTCARD:
  9422. {
  9423. int card = -1;
  9424. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9425. //Target currently has the SUN tarot card effect and is immune to any other effect
  9426. map_freeblock_unlock();
  9427. return 0;
  9428. }
  9429. if( rnd() % 100 > skill_lv * 8 ||
  9430. #ifndef RENEWAL
  9431. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9432. #endif
  9433. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9434. if( sd )
  9435. clif_skill_fail( *sd, skill_id );
  9436. map_freeblock_unlock();
  9437. return 0;
  9438. }
  9439. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9440. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9441. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9443. }
  9444. break;
  9445. case SL_ALCHEMIST:
  9446. case SL_ASSASIN:
  9447. case SL_BARDDANCER:
  9448. case SL_BLACKSMITH:
  9449. case SL_CRUSADER:
  9450. case SL_HUNTER:
  9451. case SL_KNIGHT:
  9452. case SL_MONK:
  9453. case SL_PRIEST:
  9454. case SL_ROGUE:
  9455. case SL_SAGE:
  9456. case SL_SOULLINKER:
  9457. case SL_STAR:
  9458. case SL_SUPERNOVICE:
  9459. case SL_WIZARD:
  9460. case SL_HIGH:
  9461. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9462. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9463. // 1% chance to erase death count on successful cast
  9464. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9465. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9466. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9467. status_calc_pc( dstsd, SCO_NONE );
  9468. }
  9469. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9470. }else{
  9471. if( sd ){
  9472. clif_skill_fail( *sd, skill_id );
  9473. }
  9474. }
  9475. break;
  9476. case SP_SOULGOLEM:
  9477. case SP_SOULSHADOW:
  9478. case SP_SOULFALCON:
  9479. case SP_SOULFAIRY:
  9480. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9481. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9482. }else{
  9483. if( sd ){
  9484. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9485. }
  9486. }
  9487. break;
  9488. case SP_SOULREVOLVE:
  9489. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9490. if (sd)
  9491. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9492. break;
  9493. }
  9494. status_heal(bl, 0, 50*skill_lv, 2);
  9495. status_change_end(bl, SC_SPIRIT);
  9496. status_change_end(bl, SC_SOULGOLEM);
  9497. status_change_end(bl, SC_SOULSHADOW);
  9498. status_change_end(bl, SC_SOULFALCON);
  9499. status_change_end(bl, SC_SOULFAIRY);
  9500. break;
  9501. case SL_SWOO:
  9502. if (tsce) {
  9503. if(sd)
  9504. clif_skill_fail( *sd, skill_id );
  9505. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9506. status_change_end(bl, SC_SWOO);
  9507. break;
  9508. }
  9509. [[fallthrough]];
  9510. case SL_SKA: // [marquis007]
  9511. case SL_SKE:
  9512. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9513. clif_skill_fail( *sd, skill_id );
  9514. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9515. break;
  9516. }
  9517. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9518. if (skill_id == SL_SKE)
  9519. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9520. break;
  9521. // New guild skills [Celest]
  9522. case GD_BATTLEORDER:
  9523. case GD_REGENERATION:
  9524. case GD_RESTORE:
  9525. case GD_EMERGENCY_MOVE:
  9526. if(flag&1) {
  9527. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9528. if( skill_id == GD_RESTORE )
  9529. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9530. else
  9531. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9532. }
  9533. } else if (status_get_guild_id(src)) {
  9534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9535. map_foreachinallrange(skill_area_sub, src,
  9536. skill_get_splash(skill_id, skill_lv), BL_PC,
  9537. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9538. skill_castend_nodamage_id);
  9539. if (sd)
  9540. #ifdef RENEWAL
  9541. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9542. #else
  9543. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9544. #endif
  9545. }
  9546. break;
  9547. case GD_EMERGENCYCALL:
  9548. case GD_ITEMEMERGENCYCALL:
  9549. {
  9550. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9551. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9552. uint8 j = 0, calls = 0, called = 0;
  9553. // i don't know if it actually summons in a circle, but oh well. ;P
  9554. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9555. if (!g)
  9556. break;
  9557. if (skill_id == GD_ITEMEMERGENCYCALL)
  9558. switch (skill_lv) {
  9559. case 1: calls = 7; break;
  9560. case 2: calls = 12; break;
  9561. case 3: calls = 20; break;
  9562. default: calls = 0; break;
  9563. }
  9564. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9565. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9566. if (j > 8)
  9567. j = 0;
  9568. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9569. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9570. continue;
  9571. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9572. continue;
  9573. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9574. dx[j] = dy[j] = 0;
  9575. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9576. called++;
  9577. }
  9578. }
  9579. if (sd)
  9580. #ifdef RENEWAL
  9581. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9582. #else
  9583. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9584. #endif
  9585. }
  9586. break;
  9587. case GD_CHARGESHOUT_FLAG:
  9588. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9589. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9590. if (md) {
  9591. sd->guild->chargeshout_flag_id = md->bl.id;
  9592. md->master_id = src->id;
  9593. if (md->deletetimer != INVALID_TIMER)
  9594. delete_timer(md->deletetimer, mob_timer_delete);
  9595. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9596. mob_spawn(md);
  9597. }
  9598. }
  9599. break;
  9600. case GD_CHARGESHOUT_BEATING:
  9601. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9602. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9603. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9604. clif_skill_fail( *sd, skill_id );
  9605. else
  9606. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9607. } else if (sd)
  9608. clif_skill_fail( *sd, skill_id );
  9609. break;
  9610. case SG_FEEL:
  9611. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9612. if (sd) {
  9613. if(!sd->feel_map[skill_lv-1].index)
  9614. clif_feel_req(sd->fd,sd, skill_lv);
  9615. else
  9616. clif_feel_info(sd, skill_lv-1, 1);
  9617. }
  9618. break;
  9619. case SG_HATE:
  9620. if (sd) {
  9621. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9622. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9623. clif_skill_fail( *sd, skill_id );
  9624. }
  9625. break;
  9626. case SJ_DOCUMENT:
  9627. if (sd) {
  9628. switch (skill_lv) {
  9629. case 1:
  9630. pc_resetfeel(sd);
  9631. break;
  9632. case 2:
  9633. pc_resethate(sd);
  9634. break;
  9635. case 3:
  9636. pc_resetfeel(sd);
  9637. pc_resethate(sd);
  9638. break;
  9639. }
  9640. }
  9641. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9642. break;
  9643. case GS_GLITTERING:
  9644. if(sd) {
  9645. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9646. if(rnd()%100 < (20+10*skill_lv))
  9647. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9648. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9649. pc_delspiritball(sd,1,0);
  9650. }
  9651. break;
  9652. case GS_CRACKER:
  9653. /* per official standards, this skill works on players and mobs. */
  9654. if (sd && (dstsd || dstmd))
  9655. {
  9656. i =65 -5*distance_bl(src,bl); //Base rate
  9657. if (i < 30) i = 30;
  9658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9659. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9660. }
  9661. break;
  9662. case AM_CALLHOMUN: //[orn]
  9663. if (sd && !hom_call(sd))
  9664. clif_skill_fail( *sd, skill_id );
  9665. #ifdef RENEWAL
  9666. else if (sd && hom_is_active(sd->hd))
  9667. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9668. #endif
  9669. break;
  9670. case AM_REST:
  9671. if (sd) {
  9672. if (hom_vaporize(sd,HOM_ST_REST))
  9673. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9674. else
  9675. clif_skill_fail( *sd, skill_id );
  9676. }
  9677. break;
  9678. case HAMI_CASTLE: //[orn]
  9679. if (src != bl && rnd_chance(20 * skill_lv, 100)) {
  9680. int x = src->x, y = src->y;
  9681. // Move source
  9682. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9683. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9684. clif_blown(src);
  9685. // Move target
  9686. if (unit_movepos(bl,x,y,0,0)) {
  9687. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9688. clif_blown(bl);
  9689. }
  9690. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9691. }
  9692. }
  9693. else if (hd && hd->master) // Failed
  9694. clif_skill_fail( *hd->master, skill_id );
  9695. else if (sd)
  9696. clif_skill_fail( *sd, skill_id );
  9697. break;
  9698. case HVAN_CHAOTIC: //[orn]
  9699. {
  9700. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9701. int r = rnd()%100;
  9702. i = (skill_lv-1)%5;
  9703. if(r<per[i][0]) //Self
  9704. bl = src;
  9705. else if(r<per[i][1]) //Master
  9706. bl = battle_get_master(src);
  9707. else //Enemy
  9708. bl = map_id2bl(battle_gettarget(src));
  9709. if (!bl) bl = src;
  9710. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9711. //Eh? why double skill packet?
  9712. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9713. clif_skill_nodamage(src,bl,skill_id,i,1);
  9714. status_heal(bl, i, 0, 0);
  9715. }
  9716. break;
  9717. // Homun single-target support skills [orn]
  9718. case HLIF_CHANGE:
  9719. #ifndef RENEWAL
  9720. status_percent_heal(bl, 100, 100);
  9721. [[fallthrough]];
  9722. #endif
  9723. case HAMI_BLOODLUST:
  9724. case HFLI_FLEET:
  9725. case HFLI_SPEED:
  9726. case MH_ANGRIFFS_MODUS:
  9727. case MH_GOLDENE_FERSE:
  9728. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9729. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9730. break;
  9731. case NPC_DRAGONFEAR:
  9732. if (flag&1) {
  9733. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9734. int j;
  9735. j = i = rnd()%ARRAYLENGTH(sc);
  9736. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9737. i++;
  9738. if ( i == ARRAYLENGTH(sc) )
  9739. i = 0;
  9740. if (i == j)
  9741. break;
  9742. }
  9743. break;
  9744. }
  9745. [[fallthrough]];
  9746. case NPC_WIDEBLEEDING:
  9747. case NPC_WIDEBLEEDING2:
  9748. case NPC_WIDECONFUSE:
  9749. case NPC_WIDECONFUSE2:
  9750. case NPC_WIDECURSE:
  9751. case NPC_WIDECURSE2:
  9752. case NPC_WIDEFREEZE:
  9753. case NPC_WIDEFREEZE2:
  9754. case NPC_WIDESLEEP:
  9755. case NPC_WIDESLEEP2:
  9756. case NPC_WIDESILENCE:
  9757. case NPC_WIDESILENCE2:
  9758. case NPC_WIDESTONE:
  9759. case NPC_WIDESTONE2:
  9760. case NPC_WIDESTUN:
  9761. case NPC_WIDESTUN2:
  9762. case NPC_SLOWCAST:
  9763. case NPC_WIDEHELLDIGNITY:
  9764. case NPC_WIDEHEALTHFEAR:
  9765. case NPC_WIDEBODYBURNNING:
  9766. case NPC_WIDEFROSTMISTY:
  9767. case NPC_WIDECOLD:
  9768. case NPC_WIDE_DEEP_SLEEP:
  9769. case NPC_WIDESIREN:
  9770. case NPC_WIDEWEB:
  9771. case NPC_DEADLYCURSE2:
  9772. if (flag&1){
  9773. switch ( type ) {
  9774. case SC_BURNING:
  9775. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9776. break;
  9777. case SC_STONEWAIT:
  9778. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9779. break;
  9780. default:
  9781. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9782. }
  9783. }
  9784. else {
  9785. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9787. map_foreachinallrange(skill_area_sub, bl,
  9788. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9789. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9790. skill_castend_nodamage_id);
  9791. }
  9792. break;
  9793. case NPC_WIDESOULDRAIN:
  9794. if (flag&1)
  9795. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9796. else {
  9797. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9799. map_foreachinallrange(skill_area_sub, bl,
  9800. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9801. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9802. skill_castend_nodamage_id);
  9803. }
  9804. break;
  9805. case NPC_FIRESTORM: {
  9806. int sflag = flag;
  9807. if( skill_lv > 1 )
  9808. sflag |= 4;
  9809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9810. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9811. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9812. }
  9813. break;
  9814. case ALL_PARTYFLEE:
  9815. if( sd && !(flag&1) ) {
  9816. if( !sd->status.party_id ) {
  9817. clif_skill_fail( *sd, skill_id );
  9818. break;
  9819. }
  9820. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9821. } else
  9822. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9823. break;
  9824. case NPC_TALK:
  9825. case ALL_WEWISH:
  9826. case ALL_CATCRY:
  9827. case ALL_DREAM_SUMMERNIGHT:
  9828. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9829. break;
  9830. case ALL_BUYING_STORE:
  9831. if( sd )
  9832. {// players only, skill allows 5 buying slots
  9833. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9834. }
  9835. break;
  9836. case RK_ENCHANTBLADE:
  9837. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9838. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9839. break;
  9840. case RK_DRAGONHOWLING:
  9841. if( flag&1)
  9842. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9843. else
  9844. {
  9845. skill_area_temp[2] = 0;
  9846. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9847. map_foreachinallrange(skill_area_sub, src,
  9848. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9849. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9850. skill_castend_nodamage_id);
  9851. }
  9852. break;
  9853. case LG_EARTHDRIVE: {
  9854. int dummy = 1;
  9855. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9856. i = skill_get_splash(skill_id,skill_lv);
  9857. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9858. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9859. }
  9860. break;
  9861. case RK_LUXANIMA:
  9862. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9863. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9864. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9865. break;
  9866. case RK_GIANTGROWTH:
  9867. case RK_STONEHARDSKIN:
  9868. case RK_VITALITYACTIVATION:
  9869. case RK_ABUNDANCE:
  9870. case RK_CRUSHSTRIKE:
  9871. case RK_REFRESH:
  9872. case RK_MILLENNIUMSHIELD:
  9873. if (sd) {
  9874. uint8 rune_level = 1; // RK_GIANTGROWTH
  9875. if (skill_id == RK_VITALITYACTIVATION)
  9876. rune_level = 2;
  9877. else if (skill_id == RK_STONEHARDSKIN)
  9878. rune_level = 4;
  9879. else if (skill_id == RK_ABUNDANCE)
  9880. rune_level = 6;
  9881. else if (skill_id == RK_CRUSHSTRIKE)
  9882. rune_level = 7;
  9883. else if (skill_id == RK_REFRESH)
  9884. rune_level = 8;
  9885. else if (skill_id == RK_MILLENNIUMSHIELD)
  9886. rune_level = 9;
  9887. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9888. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9889. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9890. else if (skill_id == RK_STONEHARDSKIN)
  9891. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9892. } else
  9893. clif_skill_fail( *sd, skill_id );
  9894. }
  9895. break;
  9896. case NPC_MILLENNIUMSHIELD:
  9897. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9898. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9899. break;
  9900. case RK_FIGHTINGSPIRIT: {
  9901. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9902. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9903. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9904. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9906. break;
  9907. }
  9908. case GC_ROLLINGCUTTER:
  9909. {
  9910. short count = 1;
  9911. skill_area_temp[2] = 0;
  9912. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9913. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9914. { // Every time the skill is casted the status change is reseted adding a counter.
  9915. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9916. if( count > 10 )
  9917. count = 10; // Max coounter
  9918. status_change_end(bl, SC_ROLLINGCUTTER);
  9919. }
  9920. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9921. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9922. }
  9923. break;
  9924. case GC_WEAPONBLOCKING:
  9925. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9926. status_change_end(bl, SC_WEAPONBLOCKING);
  9927. else
  9928. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9930. break;
  9931. case GC_CREATENEWPOISON:
  9932. if( sd )
  9933. {
  9934. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  9935. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9936. }
  9937. break;
  9938. case GC_POISONINGWEAPON:
  9939. if( sd ) {
  9940. clif_poison_list( *sd, skill_lv );
  9941. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9942. }
  9943. break;
  9944. case GC_ANTIDOTE:
  9945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9946. if( tsc )
  9947. {
  9948. status_change_end(bl, SC_PARALYSE);
  9949. status_change_end(bl, SC_PYREXIA);
  9950. status_change_end(bl, SC_DEATHHURT);
  9951. status_change_end(bl, SC_LEECHESEND);
  9952. status_change_end(bl, SC_VENOMBLEED);
  9953. status_change_end(bl, SC_MAGICMUSHROOM);
  9954. status_change_end(bl, SC_TOXIN);
  9955. status_change_end(bl, SC_OBLIVIONCURSE);
  9956. }
  9957. break;
  9958. case GC_PHANTOMMENACE:
  9959. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9960. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9961. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9962. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9963. break;
  9964. case GC_HALLUCINATIONWALK:
  9965. {
  9966. int heal = status_get_max_hp(bl) / 10;
  9967. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9968. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9969. break;
  9970. }
  9971. if( !status_charge(bl,heal,0) )
  9972. {
  9973. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9974. break;
  9975. }
  9976. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9977. }
  9978. break;
  9979. case AB_ANCILLA:
  9980. if( sd ) {
  9981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9982. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9983. }
  9984. break;
  9985. case AB_CLEMENTIA:
  9986. case AB_CANTO:
  9987. {
  9988. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9989. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9990. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  9991. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9992. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9993. else if( sd )
  9994. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9995. }
  9996. break;
  9997. case AB_PRAEFATIO:
  9998. case AB_RENOVATIO:
  9999. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10000. if (skill_id == AB_PRAEFATIO)
  10001. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  10002. else
  10003. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10004. } else if( sd )
  10005. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10006. break;
  10007. case AB_CHEAL:
  10008. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10009. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10010. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10011. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10012. if( partycount > 1 )
  10013. i += (i / 100) * (partycount * 10) / 4;
  10014. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10015. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10016. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10017. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10018. i = ~i + 1;
  10019. status_heal(bl, i, 0, 0);
  10020. }
  10021. } else if( sd )
  10022. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10023. break;
  10024. case NPC_CHEAL:
  10025. if( flag&1 ) {
  10026. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10027. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10028. if (status_isimmune(bl))
  10029. i = 0;
  10030. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10031. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10032. i = ~i + 1;
  10033. status_heal(bl, i, 0, 0);
  10034. }
  10035. }
  10036. else {
  10037. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10038. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10039. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10040. }
  10041. break;
  10042. case AB_ORATIO:
  10043. if( flag&1 )
  10044. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10045. else {
  10046. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10047. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10048. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10049. }
  10050. break;
  10051. case AB_LAUDAAGNUS:
  10052. if( flag&1 || !sd || !sd->status.party_id ) {
  10053. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10054. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10055. // Success Chance: (60 + 10 * Skill Level) %
  10056. if( rnd()%100 > 60+10*skill_lv ) break;
  10057. status_change_end(bl, SC_FREEZE);
  10058. status_change_end(bl, SC_STONE);
  10059. status_change_end(bl, SC_BLIND);
  10060. status_change_end(bl, SC_BURNING);
  10061. status_change_end(bl, SC_FREEZING);
  10062. status_change_end(bl, SC_CRYSTALIZE);
  10063. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10064. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10065. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10066. } else if( sd )
  10067. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10068. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10069. break;
  10070. case AB_LAUDARAMUS:
  10071. if( flag&1 || !sd || !sd->status.party_id ) {
  10072. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10073. // Success Chance: (60 + 10 * Skill Level) %
  10074. if( rnd()%100 > 60+10*skill_lv ) break;
  10075. status_change_end(bl, SC_SLEEP);
  10076. status_change_end(bl, SC_STUN);
  10077. status_change_end(bl, SC_MANDRAGORA);
  10078. status_change_end(bl, SC_SILENCE);
  10079. status_change_end(bl, SC_DEEPSLEEP);
  10080. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10081. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10082. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10083. } else if( sd )
  10084. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10085. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10086. break;
  10087. case AB_CLEARANCE:
  10088. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10089. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10090. break;
  10091. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10092. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10093. if (sd)
  10094. clif_skill_fail( *sd, skill_id );
  10095. break;
  10096. }
  10097. if(status_isimmune(bl))
  10098. break;
  10099. //Remove bonus_script by Clearance
  10100. if (dstsd)
  10101. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10102. if(!tsc || !tsc->count)
  10103. break;
  10104. //Statuses change that can't be removed by Cleareance
  10105. for (const auto &it : status_db) {
  10106. sc_type status = static_cast<sc_type>(it.first);
  10107. if (!tsc->getSCE(status))
  10108. continue;
  10109. if (it.second->flag[SCF_NOCLEARANCE])
  10110. continue;
  10111. switch (status) {
  10112. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10113. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10114. case SC_FORTUNE: case SC_SERVICE4U:
  10115. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10116. continue; //If in song area don't end it, even if config enabled
  10117. break;
  10118. case SC_ASSUMPTIO:
  10119. if (bl->type == BL_MOB)
  10120. continue;
  10121. break;
  10122. }
  10123. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10124. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10125. status_change_end(bl,status);
  10126. }
  10127. break;
  10128. }
  10129. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10130. break;
  10131. case AB_SILENTIUM:
  10132. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10133. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10134. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10136. break;
  10137. case WL_STASIS:
  10138. if (flag&1)
  10139. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10140. else {
  10141. struct map_data *mapdata = map_getmapdata(src->m);
  10142. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10144. }
  10145. break;
  10146. case NPC_DANCINGBLADE:
  10147. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10148. break;
  10149. case WL_CHAINLIGHTNING:
  10150. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10151. break;
  10152. case WL_WHITEIMPRISON:
  10153. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10154. {
  10155. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10156. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10157. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10158. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10159. if( sd )
  10160. skill_blockpc_start(sd,skill_id,4000);
  10161. if( !(tsc && tsc->getSCE(type)) ){
  10162. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10163. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10164. if( sd && !i )
  10165. clif_skill_fail( *sd, skill_id );
  10166. }
  10167. }else
  10168. if( sd )
  10169. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10170. break;
  10171. case NPC_JACKFROST:
  10172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10173. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10174. break;
  10175. case WL_SIENNAEXECRATE:
  10176. if( status_isimmune(bl) || !tsc )
  10177. break;
  10178. if( flag&1 ) {
  10179. if( bl->id == skill_area_temp[1] )
  10180. break; // Already work on this target
  10181. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10182. } else {
  10183. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10184. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10185. if( rnd()%100 < rate ) { // Success on First Target
  10186. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10188. skill_area_temp[1] = bl->id;
  10189. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10190. }
  10191. // Doesn't send failure packet if it fails on defense.
  10192. }
  10193. else if( sd ) // Failure on Rate
  10194. clif_skill_fail( *sd, skill_id );
  10195. }
  10196. break;
  10197. case WL_SUMMONFB:
  10198. case WL_SUMMONBL:
  10199. case WL_SUMMONWB:
  10200. case WL_SUMMONSTONE:
  10201. {
  10202. if (sc == nullptr)
  10203. break;
  10204. e_wl_spheres element;
  10205. switch (skill_id) { // Set val2. The SC element for this ball
  10206. case WL_SUMMONFB:
  10207. element = WLS_FIRE;
  10208. break;
  10209. case WL_SUMMONBL:
  10210. element = WLS_WIND;
  10211. break;
  10212. case WL_SUMMONWB:
  10213. element = WLS_WATER;
  10214. break;
  10215. case WL_SUMMONSTONE:
  10216. element = WLS_STONE;
  10217. break;
  10218. }
  10219. if (skill_lv == 1) {
  10220. sc_type sphere = SC_NONE;
  10221. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10222. if (sc->getSCE(i) == nullptr) {
  10223. sphere = static_cast<sc_type>(i); // Take the free SC
  10224. break;
  10225. }
  10226. }
  10227. if (sphere == SC_NONE) {
  10228. if (sd) // No free slots to put SC
  10229. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10230. break;
  10231. }
  10232. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10233. } else {
  10234. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10235. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10236. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10237. }
  10238. }
  10239. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10240. }
  10241. break;
  10242. case WL_READING_SB_READING:
  10243. if (sd) {
  10244. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10245. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10246. break;
  10247. }
  10248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10249. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10250. }
  10251. break;
  10252. case RA_FEARBREEZE:
  10253. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10254. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10255. break;
  10256. case RA_WUGMASTERY:
  10257. if( sd ) {
  10258. if( !pc_iswug(sd) )
  10259. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10260. else
  10261. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10263. }
  10264. break;
  10265. case RA_WUGRIDER:
  10266. if( sd ) {
  10267. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10268. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10269. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10270. } else if( pc_isridingwug(sd) ) {
  10271. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10272. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10273. }
  10274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10275. }
  10276. break;
  10277. case RA_WUGDASH:
  10278. if( tsce ) {
  10279. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10280. map_freeblock_unlock();
  10281. return 0;
  10282. }
  10283. if( sd && pc_isridingwug(sd) ) {
  10284. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10285. clif_walkok(*sd);
  10286. }
  10287. break;
  10288. case RA_SENSITIVEKEEN:
  10289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10290. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10291. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10292. break;
  10293. case NC_F_SIDESLIDE:
  10294. case NC_B_SIDESLIDE:
  10295. {
  10296. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10297. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10299. }
  10300. break;
  10301. case NC_SELFDESTRUCTION:
  10302. if( sd ) {
  10303. if( pc_ismadogear(sd) )
  10304. pc_setmadogear(sd, false);
  10305. skill_area_temp[1] = 0;
  10306. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10307. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10308. status_set_sp(src, 0, 0);
  10309. skill_clear_unitgroup(src);
  10310. }
  10311. break;
  10312. case NC_EMERGENCYCOOL:
  10313. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10314. if (sd) {
  10315. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10316. int16 limit[] = { -45, -75, -105 };
  10317. i = 0;
  10318. for (const auto &reqItem : req.eqItem) {
  10319. if (pc_search_inventory(sd, reqItem) != -1)
  10320. break;
  10321. i++;
  10322. }
  10323. pc_overheat(*sd, limit[min(i, 2)]);
  10324. }
  10325. break;
  10326. case NC_ANALYZE:
  10327. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10328. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10329. break;
  10330. case NC_MAGNETICFIELD:
  10331. if (flag & 1) {
  10332. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10333. } else {
  10334. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10335. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10336. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10337. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10338. }
  10339. break;
  10340. case NC_REPAIR:
  10341. if( sd ) {
  10342. int heal, hp = 0;
  10343. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10344. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10345. break;
  10346. }
  10347. switch(skill_lv) {
  10348. case 1: hp = 4; break;
  10349. case 2: hp = 7; break;
  10350. case 3: hp = 13; break;
  10351. case 4: hp = 17; break;
  10352. case 5: default: hp = 23; break;
  10353. }
  10354. heal = dstsd->status.max_hp * hp / 100;
  10355. status_heal(bl,heal,0,2);
  10356. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10357. }
  10358. break;
  10359. case NC_DISJOINT:
  10360. {
  10361. if( bl->type != BL_MOB ) break;
  10362. md = map_id2md(bl->id);
  10363. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10364. status_kill(bl);
  10365. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10366. }
  10367. break;
  10368. case SC_AUTOSHADOWSPELL:
  10369. if( sd ) {
  10370. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10371. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10372. {
  10373. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10374. clif_autoshadowspell_list( *sd );
  10375. clif_skill_nodamage(src,bl,skill_id,1,1);
  10376. }
  10377. else
  10378. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10379. }
  10380. break;
  10381. case SC_SHADOWFORM:
  10382. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10383. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10384. dstsd->shadowform_id = src->id;
  10385. }
  10386. else if( sd )
  10387. clif_skill_fail( *sd, skill_id );
  10388. break;
  10389. case SC_BODYPAINT:
  10390. if( flag&1 ) {
  10391. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10392. status_change_end(bl,SC_HIDING);
  10393. status_change_end(bl,SC_CLOAKING);
  10394. status_change_end(bl,SC_CLOAKINGEXCEED);
  10395. status_change_end(bl,SC_CAMOUFLAGE);
  10396. status_change_end(bl,SC_NEWMOON);
  10397. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10398. status_change_end(bl, SC__SHADOWFORM);
  10399. }
  10400. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10401. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10402. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10403. } else {
  10404. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10405. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10406. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10407. }
  10408. break;
  10409. case SC_ENERVATION:
  10410. case SC_GROOMY:
  10411. case SC_LAZINESS:
  10412. case SC_UNLUCKY:
  10413. case SC_WEAKNESS:
  10414. if( !(tsc && tsc->getSCE(type)) ) {
  10415. int rate;
  10416. if (status_get_class_(bl) == CLASS_BOSS)
  10417. break;
  10418. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10419. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10420. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10421. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10422. } else if( sd )
  10423. clif_skill_fail( *sd, skill_id );
  10424. break;
  10425. case SC_IGNORANCE:
  10426. if( !(tsc && tsc->getSCE(type)) ) {
  10427. int rate;
  10428. if (status_get_class_(bl) == CLASS_BOSS)
  10429. break;
  10430. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10431. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10432. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10433. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10434. int sp = 100 * skill_lv;
  10435. if( dstmd )
  10436. sp = dstmd->level;
  10437. if( !dstmd )
  10438. status_zap(bl, 0, sp);
  10439. status_heal(src, 0, sp / 2, 3);
  10440. } else if( sd )
  10441. clif_skill_fail( *sd, skill_id );
  10442. } else if( sd )
  10443. clif_skill_fail( *sd, skill_id );
  10444. break;
  10445. case LG_TRAMPLE:
  10446. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10447. if (rnd()%100 < (25 + 25 * skill_lv))
  10448. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10449. status_change_end(bl, SC_SV_ROOTTWIST);
  10450. break;
  10451. case LG_REFLECTDAMAGE:
  10452. if( tsc && tsc->getSCE(type) )
  10453. status_change_end(bl,type);
  10454. else
  10455. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10457. break;
  10458. case LG_PIETY:
  10459. if( flag&1 )
  10460. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10461. else {
  10462. skill_area_temp[2] = 0;
  10463. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10464. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10465. }
  10466. break;
  10467. case SR_CURSEDCIRCLE:
  10468. if( flag&1 ) {
  10469. if( status_get_class_(bl) == CLASS_BOSS )
  10470. break;
  10471. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10472. if( bl->type == BL_MOB )
  10473. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10474. clif_bladestop(src, bl->id, 1);
  10475. map_freeblock_unlock();
  10476. return 1;
  10477. }
  10478. } else {
  10479. int count = 0;
  10480. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10481. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10482. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10483. if( sd ) pc_delspiritball(sd, count, 0);
  10484. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10485. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10486. }
  10487. break;
  10488. case NPC_SR_CURSEDCIRCLE:
  10489. if( flag&1 ) {
  10490. if( status_get_class_(bl) == CLASS_BOSS )
  10491. break;
  10492. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10493. if( bl->type == BL_MOB )
  10494. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10495. clif_bladestop(src, bl->id, 1);
  10496. map_freeblock_unlock();
  10497. return 1;
  10498. }
  10499. } else {
  10500. int count = 0;
  10501. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10502. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10503. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10504. if( sd ) pc_delspiritball(sd, count, 0);
  10505. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10506. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10507. }
  10508. break;
  10509. case SR_RAISINGDRAGON:
  10510. if( sd ) {
  10511. short max = 5 + skill_lv;
  10512. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10513. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10514. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10515. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10516. }
  10517. break;
  10518. case SR_ASSIMILATEPOWER:
  10519. if (flag&1) {
  10520. i = 0;
  10521. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10522. if (dstsd->spiritball > 0) {
  10523. i = dstsd->spiritball;
  10524. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10525. }
  10526. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10527. i += dstsd->spiritcharm;
  10528. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10529. }
  10530. }
  10531. if (i)
  10532. status_percent_heal(src, 0, i);
  10533. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10534. } else {
  10535. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10536. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10537. }
  10538. break;
  10539. case SR_POWERVELOCITY:
  10540. if( !dstsd )
  10541. break;
  10542. if( sd && dstsd->spiritball <= 5 ) {
  10543. for(i = 0; i <= 5; i++) {
  10544. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10545. pc_delspiritball(sd, sd->spiritball, 0);
  10546. }
  10547. }
  10548. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10549. break;
  10550. case SR_GENTLETOUCH_CURE:
  10551. {
  10552. unsigned int heal;
  10553. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10554. heal = 0;
  10555. else {
  10556. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10557. status_heal(bl, heal, 0, 0);
  10558. }
  10559. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10560. status_change_end(bl, SC_STONE);
  10561. status_change_end(bl, SC_FREEZE);
  10562. status_change_end(bl, SC_STUN);
  10563. status_change_end(bl, SC_POISON);
  10564. status_change_end(bl, SC_SILENCE);
  10565. status_change_end(bl, SC_BLIND);
  10566. status_change_end(bl, SC_HALLUCINATION);
  10567. }
  10568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10569. }
  10570. break;
  10571. case SR_GENTLETOUCH_ENERGYGAIN:
  10572. case SR_GENTLETOUCH_CHANGE:
  10573. case SR_GENTLETOUCH_REVITALIZE:
  10574. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10575. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10576. break;
  10577. case SR_FLASHCOMBO: {
  10578. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10579. const int delay[] = { 0, 750, 1250 };
  10580. if (sd) // Disable attacking/acting/moving for skill's duration.
  10581. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10582. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10583. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10584. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10585. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10586. }
  10587. break;
  10588. case WA_SWING_DANCE:
  10589. case WA_MOONLIT_SERENADE:
  10590. case WA_SYMPHONY_OF_LOVER:
  10591. case MI_RUSH_WINDMILL:
  10592. case MI_ECHOSONG:
  10593. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10595. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10596. } else if( sd ) {
  10597. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10598. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10600. }
  10601. break;
  10602. case MI_HARMONIZE:
  10603. if( src != bl )
  10604. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10605. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10606. break;
  10607. case WM_DEADHILLHERE:
  10608. if( bl->type == BL_PC ) {
  10609. if( !status_isdead(*bl) )
  10610. break;
  10611. tstatus->hp = max(tstatus->sp, 1);
  10612. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10613. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10614. pc_revive(reinterpret_cast<map_session_data*>(bl),true,true);
  10615. clif_resurrection( *bl );
  10616. }
  10617. break;
  10618. case WM_VOICEOFSIREN:
  10619. if (flag&1)
  10620. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10621. else {
  10622. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10623. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10624. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10625. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10627. }
  10628. break;
  10629. case WM_GLOOMYDAY:
  10630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10631. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10632. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10633. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10634. { // !TODO: Which skills aren't boosted anymore?
  10635. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10636. break;
  10637. }
  10638. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10639. break;
  10640. case WM_SATURDAY_NIGHT_FEVER:
  10641. if( flag&1 ) {
  10642. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10643. } else if (sd) {
  10644. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10645. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10647. }
  10648. }
  10649. break;
  10650. case WM_SIRCLEOFNATURE:
  10651. case WM_SONG_OF_MANA:
  10652. case WM_DANCE_WITH_WUG:
  10653. case WM_LERADS_DEW:
  10654. case WM_UNLIMITED_HUMMING_VOICE:
  10655. if( flag&1 ) { // These affect to to all party members near the caster.
  10656. if( sc && sc->getSCE(type) ) {
  10657. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10658. }
  10659. } else if( sd ) {
  10660. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10661. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10663. }
  10664. break;
  10665. case WM_MELODYOFSINK:
  10666. if( flag&1 ) {
  10667. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10668. } else { // These affect to all targets around the caster.
  10669. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10670. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10672. }
  10673. }
  10674. break;
  10675. case WM_BEYOND_OF_WARCRY:
  10676. if( flag&1 ) {
  10677. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10678. } else { // These affect to all targets around the caster.
  10679. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10680. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10682. }
  10683. }
  10684. break;
  10685. case WM_SOUND_OF_DESTRUCTION:
  10686. if (flag&1) {
  10687. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10688. } else {
  10689. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10690. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10691. }
  10692. break;
  10693. case WM_RANDOMIZESPELL:
  10694. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10695. status_change_end(bl, SC_SONGOFMANA);
  10696. status_change_end(bl, SC_DANCEWITHWUG);
  10697. status_change_end(bl, SC_LERADSDEW);
  10698. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10699. status_change_end(bl, SC_BEYONDOFWARCRY);
  10700. status_change_end(bl, SC_MELODYOFSINK);
  10701. status_change_end(bl, SC_BEYONDOFWARCRY);
  10702. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10703. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10704. }
  10705. break;
  10706. case RETURN_TO_ELDICASTES:
  10707. case ALL_GUARDIAN_RECALL:
  10708. case ECLAGE_RECALL:
  10709. case ALL_PRONTERA_RECALL:
  10710. case ALL_GLASTHEIM_RECALL:
  10711. case ALL_THANATOS_RECALL:
  10712. case ALL_LIGHTHALZEN_RECALL:
  10713. if( sd != nullptr ){
  10714. short x=0, y=0; // Destination position.
  10715. unsigned short mapindex=0;
  10716. switch(skill_id){
  10717. default:
  10718. case RETURN_TO_ELDICASTES:
  10719. x = 198;
  10720. y = 187;
  10721. mapindex = mapindex_name2id(MAP_DICASTES);
  10722. break;
  10723. case ALL_GUARDIAN_RECALL:
  10724. x = 44;
  10725. y = 151;
  10726. mapindex = mapindex_name2id(MAP_MORA);
  10727. break;
  10728. case ECLAGE_RECALL:
  10729. x = 47;
  10730. y = 31;
  10731. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10732. break;
  10733. case ALL_PRONTERA_RECALL:
  10734. if(skill_lv == 1) {
  10735. x = 115;
  10736. y = 72;
  10737. }
  10738. else if(skill_lv == 2) {
  10739. x = 159;
  10740. y = 192;
  10741. }
  10742. mapindex = mapindex_name2id(MAP_PRONTERA);
  10743. break;
  10744. case ALL_GLASTHEIM_RECALL:
  10745. x = 200;
  10746. y = 268;
  10747. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10748. break;
  10749. case ALL_THANATOS_RECALL:
  10750. x = 139;
  10751. y = 156;
  10752. mapindex = mapindex_name2id(MAP_THANATOS);
  10753. break;
  10754. case ALL_LIGHTHALZEN_RECALL:
  10755. x = 307;
  10756. y = 307;
  10757. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10758. break;
  10759. }
  10760. if(!mapindex)
  10761. { //Given map not found?
  10762. clif_skill_fail( *sd, skill_id );
  10763. map_freeblock_unlock();
  10764. return 0;
  10765. }
  10766. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10767. }
  10768. break;
  10769. case ECL_SNOWFLIP:
  10770. case ECL_PEONYMAMY:
  10771. case ECL_SADAGUI:
  10772. case ECL_SEQUOIADUST:
  10773. switch(skill_id){
  10774. case ECL_SNOWFLIP:
  10775. status_change_end(bl, SC_SLEEP);
  10776. status_change_end(bl, SC_BLEEDING);
  10777. status_change_end(bl, SC_BURNING);
  10778. status_change_end(bl, SC_DEEPSLEEP);
  10779. break;
  10780. case ECL_PEONYMAMY:
  10781. status_change_end(bl, SC_FREEZE);
  10782. status_change_end(bl, SC_FREEZING);
  10783. status_change_end(bl, SC_CRYSTALIZE);
  10784. break;
  10785. case ECL_SADAGUI:
  10786. status_change_end(bl, SC_STUN);
  10787. status_change_end(bl, SC_CONFUSION);
  10788. status_change_end(bl, SC_HALLUCINATION);
  10789. status_change_end(bl, SC_FEAR);
  10790. break;
  10791. case ECL_SEQUOIADUST:
  10792. status_change_end(bl, SC_STONE);
  10793. status_change_end(bl, SC_POISON);
  10794. status_change_end(bl, SC_CURSE);
  10795. status_change_end(bl, SC_BLIND);
  10796. status_change_end(bl, SC_ORCISH);
  10797. status_change_end(bl, SC_DECREASEAGI);
  10798. break;
  10799. }
  10800. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10802. break;
  10803. case GM_SANDMAN:
  10804. if( tsc ) {
  10805. if( tsc->opt1 == OPT1_SLEEP )
  10806. tsc->opt1 = 0;
  10807. else
  10808. tsc->opt1 = OPT1_SLEEP;
  10809. clif_changeoption(bl);
  10810. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10811. }
  10812. break;
  10813. case SO_ARRULLO:
  10814. {
  10815. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10816. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10817. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10818. }
  10819. break;
  10820. case WM_LULLABY_DEEPSLEEP:
  10821. if (flag&1) {
  10822. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10823. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10824. sc_start(src, bl, type, rate, skill_lv, duration);
  10825. } else {
  10826. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10827. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10828. }
  10829. break;
  10830. case SO_SUMMON_AGNI:
  10831. case SO_SUMMON_AQUA:
  10832. case SO_SUMMON_VENTUS:
  10833. case SO_SUMMON_TERA:
  10834. if( sd ) {
  10835. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10836. // Remove previous elemental first.
  10837. if( sd->ed )
  10838. elemental_delete(sd->ed);
  10839. // Summoning the new one.
  10840. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10841. clif_skill_fail( *sd, skill_id );
  10842. break;
  10843. }
  10844. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10845. }
  10846. break;
  10847. case SO_EL_CONTROL:
  10848. if( sd ) {
  10849. int mode;
  10850. if( !sd->ed ) break;
  10851. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10852. elemental_delete(sd->ed);
  10853. break;
  10854. }
  10855. switch( skill_lv ) {// Select mode bassed on skill level used.
  10856. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10857. case 2: mode = EL_MODE_ASSIST; break;
  10858. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10859. }
  10860. if( !elemental_change_mode(sd->ed,mode) ) {
  10861. clif_skill_fail( *sd, skill_id );
  10862. break;
  10863. }
  10864. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10865. }
  10866. break;
  10867. case SO_EL_ACTION:
  10868. if( sd ) {
  10869. int duration = 3000;
  10870. if( !sd->ed )
  10871. break;
  10872. switch(sd->ed->db->class_) {
  10873. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10874. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10875. duration = 6000;
  10876. break;
  10877. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10878. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10879. duration = 9000;
  10880. break;
  10881. }
  10882. sd->skill_id_old = skill_id;
  10883. elemental_action(sd->ed, bl, tick);
  10884. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10885. skill_blockpc_start(sd, skill_id, duration);
  10886. }
  10887. break;
  10888. case SO_EL_CURE:
  10889. if( sd ) {
  10890. s_elemental_data *ed = sd->ed;
  10891. int s_hp, s_sp;
  10892. if( !ed )
  10893. break;
  10894. s_hp = sd->battle_status.hp * 10 / 100;
  10895. s_sp = sd->battle_status.sp * 10 / 100;
  10896. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10897. clif_skill_fail( *sd, skill_id );
  10898. break;
  10899. }
  10900. status_heal(&ed->bl,s_hp,s_sp,3);
  10901. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10902. }
  10903. break;
  10904. case GN_CHANGEMATERIAL:
  10905. case SO_EL_ANALYSIS:
  10906. if( sd ) {
  10907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10908. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10909. }
  10910. break;
  10911. case NPC_MANDRAGORA:
  10912. case GN_MANDRAGORA:
  10913. if( flag&1 ) {
  10914. int rate;
  10915. if (skill_id == NPC_MANDRAGORA)
  10916. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10917. else
  10918. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10919. if (rate < 10)
  10920. rate = 10;
  10921. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10922. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10923. if (rnd()%100 < rate) {
  10924. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10925. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10926. }
  10927. } else {
  10928. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10929. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10930. }
  10931. break;
  10932. case GN_SLINGITEM:
  10933. if( sd ) {
  10934. i = sd->equip_index[EQI_AMMO];
  10935. if( i < 0 )
  10936. break; // No ammo.
  10937. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10938. if( ammo_id == 0 )
  10939. break;
  10940. sd->itemid = ammo_id;
  10941. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10942. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10943. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10944. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10945. else
  10946. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10947. } else //Otherwise, it fails, shows animation and removes items.
  10948. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  10949. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10950. switch (ammo_id) {
  10951. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10952. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10953. status_percent_heal(bl, 1, 0);
  10954. break;
  10955. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10956. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10957. status_percent_heal(bl, 2, 0);
  10958. break;
  10959. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10960. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10961. status_percent_heal(bl, 5, 0);
  10962. break;
  10963. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10964. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10965. status_percent_heal(bl, 0, 2);
  10966. break;
  10967. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10968. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10969. status_percent_heal(bl, 0, 4);
  10970. break;
  10971. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10972. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10973. status_percent_heal(bl, 0, 8);
  10974. break;
  10975. default:
  10976. if (dstsd)
  10977. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10978. break;
  10979. }
  10980. }
  10981. }
  10982. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10983. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10984. break;
  10985. case GN_MIX_COOKING:
  10986. case GN_MAKEBOMB:
  10987. case GN_S_PHARMACY:
  10988. if( sd ) {
  10989. int qty = 1;
  10990. sd->skill_id_old = skill_id;
  10991. sd->skill_lv_old = skill_lv;
  10992. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10993. qty = 10;
  10994. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  10995. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10996. }
  10997. break;
  10998. case EL_CIRCLE_OF_FIRE:
  10999. case EL_PYROTECHNIC:
  11000. case EL_HEATER:
  11001. case EL_TROPIC:
  11002. case EL_AQUAPLAY:
  11003. case EL_COOLER:
  11004. case EL_CHILLY_AIR:
  11005. case EL_GUST:
  11006. case EL_BLAST:
  11007. case EL_WILD_STORM:
  11008. case EL_PETROLOGY:
  11009. case EL_CURSED_SOIL:
  11010. case EL_UPHEAVAL:
  11011. case EL_FIRE_CLOAK:
  11012. case EL_WATER_DROP:
  11013. case EL_WIND_CURTAIN:
  11014. case EL_SOLID_SKIN:
  11015. case EL_STONE_SHIELD:
  11016. case EL_WIND_STEP:
  11017. case EM_EL_FLAMETECHNIC:
  11018. case EM_EL_FLAMEARMOR:
  11019. case EM_EL_COLD_FORCE:
  11020. case EM_EL_CRYSTAL_ARMOR:
  11021. case EM_EL_GRACE_BREEZE:
  11022. case EM_EL_EYES_OF_STORM:
  11023. case EM_EL_EARTH_CARE:
  11024. case EM_EL_STRONG_PROTECTION:
  11025. case EM_EL_DEEP_POISONING:
  11026. case EM_EL_POISON_SHIELD:
  11027. {
  11028. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11029. if( ele ) {
  11030. sc_type type2 = (sc_type)(type-1);
  11031. status_change *esc = status_get_sc(&ele->bl);
  11032. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11033. status_change_end(src,type);
  11034. status_change_end(bl,type2);
  11035. } else {
  11036. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11037. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11038. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11039. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11040. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11041. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11042. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11043. }
  11044. }
  11045. }
  11046. break;
  11047. case EL_FIRE_MANTLE:
  11048. case EL_WATER_BARRIER:
  11049. case EL_ZEPHYR:
  11050. case EL_POWER_OF_GAIA:
  11051. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11052. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11053. break;
  11054. case EL_WATER_SCREEN: {
  11055. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11056. if( ele ) {
  11057. status_change *esc = status_get_sc(&ele->bl);
  11058. sc_type type2 = (sc_type)(type-1);
  11059. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11060. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11061. status_change_end(bl,type);
  11062. status_change_end(src,type2);
  11063. } else {
  11064. // This not heals at the end.
  11065. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11066. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11067. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11068. }
  11069. }
  11070. }
  11071. break;
  11072. case KO_KAHU_ENTEN:
  11073. case KO_HYOUHU_HUBUKI:
  11074. case KO_KAZEHU_SEIRAN:
  11075. case KO_DOHU_KOUKAI:
  11076. if (sd) {
  11077. int ele_type = skill_get_ele(skill_id,skill_lv);
  11078. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11079. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11080. }
  11081. break;
  11082. case KO_ZANZOU:
  11083. if(sd){
  11084. struct mob_data *md2;
  11085. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11086. if( md2 )
  11087. {
  11088. md2->master_id = src->id;
  11089. md2->special_state.ai = AI_ZANZOU;
  11090. if( md2->deletetimer != INVALID_TIMER )
  11091. delete_timer(md2->deletetimer, mob_timer_delete);
  11092. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11093. mob_spawn( md2 );
  11094. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11095. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11096. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11097. }
  11098. }
  11099. break;
  11100. case KO_KYOUGAKU:
  11101. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11102. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11103. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11104. }else if( sd )
  11105. clif_skill_fail( *sd, skill_id );
  11106. break;
  11107. case KO_JYUSATSU:
  11108. if( dstsd && tsc && !tsc->getSCE(type) &&
  11109. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11110. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11111. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11112. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11113. if( status_get_lv(bl) <= status_get_lv(src) )
  11114. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11115. }else if( sd )
  11116. clif_skill_fail( *sd, skill_id );
  11117. break;
  11118. case KO_GENWAKU:
  11119. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11120. int x = src->x, y = src->y;
  11121. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11122. clif_skill_fail( *sd, skill_id );
  11123. break;
  11124. }
  11125. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11126. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11127. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11128. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11129. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11130. clif_blown(src);
  11131. if (!unit_blown_immune(bl, 0x1)) {
  11132. unit_movepos(bl,x,y,0,0);
  11133. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11134. clif_sitting(bl); //Avoid sitting sync problem
  11135. clif_blown(bl);
  11136. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11137. }
  11138. }
  11139. }
  11140. break;
  11141. case OB_AKAITSUKI:
  11142. case OB_OBOROGENSOU:
  11143. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11144. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11145. clif_skill_fail( *sd, skill_id );
  11146. break;
  11147. }
  11148. [[fallthrough]];
  11149. case KO_IZAYOI:
  11150. case OB_ZANGETSU:
  11151. case KG_KYOMU:
  11152. case KG_KAGEMUSYA:
  11153. case SP_SOULDIVISION:
  11154. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11155. if (bl->type != BL_PC) {
  11156. if (sd)
  11157. clif_skill_fail( *sd, skill_id );
  11158. break;
  11159. }
  11160. }
  11161. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11162. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11163. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11164. break;
  11165. case KG_KAGEHUMI:
  11166. if( flag&1 ){
  11167. if (bl->type != BL_PC)
  11168. break;
  11169. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11170. status_change_end(bl, SC_HIDING);
  11171. status_change_end(bl, SC_CLOAKING);
  11172. status_change_end(bl, SC_CLOAKINGEXCEED);
  11173. status_change_end(bl, SC_CAMOUFLAGE);
  11174. status_change_end(bl, SC_NEWMOON);
  11175. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11176. status_change_end(bl, SC__SHADOWFORM);
  11177. status_change_end(bl, SC_MARIONETTE);
  11178. status_change_end(bl, SC_HARMONIZE);
  11179. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11180. }
  11181. }else{
  11182. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11183. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11184. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11185. }
  11186. break;
  11187. case MH_SILENT_BREEZE:
  11188. {
  11189. int heal = 5 * status_get_lv(&hd->bl) +
  11190. #ifdef RENEWAL
  11191. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11192. #else
  11193. status_base_matk_min(&hd->battle_status);
  11194. #endif
  11195. //Silences the homunculus and target
  11196. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11197. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11198. //Recover the target's HP
  11199. status_heal(bl,heal,0,3);
  11200. //Removes these SC from target
  11201. if (tsc) {
  11202. const enum sc_type scs[] = {
  11203. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11204. };
  11205. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11206. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11207. }
  11208. }
  11209. break;
  11210. case MH_OVERED_BOOST:
  11211. if (hd && battle_get_master(src)) {
  11212. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11213. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11214. }
  11215. break;
  11216. case MH_GRANITIC_ARMOR:
  11217. case MH_PYROCLASTIC:
  11218. if(hd) {
  11219. struct block_list *s_bl = battle_get_master(src);
  11220. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11221. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11222. }
  11223. break;
  11224. case MH_LIGHT_OF_REGENE: //self
  11225. if(hd) {
  11226. struct block_list *s_bl = battle_get_master(src);
  11227. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11228. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11229. }
  11230. break;
  11231. case MH_STYLE_CHANGE:
  11232. if(hd){
  11233. struct status_change_entry *sce;
  11234. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11235. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11236. else sce->val1 = MH_MD_FIGHTING;
  11237. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11238. // char output[128];
  11239. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11240. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11241. //}
  11242. }
  11243. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11244. }
  11245. break;
  11246. case MH_GOLDENE_TONE:
  11247. case MH_TEMPERING: {
  11248. block_list* master_bl = battle_get_master(src);
  11249. if (master_bl != nullptr){
  11250. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11251. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11252. }
  11253. } break;
  11254. case MH_PAIN_KILLER:
  11255. bl = battle_get_master(src);
  11256. if (bl != nullptr)
  11257. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11258. break;
  11259. case MH_MAGMA_FLOW:
  11260. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11261. break;
  11262. case MH_SUMMON_LEGION: {
  11263. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11264. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11265. struct mob_data *sum_md;
  11266. int i_slave,c=0;
  11267. int maxcount = qty[skill_lv-1];
  11268. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11269. if(c >= maxcount) {
  11270. map_freeblock_unlock();
  11271. return 0; //max qty already spawned
  11272. }
  11273. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11274. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11275. if (sum_md) {
  11276. sum_md->master_id = src->id;
  11277. sum_md->special_state.ai = AI_LEGION;
  11278. if (sum_md->deletetimer != INVALID_TIMER)
  11279. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11280. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11281. mob_spawn(sum_md); //Now it is ready for spawning.
  11282. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11283. }
  11284. }
  11285. }
  11286. break;
  11287. case RL_RICHS_COIN:
  11288. if (sd) {
  11289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11290. for (i = 0; i < 10; i++)
  11291. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11292. }
  11293. break;
  11294. case RL_C_MARKER:
  11295. if (sd) {
  11296. // If marked by someone else remove it
  11297. if (tsce && tsce->val2 != src->id)
  11298. status_change_end(bl, type);
  11299. // Check if marked before
  11300. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11301. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11302. // Find empty slot
  11303. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11304. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11305. clif_skill_fail( *sd, skill_id );
  11306. break;
  11307. }
  11308. }
  11309. sd->c_marker[i] = bl->id;
  11310. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11311. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11312. }
  11313. // If mob casts this, at least SC_C_MARKER as debuff
  11314. else {
  11315. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11316. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11317. }
  11318. break;
  11319. case RL_QD_SHOT:
  11320. if (sd) {
  11321. skill_area_temp[1] = bl->id;
  11322. // Check surrounding
  11323. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11324. if (skill_area_temp[0])
  11325. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11326. // Main target always receives damage
  11327. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11328. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11329. } else {
  11330. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11331. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11332. }
  11333. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11334. skill_area_temp[0] = 0;
  11335. skill_area_temp[1] = 0;
  11336. break;
  11337. case RL_FLICKER:
  11338. if (sd) {
  11339. sd->flicker = true;
  11340. skill_area_temp[1] = 0;
  11341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11342. // Detonate RL_B_TRAP
  11343. if (pc_checkskill(sd, RL_B_TRAP))
  11344. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11345. // Detonate RL_H_MINE
  11346. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11347. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11348. sd->flicker = false;
  11349. }
  11350. break;
  11351. case SO_ELEMENTAL_SHIELD:
  11352. if (!sd || sd->status.party_id == 0 || flag&1) {
  11353. if (sd && sd->status.party_id == 0) {
  11354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11355. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11356. elemental_delete(sd->ed);
  11357. }
  11358. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11359. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11360. }
  11361. else {
  11362. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11363. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11364. elemental_delete(sd->ed);
  11365. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11366. }
  11367. break;
  11368. case SU_HIDE:
  11369. if (tsce) {
  11370. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11371. status_change_end(bl, type);
  11372. map_freeblock_unlock();
  11373. return 0;
  11374. }
  11375. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11376. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11377. break;
  11378. case SU_STOOP:
  11379. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11380. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11381. break;
  11382. case SU_SV_ROOTTWIST:
  11383. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11384. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11385. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11386. break;
  11387. }
  11388. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11389. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11390. else {
  11391. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11392. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11393. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11394. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11395. }
  11396. break;
  11397. case SU_TUNABELLY:
  11398. {
  11399. unsigned int heal = 0;
  11400. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11401. heal = 0;
  11402. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11403. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11404. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11405. status_heal(bl, heal, 0, 0);
  11406. }
  11407. break;
  11408. case SU_BUNCHOFSHRIMP:
  11409. case SU_HISS:
  11410. case SU_PURRING:
  11411. case SU_MEOWMEOW:
  11412. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11413. int duration = skill_get_time(skill_id, skill_lv);
  11414. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11415. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11416. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11417. } else if (sd) {
  11418. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11419. }
  11420. break;
  11421. case SU_SHRIMPARTY:
  11422. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11423. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11424. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11425. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11426. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11427. }
  11428. } else if (sd)
  11429. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11430. break;
  11431. case SU_POWEROFFLOCK:
  11432. if (flag&1) {
  11433. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11434. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11435. } else {
  11436. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11437. if (battle_config.skill_wall_check)
  11438. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11439. else
  11440. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11441. }
  11442. break;
  11443. case ALL_EQSWITCH:
  11444. if( sd ){
  11445. clif_equipswitch_reply( sd, false );
  11446. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11447. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11448. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11449. }
  11450. }
  11451. }
  11452. break;
  11453. case AB_VITUPERATUM:
  11454. if (flag&1)
  11455. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11456. else {
  11457. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11458. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11459. }
  11460. break;
  11461. case AB_CONVENIO:
  11462. if (sd) {
  11463. party_data *p = party_search(sd->status.party_id);
  11464. int i = 0, count = 0;
  11465. // Only usable in party
  11466. if (p == nullptr) {
  11467. clif_skill_fail( *sd, skill_id );
  11468. break;
  11469. }
  11470. // Only usable as party leader.
  11471. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11472. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11473. clif_skill_fail( *sd, skill_id );
  11474. break;
  11475. }
  11476. // Do the teleport part
  11477. for (i = 0; i < MAX_PARTY; ++i) {
  11478. map_session_data *pl_sd = p->data[i].sd;
  11479. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11480. sd->bl.m != pl_sd->bl.m)
  11481. continue;
  11482. // Respect /call configuration
  11483. if( pl_sd->status.disable_call ){
  11484. continue;
  11485. }
  11486. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11487. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11488. count++;
  11489. }
  11490. }
  11491. if (!count)
  11492. clif_skill_fail( *sd, skill_id );
  11493. }
  11494. break;
  11495. case NPC_PULSESTRIKE2:
  11496. for (int i = 0; i < 3; i++)
  11497. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11498. break;
  11499. case BO_THE_WHOLE_PROTECTION:
  11500. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11501. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11502. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11503. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11504. continue;
  11505. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11506. }
  11507. } else if (sd) {
  11508. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11509. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11510. }
  11511. break;
  11512. case TR_MUSICAL_INTERLUDE:
  11513. case TR_JAWAII_SERENADE:
  11514. case TR_PRON_MARCH:
  11515. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11516. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11517. else if (sd) {
  11518. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11519. sd->skill_id_song = skill_id;
  11520. sd->skill_lv_song = skill_lv;
  11521. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11522. flag |= 2;
  11523. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11524. }
  11525. break;
  11526. case TR_GEF_NOCTURN:
  11527. case TR_AIN_RHAPSODY:
  11528. if (flag & 1)
  11529. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11530. else if (sd) {
  11531. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11532. sd->skill_id_song = skill_id;
  11533. sd->skill_lv_song = skill_lv;
  11534. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11535. flag |= 2;
  11536. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11537. }
  11538. break;
  11539. case TR_ROKI_CAPRICCIO:
  11540. case TR_NIPELHEIM_REQUIEM:
  11541. if (flag & 1) { // Need official success chances.
  11542. uint16 success_chance = 5 * skill_lv;
  11543. if (flag & 2)
  11544. success_chance *= 2;
  11545. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11546. if (skill_id == TR_ROKI_CAPRICCIO) {
  11547. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11548. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11549. } else { // TR_NIPELHEIM_REQUIEM
  11550. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11551. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11552. }
  11553. } else if (sd) {
  11554. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11555. sd->skill_id_song = skill_id;
  11556. sd->skill_lv_song = skill_lv;
  11557. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11558. flag |= 2;
  11559. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11560. }
  11561. break;
  11562. case ABR_NET_REPAIR:
  11563. case ABR_NET_SUPPORT:
  11564. if (flag & 1) {
  11565. int heal_amount;
  11566. if (skill_id == ABR_NET_REPAIR) {
  11567. heal_amount = tstatus->max_hp * 10 / 100;
  11568. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11569. status_heal(bl, heal_amount, 0, 0);
  11570. } else { // ABR_NET_SUPPORT
  11571. heal_amount = tstatus->max_sp * 3 / 100;
  11572. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11573. status_heal(bl, 0, heal_amount, 0);
  11574. }
  11575. } else {
  11576. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11577. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11578. }
  11579. break;
  11580. case WH_HAWK_M:
  11581. if (sd) {
  11582. if (!pc_isfalcon(sd))
  11583. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11584. else
  11585. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11586. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11587. }
  11588. break;
  11589. case EM_SUMMON_ELEMENTAL_ARDOR:
  11590. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11591. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11592. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11593. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11594. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11595. if (sd == nullptr)
  11596. break;
  11597. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11598. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11599. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11600. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11601. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11602. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11603. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11604. // Remove the old elemental before summoning the super one.
  11605. elemental_delete(sd->ed);
  11606. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11607. clif_skill_fail( *sd, skill_id );
  11608. break;
  11609. } else // Elemental summoned. Buff the player with the bonus.
  11610. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11611. } else {
  11612. clif_skill_fail( *sd, skill_id );
  11613. break;
  11614. }
  11615. }
  11616. break;
  11617. case EM_ELEMENTAL_VEIL:
  11618. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11619. if (sd == nullptr)
  11620. break;
  11621. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11622. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11623. else
  11624. clif_skill_fail( *sd, skill_id );
  11625. break;
  11626. case MT_M_MACHINE:
  11627. case BO_BIONIC_PHARMACY:
  11628. if (sd) {
  11629. sd->skill_id_old = skill_id;
  11630. sd->skill_lv_old = skill_lv;
  11631. if (skill_id == MT_M_MACHINE)
  11632. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  11633. else // BO_BIONIC_PHARMACY
  11634. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  11635. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11636. }
  11637. break;
  11638. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11639. case MT_SUMMON_ABR_DUAL_CANNON:
  11640. case MT_SUMMON_ABR_MOTHER_NET:
  11641. case MT_SUMMON_ABR_INFINITY: {
  11642. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11643. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11644. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11645. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11646. if (md) {
  11647. md->master_id = src->id;
  11648. md->special_state.ai = AI_ABR;
  11649. if (md->deletetimer != INVALID_TIMER)
  11650. delete_timer(md->deletetimer, mob_timer_delete);
  11651. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11652. mob_spawn(md);
  11653. }
  11654. }
  11655. break;
  11656. case BO_WOODENWARRIOR:
  11657. case BO_WOODEN_FAIRY:
  11658. case BO_CREEPER:
  11659. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11660. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11661. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11662. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11663. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11664. if (md) {
  11665. md->master_id = src->id;
  11666. md->special_state.ai = AI_BIONIC;
  11667. if (md->deletetimer != INVALID_TIMER)
  11668. delete_timer(md->deletetimer, mob_timer_delete);
  11669. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11670. mob_spawn(md);
  11671. }
  11672. }
  11673. break;
  11674. #ifdef RENEWAL
  11675. case CG_HERMODE:
  11676. skill_castend_song(src, skill_id, skill_lv, tick);
  11677. break;
  11678. #endif
  11679. case NPC_LEASH:
  11680. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11681. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11682. return 0;
  11683. }
  11684. clif_blown( bl );
  11685. break;
  11686. case NPC_WIDELEASH:
  11687. if( flag & 1 ){
  11688. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11689. return 0;
  11690. }
  11691. clif_blown( bl );
  11692. }else{
  11693. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11694. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11695. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11696. }
  11697. break;
  11698. case HN_HELLS_DRIVE:
  11699. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11700. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  11701. break;
  11702. case NW_THE_VIGILANTE_AT_NIGHT:
  11703. i = skill_get_splash(skill_id, skill_lv);
  11704. skill_area_temp[0] = 0;
  11705. skill_area_temp[1] = bl->id;
  11706. skill_area_temp[2] = 0;
  11707. if (sd && sd->weapontype1 == W_GATLING) {
  11708. i = 5; // 11x11
  11709. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
  11710. } else
  11711. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
  11712. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11713. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11714. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11715. break;
  11716. case NW_INTENSIVE_AIM:
  11717. if (tsc && tsc->getSCE(type)) {
  11718. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11719. status_change_end(bl, type);
  11720. } else {
  11721. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11722. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11723. }
  11724. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11725. break;
  11726. case NW_HIDDEN_CARD:
  11727. case NW_AUTO_FIRING_LAUNCHER:
  11728. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11729. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11730. break;
  11731. case NW_GRENADE_FRAGMENT:
  11732. status_change_end(src, type);
  11733. if (skill_lv < 7)
  11734. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11735. else if (skill_lv == 7) {
  11736. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11737. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11738. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11739. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11740. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11741. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11742. }
  11743. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11744. break;
  11745. default: {
  11746. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11747. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11748. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11749. map_freeblock_unlock();
  11750. return 1;
  11751. }
  11752. }
  11753. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11754. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11755. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11756. }
  11757. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11758. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11759. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11760. }
  11761. if( sd && !(flag&1) )
  11762. {// ensure that the skill last-cast tick is recorded
  11763. sd->canskill_tick = gettick();
  11764. if( sd->state.arrow_atk )
  11765. {// consume arrow on last invocation to this skill.
  11766. battle_consume_ammo(sd, skill_id, skill_lv);
  11767. }
  11768. skill_onskillusage(sd, bl, skill_id, tick);
  11769. // perform skill requirement consumption
  11770. if (!(flag&SKILL_NOCONSUME_REQ))
  11771. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11772. }
  11773. map_freeblock_unlock();
  11774. return 0;
  11775. }
  11776. /**
  11777. * Checking that causing skill failed
  11778. * @param src Caster
  11779. * @param target Target
  11780. * @param skill_id
  11781. * @param skill_lv
  11782. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11783. **/
  11784. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11785. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11786. int inf = skill->inf;
  11787. status_change *tsc = status_get_sc(target);
  11788. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11789. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11790. switch (skill_id) {
  11791. case AL_HEAL:
  11792. case AL_INCAGI:
  11793. case AL_DECAGI:
  11794. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11795. case AB_RENOVATIO:
  11796. case AB_HIGHNESSHEAL:
  11797. if (tsc && tsc->option&OPTION_MADOGEAR)
  11798. return USESKILL_FAIL_TOTARGET;
  11799. break;
  11800. case RG_BACKSTAP:
  11801. {
  11802. #ifndef RENEWAL
  11803. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11804. if (map_check_dir(dir, t_dir))
  11805. return USESKILL_FAIL_MAX;
  11806. #endif
  11807. if (check_distance_bl(src, target, 0))
  11808. return USESKILL_FAIL_MAX;
  11809. }
  11810. break;
  11811. case PR_TURNUNDEAD:
  11812. {
  11813. status_data* tstatus = status_get_status_data(*target);
  11814. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11815. return USESKILL_FAIL_MAX;
  11816. }
  11817. break;
  11818. case PR_LEXDIVINA:
  11819. case MER_LEXDIVINA:
  11820. {
  11821. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11822. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11823. return USESKILL_FAIL_LEVEL;
  11824. else
  11825. return -1; //Works on silenced allies
  11826. }
  11827. break;
  11828. case RA_WUGSTRIKE:
  11829. // Check if path can be reached
  11830. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11831. return USESKILL_FAIL_MAX;
  11832. break;
  11833. case MG_NAPALMBEAT:
  11834. case MG_FIREBALL:
  11835. case HT_BLITZBEAT:
  11836. case AS_GRIMTOOTH:
  11837. case MO_COMBOFINISH:
  11838. case NC_VULCANARM:
  11839. case SR_TIGERCANNON:
  11840. // These can damage traps, but can't target traps directly
  11841. if (target->type == BL_SKILL) {
  11842. TBL_SKILL *su = (TBL_SKILL*)target;
  11843. if (!su || !su->group)
  11844. return USESKILL_FAIL_MAX;
  11845. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11846. return USESKILL_FAIL_MAX;
  11847. }
  11848. break;
  11849. case IQ_SECOND_FLAME:
  11850. case IQ_SECOND_FAITH:
  11851. case IQ_SECOND_JUDGEMENT:
  11852. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11853. return USESKILL_FAIL_LEVEL;
  11854. break;
  11855. case IQ_THIRD_PUNISH:
  11856. case IQ_THIRD_FLAME_BOMB:
  11857. case IQ_THIRD_CONSECRATION:
  11858. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11859. return USESKILL_FAIL_LEVEL;
  11860. break;
  11861. }
  11862. if (inf&INF_ATTACK_SKILL ||
  11863. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11864. ) // Casted through combo.
  11865. inf = BCT_ENEMY; //Offensive skill.
  11866. else if (skill->inf2[INF2_NOTARGETENEMY])
  11867. inf = BCT_NOENEMY;
  11868. else
  11869. inf = 0;
  11870. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11871. inf |=
  11872. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11873. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11874. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11875. inf &= ~BCT_NEUTRAL;
  11876. }
  11877. switch (skill_id) {
  11878. // Cannot be casted to Emperium
  11879. case WZ_ESTIMATION:
  11880. case SL_SKE:
  11881. case SL_SKA:
  11882. case RK_PHANTOMTHRUST:
  11883. case NPC_PHANTOMTHRUST:
  11884. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11885. return USESKILL_FAIL_MAX;
  11886. break;
  11887. }
  11888. if (inf && battle_check_target(src, target, inf) <= 0) {
  11889. switch(skill_id) {
  11890. case RK_PHANTOMTHRUST:
  11891. case NPC_PHANTOMTHRUST:
  11892. case AB_CLEARANCE:
  11893. return USESKILL_FAIL_TOTARGET;
  11894. default:
  11895. return USESKILL_FAIL_LEVEL;
  11896. }
  11897. }
  11898. // Fogwall makes all offensive-type targetted skills fail at 75%
  11899. // Jump Kick can still fail even though you can jump to friendly targets.
  11900. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11901. return USESKILL_FAIL_LEVEL;
  11902. return -1;
  11903. }
  11904. TIMER_FUNC( skill_keep_using ){
  11905. map_session_data* sd = map_id2sd( id );
  11906. if( sd && sd->skill_keep_using.skill_id ){
  11907. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11908. sd->skill_keep_using.tid = INVALID_TIMER;
  11909. }
  11910. return 0;
  11911. }
  11912. /**
  11913. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11914. * @param tid
  11915. * @param tick
  11916. * @param data
  11917. **/
  11918. TIMER_FUNC(skill_castend_id){
  11919. struct block_list *target, *src;
  11920. map_session_data *sd;
  11921. struct mob_data *md;
  11922. struct unit_data *ud;
  11923. int flag = 0;
  11924. src = map_id2bl(id);
  11925. if( src == nullptr )
  11926. {
  11927. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  11928. return 0;// not found
  11929. }
  11930. ud = unit_bl2ud(src);
  11931. if( ud == nullptr )
  11932. {
  11933. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  11934. return 0;// ???
  11935. }
  11936. sd = BL_CAST(BL_PC, src);
  11937. md = BL_CAST(BL_MOB, src);
  11938. status_change *sc = status_get_sc(src);
  11939. if( src->prev == nullptr ) {
  11940. ud->skilltimer = INVALID_TIMER;
  11941. return 0;
  11942. }
  11943. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11944. if( ud->skilltimer != tid ) {
  11945. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11946. ud->skilltimer = INVALID_TIMER;
  11947. return 0;
  11948. }
  11949. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11950. {// restore original walk speed
  11951. ud->skilltimer = INVALID_TIMER;
  11952. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11953. } else
  11954. ud->skilltimer = INVALID_TIMER;
  11955. }
  11956. if (ud->skilltarget == id)
  11957. target = src;
  11958. else
  11959. target = map_id2bl(ud->skilltarget);
  11960. // Use a do so that you can break out of it when the skill fails.
  11961. do {
  11962. bool fail = false;
  11963. int8 res = USESKILL_FAIL_LEVEL;
  11964. if (!target || target->prev == nullptr)
  11965. break;
  11966. if (src->m != target->m || status_isdead(*src))
  11967. break;
  11968. //These should become skill_castend_pos
  11969. switch (ud->skill_id) {
  11970. case WE_CALLPARTNER:
  11971. if (sd) {
  11972. map_session_data *p_sd = pc_get_partner(sd);
  11973. if (p_sd && p_sd->state.autotrade) {
  11974. fail = true;
  11975. break;
  11976. } else
  11977. clif_callpartner(*sd);
  11978. }
  11979. break;
  11980. case WE_CALLPARENT:
  11981. if (sd) {
  11982. map_session_data *f_sd = pc_get_father(sd);
  11983. map_session_data *m_sd = pc_get_mother(sd);
  11984. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11985. fail = true;
  11986. break;
  11987. }
  11988. }
  11989. break;
  11990. case WE_CALLBABY:
  11991. if (sd) {
  11992. map_session_data *c_sd = pc_get_child(sd);
  11993. if (c_sd && c_sd->state.autotrade) {
  11994. fail = true;
  11995. break;
  11996. }
  11997. }
  11998. break;
  11999. case AM_RESURRECTHOMUN:
  12000. case PF_SPIDERWEB:
  12001. {
  12002. //Find a random spot to place the skill. [Skotlex]
  12003. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12004. ud->skillx = target->x + splash;
  12005. ud->skilly = target->y + splash;
  12006. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12007. ud->skillx = target->x;
  12008. ud->skilly = target->y;
  12009. }
  12010. ud->skilltimer = tid;
  12011. return skill_castend_pos(tid,tick,id,data);
  12012. }
  12013. case GN_WALLOFTHORN:
  12014. case SC_ESCAPE:
  12015. case WL_FROSTMISTY:
  12016. case SU_CN_POWDERING:
  12017. case AG_RAIN_OF_CRYSTAL:
  12018. ud->skillx = target->x;
  12019. ud->skilly = target->y;
  12020. ud->skilltimer = tid;
  12021. return skill_castend_pos(tid,tick,id,data);
  12022. }
  12023. // Failing
  12024. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12025. if (sd && res != USESKILL_FAIL_MAX)
  12026. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12027. break;
  12028. }
  12029. //Avoid doing double checks for instant-cast skills.
  12030. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12031. break;
  12032. if(md) {
  12033. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12034. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12035. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12036. }
  12037. if (src != target && battle_config.skill_add_range &&
  12038. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12039. {
  12040. if (sd) {
  12041. clif_skill_fail( *sd, ud->skill_id);
  12042. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12043. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12044. }
  12045. break;
  12046. }
  12047. #ifdef OFFICIAL_WALKPATH
  12048. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12049. {
  12050. if (sd) {
  12051. clif_skill_fail( *sd, ud->skill_id );
  12052. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12053. }
  12054. break;
  12055. }
  12056. #endif
  12057. if( sd )
  12058. {
  12059. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12060. break;
  12061. else {
  12062. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12063. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12064. // Give AP
  12065. if (add_ap > 0) {
  12066. switch (ud->skill_id) {
  12067. case TR_ROSEBLOSSOM:
  12068. case TR_RHYTHMSHOOTING:
  12069. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12070. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12071. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12072. break;
  12073. case TR_GEF_NOCTURN:
  12074. case TR_ROKI_CAPRICCIO:
  12075. case TR_AIN_RHAPSODY:
  12076. case TR_MUSICAL_INTERLUDE:
  12077. case TR_JAWAII_SERENADE:
  12078. case TR_NIPELHEIM_REQUIEM:
  12079. case TR_PRON_MARCH:
  12080. if (sd->skill_id_old == TR_RETROSPECTION) {
  12081. add_ap += add_ap * 50 / 100;
  12082. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12083. }
  12084. break;
  12085. case WH_CRESCIVE_BOLT:
  12086. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12087. add_ap += 2;
  12088. }
  12089. break;
  12090. }
  12091. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12092. }
  12093. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12094. clif_skill_fail( *sd, ud->skill_id );
  12095. break; // Show a skill fail message (Damage type consumes requirements)
  12096. }
  12097. }
  12098. }
  12099. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12100. break;
  12101. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12102. ud->state.running = 0;
  12103. status_change_end(src, SC_RUN);
  12104. flag = 1;
  12105. }
  12106. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12107. unit_stop_walking(src,1);
  12108. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12109. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12110. // Cooldown application
  12111. switch (src->type) {
  12112. case BL_PC:{
  12113. // Increases/Decreases cooldown of a skill by item/card bonuses.
  12114. int cooldown = pc_get_skillcooldown(sd, ud->skill_id, ud->skill_lv);
  12115. if (cooldown > 0)
  12116. skill_blockpc_start(sd, ud->skill_id, cooldown);
  12117. } break;
  12118. case BL_HOM:{
  12119. homun_data& hd = reinterpret_cast<homun_data&>(*src);
  12120. #ifdef RENEWAL
  12121. skill_blockhomun_start(&hd, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12122. #else
  12123. skill_blockhomun_start(&hd, ud->skill_id, skill_get_delay(ud->skill_id, ud->skill_lv));
  12124. #endif
  12125. } break;
  12126. }
  12127. if( battle_config.display_status_timers && sd )
  12128. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12129. if( sd )
  12130. {
  12131. switch( ud->skill_id )
  12132. {
  12133. case GS_DESPERADO:
  12134. case RL_FIREDANCE:
  12135. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12136. break;
  12137. case KN_BRANDISHSPEAR:
  12138. case CR_GRANDCROSS: {
  12139. sc_type type;
  12140. if (ud->skill_id == KN_BRANDISHSPEAR)
  12141. type = SC_STRIPWEAPON;
  12142. else
  12143. type = SC_STRIPSHIELD;
  12144. if (sc && sc->getSCE(type)) {
  12145. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12146. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12147. break;
  12148. }
  12149. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12150. // During Grand Cross you are in ankle state (cannot move or teleport)
  12151. if (ud->skill_id == CR_GRANDCROSS)
  12152. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12153. break;
  12154. }
  12155. }
  12156. }
  12157. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12158. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12159. // This is also important for monster skill usage behavior
  12160. if (src->type == BL_MOB)
  12161. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12162. else
  12163. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12164. }
  12165. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12166. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12167. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12168. map_freeblock_lock();
  12169. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12170. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12171. else
  12172. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12173. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12174. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12175. }
  12176. if(sc && sc->count) {
  12177. if (ud->skill_id != RA_CAMOUFLAGE)
  12178. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12179. if(sc->getSCE(SC_SPIRIT) &&
  12180. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12181. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12182. ud->skill_id != WZ_WATERBALL)
  12183. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12184. #ifndef RENEWAL
  12185. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12186. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12187. #endif
  12188. }
  12189. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12190. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12191. if (ud->skilltimer == INVALID_TIMER) {
  12192. if(md) md->skill_idx = -1;
  12193. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12194. ud->skill_lv = ud->skilltarget = 0;
  12195. }
  12196. map_freeblock_unlock();
  12197. return 1;
  12198. } while(0);
  12199. //Skill failed.
  12200. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12201. { //When Asura fails... (except when it fails from Wall of Fog)
  12202. //Consume SP/spheres
  12203. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12204. status_set_sp(src, 0, 0);
  12205. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12206. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12207. status_change_end(src, SC_BLADESTOP);
  12208. if( target && target->m == src->m ) { //Move character to target anyway.
  12209. short x, y;
  12210. short dir = map_calc_dir(src,target->x,target->y);
  12211. //Move 3 cells (From Caster)
  12212. if( dir > 0 && dir < 4 )
  12213. x = -3;
  12214. else if( dir > 4 )
  12215. x = 3;
  12216. else
  12217. x = 0;
  12218. if( dir > 2 && dir < 6 )
  12219. y = -3;
  12220. else if( dir == 7 || dir < 2 )
  12221. y = 3;
  12222. else
  12223. y = 0;
  12224. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12225. clif_blown(src);
  12226. clif_spiritball(src);
  12227. }
  12228. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12229. }
  12230. }
  12231. ud->skill_id = ud->skilltarget = 0;
  12232. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12233. ud->canact_tick = tick;
  12234. //You can't place a skill failed packet here because it would be
  12235. //sent in ALL cases, even cases where skill_check_condition fails
  12236. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12237. if (sd) {
  12238. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12239. if (sd->skill_keep_using.skill_id > 0) {
  12240. sd->skill_keep_using.skill_id = 0;
  12241. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12242. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12243. sd->skill_keep_using.tid = INVALID_TIMER;
  12244. }
  12245. }
  12246. } else if (md)
  12247. md->skill_idx = -1;
  12248. return 0;
  12249. }
  12250. /*==========================================
  12251. *
  12252. *------------------------------------------*/
  12253. TIMER_FUNC(skill_castend_pos){
  12254. struct block_list* src = map_id2bl(id);
  12255. map_session_data *sd;
  12256. struct unit_data *ud = unit_bl2ud(src);
  12257. struct mob_data *md;
  12258. nullpo_ret(ud);
  12259. sd = BL_CAST(BL_PC , src);
  12260. md = BL_CAST(BL_MOB, src);
  12261. if( src->prev == nullptr ) {
  12262. ud->skilltimer = INVALID_TIMER;
  12263. return 0;
  12264. }
  12265. if( ud->skilltimer != tid )
  12266. {
  12267. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12268. ud->skilltimer = INVALID_TIMER;
  12269. return 0;
  12270. }
  12271. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12272. {// restore original walk speed
  12273. ud->skilltimer = INVALID_TIMER;
  12274. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12275. } else
  12276. ud->skilltimer = INVALID_TIMER;
  12277. do {
  12278. if( status_isdead(*src) )
  12279. break;
  12280. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12281. break;
  12282. if(tid != INVALID_TIMER)
  12283. { //Avoid double checks on instant cast skills. [Skotlex]
  12284. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12285. break;
  12286. if (battle_config.skill_add_range &&
  12287. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12288. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12289. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12290. break;
  12291. }
  12292. }
  12293. if( sd )
  12294. {
  12295. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12296. break;
  12297. else {
  12298. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12299. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12300. // Give AP
  12301. if (add_ap > 0) {
  12302. switch (ud->skill_id) {
  12303. case WH_DEEPBLINDTRAP:
  12304. case WH_SOLIDTRAP:
  12305. case WH_SWIFTTRAP:
  12306. case WH_FLAMETRAP:
  12307. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12308. add_ap += 1;
  12309. break;
  12310. }
  12311. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12312. }
  12313. }
  12314. }
  12315. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12316. break;
  12317. if(md) {
  12318. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12319. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12320. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12321. }
  12322. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12323. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12324. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12325. if (ud->walktimer != INVALID_TIMER)
  12326. unit_stop_walking(src,1);
  12327. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12328. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12329. if (sd) { //Cooldown application
  12330. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12331. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12332. }
  12333. if( battle_config.display_status_timers && sd )
  12334. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12335. // if( sd )
  12336. // {
  12337. // switch( ud->skill_id )
  12338. // {
  12339. // case ????:
  12340. // sd->canequip_tick = tick + ????;
  12341. // break;
  12342. // }
  12343. // }
  12344. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12345. // This is also important for monster skill usage behavior
  12346. if (src->type == BL_MOB)
  12347. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12348. else
  12349. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12350. map_freeblock_lock();
  12351. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12352. if (ud->skill_id != RA_CAMOUFLAGE)
  12353. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12354. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12355. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12356. if (ud->skilltimer == INVALID_TIMER) {
  12357. if (md) md->skill_idx = -1;
  12358. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12359. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12360. }
  12361. map_freeblock_unlock();
  12362. return 1;
  12363. } while(0);
  12364. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12365. ud->canact_tick = tick;
  12366. ud->skill_id = ud->skill_lv = 0;
  12367. if(sd)
  12368. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12369. else if(md)
  12370. md->skill_idx = -1;
  12371. return 0;
  12372. }
  12373. /* skill count without self */
  12374. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12375. struct block_list* src = va_arg(ap, struct block_list*);
  12376. if( src->id != bl->id ) {
  12377. return 1;
  12378. }
  12379. return 0;
  12380. }
  12381. /*==========================================
  12382. *
  12383. *------------------------------------------*/
  12384. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12385. {
  12386. map_session_data* sd;
  12387. status_change* sc;
  12388. struct status_change_entry *sce;
  12389. std::shared_ptr<s_skill_unit_group> sg;
  12390. enum sc_type type;
  12391. int i;
  12392. //if(skill_lv <= 0) return 0;
  12393. if(skill_id > 0 && !skill_lv) return 0; // celest
  12394. nullpo_ret(src);
  12395. if(status_isdead(*src))
  12396. return 0;
  12397. sd = BL_CAST(BL_PC, src);
  12398. sc = status_get_sc(src);
  12399. type = skill_get_sc(skill_id);
  12400. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12401. switch (skill_id) { //Skill effect.
  12402. case WZ_METEOR:
  12403. case WZ_ICEWALL:
  12404. case MO_BODYRELOCATION:
  12405. case CR_CULTIVATION:
  12406. case HW_GANBANTEIN:
  12407. case LG_EARTHDRIVE:
  12408. case SC_ESCAPE:
  12409. case SU_CN_METEOR:
  12410. case NPC_RAINOFMETEOR:
  12411. case HN_METEOR_STORM_BUSTER:
  12412. case NW_GRENADES_DROPPING:
  12413. break; //Effect is displayed on respective switch case.
  12414. default:
  12415. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12416. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12417. else
  12418. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12419. }
  12420. switch(skill_id)
  12421. {
  12422. case PR_BENEDICTIO:
  12423. skill_area_temp[1] = src->id;
  12424. i = skill_get_splash(skill_id, skill_lv);
  12425. map_foreachinallarea(skill_area_sub,
  12426. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12427. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12428. skill_castend_nodamage_id);
  12429. map_foreachinallarea(skill_area_sub,
  12430. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12431. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12432. skill_castend_damage_id);
  12433. break;
  12434. case BS_HAMMERFALL:
  12435. i = skill_get_splash(skill_id, skill_lv);
  12436. map_foreachinallarea(skill_area_sub,
  12437. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12438. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12439. skill_castend_nodamage_id);
  12440. break;
  12441. case HT_DETECTING:
  12442. i = skill_get_splash(skill_id, skill_lv);
  12443. map_foreachinallarea( status_change_timer_sub,
  12444. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12445. src,nullptr,SC_SIGHT,tick);
  12446. skill_reveal_trap_inarea(src, i, x, y);
  12447. break;
  12448. case SR_RIDEINLIGHTNING:
  12449. case NW_BASIC_GRENADE:
  12450. i = skill_get_splash(skill_id, skill_lv);
  12451. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12452. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12453. break;
  12454. case NPC_LEX_AETERNA:
  12455. i = skill_get_splash(skill_id, skill_lv);
  12456. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12457. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12458. break;
  12459. case SA_VOLCANO:
  12460. case SA_DELUGE:
  12461. case SA_VIOLENTGALE:
  12462. { //Does not consumes if the skill is already active. [Skotlex]
  12463. std::shared_ptr<s_skill_unit_group> sg2;
  12464. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12465. {
  12466. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12467. {
  12468. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12469. return 0; // not to consume items
  12470. }
  12471. else
  12472. sg2->limit = 0; //Disable it.
  12473. }
  12474. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12475. break;
  12476. }
  12477. // Skill Unit Setting
  12478. case MG_SAFETYWALL: {
  12479. int dummy = 1;
  12480. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12481. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12482. return 0; // Don't consume gems if cast on Land Protector
  12483. }
  12484. }
  12485. [[fallthrough]];
  12486. case MG_FIREWALL:
  12487. case MG_THUNDERSTORM:
  12488. case AL_PNEUMA:
  12489. case WZ_FIREPILLAR:
  12490. case WZ_QUAGMIRE:
  12491. case WZ_VERMILION:
  12492. case WZ_STORMGUST:
  12493. case WZ_HEAVENDRIVE:
  12494. case NPC_GROUNDDRIVE:
  12495. case PR_SANCTUARY:
  12496. case PR_MAGNUS:
  12497. case CR_GRANDCROSS:
  12498. case NPC_GRANDDARKNESS:
  12499. case HT_SKIDTRAP:
  12500. case MA_SKIDTRAP:
  12501. case HT_LANDMINE:
  12502. case MA_LANDMINE:
  12503. case HT_ANKLESNARE:
  12504. case HT_SHOCKWAVE:
  12505. case HT_SANDMAN:
  12506. case MA_SANDMAN:
  12507. case HT_FLASHER:
  12508. case HT_FREEZINGTRAP:
  12509. case MA_FREEZINGTRAP:
  12510. case HT_BLASTMINE:
  12511. case HT_CLAYMORETRAP:
  12512. case AS_VENOMDUST:
  12513. case AM_DEMONSTRATION:
  12514. case PF_FOGWALL:
  12515. case PF_SPIDERWEB:
  12516. case HT_TALKIEBOX:
  12517. case WE_CALLPARTNER:
  12518. case WE_CALLPARENT:
  12519. case WE_CALLBABY:
  12520. case SA_LANDPROTECTOR:
  12521. #ifndef RENEWAL
  12522. case BD_LULLABY:
  12523. case BD_RICHMANKIM:
  12524. case BD_ETERNALCHAOS:
  12525. case BD_DRUMBATTLEFIELD:
  12526. case BD_RINGNIBELUNGEN:
  12527. case BD_ROKISWEIL:
  12528. case BD_INTOABYSS:
  12529. case BD_SIEGFRIED:
  12530. case BA_DISSONANCE:
  12531. case BA_POEMBRAGI:
  12532. case BA_WHISTLE:
  12533. case BA_ASSASSINCROSS:
  12534. case BA_APPLEIDUN:
  12535. case DC_UGLYDANCE:
  12536. case DC_HUMMING:
  12537. case DC_DONTFORGETME:
  12538. case DC_FORTUNEKISS:
  12539. case DC_SERVICEFORYOU:
  12540. #endif
  12541. case CG_MOONLIT:
  12542. case GS_DESPERADO:
  12543. case NJ_KAENSIN:
  12544. case NJ_BAKUENRYU:
  12545. case NJ_SUITON:
  12546. case NJ_HYOUSYOURAKU:
  12547. case NJ_RAIGEKISAI:
  12548. case NJ_KAMAITACHI:
  12549. #ifdef RENEWAL
  12550. case HW_GRAVITATION:
  12551. #endif
  12552. case NPC_EVILLAND:
  12553. case NPC_VENOMFOG:
  12554. case NPC_COMET:
  12555. case NPC_WIDESUCK:
  12556. case NPC_ICEMINE:
  12557. case NPC_FLAMECROSS:
  12558. case NPC_HELLBURNING:
  12559. case NPC_REVERBERATION:
  12560. case WL_COMET:
  12561. case RA_ELECTRICSHOCKER:
  12562. case RA_CLUSTERBOMB:
  12563. case RA_MAGENTATRAP:
  12564. case RA_COBALTTRAP:
  12565. case RA_MAIZETRAP:
  12566. case RA_VERDURETRAP:
  12567. case RA_FIRINGTRAP:
  12568. case RA_ICEBOUNDTRAP:
  12569. case SC_MANHOLE:
  12570. case SC_DIMENSIONDOOR:
  12571. case SC_CHAOSPANIC:
  12572. case SC_MAELSTROM:
  12573. case SC_BLOODYLUST:
  12574. case WM_POEMOFNETHERWORLD:
  12575. case SO_PSYCHIC_WAVE:
  12576. case NPC_PSYCHIC_WAVE:
  12577. case SO_VACUUM_EXTREME:
  12578. case GN_THORNS_TRAP:
  12579. case SO_EARTHGRAVE:
  12580. case SO_DIAMONDDUST:
  12581. case SO_FIRE_INSIGNIA:
  12582. case SO_WATER_INSIGNIA:
  12583. case SO_WIND_INSIGNIA:
  12584. case SO_EARTH_INSIGNIA:
  12585. case KO_ZENKAI:
  12586. case MH_LAVA_SLIDE:
  12587. case MH_VOLCANIC_ASH:
  12588. case MH_BLAST_FORGE:
  12589. case MH_POISON_MIST:
  12590. case MH_STEINWAND:
  12591. case MH_XENO_SLASHER:
  12592. case LG_KINGS_GRACE:
  12593. case SJ_BOOKOFCREATINGSTAR:
  12594. case RL_B_TRAP:
  12595. case NPC_STORMGUST2:
  12596. case AG_RAIN_OF_CRYSTAL:
  12597. case AG_MYSTERY_ILLUSION:
  12598. case AG_STRANTUM_TREMOR:
  12599. case AG_TORNADO_STORM:
  12600. case AG_FLORAL_FLARE_ROAD:
  12601. case IG_CROSS_RAIN:
  12602. case CD_PNEUMATICUS_PROCELLA:
  12603. case ABC_ABYSS_STRIKE:
  12604. case ABC_ABYSS_SQUARE:
  12605. case WH_DEEPBLINDTRAP:
  12606. case WH_SOLIDTRAP:
  12607. case WH_SWIFTTRAP:
  12608. case WH_FLAMETRAP:
  12609. case BO_ACIDIFIED_ZONE_WATER:
  12610. case BO_ACIDIFIED_ZONE_GROUND:
  12611. case BO_ACIDIFIED_ZONE_WIND:
  12612. case BO_ACIDIFIED_ZONE_FIRE:
  12613. case EM_DIAMOND_STORM:
  12614. case EM_LIGHTNING_LAND:
  12615. case EM_VENOM_SWAMP:
  12616. case EM_CONFLAGRATION:
  12617. case EM_TERRA_DRIVE:
  12618. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12619. [[fallthrough]];
  12620. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12621. case GN_WALLOFTHORN:
  12622. case GN_DEMONIC_FIRE:
  12623. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12624. break;
  12625. case WZ_ICEWALL:
  12626. case NPC_CANE_OF_EVIL_EYE:
  12627. flag|=1;
  12628. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12629. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12630. break;
  12631. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12632. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12633. flag|=1;
  12634. break;
  12635. case NPC_EARTHQUAKE:
  12636. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12637. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12638. break;
  12639. #ifndef RENEWAL
  12640. case HP_BASILICA:
  12641. if( sc->getSCE(SC_BASILICA) ) {
  12642. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12643. return 0;
  12644. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12645. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12646. if (sd)
  12647. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  12648. return 0;
  12649. }
  12650. skill_clear_unitgroup(src);
  12651. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12652. flag|=1;
  12653. }
  12654. break;
  12655. #endif
  12656. #ifndef RENEWAL
  12657. case CG_HERMODE:
  12658. skill_clear_unitgroup(src);
  12659. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12660. sc_start4(src,src,SC_DANCING,100,
  12661. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12662. flag|=1;
  12663. #endif
  12664. break;
  12665. case RG_CLEANER: // [Valaris]
  12666. i = skill_get_splash(skill_id, skill_lv);
  12667. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12668. break;
  12669. case SO_WARMER:
  12670. case SO_CLOUD_KILL:
  12671. case NPC_CLOUD_KILL:
  12672. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12673. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12674. break;
  12675. case SU_CN_POWDERING:
  12676. case SU_NYANGGRASS:
  12677. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12678. if (skill_id == SU_CN_POWDERING)
  12679. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12680. else
  12681. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12682. }
  12683. flag |= 1;
  12684. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12685. break;
  12686. case SU_CN_METEOR:
  12687. if (sd) {
  12688. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12689. skill_id = SU_CN_METEOR2;
  12690. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12691. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12692. }
  12693. [[fallthrough]];
  12694. case WZ_METEOR:
  12695. {
  12696. int area = skill_get_splash(skill_id, skill_lv);
  12697. short tmpx = 0, tmpy = 0;
  12698. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12699. // Creates a random Cell in the Splash Area
  12700. tmpx = x - area + rnd() % (area * 2 + 1);
  12701. tmpy = y - area + rnd() % (area * 2 + 1);
  12702. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12703. }
  12704. }
  12705. break;
  12706. case AL_WARP:
  12707. if(sd)
  12708. {
  12709. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12710. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12711. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12712. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12713. );
  12714. }
  12715. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12716. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12717. return 0; // not to consume item.
  12718. case MO_BODYRELOCATION:
  12719. if (unit_movepos(src, x, y, 2, 1)) {
  12720. #if PACKETVER >= 20111005
  12721. clif_snap(src, src->x, src->y);
  12722. #else
  12723. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12724. #endif
  12725. if (sd)
  12726. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12727. }
  12728. break;
  12729. case NJ_SHADOWJUMP:
  12730. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12731. clif_blown(src);
  12732. status_change_end(src, SC_HIDING);
  12733. break;
  12734. case AM_SPHEREMINE:
  12735. case AM_CANNIBALIZE:
  12736. {
  12737. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12738. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12739. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12740. struct mob_data *md;
  12741. // Correct info, don't change any of this! [celest]
  12742. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12743. if (md) {
  12744. md->master_id = src->id;
  12745. md->special_state.ai = ai;
  12746. if( md->deletetimer != INVALID_TIMER )
  12747. delete_timer(md->deletetimer, mob_timer_delete);
  12748. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12749. mob_spawn (md); //Now it is ready for spawning.
  12750. }
  12751. }
  12752. break;
  12753. // Slim Pitcher [Celest]
  12754. case CR_SLIMPITCHER:
  12755. if (sd) {
  12756. int i_lv = 0, j = 0;
  12757. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12758. i_lv = skill_lv%11 - 1;
  12759. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12760. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12761. {
  12762. clif_skill_fail( *sd, skill_id );
  12763. return 1;
  12764. }
  12765. potion_flag = 1;
  12766. potion_hp = 0;
  12767. potion_sp = 0;
  12768. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12769. potion_flag = 0;
  12770. //Apply skill bonuses
  12771. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12772. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12773. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12774. + pc_skillheal_bonus(sd, skill_id);
  12775. potion_hp = potion_hp * (100+i_lv)/100;
  12776. potion_sp = potion_sp * (100+i_lv)/100;
  12777. // Final heal increased by HPlus.
  12778. // Is this the right place for this??? [Rytech]
  12779. // Can HPlus also affect SP recovery???
  12780. status_data* sstatus = status_get_status_data(*src);
  12781. if (sstatus && sstatus->hplus > 0) {
  12782. potion_hp += potion_hp * sstatus->hplus / 100;
  12783. potion_sp += potion_sp * sstatus->hplus / 100;
  12784. }
  12785. if(potion_hp > 0 || potion_sp > 0) {
  12786. i_lv = skill_get_splash(skill_id, skill_lv);
  12787. map_foreachinallarea(skill_area_sub,
  12788. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12789. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12790. skill_castend_nodamage_id);
  12791. }
  12792. } else {
  12793. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12794. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12795. potion_flag = 1;
  12796. potion_hp = 0;
  12797. potion_sp = 0;
  12798. run_script(item->script,0,src->id,0);
  12799. potion_flag = 0;
  12800. potion_hp = potion_hp * (100+id)/100;
  12801. potion_sp = potion_sp * (100+id)/100;
  12802. if(potion_hp > 0 || potion_sp > 0) {
  12803. id = skill_get_splash(skill_id, skill_lv);
  12804. map_foreachinallarea(skill_area_sub,
  12805. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12806. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12807. skill_castend_nodamage_id);
  12808. }
  12809. }
  12810. break;
  12811. case HW_GANBANTEIN:
  12812. if (rnd()%100 < 80) {
  12813. int dummy = 1;
  12814. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12815. i = skill_get_splash(skill_id, skill_lv);
  12816. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12817. } else {
  12818. if (sd) clif_skill_fail( *sd, skill_id );
  12819. return 1;
  12820. }
  12821. break;
  12822. #ifndef RENEWAL
  12823. case HW_GRAVITATION:
  12824. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12825. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12826. flag|=1;
  12827. break;
  12828. #endif
  12829. // Plant Cultivation [Celest]
  12830. case CR_CULTIVATION:
  12831. if (sd) {
  12832. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12833. {
  12834. clif_skill_fail( *sd, skill_id );
  12835. return 1;
  12836. }
  12837. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12838. if (rnd()%100 < 50) {
  12839. clif_skill_fail( *sd, skill_id );
  12840. } else {
  12841. TBL_MOB* md = nullptr;
  12842. int t, mob_id;
  12843. if (skill_lv == 1)
  12844. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12845. else {
  12846. int rand_val = rnd() % 100;
  12847. if (rand_val < 30)
  12848. mob_id = MOBID_GREEN_PLANT;
  12849. else if (rand_val < 55)
  12850. mob_id = MOBID_RED_PLANT;
  12851. else if (rand_val < 80)
  12852. mob_id = MOBID_YELLOW_PLANT;
  12853. else if (rand_val < 90)
  12854. mob_id = MOBID_WHITE_PLANT;
  12855. else if (rand_val < 98)
  12856. mob_id = MOBID_BLUE_PLANT;
  12857. else
  12858. mob_id = MOBID_SHINING_PLANT;
  12859. }
  12860. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12861. if (!md)
  12862. break;
  12863. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12864. {
  12865. if( md->deletetimer != INVALID_TIMER )
  12866. delete_timer(md->deletetimer, mob_timer_delete);
  12867. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12868. }
  12869. mob_spawn(md);
  12870. }
  12871. }
  12872. break;
  12873. case SG_SUN_WARM:
  12874. case SG_MOON_WARM:
  12875. case SG_STAR_WARM:
  12876. skill_clear_unitgroup(src);
  12877. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12878. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12879. flag|=1;
  12880. break;
  12881. case PA_GOSPEL:
  12882. if (sce && sce->val4 == BCT_SELF)
  12883. {
  12884. status_change_end(src, SC_GOSPEL);
  12885. return 0;
  12886. }
  12887. else
  12888. {
  12889. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12890. if (!sg) break;
  12891. if (sce)
  12892. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12893. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12894. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12895. }
  12896. break;
  12897. case NJ_TATAMIGAESHI:
  12898. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12899. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12900. break;
  12901. case AM_RESURRECTHOMUN: //[orn]
  12902. if (sd)
  12903. {
  12904. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12905. {
  12906. clif_skill_fail( *sd, skill_id );
  12907. break;
  12908. }
  12909. }
  12910. break;
  12911. case AC_SHOWER:
  12912. status_change_end(src, SC_CAMOUFLAGE);
  12913. [[fallthrough]];
  12914. case MA_SHOWER:
  12915. case NC_COLDSLOWER:
  12916. case RK_DRAGONBREATH:
  12917. case RK_DRAGONBREATH_WATER:
  12918. case NPC_DRAGONBREATH:
  12919. case WL_FROSTMISTY:
  12920. case RL_HAMMER_OF_GOD:
  12921. // Cast center might be relevant later (e.g. for knockback direction)
  12922. skill_area_temp[4] = x;
  12923. skill_area_temp[5] = y;
  12924. i = skill_get_splash(skill_id,skill_lv);
  12925. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12926. break;
  12927. case SO_ARRULLO:
  12928. i = skill_get_splash(skill_id,skill_lv);
  12929. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12930. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12931. break;
  12932. case GC_POISONSMOKE:
  12933. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12934. if( sd )
  12935. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  12936. return 0;
  12937. }
  12938. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12939. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12940. break;
  12941. case AB_EPICLESIS:
  12942. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12943. i = skill_get_splash(skill_id, skill_lv);
  12944. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12945. }
  12946. break;
  12947. case WL_EARTHSTRAIN:
  12948. {
  12949. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12950. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12951. for( w = 1; w <= wave; w++ )
  12952. {
  12953. switch( dir ){
  12954. case 0: case 1: case 7: sy = y + w; break;
  12955. case 3: case 4: case 5: sy = y - w; break;
  12956. case 2: sx = x - w; break;
  12957. case 6: sx = x + w; break;
  12958. }
  12959. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12960. }
  12961. }
  12962. break;
  12963. case RA_DETONATOR:
  12964. i = skill_get_splash(skill_id, skill_lv);
  12965. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12966. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12967. break;
  12968. case NC_NEUTRALBARRIER:
  12969. case NC_STEALTHFIELD:
  12970. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12971. skill_clear_unitgroup(src);
  12972. return 0;
  12973. }
  12974. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12975. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  12976. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12977. }
  12978. break;
  12979. case NC_SILVERSNIPER:
  12980. {
  12981. struct mob_data *md;
  12982. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12983. if( md ) {
  12984. md->master_id = src->id;
  12985. md->special_state.ai = AI_FAW;
  12986. if( md->deletetimer != INVALID_TIMER )
  12987. delete_timer(md->deletetimer, mob_timer_delete);
  12988. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12989. mob_spawn(md);
  12990. }
  12991. }
  12992. break;
  12993. case NC_MAGICDECOY:
  12994. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  12995. break;
  12996. case SC_FEINTBOMB: {
  12997. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12998. if( group == nullptr || group->unit == nullptr ) {
  12999. if (sd)
  13000. clif_skill_fail( *sd, skill_id );
  13001. return 1;
  13002. }
  13003. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13004. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13005. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  13006. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13007. }
  13008. break;
  13009. case SC_ESCAPE:
  13010. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13011. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13012. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13013. flag |= 1;
  13014. break;
  13015. case LG_BANDING:
  13016. if( sc && sc->getSCE(SC_BANDING) )
  13017. status_change_end(src,SC_BANDING);
  13018. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13019. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13020. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13021. break;
  13022. case WM_DOMINION_IMPULSE:
  13023. i = skill_get_splash(skill_id, skill_lv);
  13024. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13025. break;
  13026. case WM_GREAT_ECHO:
  13027. i = skill_get_splash(skill_id,skill_lv);
  13028. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13029. break;
  13030. case WM_SEVERE_RAINSTORM:
  13031. flag |= 1;
  13032. if (sd)
  13033. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13034. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13035. break;
  13036. case GN_CRAZYWEED: {
  13037. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13038. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13039. int x1 = x - area + rnd()%(area * 2 + 1);
  13040. int y1 = y - area + rnd()%(area * 2 + 1);
  13041. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13042. }
  13043. }
  13044. break;
  13045. case GN_FIRE_EXPANSION: {
  13046. struct unit_data* ud = unit_bl2ud(src);
  13047. if (!ud) break;
  13048. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13049. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13050. if (it != ud->skillunits.end()) {
  13051. auto* unit_group = it->get();
  13052. skill_unit* su = unit_group->unit;
  13053. switch (skill_lv) {
  13054. case 1: {
  13055. // TODO:
  13056. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13057. skill_delunit(su);
  13058. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13059. flag |= 1;
  13060. }
  13061. break;
  13062. case 2:
  13063. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13064. if (su != nullptr)
  13065. skill_delunit(su);
  13066. break;
  13067. case 3:
  13068. skill_delunit(su);
  13069. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13070. flag |= 1;
  13071. break;
  13072. case 4:
  13073. skill_delunit(su);
  13074. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13075. flag |= 1;
  13076. break;
  13077. case 5: {
  13078. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13079. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13080. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13081. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13082. if (su != nullptr)
  13083. skill_delunit(su);
  13084. }
  13085. break;
  13086. }
  13087. }
  13088. }
  13089. break;
  13090. case SO_FIREWALK:
  13091. case SO_ELECTRICWALK:
  13092. case NPC_FIREWALK:
  13093. case NPC_ELECTRICWALK:
  13094. if( sc && sc->getSCE(type) )
  13095. status_change_end(src,type);
  13096. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13097. break;
  13098. case KO_MAKIBISHI:
  13099. for( i = 0; i < (skill_lv+2); i++ ) {
  13100. x = src->x - 1 + rnd()%3;
  13101. y = src->y - 1 + rnd()%3;
  13102. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13103. }
  13104. break;
  13105. case KO_MUCHANAGE: {
  13106. int rate = 0;
  13107. status_data* sstatus = status_get_status_data(*src);
  13108. i = skill_get_splash(skill_id,skill_lv);
  13109. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13110. if( rate < 0 )
  13111. rate = 0;
  13112. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13113. if( rnd()%100 < rate )
  13114. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13115. }
  13116. break;
  13117. case RL_FALLEN_ANGEL:
  13118. if (unit_movepos(src,x,y,1,1)) {
  13119. clif_snap(src, src->x, src->y);
  13120. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13121. } else {
  13122. if (sd)
  13123. clif_skill_fail( *sd, skill_id );
  13124. }
  13125. break;
  13126. case RL_FIRE_RAIN: {
  13127. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13128. int sx = x = src->x, sy = y = src->y;
  13129. for (w = 0; w <= wave; w++) {
  13130. switch (dir) {
  13131. case DIR_NORTH:
  13132. case DIR_NORTHWEST:
  13133. case DIR_NORTHEAST:
  13134. sy = y + w;
  13135. break;
  13136. case DIR_WEST:
  13137. sx = x - w;
  13138. break;
  13139. case DIR_SOUTHWEST:
  13140. case DIR_SOUTH:
  13141. case DIR_SOUTHEAST:
  13142. sy = y - w;
  13143. break;
  13144. case DIR_EAST:
  13145. sx = x + w;
  13146. break;
  13147. }
  13148. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13149. }
  13150. }
  13151. break;
  13152. case NPC_MAGMA_ERUPTION:
  13153. case NC_MAGMA_ERUPTION:
  13154. // 1st, AoE 'slam' damage
  13155. i = skill_get_splash(skill_id, skill_lv);
  13156. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13157. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13158. // 2nd, AoE 'eruption' unit
  13159. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13160. break;
  13161. case SU_LOPE:
  13162. {
  13163. uint8 dir = map_calc_dir(src, x, y);
  13164. // Fails on noteleport maps, except for GvG and BG maps
  13165. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13166. x = src->x;
  13167. y = src->y;
  13168. }
  13169. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  13170. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13171. clif_blown(src);
  13172. }
  13173. break;
  13174. case AG_ASTRAL_STRIKE:
  13175. i = skill_get_splash(skill_id, skill_lv);
  13176. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13177. flag |= 1;
  13178. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13179. break;
  13180. case AG_VIOLENT_QUAKE:
  13181. case AG_ALL_BLOOM: {
  13182. int area = skill_get_splash(skill_id, skill_lv);
  13183. int unit_time = skill_get_time(skill_id, skill_lv);
  13184. int unit_interval = skill_get_unit_interval(skill_id);
  13185. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13186. // Grab Climax's effect level if active.
  13187. // This affects the behavior of certain skills in certain ways.
  13188. if (sc && sc->getSCE(SC_CLIMAX))
  13189. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13190. if (skill_id == AG_VIOLENT_QUAKE) {
  13191. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13192. // Fixes rising rocks spawn area to 7x7.
  13193. if (climax_lv == 5)
  13194. area = 3;
  13195. } else { // AG_ALL_BLOOM
  13196. sub_skill = AG_ALL_BLOOM_ATK;
  13197. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13198. unit_time /= 2;
  13199. unit_interval /= 2;
  13200. }
  13201. }
  13202. // Displays the earthquake / flower garden.
  13203. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13204. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13205. i = skill_get_splash(skill_id, skill_lv);
  13206. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13207. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13208. tmpx = x - area + rnd() % (area * 2 + 1);
  13209. tmpy = y - area + rnd() % (area * 2 + 1);
  13210. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13211. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13212. tmpx = x - area + rnd() % (area * 2 + 1);
  13213. tmpy = y - area + rnd() % (area * 2 + 1);
  13214. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13215. }
  13216. }
  13217. // One final attack the size of the flower garden is dealt after
  13218. // all rose buds explode if Climax level 5 is active.
  13219. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13220. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13221. }
  13222. break;
  13223. case NPC_RAINOFMETEOR:
  13224. {
  13225. int area = skill_get_splash(skill_id, skill_lv);
  13226. short tmpx = 0, tmpy = 0;
  13227. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13228. // Casts a double meteor in the first interval.
  13229. if (i == 1) {
  13230. // The first meteor is at the center
  13231. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13232. // The second meteor is near the first
  13233. tmpx = x - 1 + rnd()%3;
  13234. tmpy = y - 1 + rnd()%3;
  13235. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13236. }
  13237. else { // Casts 1 meteor per interval in the splash area
  13238. tmpx = x - area + rnd()%(area * 2 + 1);
  13239. tmpy = y - area + rnd()%(area * 2 + 1);
  13240. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13241. }
  13242. }
  13243. }
  13244. break;
  13245. case HN_JACK_FROST_NOVA:
  13246. case HN_GROUND_GRAVITATION: {
  13247. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13248. if( sd != nullptr ){
  13249. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13250. }
  13251. return 0;
  13252. }
  13253. int splash = skill_get_splash(skill_id, skill_lv);
  13254. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13255. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13256. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13257. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13258. }
  13259. }
  13260. break;
  13261. case HN_METEOR_STORM_BUSTER: {
  13262. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13263. if( sd != nullptr ){
  13264. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13265. }
  13266. return 0;
  13267. }
  13268. int splash = skill_get_splash(skill_id, skill_lv);
  13269. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13270. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13271. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13272. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13273. }
  13274. }
  13275. break;
  13276. case NW_WILD_FIRE:
  13277. i = skill_get_splash(skill_id, skill_lv);
  13278. if (sd && sd->status.weapon == W_GRENADE)
  13279. i += 2;
  13280. map_foreachinallarea(skill_area_sub,
  13281. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13282. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13283. skill_castend_damage_id);
  13284. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13285. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13286. break;
  13287. case NW_HASTY_FIRE_IN_THE_HOLE:
  13288. i = skill_get_splash(skill_id, skill_lv);
  13289. if (flag & 1){
  13290. i++;
  13291. }
  13292. if (flag & 2){
  13293. i++;
  13294. }
  13295. map_foreachinallarea(skill_area_sub,
  13296. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13297. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13298. skill_castend_damage_id);
  13299. if (!(flag & 1)) {
  13300. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13301. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13302. }
  13303. break;
  13304. case NW_GRENADES_DROPPING: {
  13305. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13306. uint16 tmpx = rnd_value( x - splash, x + splash );
  13307. uint16 tmpy = rnd_value( y - splash, y + splash );
  13308. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13309. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13310. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13311. }
  13312. } break;
  13313. case NW_MISSION_BOMBARD:
  13314. i = skill_get_splash(skill_id,skill_lv);
  13315. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13316. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13317. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13318. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13319. }
  13320. break;
  13321. default:
  13322. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13323. return 1;
  13324. }
  13325. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13326. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13327. if( sd )
  13328. {// ensure that the skill last-cast tick is recorded
  13329. sd->canskill_tick = gettick();
  13330. if( sd->state.arrow_atk && !(flag&1) )
  13331. {// consume arrow if this is a ground skill
  13332. battle_consume_ammo(sd, skill_id, skill_lv);
  13333. }
  13334. skill_onskillusage(sd, nullptr, skill_id, tick);
  13335. // perform skill requirement consumption
  13336. if (!(flag&SKILL_NOCONSUME_REQ))
  13337. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13338. }
  13339. return 0;
  13340. }
  13341. /*==========================================
  13342. *
  13343. *------------------------------------------*/
  13344. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13345. {
  13346. nullpo_ret(sd);
  13347. //Simplify skill_failed code.
  13348. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13349. if(skill_id != sd->menuskill_id)
  13350. return 0;
  13351. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13352. skill_failed(sd);
  13353. return 0;
  13354. }
  13355. if( sd->sc.cant.cast ) {
  13356. skill_failed(sd);
  13357. return 0;
  13358. }
  13359. pc_stop_attack(sd);
  13360. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13361. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13362. if(strcmp(mapname,"cancel")==0) {
  13363. skill_failed(sd);
  13364. return 0;
  13365. }
  13366. switch(skill_id)
  13367. {
  13368. case AL_TELEPORT:
  13369. case ALL_ODINS_RECALL:
  13370. //The storage window is closed automatically by the client when there's
  13371. //any kind of map change, so we need to restore it automatically
  13372. //bugreport:8027
  13373. if(strcmp(mapname,"Random") == 0)
  13374. pc_randomwarp(sd,CLR_TELEPORT);
  13375. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13376. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13377. clif_refresh_storagewindow(sd);
  13378. break;
  13379. case AL_WARP:
  13380. if( sd != nullptr ){
  13381. const struct s_point_str *p[4];
  13382. std::shared_ptr<s_skill_unit_group> group;
  13383. int i, lv, wx, wy;
  13384. int maxcount=0;
  13385. int x,y;
  13386. unsigned short mapindex;
  13387. mapindex = mapindex_name2id((char*)mapname);
  13388. if(!mapindex) { //Given map not found?
  13389. clif_skill_fail( *sd, skill_id );
  13390. skill_failed(sd);
  13391. return 0;
  13392. }
  13393. p[0] = &sd->status.save_point;
  13394. p[1] = &sd->status.memo_point[0];
  13395. p[2] = &sd->status.memo_point[1];
  13396. p[3] = &sd->status.memo_point[2];
  13397. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13398. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13399. if (maxcount == 0) {
  13400. clif_skill_fail( *sd, skill_id );
  13401. skill_failed(sd);
  13402. return 0;
  13403. }
  13404. }
  13405. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13406. wx = sd->menuskill_val>>16;
  13407. wy = sd->menuskill_val&0xffff;
  13408. if( lv <= 0 ) return 0;
  13409. if( lv > 4 ) lv = 4; // crash prevention
  13410. // check if the chosen map exists in the memo list
  13411. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13412. if( i < lv ) {
  13413. x=p[i]->x;
  13414. y=p[i]->y;
  13415. } else {
  13416. skill_failed(sd);
  13417. return 0;
  13418. }
  13419. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13420. { // This checks versus skill_id/skill_lv...
  13421. skill_failed(sd);
  13422. return 0;
  13423. }
  13424. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13425. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13426. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13427. skill_failed(sd);
  13428. return 0;
  13429. }
  13430. group->val1 = (group->val1<<16)|(short)0;
  13431. // record the destination coordinates
  13432. group->val2 = (x<<16)|y;
  13433. group->val3 = mapindex;
  13434. }
  13435. break;
  13436. }
  13437. sd->menuskill_id = sd->menuskill_val = 0;
  13438. return 0;
  13439. #undef skill_failed
  13440. }
  13441. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13442. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13443. {
  13444. struct skill_unit* target = (struct skill_unit*)bl;
  13445. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13446. int flag = va_arg(ap, int);
  13447. if (src == target)
  13448. return 0;
  13449. if (!target->group || !(target->group->state.song_dance&0x1))
  13450. return 0;
  13451. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13452. return 0;
  13453. if (flag) //Set dissonance
  13454. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13455. else //Remove dissonance
  13456. target->val2 &= ~(1 << UF_ENSEMBLE);
  13457. skill_getareachar_skillunit_visibilty(target, AREA);
  13458. return 1;
  13459. }
  13460. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13461. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13462. //When 1, this unit has been positioned, so start the cancel effect.
  13463. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13464. {
  13465. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13466. return 0;
  13467. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13468. return 0; //Nothing to remove, this unit is not overlapped.
  13469. if (unit->val1 != unit->group->skill_id)
  13470. { //Reset state
  13471. unit->val1 = unit->group->skill_id;
  13472. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13473. }
  13474. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13475. }
  13476. /**
  13477. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13478. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13479. * @param flag 0 Convert
  13480. * @param flag 1 Revert
  13481. * @return true success
  13482. * @TODO: This should be completely removed later and rewritten
  13483. * The entire execution of the overlapping songs instances is dirty and hacked together
  13484. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13485. */
  13486. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13487. {
  13488. static int prevflag = 1; // by default the backup is empty
  13489. static s_skill_unit_group backup;
  13490. std::shared_ptr<s_skill_unit_group> group;
  13491. if( unit == nullptr || (group = unit->group) == nullptr )
  13492. return false;
  13493. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13494. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13495. return false;
  13496. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13497. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13498. flag ? "read an empty backup" : "write to a full backup",
  13499. group->skill_id, group->skill_lv, group->src_id);
  13500. return false;
  13501. }
  13502. prevflag = flag;
  13503. if (!flag) { //Transform
  13504. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13505. // backup
  13506. backup.skill_id = group->skill_id;
  13507. backup.skill_lv = group->skill_lv;
  13508. backup.unit_id = group->unit_id;
  13509. backup.target_flag = group->target_flag;
  13510. backup.bl_flag = group->bl_flag;
  13511. backup.interval = group->interval;
  13512. // replace
  13513. group->skill_id = skill_id;
  13514. group->skill_lv = 1;
  13515. group->unit_id = skill_get_unit_id(skill_id);
  13516. group->target_flag = skill_get_unit_target(skill_id);
  13517. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13518. group->interval = skill_get_unit_interval(skill_id);
  13519. } else { //Restore
  13520. group->skill_id = backup.skill_id;
  13521. group->skill_lv = backup.skill_lv;
  13522. group->unit_id = backup.unit_id;
  13523. group->target_flag = backup.target_flag;
  13524. group->bl_flag = backup.bl_flag;
  13525. group->interval = backup.interval;
  13526. }
  13527. return true;
  13528. }
  13529. /**
  13530. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13531. * @param src Object that triggers the skill
  13532. * @param skill_id Skill ID
  13533. * @param skill_lv Skill level of used skill
  13534. * @param x Position x
  13535. * @param y Position y
  13536. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13537. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13538. * @return s_skill_unit_group
  13539. */
  13540. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13541. {
  13542. std::shared_ptr<s_skill_unit_group> group;
  13543. int i, val1 = 0, val2 = 0, val3 = 0;
  13544. t_tick limit;
  13545. int link_group_id = 0;
  13546. int target, interval, range;
  13547. t_itemid req_item = 0;
  13548. struct s_skill_unit_layout *layout;
  13549. map_session_data *sd;
  13550. status_change *sc;
  13551. int active_flag = 1;
  13552. int subunt = 0;
  13553. bool hidden = false;
  13554. struct map_data *mapdata;
  13555. nullpo_retr(nullptr, src);
  13556. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13557. mapdata = map_getmapdata(src->m);
  13558. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13559. range = skill_get_unit_range(skill_id,skill_lv);
  13560. interval = skill->unit_interval;
  13561. target = skill_get_unit_target(skill_id);
  13562. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13563. sd = BL_CAST(BL_PC, src);
  13564. status_data* status = status_get_status_data(*src);
  13565. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13566. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13567. switch( skill_id ) {
  13568. case MH_STEINWAND:
  13569. val2 = 4 + skill_lv;
  13570. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13571. break;
  13572. case MG_SAFETYWALL:
  13573. val2 = skill_lv + 1;
  13574. #ifdef RENEWAL
  13575. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13576. #endif
  13577. break;
  13578. case MG_FIREWALL:
  13579. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13580. limit = limit*3/2;
  13581. val2 = 4+skill_lv;
  13582. break;
  13583. case AL_WARP:
  13584. val1=skill_lv+6;
  13585. if(!(flag&1))
  13586. limit=2000;
  13587. else // previous implementation (not used anymore)
  13588. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13589. if( src->type != BL_SKILL ) return nullptr;
  13590. group = ((TBL_SKILL*)src)->group;
  13591. src = map_id2bl(group->src_id);
  13592. if( !src ) return nullptr;
  13593. val2 = group->val2; //Copy the (x,y) position you warp to
  13594. val3 = group->val3; //as well as the mapindex to warp to.
  13595. }
  13596. break;
  13597. #ifndef RENEWAL
  13598. case HP_BASILICA:
  13599. val1 = src->id; // Store caster id.
  13600. break;
  13601. #endif
  13602. case PR_SANCTUARY:
  13603. case NPC_EVILLAND:
  13604. val1=skill_lv+3;
  13605. break;
  13606. case WZ_METEOR:
  13607. case SU_CN_METEOR:
  13608. case SU_CN_METEOR2:
  13609. case NPC_RAINOFMETEOR:
  13610. case HN_METEOR_STORM_BUSTER:
  13611. limit = flag;
  13612. flag = 0; // Flag should not influence anything else for these skills
  13613. break;
  13614. case WZ_FIREPILLAR:
  13615. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13616. return nullptr;
  13617. if((flag&1)!=0)
  13618. limit=1000;
  13619. val1=skill_lv+2;
  13620. break;
  13621. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13622. case AM_DEMONSTRATION:
  13623. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13624. target = BCT_ALL;
  13625. break;
  13626. case HT_SKIDTRAP:
  13627. case MA_SKIDTRAP:
  13628. //Save position of caster
  13629. val1 = ((src->x)<<16)|(src->y);
  13630. [[fallthrough]];
  13631. case HT_ANKLESNARE:
  13632. case HT_SHOCKWAVE:
  13633. case HT_SANDMAN:
  13634. case MA_SANDMAN:
  13635. case HT_CLAYMORETRAP:
  13636. case HT_LANDMINE:
  13637. case MA_LANDMINE:
  13638. case HT_FLASHER:
  13639. case HT_FREEZINGTRAP:
  13640. case MA_FREEZINGTRAP:
  13641. case HT_BLASTMINE:
  13642. case RA_ELECTRICSHOCKER:
  13643. case RA_CLUSTERBOMB:
  13644. case RA_MAGENTATRAP:
  13645. case RA_COBALTTRAP:
  13646. case RA_MAIZETRAP:
  13647. case RA_VERDURETRAP:
  13648. case RA_FIRINGTRAP:
  13649. case RA_ICEBOUNDTRAP:
  13650. case RL_B_TRAP:
  13651. case SC_ESCAPE:
  13652. {
  13653. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13654. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13655. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13656. req_item = req.itemid[i];
  13657. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13658. break;
  13659. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13660. target = BCT_ALL;
  13661. }
  13662. break;
  13663. case SA_LANDPROTECTOR:
  13664. case SA_VOLCANO:
  13665. case SA_DELUGE:
  13666. case SA_VIOLENTGALE:
  13667. case SC_CHAOSPANIC:
  13668. {
  13669. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13670. if (old_sg != nullptr)
  13671. { //HelloKitty confirmed that these are interchangeable,
  13672. //so you can change element and not consume gemstones.
  13673. if ((
  13674. old_sg->skill_id == SA_VOLCANO ||
  13675. old_sg->skill_id == SA_DELUGE ||
  13676. old_sg->skill_id == SA_VIOLENTGALE
  13677. ) && old_sg->limit > 0)
  13678. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13679. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13680. if (limit < 0) //This can happen...
  13681. limit = skill_get_time(skill_id,skill_lv);
  13682. }
  13683. skill_clear_group(src,1);
  13684. }
  13685. break;
  13686. }
  13687. case BA_WHISTLE:
  13688. val1 = skill_lv + status->agi / 10; // Flee increase
  13689. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13690. if (sd) {
  13691. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13692. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13693. }
  13694. break;
  13695. case DC_HUMMING:
  13696. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13697. if (sd)
  13698. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13699. break;
  13700. case BA_POEMBRAGI:
  13701. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13702. //For some reason at level 10 the base delay reduction is 50%.
  13703. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13704. if (sd) {
  13705. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13706. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13707. }
  13708. break;
  13709. case DC_DONTFORGETME:
  13710. #ifdef RENEWAL
  13711. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13712. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13713. #else
  13714. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13715. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13716. #endif
  13717. if (sd) {
  13718. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13719. #ifdef RENEWAL
  13720. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13721. #else
  13722. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13723. #endif
  13724. }
  13725. val1 *= 10; //Because 10 is actually 1% aspd
  13726. break;
  13727. case DC_SERVICEFORYOU:
  13728. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13729. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13730. if (sd) {
  13731. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13732. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13733. }
  13734. break;
  13735. case BA_ASSASSINCROSS:
  13736. if (sd)
  13737. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13738. val1 += 5 + skill_lv + (status->agi / 20);
  13739. val1 *= 10; // ASPD works with 1000 as 100%
  13740. break;
  13741. case DC_FORTUNEKISS:
  13742. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13743. val1 *= 10; //Because every 10 crit is an actual cri point.
  13744. if (sd)
  13745. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13746. break;
  13747. case BD_DRUMBATTLEFIELD:
  13748. val1 = (skill_lv+1)*25; //Atk increase
  13749. val2 = (skill_lv+1)*2; //Def increase
  13750. break;
  13751. case BD_RINGNIBELUNGEN:
  13752. val1 = (skill_lv+2)*25; //Atk increase
  13753. break;
  13754. case BD_RICHMANKIM:
  13755. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13756. break;
  13757. case BD_SIEGFRIED:
  13758. val1 = 55 + skill_lv*5; //Elemental Resistance
  13759. val2 = skill_lv*10; //Status ailment resistance
  13760. break;
  13761. case WE_CALLPARTNER:
  13762. if (sd) val1 = sd->status.partner_id;
  13763. break;
  13764. case WE_CALLPARENT:
  13765. if (sd) {
  13766. val1 = sd->status.father;
  13767. val2 = sd->status.mother;
  13768. }
  13769. break;
  13770. case WE_CALLBABY:
  13771. if (sd) val1 = sd->status.child;
  13772. break;
  13773. case NJ_KAENSIN:
  13774. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13775. val2 = (skill_lv+1)/2 + 4;
  13776. break;
  13777. case NJ_SUITON:
  13778. skill_clear_group(src, 1);
  13779. break;
  13780. case GS_GROUNDDRIFT:
  13781. {
  13782. // Ground Drift Element is decided when it's placed.
  13783. int ele = skill_get_ele(skill_id, skill_lv);
  13784. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13785. if (ele == ELE_RANDOM)
  13786. val1 = element[rnd()%5]; // Use random from available unit visual?
  13787. else if (ele == ELE_ENDOWED)
  13788. val1 = status_get_attack_sc_element(src,sc);
  13789. else if (ele == ELE_WEAPON) {
  13790. val1 = status->rhw.ele;
  13791. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13792. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13793. }
  13794. switch (val1) {
  13795. case ELE_FIRE:
  13796. subunt++;
  13797. [[fallthrough]];
  13798. case ELE_WATER:
  13799. subunt++;
  13800. [[fallthrough]];
  13801. case ELE_POISON:
  13802. subunt++;
  13803. [[fallthrough]];
  13804. case ELE_DARK:
  13805. subunt++;
  13806. [[fallthrough]];
  13807. case ELE_WIND:
  13808. break;
  13809. default:
  13810. subunt = rnd()%5;
  13811. break;
  13812. }
  13813. break;
  13814. }
  13815. case GC_POISONSMOKE:
  13816. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13817. return nullptr;
  13818. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13819. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13820. limit = skill_get_time(skill_id, skill_lv);
  13821. break;
  13822. case NPC_COMET:
  13823. case WL_COMET:
  13824. if (sc) {
  13825. sc->comet_x = x;
  13826. sc->comet_y = y;
  13827. }
  13828. break;
  13829. case GD_LEADERSHIP:
  13830. case GD_GLORYWOUNDS:
  13831. case GD_SOULCOLD:
  13832. case GD_HAWKEYES:
  13833. limit = 1000000;//it doesn't matter
  13834. break;
  13835. case LG_BANDING:
  13836. limit = -1;
  13837. break;
  13838. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13839. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13840. target = BCT_ALL;
  13841. [[fallthrough]];
  13842. case WM_SEVERE_RAINSTORM:
  13843. case SO_WATER_INSIGNIA:
  13844. case SO_FIRE_INSIGNIA:
  13845. case SO_WIND_INSIGNIA:
  13846. case SO_EARTH_INSIGNIA:
  13847. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13848. return nullptr;
  13849. break;
  13850. case SO_CLOUD_KILL:
  13851. case NPC_CLOUD_KILL:
  13852. skill_clear_group(src, 4);
  13853. break;
  13854. case SO_WARMER:
  13855. skill_clear_group(src, 8);
  13856. break;
  13857. case SO_FIREWALK:
  13858. case SO_ELECTRICWALK:
  13859. limit = skill_get_time2(skill_id, skill_lv);
  13860. break;
  13861. case GN_WALLOFTHORN:
  13862. // Turns to Firewall
  13863. if( flag&1 )
  13864. limit = 3000;
  13865. val3 = (x<<16)|y;
  13866. break;
  13867. case GN_DEMONIC_FIRE:
  13868. if (flag) { // Fire Expansion level 1
  13869. limit = flag + 10000;
  13870. flag = 0;
  13871. }
  13872. break;
  13873. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13874. case GN_FIRE_EXPANSION_TEAR_GAS:
  13875. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13876. break;
  13877. case KO_ZENKAI:
  13878. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13879. val1 = sd->spiritcharm;
  13880. val2 = sd->spiritcharm_type;
  13881. limit = 6000 * val1;
  13882. subunt = sd->spiritcharm_type - 1;
  13883. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13884. }
  13885. break;
  13886. #ifndef RENEWAL
  13887. case HW_GRAVITATION:
  13888. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13889. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13890. break;
  13891. #endif
  13892. case SO_VACUUM_EXTREME:
  13893. // Coordinates
  13894. val1 = x;
  13895. val2 = y;
  13896. val3 = 0; // Suck target at n seconds.
  13897. break;
  13898. case MH_POISON_MIST:
  13899. case MH_BLAST_FORGE:
  13900. case MH_LAVA_SLIDE:
  13901. skill_clear_group(src, 1);
  13902. break;
  13903. case MH_VOLCANIC_ASH:
  13904. if (!map_flag_vs(src->m))
  13905. target = BCT_ENEMY;
  13906. break;
  13907. case AG_VIOLENT_QUAKE:
  13908. case AG_ALL_BLOOM:
  13909. if (sc && sc->getSCE(SC_CLIMAX)) {
  13910. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13911. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13912. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13913. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13914. }
  13915. break;
  13916. case AG_VIOLENT_QUAKE_ATK:
  13917. case AG_ALL_BLOOM_ATK:
  13918. case AG_ALL_BLOOM_ATK2:
  13919. limit = flag;
  13920. flag = 0;
  13921. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13922. range = 4; // Rising rocks splash is increased to 9x9.
  13923. break;
  13924. case WH_DEEPBLINDTRAP:
  13925. case WH_SOLIDTRAP:
  13926. case WH_SWIFTTRAP:
  13927. case WH_FLAMETRAP:
  13928. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13929. break;
  13930. case NW_GRENADES_DROPPING:
  13931. limit = skill_get_time2(skill_id,skill_lv);
  13932. break;
  13933. }
  13934. // Init skill unit group
  13935. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13936. if (group == nullptr)
  13937. return nullptr;
  13938. group->val1 = val1;
  13939. group->val2 = val2;
  13940. group->val3 = val3;
  13941. group->link_group_id = link_group_id;
  13942. group->target_flag = target;
  13943. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13944. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13945. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13946. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13947. group->item_id = req_item;
  13948. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13949. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13950. active_flag = 0;
  13951. // Put message for Talkie Box & Graffiti
  13952. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13953. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13954. if (sd)
  13955. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13956. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13957. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13958. }
  13959. // Dance skill
  13960. if (group->state.song_dance) {
  13961. if(sd) {
  13962. sd->skill_id_dance = skill_id;
  13963. sd->skill_lv_dance = skill_lv;
  13964. }
  13965. if (
  13966. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13967. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13968. )
  13969. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13970. }
  13971. // Set skill unit
  13972. limit = group->limit;
  13973. for( i = 0; i < layout->count; i++ ) {
  13974. struct skill_unit *unit;
  13975. int ux = x + layout->dx[i];
  13976. int uy = y + layout->dy[i];
  13977. int unit_val1 = skill_lv;
  13978. int unit_val2 = 0;
  13979. int alive = 1;
  13980. // are the coordinates out of range?
  13981. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13982. continue;
  13983. }
  13984. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13985. continue; // don't place skill units on walls (except for songs/dances/encores)
  13986. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13987. continue; // no path between cell and caster
  13988. switch( skill_id ) {
  13989. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13990. case HT_LANDMINE:
  13991. case MA_LANDMINE:
  13992. case HT_ANKLESNARE:
  13993. case HT_SHOCKWAVE:
  13994. case HT_SANDMAN:
  13995. case MA_SANDMAN:
  13996. case HT_FLASHER:
  13997. case HT_FREEZINGTRAP:
  13998. case MA_FREEZINGTRAP:
  13999. case HT_SKIDTRAP:
  14000. case MA_SKIDTRAP:
  14001. case HT_CLAYMORETRAP:
  14002. case HT_BLASTMINE:
  14003. case SC_ESCAPE:
  14004. unit_val1 = 3500;
  14005. break;
  14006. case MG_FIREWALL:
  14007. case NJ_KAENSIN:
  14008. unit_val2 = group->val2;
  14009. break;
  14010. case CR_GRANDCROSS:
  14011. case NPC_GRANDDARKNESS:
  14012. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14013. break;
  14014. case WZ_ICEWALL:
  14015. unit_val1 = 200 + 200*skill_lv;
  14016. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14017. break;
  14018. case WZ_WATERBALL:
  14019. //Check if there are cells that can be turned into waterball units
  14020. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14021. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14022. break; //Turn water, deluge or suiton into waterball cell
  14023. continue;
  14024. case GS_DESPERADO:
  14025. unit_val1 = abs(layout->dx[i]);
  14026. unit_val2 = abs(layout->dy[i]);
  14027. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14028. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14029. if (unit_val1) unit_val1--;
  14030. unit_val1 = 36 -12*unit_val1;
  14031. } else //Diagonal edges
  14032. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14033. if (unit_val1 < 1) unit_val1 = 1;
  14034. unit_val2 = 0;
  14035. break;
  14036. case NPC_REVERBERATION:
  14037. unit_val1 = 1 + skill_lv;
  14038. break;
  14039. case WM_POEMOFNETHERWORLD:
  14040. unit_val1 = 1 + skill_lv;
  14041. break;
  14042. case GN_WALLOFTHORN:
  14043. if (flag&1) // Turned become Firewall
  14044. break;
  14045. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14046. unit_val2 = 20; // Max hits
  14047. break;
  14048. case RL_B_TRAP:
  14049. unit_val1 = 3500;
  14050. unit_val2 = 0;
  14051. break;
  14052. default:
  14053. if (group->state.song_dance&0x1)
  14054. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14055. break;
  14056. }
  14057. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14058. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14059. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14060. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14061. // Check active cell to failing or remove current unit
  14062. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14063. if( !alive )
  14064. continue;
  14065. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14066. unit->limit = limit;
  14067. unit->range = range;
  14068. if (skill_id == PF_FOGWALL && alive == 2)
  14069. { //Double duration of cells on top of Deluge/Suiton
  14070. unit->limit *= 2;
  14071. group->limit = unit->limit;
  14072. }
  14073. // Execute on all targets standing on this cell
  14074. if (range == 0 && active_flag)
  14075. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14076. }
  14077. if (!group->alive_count)
  14078. { //No cells? Something that was blocked completely by Land Protector?
  14079. skill_delunitgroup(group);
  14080. return nullptr;
  14081. }
  14082. //success, unit created.
  14083. switch( skill_id ) {
  14084. case NJ_TATAMIGAESHI: //Store number of tiles.
  14085. group->val1 = group->alive_count;
  14086. break;
  14087. }
  14088. return group;
  14089. }
  14090. /*==========================================
  14091. *
  14092. *------------------------------------------*/
  14093. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14094. {
  14095. skill_unit_onplace(unit, bl, tick);
  14096. }
  14097. /**
  14098. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14099. * while skill unit initialized or moved (such by knock back).
  14100. * As a follow of skill_unit_effect flag &1
  14101. * @param unit
  14102. * @param bl Target
  14103. * @param tick
  14104. */
  14105. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14106. {
  14107. struct block_list *ss; // Actual source that cast the skill unit
  14108. status_change *sc;
  14109. struct status_change_entry *sce;
  14110. enum sc_type type;
  14111. uint16 skill_id;
  14112. nullpo_ret(unit);
  14113. nullpo_ret(bl);
  14114. if(bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14115. return 0;
  14116. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14117. if (sg == nullptr)
  14118. return 0;
  14119. nullpo_ret(ss = map_id2bl(sg->src_id));
  14120. status_data* tstatus = status_get_status_data(*bl);
  14121. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14122. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14123. return 0; //AoE skills are ineffective. [Skotlex]
  14124. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14125. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14126. return 0; //Songs don't work in Basilica
  14127. sc = status_get_sc(bl);
  14128. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14129. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14130. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14131. status_change_end(bl, SC_VACUUM_EXTREME);
  14132. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14133. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14134. type = skill_get_sc(sg->skill_id);
  14135. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14136. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14137. switch (sg->unit_id) {
  14138. case UNT_SPIDERWEB:
  14139. if (sc) {
  14140. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14141. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14142. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14143. const struct TimerData* td;
  14144. struct map_data *mapdata = map_getmapdata(bl->m);
  14145. if (mapdata_flag_vs(mapdata))
  14146. sec /= 2;
  14147. if (sc->getSCE(type)) {
  14148. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14149. //Already triple affected, immune
  14150. sg->limit = DIFF_TICK(tick, sg->tick);
  14151. break;
  14152. }
  14153. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14154. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14155. sec *= (sc->getSCE(type)->val1 + 1);
  14156. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14157. sec *= (sc->getSCE(type)->val1 + 1);
  14158. //Add group id to status change
  14159. if (sc->getSCE(type)->val2 == 0)
  14160. sc->getSCE(type)->val2 = sg->group_id;
  14161. else if (sc->getSCE(type)->val3 == 0)
  14162. sc->getSCE(type)->val3 = sg->group_id;
  14163. else if (sc->getSCE(type)->val4 == 0)
  14164. sc->getSCE(type)->val4 = sg->group_id;
  14165. //Overwrite status change with new duration
  14166. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14167. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14168. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14169. }
  14170. else {
  14171. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14172. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14173. if (td)
  14174. sec = DIFF_TICK(td->tick, tick);
  14175. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14176. clif_fixpos( *bl );
  14177. }
  14178. else
  14179. sec = 3000; //Couldn't trap it?
  14180. }
  14181. sg->val2 = bl->id;
  14182. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14183. }
  14184. break;
  14185. case UNT_SAFETYWALL:
  14186. if (!sce)
  14187. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14188. break;
  14189. case UNT_BLOODYLUST:
  14190. if (sg->src_id == bl->id)
  14191. break; //Does not affect the caster.
  14192. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14193. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14194. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14195. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14196. break;
  14197. case UNT_PNEUMA:
  14198. if (!sce)
  14199. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14200. break;
  14201. case UNT_CHAOSPANIC:
  14202. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14203. break;
  14204. case UNT_WARP_WAITING: {
  14205. int working = sg->val1&0xffff;
  14206. if(bl->type==BL_PC && !working){
  14207. map_session_data *sd = (map_session_data *)bl;
  14208. if((!sd->chatID || battle_config.chat_warpportal)
  14209. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14210. {
  14211. int x = sg->val2>>16;
  14212. int y = sg->val2&0xffff;
  14213. int count = sg->val1>>16;
  14214. unsigned short m = sg->val3;
  14215. if( --count <= 0 )
  14216. skill_delunitgroup(sg);
  14217. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14218. working = 1;/* we break it because officials break it, lovely stuff. */
  14219. sg->val1 = (count<<16)|working;
  14220. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14221. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14222. }
  14223. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14224. int16 m = map_mapindex2mapid(sg->val3);
  14225. if (m < 0) break; //Map not available on this map-server.
  14226. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14227. }
  14228. }
  14229. break;
  14230. case UNT_QUAGMIRE:
  14231. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14232. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14233. break;
  14234. case UNT_VOLCANO:
  14235. case UNT_DELUGE:
  14236. case UNT_VIOLENTGALE:
  14237. case UNT_FIRE_INSIGNIA:
  14238. case UNT_WATER_INSIGNIA:
  14239. case UNT_WIND_INSIGNIA:
  14240. case UNT_EARTH_INSIGNIA:
  14241. if(!sce)
  14242. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14243. break;
  14244. case UNT_WATER_BARRIER:
  14245. case UNT_ZEPHYR:
  14246. case UNT_POWER_OF_GAIA:
  14247. if (bl->id == ss->id)
  14248. break; // Doesn't affect the Elemental
  14249. if (!sce)
  14250. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14251. break;
  14252. case UNT_SUITON:
  14253. if(!sce)
  14254. sc_start4(ss, bl,type,100,sg->skill_lv,
  14255. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14256. 0,0,sg->limit);
  14257. break;
  14258. case UNT_HERMODE:
  14259. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14260. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14261. [[fallthrough]];
  14262. case UNT_RICHMANKIM:
  14263. case UNT_ETERNALCHAOS:
  14264. case UNT_DRUMBATTLEFIELD:
  14265. case UNT_RINGNIBELUNGEN:
  14266. case UNT_ROKISWEIL:
  14267. case UNT_INTOABYSS:
  14268. case UNT_SIEGFRIED:
  14269. //Needed to check when a dancer/bard leaves their ensemble area.
  14270. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14271. return skill_id;
  14272. if (!sce)
  14273. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14274. break;
  14275. case UNT_WHISTLE:
  14276. case UNT_ASSASSINCROSS:
  14277. case UNT_POEMBRAGI:
  14278. case UNT_APPLEIDUN:
  14279. case UNT_HUMMING:
  14280. case UNT_DONTFORGETME:
  14281. case UNT_FORTUNEKISS:
  14282. case UNT_SERVICEFORYOU:
  14283. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14284. return 0;
  14285. if (!sc) return 0;
  14286. if (!sce)
  14287. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14288. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14289. sce->val4 = 0; //remove the mark that we stepped out
  14290. delete_timer(sce->timer, status_change_timer);
  14291. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14292. }
  14293. break;
  14294. case UNT_FOGWALL:
  14295. if (!sce)
  14296. {
  14297. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14298. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14299. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14300. }
  14301. break;
  14302. #ifndef RENEWAL
  14303. case UNT_GRAVITATION:
  14304. if (!sce)
  14305. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14306. break;
  14307. case UNT_BASILICA:
  14308. {
  14309. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14310. if (i > 0) {
  14311. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14312. break;
  14313. }
  14314. if (!sce && i <= 0)
  14315. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14316. }
  14317. break;
  14318. #endif
  14319. case UNT_MOONLIT:
  14320. //Knockback out of area if affected char isn't in Moonlit effect
  14321. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14322. break;
  14323. if (ss == bl) //Also needed to prevent infinite loop crash.
  14324. break;
  14325. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14326. break;
  14327. case UNT_REVERBERATION:
  14328. if (sg->src_id == bl->id)
  14329. break; //Does not affect the caster.
  14330. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14331. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14332. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14333. sg->unit_id = UNT_USED_TRAPS;
  14334. break;
  14335. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14336. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14337. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14338. break;
  14339. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14340. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14341. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14342. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14343. break;
  14344. case UNT_VOLCANIC_ASH:
  14345. if (!sce)
  14346. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14347. break;
  14348. case UNT_KINGS_GRACE:
  14349. if (!sce) {
  14350. int state = 0;
  14351. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14352. state |= BCT_GUILD;
  14353. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14354. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14355. }
  14356. break;
  14357. case UNT_STEALTHFIELD:
  14358. if( bl->id == sg->src_id )
  14359. break; // Doesn't work on self (video shows that)
  14360. if (!sce)
  14361. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14362. break;
  14363. case UNT_NEUTRALBARRIER:
  14364. if (!sce)
  14365. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14366. break;
  14367. case UNT_WARMER:
  14368. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14369. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14370. break;
  14371. case UNT_CATNIPPOWDER:
  14372. if (sg->src_id == bl->id)
  14373. break; // Does not affect the caster or Boss.
  14374. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14375. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14376. break;
  14377. case UNT_NYANGGRASS:
  14378. if (!sce)
  14379. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14380. break;
  14381. case UNT_CREATINGSTAR:
  14382. if (!sce)
  14383. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14384. break;
  14385. case UNT_GD_LEADERSHIP:
  14386. case UNT_GD_GLORYWOUNDS:
  14387. case UNT_GD_SOULCOLD:
  14388. case UNT_GD_HAWKEYES:
  14389. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14390. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14391. break;
  14392. }
  14393. return skill_id;
  14394. }
  14395. /**
  14396. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14397. * @param unit Skill unit
  14398. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14399. * @param tick
  14400. */
  14401. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14402. {
  14403. struct block_list *ss;
  14404. TBL_PC* tsd;
  14405. status_change *sc, *tsc;
  14406. struct skill_unit_group_tickset *ts;
  14407. enum sc_type type;
  14408. uint16 skill_id;
  14409. t_tick diff = 0;
  14410. nullpo_ret(unit);
  14411. nullpo_ret(bl);
  14412. if (bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14413. return 0;
  14414. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14415. if (sg == nullptr)
  14416. return 0;
  14417. nullpo_ret(ss = map_id2bl(sg->src_id));
  14418. tsd = BL_CAST(BL_PC, bl);
  14419. tsc = status_get_sc(bl);
  14420. sc = status_get_sc(ss);
  14421. status_data* tstatus = status_get_status_data(*bl);
  14422. type = skill_get_sc(sg->skill_id);
  14423. skill_id = sg->skill_id;
  14424. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14425. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14426. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14427. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14428. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14429. if (sg->interval == -1) {
  14430. switch (sg->unit_id) {
  14431. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14432. case UNT_FIREPILLAR_ACTIVE:
  14433. case UNT_ELECTRICSHOCKER:
  14434. case UNT_MANHOLE:
  14435. return 0;
  14436. default:
  14437. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14438. return 0;
  14439. }
  14440. }
  14441. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14442. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14443. diff = DIFF_TICK(tick,ts->tick);
  14444. if (diff < 0)
  14445. return 0;
  14446. ts->tick = tick+sg->interval;
  14447. }
  14448. // Wall of Thorn damaged by Fire element unit [Cydh]
  14449. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14450. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14451. struct skill_unit *su = (struct skill_unit *)bl;
  14452. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14453. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14454. su->group->limit = sg->limit = 0;
  14455. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14456. return skill_id;
  14457. }
  14458. }
  14459. switch (sg->unit_id) {
  14460. // Units that deals simple attack
  14461. case UNT_GRAVITATION:
  14462. case UNT_EARTHSTRAIN:
  14463. case UNT_FIREWALK:
  14464. case UNT_ELECTRICWALK:
  14465. case UNT_PSYCHIC_WAVE:
  14466. case UNT_LAVA_SLIDE:
  14467. case UNT_MAKIBISHI:
  14468. case UNT_VENOMFOG:
  14469. case UNT_ICEMINE:
  14470. case UNT_FLAMECROSS:
  14471. case UNT_HELLBURNING:
  14472. case UNT_CANE_OF_EVIL_EYE:
  14473. case UNT_RAIN_OF_CRYSTAL:
  14474. case UNT_MYSTERY_ILLUSION:
  14475. case UNT_STRANTUM_TREMOR:
  14476. case UNT_TORNADO_STORM:
  14477. case UNT_FLORAL_FLARE_ROAD:
  14478. case UNT_CROSS_RAIN:
  14479. case UNT_PNEUMATICUS_PROCELLA:
  14480. case UNT_LIGHTNING_LAND:
  14481. case UNT_VENOM_SWAMP:
  14482. case UNT_CONFLAGRATION:
  14483. case UNT_DEEPBLINDTRAP:
  14484. case UNT_SOLIDTRAP:
  14485. case UNT_SWIFTTRAP:
  14486. case UNT_FLAMETRAP:
  14487. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14488. break;
  14489. case UNT_DUMMYSKILL:
  14490. switch (sg->skill_id) {
  14491. case SG_SUN_WARM: //SG skills [Komurka]
  14492. case SG_MOON_WARM:
  14493. case SG_STAR_WARM: {
  14494. int count = 0;
  14495. const int x = bl->x, y = bl->y;
  14496. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14497. do {
  14498. if( bl->type == BL_PC )
  14499. status_zap(bl, 0, 15); // sp damage to players
  14500. else // mobs
  14501. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14502. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14503. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14504. } else { //should end when out of sp.
  14505. sg->limit = DIFF_TICK(tick,sg->tick);
  14506. break;
  14507. }
  14508. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14509. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl) );
  14510. }
  14511. break;
  14512. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14513. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14514. if (tsc)
  14515. tsc->sg_counter++; //SG hit counter.
  14516. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14517. tsc->sg_counter=0; //Attack absorbed.
  14518. break;
  14519. #endif
  14520. case GS_DESPERADO:
  14521. if (rnd()%100 < unit->val1)
  14522. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14523. break;
  14524. case NPC_COMET:
  14525. case WL_COMET:
  14526. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14527. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14528. break;
  14529. case NPC_WIDESUCK: {
  14530. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14531. if (heal > 0) {
  14532. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14533. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14534. status_heal(ss,heal,0,0);
  14535. }
  14536. }
  14537. break;
  14538. case CR_GRANDCROSS:
  14539. case NPC_GRANDDARKNESS:
  14540. if(!battle_config.gx_allhit)
  14541. unit->val1--;
  14542. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14543. break;
  14544. default:
  14545. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14546. }
  14547. break;
  14548. case UNT_FIREWALL:
  14549. case UNT_KAEN: {
  14550. int count = 0;
  14551. const int x = bl->x, y = bl->y;
  14552. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14553. break;
  14554. //Take into account these hit more times than the timer interval can handle.
  14555. do
  14556. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14557. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14558. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl));
  14559. if (unit->val2 <= 0)
  14560. skill_delunit(unit);
  14561. }
  14562. break;
  14563. case UNT_SANCTUARY:
  14564. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14565. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14566. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14567. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14568. } else {
  14569. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14570. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14571. #ifdef RENEWAL
  14572. if (md && md->mob_id == MOBID_EMPERIUM)
  14573. break;
  14574. #endif
  14575. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14576. break;
  14577. if( tstatus->hp >= tstatus->max_hp )
  14578. break;
  14579. if( status_isimmune(bl) )
  14580. heal = 0;
  14581. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14582. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14583. heal = ~heal + 1;
  14584. status_heal(bl, heal, 0, 0);
  14585. }
  14586. break;
  14587. case UNT_EVILLAND:
  14588. //Will heal demon and undead element monsters, but not players.
  14589. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14590. { //Damage enemies
  14591. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14592. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14593. } else {
  14594. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14595. if (tstatus->hp >= tstatus->max_hp)
  14596. break;
  14597. if (status_isimmune(bl))
  14598. heal = 0;
  14599. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14600. status_heal(bl, heal, 0, 0);
  14601. }
  14602. break;
  14603. case UNT_MAGNUS:
  14604. #ifndef RENEWAL
  14605. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14606. break;
  14607. #endif
  14608. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14609. break;
  14610. case UNT_FIREPILLAR_WAITING:
  14611. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14612. skill_delunit(unit);
  14613. break;
  14614. case UNT_SKIDTRAP: {
  14615. //Knockback away from position of user during placement [Playtester]
  14616. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14617. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14618. sg->unit_id = UNT_USED_TRAPS;
  14619. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14620. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14621. #ifdef RENEWAL
  14622. // In renewal, target will be stopped for 3 seconds
  14623. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14624. #else
  14625. // In pre-renewal, if target was a monster, it will unlock target and become idle
  14626. struct mob_data* md = BL_CAST(BL_MOB, bl);
  14627. if (md)
  14628. mob_unlocktarget(md, tick);
  14629. #endif
  14630. }
  14631. break;
  14632. case UNT_ANKLESNARE:
  14633. case UNT_MANHOLE:
  14634. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14635. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14636. if (sg->unit_id == UNT_ANKLESNARE) {
  14637. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  14638. #ifndef RENEWAL
  14639. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  14640. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  14641. sec /= 5;
  14642. #endif
  14643. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  14644. }
  14645. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14646. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14647. if( td )
  14648. sec = DIFF_TICK(td->tick, tick);
  14649. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14650. || !unit_blown_immune(bl,0x1) )
  14651. {
  14652. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14653. clif_fixpos( *bl );
  14654. }
  14655. sg->val2 = bl->id;
  14656. } else
  14657. sec = 3000; //Couldn't trap it?
  14658. if (sg->unit_id == UNT_ANKLESNARE) {
  14659. clif_skillunit_update( unit->bl );
  14660. /**
  14661. * If you're snared from a trap that was invisible this makes the trap be
  14662. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14663. * bugreport:3961
  14664. **/
  14665. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14666. }
  14667. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14668. sg->interval = -1;
  14669. unit->range = 0;
  14670. }
  14671. break;
  14672. case UNT_EARTHQUAKE:
  14673. sg->val1++; // Hit count
  14674. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14675. break;
  14676. case UNT_ELECTRICSHOCKER:
  14677. if( bl->id != ss->id ) {
  14678. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14679. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14680. clif_fixpos( *bl );
  14681. }
  14682. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14683. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14684. }
  14685. break;
  14686. case UNT_VENOMDUST:
  14687. if(tsc && !tsc->getSCE(type))
  14688. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14689. break;
  14690. case UNT_LANDMINE:
  14691. //Land Mine only hits single target
  14692. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14693. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14694. sg->limit = 1500;
  14695. break;
  14696. case UNT_MAGENTATRAP:
  14697. case UNT_COBALTTRAP:
  14698. case UNT_MAIZETRAP:
  14699. case UNT_VERDURETRAP:
  14700. if( bl->type == BL_PC )// it won't work on players
  14701. break;
  14702. [[fallthrough]];
  14703. case UNT_FIRINGTRAP:
  14704. case UNT_ICEBOUNDTRAP:
  14705. case UNT_CLUSTERBOMB:
  14706. if( bl->id == ss->id )// it won't trigger on caster
  14707. break;
  14708. [[fallthrough]];
  14709. case UNT_BLASTMINE:
  14710. case UNT_SHOCKWAVE:
  14711. case UNT_SANDMAN:
  14712. case UNT_FLASHER:
  14713. case UNT_FREEZINGTRAP:
  14714. case UNT_FIREPILLAR_ACTIVE:
  14715. case UNT_CLAYMORETRAP:
  14716. {
  14717. int bl_flag = sg->bl_flag;
  14718. if (tsc && tsc->getSCE(SC__MANHOLE))
  14719. break;
  14720. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14721. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14722. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14723. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14724. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14725. sg->limit = DIFF_TICK(tick, sg->tick) +
  14726. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14727. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14728. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14729. }
  14730. break;
  14731. case UNT_TALKIEBOX:
  14732. if (sg->src_id == bl->id)
  14733. break;
  14734. if (sg->val2 == 0) {
  14735. clif_talkiebox(&unit->bl, sg->valstr);
  14736. sg->unit_id = UNT_USED_TRAPS;
  14737. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14738. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14739. sg->val2 = -1;
  14740. }
  14741. break;
  14742. case UNT_LULLABY:
  14743. if (ss->id == bl->id)
  14744. break;
  14745. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14746. break;
  14747. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14748. if (ss->id != bl->id)
  14749. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14750. break;
  14751. case UNT_DISSONANCE:
  14752. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14753. break;
  14754. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14755. int heal;
  14756. #ifdef RENEWAL
  14757. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14758. if (md && md->mob_id == MOBID_EMPERIUM)
  14759. break;
  14760. #endif
  14761. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14762. break; // affects self only when soullinked
  14763. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14764. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14765. heal = ~heal + 1;
  14766. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14767. status_heal(bl, heal, 0, 0);
  14768. }
  14769. break;
  14770. case UNT_TATAMIGAESHI:
  14771. case UNT_DEMONSTRATION:
  14772. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14773. break;
  14774. case UNT_GOSPEL:
  14775. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14776. break;
  14777. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14778. { // Support Effect only on party, not guild
  14779. int heal;
  14780. int i = rnd() % 13; // Positive buff count
  14781. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14782. switch (i)
  14783. {
  14784. case 0: // Heal 1000~9999 HP
  14785. heal = rnd() % 9000 + 1000;
  14786. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14787. status_heal(bl, heal, 0, 0);
  14788. break;
  14789. case 1: // End all negative status
  14790. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14791. if (tsd) clif_gospel_info(tsd, 0x15);
  14792. break;
  14793. case 2: // Immunity to all status
  14794. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14795. if (tsd) clif_gospel_info(tsd, 0x16);
  14796. break;
  14797. case 3: // MaxHP +100%
  14798. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14799. if (tsd) clif_gospel_info(tsd, 0x17);
  14800. break;
  14801. case 4: // MaxSP +100%
  14802. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14803. if (tsd) clif_gospel_info(tsd, 0x18);
  14804. break;
  14805. case 5: // All stats +20
  14806. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14807. if (tsd) clif_gospel_info(tsd, 0x19);
  14808. break;
  14809. case 6: // Level 10 Blessing
  14810. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14811. break;
  14812. case 7: // Level 10 Increase AGI
  14813. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14814. break;
  14815. case 8: // Enchant weapon with Holy element
  14816. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14817. if (tsd) clif_gospel_info(tsd, 0x1c);
  14818. break;
  14819. case 9: // Enchant armor with Holy element
  14820. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14821. if (tsd) clif_gospel_info(tsd, 0x1d);
  14822. break;
  14823. case 10: // DEF +25%
  14824. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14825. if (tsd) clif_gospel_info(tsd, 0x1e);
  14826. break;
  14827. case 11: // ATK +100%
  14828. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14829. if (tsd) clif_gospel_info(tsd, 0x1f);
  14830. break;
  14831. case 12: // HIT/Flee +50
  14832. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14833. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14834. if (tsd) clif_gospel_info(tsd, 0x20);
  14835. break;
  14836. }
  14837. }
  14838. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14839. { // Offensive Effect
  14840. int i = rnd() % 10; // Negative buff count
  14841. switch (i)
  14842. {
  14843. case 0: // Deal 3000~7999 damage reduced by DEF
  14844. case 1: // Deal 1500~5499 damage unreducable
  14845. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14846. break;
  14847. case 2: // Curse
  14848. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14849. break;
  14850. case 3: // Blind
  14851. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14852. break;
  14853. case 4: // Poison
  14854. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14855. break;
  14856. case 5: // Level 10 Provoke
  14857. clif_skill_nodamage(nullptr, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14858. break;
  14859. case 6: // DEF -100%
  14860. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14861. break;
  14862. case 7: // ATK -100%
  14863. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14864. break;
  14865. case 8: // Flee -100%
  14866. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14867. break;
  14868. case 9: // Speed/ASPD -25%
  14869. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14870. break;
  14871. }
  14872. }
  14873. break;
  14874. #ifndef RENEWAL
  14875. case UNT_BASILICA:
  14876. {
  14877. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14878. if (i > 0) {
  14879. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14880. break;
  14881. }
  14882. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14883. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14884. }
  14885. break;
  14886. #endif
  14887. case UNT_GROUNDDRIFT_WIND:
  14888. case UNT_GROUNDDRIFT_DARK:
  14889. case UNT_GROUNDDRIFT_POISON:
  14890. case UNT_GROUNDDRIFT_WATER:
  14891. case UNT_GROUNDDRIFT_FIRE:
  14892. map_foreachinrange(skill_trap_splash,&unit->bl,
  14893. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14894. &unit->bl,tick);
  14895. sg->unit_id = UNT_USED_TRAPS;
  14896. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14897. sg->limit=DIFF_TICK(tick,sg->tick);
  14898. break;
  14899. case UNT_POISONSMOKE:
  14900. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14901. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14902. break;
  14903. case UNT_EPICLESIS:
  14904. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14905. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14906. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14907. int hp, sp;
  14908. switch( sg->skill_lv ) {
  14909. case 1: case 2: hp = 3; sp = 2; break;
  14910. case 3: case 4: hp = 4; sp = 3; break;
  14911. case 5: default: hp = 5; sp = 4; break;
  14912. }
  14913. hp = tstatus->max_hp * hp / 100;
  14914. sp = tstatus->max_sp * sp / 100;
  14915. if (tstatus->hp < tstatus->max_hp)
  14916. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14917. if (tstatus->sp < tstatus->max_sp)
  14918. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14919. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14920. hp = ~hp + 1;
  14921. status_heal(bl, hp, sp, 3);
  14922. }
  14923. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14924. // Doesn't remove Invisibility or Chase Walk.
  14925. status_change_end(bl,SC_HIDING);
  14926. status_change_end(bl,SC_CLOAKING);
  14927. status_change_end(bl,SC_CLOAKINGEXCEED);
  14928. status_change_end(bl,SC_CAMOUFLAGE);
  14929. status_change_end(bl,SC_NEWMOON);
  14930. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14931. status_change_end(bl, SC__SHADOWFORM);
  14932. }
  14933. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14934. }
  14935. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14936. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14937. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14938. break;
  14939. case UNT_DIMENSIONDOOR:
  14940. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14941. pc_randomwarp(tsd,CLR_TELEPORT);
  14942. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14943. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14944. break;
  14945. case UNT_REVERBERATION:
  14946. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14947. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14948. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14949. sg->unit_id = UNT_USED_TRAPS;
  14950. break;
  14951. case UNT_SEVERE_RAINSTORM:
  14952. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14953. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14954. break;
  14955. case UNT_NETHERWORLD:
  14956. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14957. if (!(tsc && tsc->getSCE(type))) {
  14958. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14959. sg->limit = DIFF_TICK(tick,sg->tick);
  14960. sg->unit_id = UNT_USED_TRAPS;
  14961. }
  14962. }
  14963. break;
  14964. case UNT_THORNS_TRAP:
  14965. if( tsc ) {
  14966. if( !sg->val2 ) {
  14967. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14968. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14969. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14970. if( td )
  14971. sec = DIFF_TICK(td->tick, tick);
  14972. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14973. clif_fixpos( *bl );
  14974. sg->val2 = bl->id;
  14975. } else
  14976. sec = 3000; // Couldn't trap it?
  14977. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14978. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14979. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14980. }
  14981. break;
  14982. case UNT_WALLOFTHORN:
  14983. if (unit->val2-- <= 0) // Max hit reached
  14984. break;
  14985. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14986. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14987. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14988. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14989. break;
  14990. case UNT_DEMONIC_FIRE:
  14991. switch( sg->val2 ) {
  14992. case 1:
  14993. default:
  14994. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14995. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14996. break;
  14997. }
  14998. break;
  14999. case UNT_ZEPHYR:
  15000. if (ss == bl)
  15001. break; // Doesn't affect the Elemental
  15002. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15003. break;
  15004. case UNT_CLOUD_KILL:
  15005. if (tsc && !tsc->getSCE(type))
  15006. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  15007. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15008. break;
  15009. case UNT_VACUUM_EXTREME:
  15010. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15011. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15012. return 0;
  15013. // Apply effect and suck targets one-by-one each n seconds
  15014. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  15015. break;
  15016. case UNT_BANDING:
  15017. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15018. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  15019. break;
  15020. case UNT_FIRE_MANTLE:
  15021. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15022. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15023. break;
  15024. case UNT_ZENKAI_WATER:
  15025. case UNT_ZENKAI_LAND:
  15026. case UNT_ZENKAI_FIRE:
  15027. case UNT_ZENKAI_WIND:
  15028. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15029. switch( sg->unit_id ) {
  15030. case UNT_ZENKAI_WATER:
  15031. switch (rnd()%2 + 1) {
  15032. case 1:
  15033. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15034. break;
  15035. case 2:
  15036. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15037. break;
  15038. }
  15039. break;
  15040. case UNT_ZENKAI_LAND:
  15041. switch (rnd()%2 + 1) {
  15042. case 1:
  15043. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15044. break;
  15045. case 2:
  15046. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15047. break;
  15048. }
  15049. break;
  15050. case UNT_ZENKAI_FIRE:
  15051. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15052. break;
  15053. case UNT_ZENKAI_WIND:
  15054. switch (rnd()%3 + 1) {
  15055. case 1:
  15056. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15057. break;
  15058. case 2:
  15059. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15060. break;
  15061. case 3:
  15062. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15063. break;
  15064. }
  15065. break;
  15066. }
  15067. } else
  15068. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15069. break;
  15070. case UNT_POISON_MIST:
  15071. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15072. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15073. break;
  15074. case UNT_CHAOSPANIC:
  15075. if (tsc && tsc->getSCE(type))
  15076. break;
  15077. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15078. break;
  15079. case UNT_B_TRAP:
  15080. if (tsc && tsc->getSCE(type))
  15081. break;
  15082. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15083. unit->val2++; // Mark as ever been used
  15084. break;
  15085. case UNT_FIRE_RAIN:
  15086. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15087. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15088. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15089. break;
  15090. case UNT_MAGMA_ERUPTION:
  15091. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15092. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15093. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15094. else
  15095. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15096. break;
  15097. case UNT_ACIDIFIED_ZONE_WATER:
  15098. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15099. break;
  15100. case UNT_ACIDIFIED_ZONE_GROUND:
  15101. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15102. break;
  15103. case UNT_ACIDIFIED_ZONE_WIND:
  15104. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15105. break;
  15106. case UNT_ACIDIFIED_ZONE_FIRE:
  15107. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15108. break;
  15109. case UNT_ASTRAL_STRIKE:
  15110. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15111. break;
  15112. case UNT_ABYSS_SQUARE: {
  15113. short flag = 0;
  15114. // Check to see if the caster is in the AoE.
  15115. if (distance_bl(ss, &unit->bl) <= unit->range)
  15116. flag |= 2; // If yes, skill hits twice.
  15117. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15118. }
  15119. break;
  15120. }
  15121. if (bl->type == BL_MOB && ss != bl)
  15122. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15123. return skill_id;
  15124. }
  15125. /**
  15126. * Triggered when a char steps out of a skill unit
  15127. * @param src Skill unit from char moved out
  15128. * @param bl Char
  15129. * @param tick
  15130. */
  15131. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15132. {
  15133. status_change *sc;
  15134. struct status_change_entry *sce;
  15135. enum sc_type type;
  15136. nullpo_ret(src);
  15137. nullpo_ret(bl);
  15138. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15139. if (sg == nullptr)
  15140. return 0;
  15141. sc = status_get_sc(bl);
  15142. type = skill_get_sc(sg->skill_id);
  15143. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15144. if (bl->prev == nullptr || (status_isdead(*bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15145. return 0;
  15146. switch(sg->unit_id){
  15147. case UNT_SAFETYWALL:
  15148. case UNT_PNEUMA:
  15149. case UNT_EPICLESIS://Arch Bishop
  15150. if (sce)
  15151. status_change_end(bl, type);
  15152. break;
  15153. #ifndef RENEWAL
  15154. case UNT_BASILICA:
  15155. if (sce && sce->val4 != bl->id)
  15156. status_change_end(bl, type);
  15157. break;
  15158. #endif
  15159. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15160. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15161. status_change_end(bl, type);
  15162. break;
  15163. case UNT_DISSONANCE:
  15164. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15165. {
  15166. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15167. if(skill_get_inf2(i, INF2_ISSONG)) {
  15168. type = skill_get_sc(i);
  15169. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15170. if(sce)
  15171. return i;
  15172. }
  15173. }
  15174. }
  15175. [[fallthrough]];
  15176. case UNT_WHISTLE:
  15177. case UNT_ASSASSINCROSS:
  15178. case UNT_POEMBRAGI:
  15179. case UNT_APPLEIDUN:
  15180. case UNT_HUMMING:
  15181. case UNT_DONTFORGETME:
  15182. case UNT_FORTUNEKISS:
  15183. case UNT_SERVICEFORYOU:
  15184. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15185. return -1;
  15186. }
  15187. return sg->skill_id;
  15188. }
  15189. /**
  15190. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15191. * @param skill_id Skill ID
  15192. * @param bl A char
  15193. * @param tick
  15194. */
  15195. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15196. {
  15197. status_change *sc;
  15198. struct status_change_entry *sce;
  15199. enum sc_type type;
  15200. sc = status_get_sc(bl);
  15201. if (sc && !sc->count)
  15202. sc = nullptr;
  15203. type = skill_get_sc(skill_id);
  15204. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15205. switch (skill_id)
  15206. {
  15207. case WZ_QUAGMIRE:
  15208. if (bl->type==BL_MOB)
  15209. break;
  15210. if (sce)
  15211. status_change_end(bl, type);
  15212. break;
  15213. case BD_LULLABY:
  15214. case BD_RICHMANKIM:
  15215. case BD_ETERNALCHAOS:
  15216. case BD_DRUMBATTLEFIELD:
  15217. case BD_RINGNIBELUNGEN:
  15218. case BD_ROKISWEIL:
  15219. case BD_INTOABYSS:
  15220. case BD_SIEGFRIED:
  15221. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15222. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15223. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15224. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15225. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15226. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15227. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15228. status_change_end(bl, SC_DANCING);
  15229. }
  15230. [[fallthrough]];
  15231. case MH_STEINWAND:
  15232. case MG_SAFETYWALL:
  15233. case AL_PNEUMA:
  15234. case SA_VOLCANO:
  15235. case SA_DELUGE:
  15236. case SA_VIOLENTGALE:
  15237. case CG_HERMODE:
  15238. #ifndef RENEWAL
  15239. case HW_GRAVITATION:
  15240. case HP_BASILICA:
  15241. #endif
  15242. case NJ_SUITON:
  15243. case SC_MAELSTROM:
  15244. case EL_WATER_BARRIER:
  15245. case EL_ZEPHYR:
  15246. case EL_POWER_OF_GAIA:
  15247. case SO_WARMER:
  15248. case SO_FIRE_INSIGNIA:
  15249. case SO_WATER_INSIGNIA:
  15250. case SO_WIND_INSIGNIA:
  15251. case SO_EARTH_INSIGNIA:
  15252. case SJ_BOOKOFCREATINGSTAR:
  15253. case SC_BLOODYLUST:
  15254. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15255. case GN_FIRE_EXPANSION_TEAR_GAS:
  15256. case LG_KINGS_GRACE:
  15257. case NC_STEALTHFIELD:
  15258. case NC_NEUTRALBARRIER:
  15259. case SU_NYANGGRASS:
  15260. if (sce)
  15261. status_change_end(bl, type);
  15262. break;
  15263. case BA_DISSONANCE:
  15264. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15265. {
  15266. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15267. if(skill_get_inf2(i, INF2_ISSONG)){
  15268. type = skill_get_sc(i);
  15269. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15270. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15271. delete_timer(sce->timer, status_change_timer);
  15272. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15273. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15274. }
  15275. }
  15276. }
  15277. }
  15278. break;
  15279. case BA_POEMBRAGI:
  15280. case BA_WHISTLE:
  15281. case BA_ASSASSINCROSS:
  15282. case BA_APPLEIDUN:
  15283. case DC_HUMMING:
  15284. case DC_DONTFORGETME:
  15285. case DC_FORTUNEKISS:
  15286. case DC_SERVICEFORYOU:
  15287. if (sce)
  15288. {
  15289. delete_timer(sce->timer, status_change_timer);
  15290. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15291. //not possible on our current implementation.
  15292. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15293. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15294. }
  15295. break;
  15296. case PF_FOGWALL:
  15297. if (sce)
  15298. {
  15299. status_change_end(bl, type);
  15300. if ((sce=sc->getSCE(SC_BLIND)))
  15301. {
  15302. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15303. status_change_end(bl, SC_BLIND);
  15304. else {
  15305. delete_timer(sce->timer, status_change_timer);
  15306. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15307. }
  15308. }
  15309. }
  15310. break;
  15311. case GD_LEADERSHIP:
  15312. case GD_GLORYWOUNDS:
  15313. case GD_SOULCOLD:
  15314. case GD_HAWKEYES:
  15315. if( !(sce && sce->val4) )
  15316. status_change_end(bl, type);
  15317. break;
  15318. }
  15319. return skill_id;
  15320. }
  15321. /*==========================================
  15322. * Invoked when a unit cell has been placed/removed/deleted.
  15323. * flag values:
  15324. * flag&1: Invoke onplace function (otherwise invoke onout)
  15325. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15326. * flag&8: Recursive
  15327. *------------------------------------------*/
  15328. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15329. {
  15330. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15331. t_tick tick = va_arg(ap,t_tick);
  15332. unsigned int flag = va_arg(ap,unsigned int);
  15333. uint16 skill_id;
  15334. bool dissonance = false;
  15335. bool isTarget = false;
  15336. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15337. return 0;
  15338. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15339. if (group == nullptr)
  15340. return 0;
  15341. if( !(flag&8) ) {
  15342. dissonance = skill_dance_switch(unit, 0);
  15343. //Target-type check.
  15344. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15345. }
  15346. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15347. skill_id = group->skill_id;
  15348. if( isTarget ){
  15349. if( flag&1 )
  15350. skill_unit_onplace(unit,bl,tick);
  15351. else {
  15352. if( skill_unit_onout(unit,bl,tick) == -1 )
  15353. return 0; // Don't let a Bard/Dancer update their own song timer
  15354. }
  15355. if( flag&4 )
  15356. skill_unit_onleft(skill_id, bl, tick);
  15357. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15358. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15359. if( dissonance ) {
  15360. skill_dance_switch(unit, 1);
  15361. //we placed a dissonance, let's update
  15362. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15363. }
  15364. return 0;
  15365. }
  15366. /**
  15367. * Check skill unit while receiving damage
  15368. * @param unit Skill unit
  15369. * @param damage Received damage
  15370. * @return Damage
  15371. */
  15372. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15373. {
  15374. nullpo_ret(unit);
  15375. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15376. if (sg == nullptr)
  15377. return 0;
  15378. switch( sg->unit_id ) {
  15379. case UNT_BLASTMINE:
  15380. case UNT_SKIDTRAP:
  15381. case UNT_LANDMINE:
  15382. case UNT_SHOCKWAVE:
  15383. case UNT_SANDMAN:
  15384. case UNT_FLASHER:
  15385. case UNT_CLAYMORETRAP:
  15386. case UNT_FREEZINGTRAP:
  15387. case UNT_ANKLESNARE:
  15388. case UNT_ICEWALL:
  15389. case UNT_WALLOFTHORN:
  15390. case UNT_REVERBERATION:
  15391. case UNT_NETHERWORLD:
  15392. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15393. break;
  15394. default:
  15395. damage = 0;
  15396. break;
  15397. }
  15398. return damage;
  15399. }
  15400. /**
  15401. * Check char condition around the skill caster
  15402. * @param bl Char around area
  15403. * @param *c Counter for 'valid' condition found
  15404. * @param *p_sd Stores 'rid' of char found
  15405. * @param skill_id Skill ID
  15406. * @param skill_lv Level of used skill
  15407. */
  15408. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15409. {
  15410. int *c, skill_id;
  15411. struct block_list *src;
  15412. map_session_data *sd;
  15413. map_session_data *tsd;
  15414. int *p_sd; //Contains the list of characters found.
  15415. nullpo_ret(bl);
  15416. nullpo_ret(tsd=(map_session_data*)bl);
  15417. nullpo_ret(src=va_arg(ap,struct block_list *));
  15418. nullpo_ret(sd=(map_session_data*)src);
  15419. c=va_arg(ap,int *);
  15420. p_sd = va_arg(ap, int *);
  15421. skill_id = va_arg(ap,int);
  15422. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15423. if (skill_id == PR_BENEDICTIO) {
  15424. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15425. return 0;
  15426. }
  15427. else if (is_chorus) {
  15428. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15429. return 0;
  15430. }
  15431. else if (*c >= 1) // Check for one companion for all other cases.
  15432. return 0;
  15433. if (bl == src)
  15434. return 0;
  15435. if(pc_isdead(tsd))
  15436. return 0;
  15437. if (tsd->sc.cant.cast)
  15438. return 0;
  15439. if( is_chorus ) {
  15440. if( tsd->status.party_id && sd->status.party_id &&
  15441. tsd->status.party_id == sd->status.party_id &&
  15442. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15443. p_sd[(*c)++] = tsd->bl.id;
  15444. return 1;
  15445. } else {
  15446. switch(skill_id) {
  15447. case PR_BENEDICTIO: {
  15448. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15449. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15450. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15451. && sd->status.sp >= 10)
  15452. p_sd[(*c)++]=tsd->bl.id;
  15453. return 1;
  15454. }
  15455. case AB_ADORAMUS:
  15456. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15457. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15458. p_sd[(*c)++] = tsd->bl.id;
  15459. return 1;
  15460. case TR_GEF_NOCTURN:
  15461. case TR_ROKI_CAPRICCIO:
  15462. case TR_AIN_RHAPSODY:
  15463. case TR_MUSICAL_INTERLUDE:
  15464. case TR_JAWAII_SERENADE:
  15465. case TR_NIPELHEIM_REQUIEM:
  15466. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15467. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15468. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15469. p_sd[(*c)++] = tsd->bl.id;
  15470. return 1;
  15471. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15472. {
  15473. uint16 skill_lv;
  15474. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15475. return 0;
  15476. if (sd->status.sex != tsd->status.sex &&
  15477. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15478. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15479. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15480. sd->status.party_id && tsd->status.party_id &&
  15481. sd->status.party_id == tsd->status.party_id &&
  15482. !tsd->sc.getSCE(SC_DANCING))
  15483. {
  15484. p_sd[(*c)++]=tsd->bl.id;
  15485. return skill_lv;
  15486. }
  15487. }
  15488. break;
  15489. }
  15490. }
  15491. return 0;
  15492. }
  15493. /**
  15494. * Checks and stores partners for ensemble skills [Skotlex]
  15495. * Max partners is 2.
  15496. * @param sd Caster
  15497. * @param skill_id
  15498. * @param skill_lv
  15499. * @param range Area range to check
  15500. * @param cast_flag Special handle
  15501. */
  15502. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15503. {
  15504. static int c=0;
  15505. static int p_sd[MAX_PARTY];
  15506. int i;
  15507. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15508. if (!sd)
  15509. return 0;
  15510. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15511. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15512. if (cast_flag) { //Execute the skill on the partners.
  15513. map_session_data* tsd;
  15514. switch (skill_id) {
  15515. case PR_BENEDICTIO:
  15516. case WM_GREAT_ECHO:
  15517. for (i = 0; i < c; i++) {
  15518. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  15519. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15520. }
  15521. return c;
  15522. case AB_ADORAMUS:
  15523. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  15524. i = 2 * (*skill_lv);
  15525. status_charge(&tsd->bl, 0, i);
  15526. }
  15527. break;
  15528. default:
  15529. if( is_chorus )
  15530. break;//Chorus skills are not to be parsed as ensembles
  15531. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15532. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  15533. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15534. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15535. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15536. tsd->skill_id_dance = skill_id;
  15537. tsd->skill_lv_dance = *skill_lv;
  15538. #ifdef RENEWAL
  15539. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15540. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15541. #endif
  15542. }
  15543. }
  15544. return c;
  15545. }
  15546. }
  15547. //Else: new search for partners.
  15548. c = 0;
  15549. memset (p_sd, 0, sizeof(p_sd));
  15550. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15551. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15552. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15553. *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.
  15554. return c;
  15555. }
  15556. /**
  15557. * Sub function to count how many spawned mob is around.
  15558. * Some skills check with matched AI.
  15559. * @param rid Source ID
  15560. * @param mob_class Monster ID
  15561. * @param skill_id Used skill
  15562. * @param *c Counter for found monster
  15563. */
  15564. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15565. {
  15566. int *c,src_id,mob_class,skill;
  15567. uint16 ai;
  15568. struct mob_data *md;
  15569. md=(struct mob_data*)bl;
  15570. src_id=va_arg(ap,int);
  15571. mob_class=va_arg(ap,int);
  15572. skill=va_arg(ap,int);
  15573. c=va_arg(ap,int *);
  15574. switch (skill) {
  15575. case AM_SPHEREMINE:
  15576. ai = AI_SPHERE;
  15577. break;
  15578. case AM_CANNIBALIZE:
  15579. ai = AI_FLORA;
  15580. break;
  15581. case KO_ZANZOU:
  15582. ai = AI_ZANZOU;
  15583. break;
  15584. case MH_SUMMON_LEGION:
  15585. ai = AI_LEGION;
  15586. break;
  15587. case NC_SILVERSNIPER:
  15588. case NC_MAGICDECOY:
  15589. ai = AI_FAW;
  15590. break;
  15591. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15592. case MT_SUMMON_ABR_DUAL_CANNON:
  15593. case MT_SUMMON_ABR_MOTHER_NET:
  15594. case MT_SUMMON_ABR_INFINITY:
  15595. ai = AI_ABR;
  15596. break;
  15597. case BO_WOODENWARRIOR:
  15598. case BO_WOODEN_FAIRY:
  15599. case BO_CREEPER:
  15600. case BO_HELLTREE:
  15601. ai = AI_BIONIC;
  15602. break;
  15603. default:
  15604. ai = AI_FLORA;
  15605. break;
  15606. }
  15607. if( md->master_id != src_id || md->special_state.ai != ai)
  15608. return 0; //Non alchemist summoned mobs have nothing to do here.
  15609. if(md->mob_id==mob_class)
  15610. (*c)++;
  15611. return 1;
  15612. }
  15613. /**
  15614. * Determines if a given skill should be made to consume ammo
  15615. * when used by the player. [Skotlex]
  15616. * @param sd Player
  15617. * @param skill_id Skill ID
  15618. * @return True if skill is need ammo; False otherwise.
  15619. */
  15620. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15621. {
  15622. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15623. return (
  15624. battle_config.arrow_decrement == 2 &&
  15625. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15626. skill_id != HT_PHANTASMIC &&
  15627. skill->skill_type == BF_WEAPON &&
  15628. !skill->nk[NK_NODAMAGE] &&
  15629. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15630. );
  15631. }
  15632. /**
  15633. * Check SC required to cast a skill
  15634. * @param sc
  15635. * @param skill_id
  15636. * @return True if condition is met, False otherwise
  15637. **/
  15638. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  15639. if (require.status.empty())
  15640. return true;
  15641. status_change *sc = &sd.sc;
  15642. if (sc == nullptr) {
  15643. clif_skill_fail( sd, skill_id );
  15644. return false;
  15645. }
  15646. // May have multiple requirements
  15647. for (const auto &reqStatus : require.status) {
  15648. if (reqStatus == SC_NONE)
  15649. continue;
  15650. useskill_fail_cause cause;
  15651. switch (reqStatus) {
  15652. // Official fail message
  15653. case SC_PUSH_CART:
  15654. cause = USESKILL_FAIL_CART;
  15655. break;
  15656. case SC_POISONINGWEAPON:
  15657. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15658. break;
  15659. case SC_WEAPONBLOCK_ON:
  15660. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15661. break;
  15662. default:
  15663. cause = USESKILL_FAIL_LEVEL;
  15664. break;
  15665. }
  15666. if (!sc->getSCE(reqStatus)) {
  15667. clif_skill_fail( sd, skill_id, cause );
  15668. return false;
  15669. }
  15670. }
  15671. return true;
  15672. }
  15673. /**
  15674. * Check SC of BL
  15675. * @param sc
  15676. * @param skill_id
  15677. * @return 1 if condition is met, 0 otherwise
  15678. **/
  15679. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15680. nullpo_ret(target);
  15681. int sc_id = va_arg(ap,int);
  15682. status_change *sc = status_get_sc(target);
  15683. if (sc && sc->getSCE(sc_id))
  15684. return 1;
  15685. return 0;
  15686. }
  15687. /**
  15688. * Check skill condition when cast begin
  15689. * For ammo, only check if the skill need ammo
  15690. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15691. * @param sd Player who uses skill
  15692. * @param skill_id ID of used skill
  15693. * @param skill_lv Level of used skill
  15694. * @return true: All condition passed, false: Failed
  15695. */
  15696. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  15697. struct s_skill_condition require;
  15698. int i;
  15699. if (sd.chatID)
  15700. return false;
  15701. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  15702. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15703. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15704. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  15705. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  15706. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  15707. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  15708. return true;
  15709. }
  15710. switch( sd.menuskill_id ) {
  15711. case AM_PHARMACY:
  15712. switch( skill_id ) {
  15713. case AM_PHARMACY:
  15714. case AC_MAKINGARROW:
  15715. case BS_REPAIRWEAPON:
  15716. case AM_TWILIGHT1:
  15717. case AM_TWILIGHT2:
  15718. case AM_TWILIGHT3:
  15719. return false;
  15720. }
  15721. break;
  15722. case GN_MIX_COOKING:
  15723. case GN_MAKEBOMB:
  15724. case GN_S_PHARMACY:
  15725. case GN_CHANGEMATERIAL:
  15726. case MT_M_MACHINE:
  15727. case BO_BIONIC_PHARMACY:
  15728. if( sd.menuskill_id != skill_id )
  15729. return false;
  15730. break;
  15731. }
  15732. struct status_data* status = &sd.battle_status;
  15733. status_change* sc = &sd.sc;
  15734. if( !sc->count )
  15735. sc = nullptr;
  15736. if( sd.skillitem == skill_id )
  15737. {
  15738. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15739. sd.state.abra_flag = 0;
  15740. else
  15741. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15742. if( (i = sd.itemindex) == -1 ||
  15743. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  15744. sd.inventory_data[i] == nullptr ||
  15745. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15746. sd.inventory.u.items_inventory[i].amount < 1
  15747. )
  15748. { //Something went wrong, item exploit?
  15749. sd.itemid = 0;
  15750. sd.itemindex = -1;
  15751. return false;
  15752. }
  15753. //Consume
  15754. sd.itemid = 0;
  15755. sd.itemindex = -1;
  15756. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15757. ; //Do not consume item.
  15758. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  15759. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15760. }
  15761. if(!sd.skillitem_keep_requirement)
  15762. return true;
  15763. }
  15764. if( pc_is90overweight(&sd) ) {
  15765. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  15766. return false;
  15767. }
  15768. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15769. return false;
  15770. //Checks if disabling skill - in which case no SP requirements are necessary
  15771. if( sc && skill_disable_check(*sc,skill_id))
  15772. return true;
  15773. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15774. // Check the skills that can be used while mounted on a warg
  15775. if( pc_isridingwug(&sd) ) {
  15776. if(!inf2[INF2_ALLOWONWARG])
  15777. return false; // in official there is no message.
  15778. }
  15779. if( pc_ismadogear(&sd) ) {
  15780. // Skills that are unusable when Mado is equipped. [Jobbie]
  15781. if(!inf2[INF2_ALLOWONMADO]){
  15782. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  15783. return false;
  15784. }
  15785. }
  15786. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15787. // return false;
  15788. require = skill_get_requirement(&sd,skill_id,skill_lv);
  15789. //Can only update state when weapon/arrow info is checked.
  15790. sd.state.arrow_atk = require.ammo?1:0;
  15791. // perform skill-group checks
  15792. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15793. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15794. clif_skill_fail( sd, skill_id );
  15795. return false;
  15796. }
  15797. }
  15798. else if(inf2[INF2_ISENSEMBLE]) {
  15799. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15800. clif_skill_fail( sd, skill_id );
  15801. return false;
  15802. }
  15803. }
  15804. // perform skill-specific checks (and actions)
  15805. switch( skill_id ) {
  15806. case RG_GRAFFITI:
  15807. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15808. clif_skill_fail( sd, skill_id );
  15809. return false;
  15810. }
  15811. break;
  15812. case SO_SPELLFIST:
  15813. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  15814. clif_skill_fail( sd, skill_id );
  15815. return false;
  15816. }
  15817. [[fallthrough]];
  15818. case SA_CASTCANCEL:
  15819. if(sd.ud.skilltimer == INVALID_TIMER) {
  15820. clif_skill_fail( sd, skill_id );
  15821. return false;
  15822. }
  15823. break;
  15824. case AS_CLOAKING:
  15825. {
  15826. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15827. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15828. int dir;
  15829. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  15830. if( dir == DIR_MAX ) {
  15831. clif_skill_fail( sd, skill_id );
  15832. return false;
  15833. }
  15834. }
  15835. break;
  15836. }
  15837. case AL_WARP:
  15838. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  15839. char output[128];
  15840. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  15841. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  15842. return false;
  15843. }
  15844. break;
  15845. case AL_HOLYWATER:
  15846. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15847. clif_skill_fail( sd, skill_id );
  15848. return false;
  15849. }
  15850. break;
  15851. case MO_CALLSPIRITS:
  15852. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15853. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15854. if(sd.spiritball >= skill_lv) {
  15855. clif_skill_fail( sd, skill_id );
  15856. return false;
  15857. }
  15858. break;
  15859. case MO_FINGEROFFENSIVE:
  15860. case GS_FLING:
  15861. case SR_RIDEINLIGHTNING:
  15862. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  15863. sd.spiritball_old = require.spiritball = sd.spiritball;
  15864. else
  15865. sd.spiritball_old = require.spiritball;
  15866. break;
  15867. case MO_CHAINCOMBO:
  15868. if(!sc)
  15869. return false;
  15870. if(sc->getSCE(SC_BLADESTOP))
  15871. break;
  15872. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15873. break;
  15874. return false;
  15875. case MO_COMBOFINISH:
  15876. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15877. return false;
  15878. break;
  15879. case CH_TIGERFIST:
  15880. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15881. return false;
  15882. break;
  15883. case CH_CHAINCRUSH:
  15884. if(!(sc && sc->getSCE(SC_COMBO)))
  15885. return false;
  15886. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15887. return false;
  15888. break;
  15889. case SJ_SOLARBURST:
  15890. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15891. return 0;
  15892. break;
  15893. case MO_EXTREMITYFIST:
  15894. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15895. // return false;
  15896. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15897. break;
  15898. if( sc && sc->getSCE(SC_COMBO) ) {
  15899. switch(sc->getSCE(SC_COMBO)->val1) {
  15900. case MO_COMBOFINISH:
  15901. case CH_TIGERFIST:
  15902. case CH_CHAINCRUSH:
  15903. break;
  15904. default:
  15905. return false;
  15906. }
  15907. }
  15908. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15909. clif_skill_fail( sd, skill_id );
  15910. return false;
  15911. }
  15912. sd.spiritball_old = sd.spiritball;
  15913. break;
  15914. case TK_MISSION:
  15915. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15916. clif_skill_fail( sd, skill_id );
  15917. return false;
  15918. }
  15919. break;
  15920. case ASC_EDP:
  15921. #ifdef RENEWAL
  15922. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15923. #else
  15924. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15925. #endif
  15926. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  15927. return false;
  15928. }
  15929. break;
  15930. case TK_READYCOUNTER:
  15931. case TK_READYDOWN:
  15932. case TK_READYSTORM:
  15933. case TK_READYTURN:
  15934. case TK_JUMPKICK:
  15935. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15936. clif_skill_fail( sd, skill_id );
  15937. return false;
  15938. }
  15939. break;
  15940. case TK_TURNKICK:
  15941. case TK_STORMKICK:
  15942. case TK_DOWNKICK:
  15943. case TK_COUNTER:
  15944. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15945. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15946. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15947. return false; //Combo needs to be ready
  15948. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15949. //Do not repeat a kick.
  15950. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15951. break;
  15952. status_change_end(&sd.bl, SC_COMBO);
  15953. return false;
  15954. }
  15955. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  15956. unit_cancel_combo(&sd.bl);
  15957. return false;
  15958. }
  15959. break; //Combo ready.
  15960. #ifndef RENEWAL
  15961. case BD_ADAPTATION:
  15962. {
  15963. int time;
  15964. if(!(sc && sc->getSCE(SC_DANCING))) {
  15965. clif_skill_fail( sd, skill_id );
  15966. return false;
  15967. }
  15968. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15969. if (skill_get_time(
  15970. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15971. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15972. - time < skill_get_time2(skill_id,skill_lv))
  15973. {
  15974. clif_skill_fail( sd, skill_id );
  15975. return false;
  15976. }
  15977. }
  15978. break;
  15979. #endif
  15980. case PR_BENEDICTIO:
  15981. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  15982. clif_skill_fail( sd, skill_id );
  15983. return false;
  15984. }
  15985. break;
  15986. case SL_SMA:
  15987. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15988. return false;
  15989. break;
  15990. case HT_POWER:
  15991. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15992. return false;
  15993. break;
  15994. #ifndef RENEWAL
  15995. case CG_HERMODE:
  15996. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  15997. clif_skill_fail( sd, skill_id );
  15998. return false;
  15999. }
  16000. break;
  16001. #endif
  16002. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16003. {
  16004. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  16005. int size = range*2+1;
  16006. for (s=0;s<size*size;s++) {
  16007. int x = sd.bl.x+(s%size-range);
  16008. int y = sd.bl.y+(s/size-range);
  16009. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16010. clif_skill_fail( sd, skill_id );
  16011. return false;
  16012. }
  16013. }
  16014. }
  16015. break;
  16016. #ifndef RENEWAL
  16017. case PR_REDEMPTIO:
  16018. {
  16019. t_exp exp = pc_nextbaseexp(&sd);
  16020. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16021. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16022. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16023. return false;
  16024. }
  16025. break;
  16026. }
  16027. case HP_BASILICA:
  16028. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16029. // When castbegin, needs 7x7 clear area
  16030. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16031. int size = range*2+1;
  16032. for( s=0;s<size*size;s++ ) {
  16033. int x = sd.bl.x+(s%size-range);
  16034. int y = sd.bl.y+(s/size-range);
  16035. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16036. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16037. return false;
  16038. }
  16039. }
  16040. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16041. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16042. return false;
  16043. }
  16044. }
  16045. break;
  16046. #endif
  16047. case AM_TWILIGHT2:
  16048. case AM_TWILIGHT3:
  16049. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16050. clif_skill_fail( sd, skill_id );
  16051. return false;
  16052. }
  16053. break;
  16054. case SG_SUN_WARM:
  16055. case SG_MOON_WARM:
  16056. case SG_STAR_WARM:
  16057. if (sc && sc->getSCE(SC_MIRACLE))
  16058. break;
  16059. i = skill_id-SG_SUN_WARM;
  16060. if (sd.bl.m == sd.feel_map[i].m)
  16061. break;
  16062. clif_skill_fail( sd, skill_id );
  16063. return false;
  16064. break;
  16065. case SG_SUN_COMFORT:
  16066. case SG_MOON_COMFORT:
  16067. case SG_STAR_COMFORT:
  16068. if (sc && sc->getSCE(SC_MIRACLE))
  16069. break;
  16070. i = skill_id-SG_SUN_COMFORT;
  16071. if (sd.bl.m == sd.feel_map[i].m &&
  16072. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16073. break;
  16074. clif_skill_fail( sd, skill_id );
  16075. return false;
  16076. case SG_FUSION:
  16077. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16078. break;
  16079. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16080. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16081. if( require.sp > 0 ) {
  16082. if (status->sp < (unsigned int)require.sp)
  16083. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16084. else
  16085. status_zap(&sd.bl, 0, require.sp);
  16086. }
  16087. return false;
  16088. case GD_BATTLEORDER:
  16089. case GD_REGENERATION:
  16090. case GD_RESTORE:
  16091. case GD_CHARGESHOUT_FLAG:
  16092. case GD_CHARGESHOUT_BEATING:
  16093. case GD_EMERGENCY_MOVE:
  16094. if (!map_flag_gvg2(sd.bl.m)) {
  16095. clif_skill_fail( sd, skill_id );
  16096. return false;
  16097. }
  16098. [[fallthrough]];
  16099. case GD_EMERGENCYCALL:
  16100. case GD_ITEMEMERGENCYCALL:
  16101. // other checks were already done in skill_isNotOk()
  16102. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16103. return false;
  16104. break;
  16105. case GS_GLITTERING:
  16106. case RL_RICHS_COIN:
  16107. if(sd.spiritball >= 10) {
  16108. clif_skill_fail( sd, skill_id );
  16109. return false;
  16110. }
  16111. break;
  16112. case NJ_ISSEN:
  16113. #ifdef RENEWAL
  16114. if (status->hp < (status->hp/100)) {
  16115. #else
  16116. if (status->hp < 2) {
  16117. #endif
  16118. clif_skill_fail( sd, skill_id );
  16119. return false;
  16120. }
  16121. [[fallthrough]];
  16122. case NJ_BUNSINJYUTSU:
  16123. if (!(sc && sc->getSCE(SC_NEN))) {
  16124. clif_skill_fail( sd, skill_id );
  16125. return false;
  16126. }
  16127. break;
  16128. case NJ_ZENYNAGE:
  16129. case KO_MUCHANAGE:
  16130. if(sd.status.zeny < require.zeny) {
  16131. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16132. return false;
  16133. }
  16134. break;
  16135. case PF_HPCONVERSION:
  16136. if (status->sp == status->max_sp)
  16137. return false; //Unusable when at full SP.
  16138. break;
  16139. case SP_KAUTE: // Fail if below 30% MaxHP.
  16140. if (status->hp < 30 * status->max_hp / 100) {
  16141. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16142. return false;
  16143. }
  16144. break;
  16145. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16146. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16147. clif_skill_fail( sd, skill_id );
  16148. return false;
  16149. }
  16150. break;
  16151. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16152. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16153. clif_skill_fail( sd, skill_id );
  16154. return false;
  16155. }
  16156. break;
  16157. case AB_ANCILLA: {
  16158. int count = 0;
  16159. for( i = 0; i < MAX_INVENTORY; i++ )
  16160. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16161. count += sd.inventory.u.items_inventory[i].amount;
  16162. if( count >= 3 ) {
  16163. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16164. return false;
  16165. }
  16166. }
  16167. break;
  16168. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16169. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16170. && sd.special_state.no_gemstone == 0
  16171. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16172. clif_skill_fail( sd, skill_id );
  16173. return false;
  16174. }
  16175. break;
  16176. case WL_SUMMONFB:
  16177. case WL_SUMMONBL:
  16178. case WL_SUMMONWB:
  16179. case WL_SUMMONSTONE:
  16180. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16181. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16182. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16183. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16184. return false;
  16185. }
  16186. }
  16187. break;
  16188. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16189. case WL_RELEASE: {
  16190. int active_spheres = 0, req_spheres = 0;
  16191. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16192. if (sc && sc->getSCE(i))
  16193. active_spheres++;
  16194. }
  16195. // Cast requirement
  16196. if (skill_id == WL_TETRAVORTEX)
  16197. req_spheres = 4;
  16198. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16199. req_spheres = 1;
  16200. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16201. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16202. return false;
  16203. }
  16204. }
  16205. break;
  16206. case GC_HALLUCINATIONWALK:
  16207. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16208. clif_skill_fail( sd, skill_id );
  16209. return false;
  16210. }
  16211. break;
  16212. case NPC_HALLUCINATIONWALK:
  16213. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16214. return false;
  16215. }
  16216. break;
  16217. case RA_WUGMASTERY:
  16218. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16219. clif_skill_fail( sd, skill_id );
  16220. return false;
  16221. }
  16222. break;
  16223. case RA_WUGSTRIKE:
  16224. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16225. clif_skill_fail( sd, skill_id );
  16226. return false;
  16227. }
  16228. break;
  16229. case RA_WUGRIDER:
  16230. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16231. clif_skill_fail( sd, skill_id );
  16232. return false;
  16233. }
  16234. break;
  16235. case RA_WUGDASH:
  16236. if(!pc_isridingwug(&sd)) {
  16237. clif_skill_fail( sd, skill_id );
  16238. return false;
  16239. }
  16240. else {
  16241. int16 sx = sd.bl.x;
  16242. int16 sy = sd.bl.y;
  16243. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16244. switch (dir) {
  16245. case DIR_NORTH: sy++; break;
  16246. case DIR_NORTHWEST: sx--; sy++; break;
  16247. case DIR_WEST: sx--; break;
  16248. case DIR_SOUTHWEST: sx--; sy--; break;
  16249. case DIR_SOUTH: sy--; break;
  16250. case DIR_SOUTHEAST: sx++; sy--; break;
  16251. case DIR_EAST: sx++; break;
  16252. case DIR_NORTHEAST: sx++; sy++; break;
  16253. }
  16254. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16255. return false;
  16256. }
  16257. }
  16258. break;
  16259. case LG_RAYOFGENESIS:
  16260. case LG_BANDING:
  16261. if( sc && sc->getSCE(SC_INSPIRATION) )
  16262. return true; // Don't check for partner.
  16263. break;
  16264. case LG_PRESTIGE:
  16265. if( sc && sc->getSCE(SC_INSPIRATION) )
  16266. return true; // Don't check for partner.
  16267. if( sc && sc->getSCE(SC_BANDING) ) {
  16268. clif_skill_fail( sd, skill_id );
  16269. return false;
  16270. }
  16271. break;
  16272. case LG_RAGEBURST:
  16273. if( sd.spiritball == 0 ) {
  16274. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16275. return false;
  16276. }
  16277. sd.spiritball_old = require.spiritball = sd.spiritball;
  16278. break;
  16279. case SR_FALLENEMPIRE:
  16280. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16281. return false;
  16282. break;
  16283. case SR_CRESCENTELBOW:
  16284. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16285. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16286. return false;
  16287. }
  16288. break;
  16289. case SR_CURSEDCIRCLE:
  16290. if (map_flag_gvg2(sd.bl.m)) {
  16291. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16292. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16293. char output[128];
  16294. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16295. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16296. return false;
  16297. }
  16298. }
  16299. if( sd.spiritball > 0 )
  16300. sd.spiritball_old = require.spiritball = sd.spiritball;
  16301. else {
  16302. clif_skill_fail( sd, skill_id );
  16303. return false;
  16304. }
  16305. break;
  16306. case SR_GATEOFHELL:
  16307. if( sd.spiritball > 0 )
  16308. sd.spiritball_old = require.spiritball;
  16309. break;
  16310. case SC_MANHOLE:
  16311. case SC_DIMENSIONDOOR:
  16312. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16313. clif_skill_fail( sd, skill_id );
  16314. return false;
  16315. }
  16316. break;
  16317. case SC_FEINTBOMB:
  16318. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKMAELSTROM) ) {
  16319. clif_skill_fail( sd, skill_id );
  16320. return false;
  16321. }
  16322. break;
  16323. case WM_GREAT_ECHO: {
  16324. int count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16325. if (count > 0)
  16326. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16327. }
  16328. break;
  16329. case SO_FIREWALK:
  16330. case SO_ELECTRICWALK:
  16331. case NPC_FIREWALK:
  16332. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16333. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16334. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16335. clif_skill_fail( sd, skill_id );
  16336. return false;
  16337. }
  16338. break;
  16339. case SO_EL_CONTROL:
  16340. if( !sd.status.ele_id || !sd.ed ) {
  16341. clif_skill_fail( sd, skill_id );
  16342. return false;
  16343. }
  16344. break;
  16345. case KO_JYUMONJIKIRI:
  16346. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16347. return true;
  16348. else {
  16349. clif_skill_fail( sd, skill_id );
  16350. return false;
  16351. }
  16352. break;
  16353. case KO_KAHU_ENTEN:
  16354. case KO_HYOUHU_HUBUKI:
  16355. case KO_KAZEHU_SEIRAN:
  16356. case KO_DOHU_KOUKAI:
  16357. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16358. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16359. return false;
  16360. }
  16361. break;
  16362. case KO_KAIHOU:
  16363. case KO_ZENKAI:
  16364. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16365. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16366. return false;
  16367. }
  16368. break;
  16369. case SJ_FULLMOONKICK:
  16370. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16371. clif_skill_fail( sd, skill_id );
  16372. return false;
  16373. }
  16374. break;
  16375. case SJ_STAREMPEROR:
  16376. case SJ_NOVAEXPLOSING:
  16377. case SJ_GRAVITYCONTROL:
  16378. case SJ_BOOKOFDIMENSION:
  16379. case SJ_BOOKOFCREATINGSTAR:
  16380. case SP_SOULDIVISION:
  16381. case SP_SOULEXPLOSION:
  16382. if (!map_flag_vs(sd.bl.m)) {
  16383. clif_skill_fail( sd, skill_id );
  16384. return false;
  16385. }
  16386. break;
  16387. case SP_SWHOO:
  16388. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16389. return false;
  16390. break;
  16391. case DK_SERVANT_W_PHANTOM:
  16392. case DK_SERVANT_W_DEMOL:
  16393. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16394. sd.servantball_old = require.spiritball = sd.servantball;
  16395. else
  16396. sd.servantball_old = require.spiritball;
  16397. break;
  16398. case IQ_SECOND_FAITH:
  16399. case IQ_THIRD_PUNISH:
  16400. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16401. return false;
  16402. break;
  16403. case IQ_SECOND_JUDGEMENT:
  16404. case IQ_THIRD_CONSECRATION:
  16405. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16406. return false;
  16407. break;
  16408. case IQ_SECOND_FLAME:
  16409. case IQ_THIRD_FLAME_BOMB:
  16410. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16411. return false;
  16412. break;
  16413. }
  16414. /* check state required */
  16415. switch (require.state) {
  16416. case ST_HIDDEN:
  16417. if(!pc_ishiding(&sd)) {
  16418. clif_skill_fail( sd, skill_id );
  16419. return false;
  16420. }
  16421. break;
  16422. case ST_RIDING:
  16423. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  16424. clif_skill_fail( sd, skill_id );
  16425. return false;
  16426. }
  16427. break;
  16428. case ST_FALCON:
  16429. if(!pc_isfalcon(&sd)) {
  16430. clif_skill_fail( sd, skill_id );
  16431. return false;
  16432. }
  16433. break;
  16434. case ST_CART:
  16435. if(!pc_iscarton(&sd)) {
  16436. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  16437. return false;
  16438. }
  16439. break;
  16440. case ST_SHIELD:
  16441. if(sd.status.shield <= 0) {
  16442. clif_skill_fail( sd, skill_id );
  16443. return false;
  16444. }
  16445. break;
  16446. case ST_RECOVER_WEIGHT_RATE:
  16447. #ifdef RENEWAL
  16448. if(pc_is70overweight(&sd)) {
  16449. #else
  16450. if(pc_is50overweight(&sd)) {
  16451. #endif
  16452. clif_skill_fail( sd, skill_id );
  16453. return false;
  16454. }
  16455. break;
  16456. case ST_MOVE_ENABLE:
  16457. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16458. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16459. if (!unit_can_move(&sd.bl)) {
  16460. clif_skill_fail( sd, skill_id );
  16461. return false;
  16462. }
  16463. break;
  16464. case ST_WATER:
  16465. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16466. break;
  16467. if (map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKWATER) && !map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR))
  16468. break;
  16469. clif_skill_fail( sd, skill_id );
  16470. return false;
  16471. case ST_RIDINGDRAGON:
  16472. if( !pc_isridingdragon(&sd) ) {
  16473. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  16474. return false;
  16475. }
  16476. break;
  16477. case ST_WUG:
  16478. if( !pc_iswug(&sd) ) {
  16479. clif_skill_fail( sd, skill_id );
  16480. return false;
  16481. }
  16482. break;
  16483. case ST_RIDINGWUG:
  16484. if( !pc_isridingwug(&sd) ) {
  16485. clif_skill_fail( sd, skill_id );
  16486. return false;
  16487. }
  16488. break;
  16489. case ST_MADO:
  16490. if( !pc_ismadogear(&sd) ) {
  16491. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  16492. return false;
  16493. }
  16494. break;
  16495. case ST_ELEMENTALSPIRIT:
  16496. case ST_ELEMENTALSPIRIT2:
  16497. if(!sd.ed) {
  16498. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  16499. return false;
  16500. }
  16501. break;
  16502. case ST_PECO:
  16503. if(!pc_isriding(&sd)) {
  16504. clif_skill_fail( sd, skill_id );
  16505. return false;
  16506. }
  16507. break;
  16508. case ST_SUNSTANCE:
  16509. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16510. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16511. return false;
  16512. }
  16513. break;
  16514. case ST_MOONSTANCE:
  16515. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16516. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16517. return false;
  16518. }
  16519. break;
  16520. case ST_STARSTANCE:
  16521. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16522. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16523. return false;
  16524. }
  16525. break;
  16526. case ST_UNIVERSESTANCE:
  16527. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16528. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16529. return false;
  16530. }
  16531. break;
  16532. }
  16533. /* check the status required */
  16534. if (!require.status.empty()) {
  16535. switch (skill_id) {
  16536. // Being checked later in skill_check_condition_castend()
  16537. case WZ_SIGHTRASHER:
  16538. break;
  16539. default:
  16540. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16541. return false;
  16542. break;
  16543. }
  16544. }
  16545. // Check for equipped item(s)
  16546. if (!require.eqItem.empty()) {
  16547. size_t count = require.eqItem.size();
  16548. for (const auto &it : require.eqItem) {
  16549. t_itemid reqeqit = it;
  16550. if (!reqeqit)
  16551. break; // Skill has no required item(s); get out of here
  16552. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16553. case NC_PILEBUNKER:
  16554. case RL_P_ALTER:
  16555. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16556. count--;
  16557. if (!count) {
  16558. if( skill_id == RL_P_ALTER ){
  16559. clif_msg( &sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  16560. }else{
  16561. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16562. }
  16563. return false;
  16564. } else
  16565. continue;
  16566. }
  16567. break;
  16568. case NC_ACCELERATION:
  16569. case NC_SELFDESTRUCTION:
  16570. case NC_SHAPESHIFT:
  16571. case NC_EMERGENCYCOOL:
  16572. case NC_MAGNETICFIELD:
  16573. case NC_NEUTRALBARRIER:
  16574. case NC_STEALTHFIELD:
  16575. if (pc_search_inventory(&sd, reqeqit) == -1) {
  16576. count--;
  16577. if (!count) {
  16578. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  16579. return false;
  16580. } else
  16581. continue;
  16582. }
  16583. break;
  16584. default:
  16585. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16586. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  16587. return false;
  16588. }
  16589. break;
  16590. }
  16591. }
  16592. }
  16593. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16594. //mhp is the max-hp-requirement, that is,
  16595. //you must have this % or less of HP to cast it.
  16596. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16597. return false;
  16598. }
  16599. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16600. switch(skill_id) {
  16601. case RA_AIMEDBOLT:
  16602. break;
  16603. default:
  16604. switch((unsigned int)log2(require.weapon)) {
  16605. case W_REVOLVER:
  16606. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN);
  16607. break;
  16608. case W_RIFLE:
  16609. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE);
  16610. break;
  16611. case W_GATLING:
  16612. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING);
  16613. break;
  16614. case W_SHOTGUN:
  16615. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN);
  16616. break;
  16617. case W_GRENADE:
  16618. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE);
  16619. break;
  16620. default:
  16621. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16622. break;
  16623. }
  16624. return false;
  16625. }
  16626. }
  16627. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16628. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16629. return false;
  16630. }
  16631. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16632. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  16633. return false;
  16634. }
  16635. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  16636. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16637. return false;
  16638. }
  16639. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16640. switch (skill_id) { // Skills that require soul spheres.
  16641. case SP_SOULGOLEM:
  16642. case SP_SOULSHADOW:
  16643. case SP_SOULFALCON:
  16644. case SP_SOULFAIRY:
  16645. case SP_SOULCURSE:
  16646. case SP_SPA:
  16647. case SP_SHA:
  16648. case SP_SWHOO:
  16649. case SP_SOULUNITY:
  16650. case SP_SOULDIVISION:
  16651. case SP_SOULREAPER:
  16652. case SP_SOULEXPLOSION:
  16653. case SP_KAUTE:
  16654. if (sd.soulball < require.spiritball) {
  16655. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16656. return false;
  16657. }
  16658. break;
  16659. // Skills that requires servants.
  16660. case DK_SERVANT_W_SIGN:
  16661. case DK_SERVANT_W_PHANTOM:
  16662. case DK_SERVANT_W_DEMOL:
  16663. if (sd.servantball < require.spiritball) {
  16664. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16665. return false;
  16666. }
  16667. break;
  16668. default: // Skills that require spirit/coin spheres.
  16669. if (sd.spiritball < require.spiritball) {
  16670. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16671. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  16672. else
  16673. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  16674. return false;
  16675. }
  16676. break;
  16677. }
  16678. }
  16679. return true;
  16680. }
  16681. /**
  16682. * Check skill condition when cast end.
  16683. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16684. * @param sd Player who uses skill
  16685. * @param skill_id ID of used skill
  16686. * @param skill_lv Level of used skill
  16687. * @return true: All condition passed, false: Failed
  16688. */
  16689. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16690. struct s_skill_condition require;
  16691. struct status_data *status;
  16692. int i;
  16693. short index[MAX_SKILL_ITEM_REQUIRE];
  16694. if( sd.chatID )
  16695. return false;
  16696. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  16697. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16698. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16699. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16700. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16701. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16702. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16703. return true;
  16704. }
  16705. switch( sd.menuskill_id ) { // Cast start or cast end??
  16706. case AM_PHARMACY:
  16707. switch( skill_id ) {
  16708. case AM_PHARMACY:
  16709. case AC_MAKINGARROW:
  16710. case BS_REPAIRWEAPON:
  16711. case AM_TWILIGHT1:
  16712. case AM_TWILIGHT2:
  16713. case AM_TWILIGHT3:
  16714. return false;
  16715. }
  16716. break;
  16717. case GN_MIX_COOKING:
  16718. case GN_MAKEBOMB:
  16719. case GN_S_PHARMACY:
  16720. case GN_CHANGEMATERIAL:
  16721. case MT_M_MACHINE:
  16722. case BO_BIONIC_PHARMACY:
  16723. if( sd.menuskill_id != skill_id )
  16724. return false;
  16725. break;
  16726. }
  16727. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16728. return true;
  16729. if( pc_is90overweight(&sd) ) {
  16730. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16731. return false;
  16732. }
  16733. // perform skill-specific checks (and actions)
  16734. switch( skill_id ) {
  16735. case PR_BENEDICTIO:
  16736. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  16737. break;
  16738. case AM_CANNIBALIZE:
  16739. case AM_SPHEREMINE: {
  16740. int c=0;
  16741. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16742. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16743. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16744. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16745. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16746. if(c >= maxcount ||
  16747. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16748. { //Fails when: exceed max limit. There are other plant types already out.
  16749. clif_skill_fail( sd, skill_id );
  16750. return false;
  16751. }
  16752. }
  16753. break;
  16754. }
  16755. case NC_SILVERSNIPER:
  16756. case NC_MAGICDECOY: {
  16757. int c = 0;
  16758. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16759. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16760. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16761. if( skill_id == NC_MAGICDECOY ) {
  16762. int j;
  16763. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16764. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  16765. } else
  16766. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16767. if( c >= maxcount ) {
  16768. clif_skill_fail( sd, skill_id );
  16769. return false;
  16770. }
  16771. }
  16772. }
  16773. break;
  16774. case KO_ZANZOU: {
  16775. int c = 0;
  16776. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  16777. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16778. clif_skill_fail( sd , skill_id );
  16779. return false;
  16780. }
  16781. }
  16782. break;
  16783. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16784. case MT_SUMMON_ABR_DUAL_CANNON:
  16785. case MT_SUMMON_ABR_MOTHER_NET:
  16786. case MT_SUMMON_ABR_INFINITY: {
  16787. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16788. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16789. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16790. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16791. if (c >= maxcount) {
  16792. clif_skill_fail( sd, skill_id );
  16793. return false;
  16794. }
  16795. }
  16796. break;
  16797. }
  16798. case BO_WOODENWARRIOR:
  16799. case BO_WOODEN_FAIRY:
  16800. case BO_CREEPER:
  16801. case BO_HELLTREE: {
  16802. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16803. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16804. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16805. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16806. if (c >= maxcount) {
  16807. clif_skill_fail( sd, skill_id );
  16808. return false;
  16809. }
  16810. }
  16811. break;
  16812. }
  16813. #ifdef RENEWAL
  16814. case ASC_EDP:
  16815. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  16816. if (item_edp < 0) {
  16817. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16818. return false;
  16819. } else
  16820. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16821. break;
  16822. #endif
  16823. }
  16824. status = &sd.battle_status;
  16825. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16826. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16827. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16828. return false;
  16829. }
  16830. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16831. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16832. return false;
  16833. }
  16834. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16835. uint8 extra_ammo = 0;
  16836. #ifdef RENEWAL
  16837. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16838. case WM_SEVERE_RAINSTORM:
  16839. case RL_FIREDANCE:
  16840. case RL_R_TRIP:
  16841. case RL_FIRE_RAIN:
  16842. extra_ammo = 1;
  16843. break;
  16844. default:
  16845. break;
  16846. }
  16847. #endif
  16848. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  16849. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  16850. return false;
  16851. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16852. char e_msg[100];
  16853. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16854. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  16855. return false;
  16856. }
  16857. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16858. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  16859. return false;
  16860. }
  16861. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  16862. skill_get_desc(skill_id),
  16863. require.ammo_qty,
  16864. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  16865. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  16866. return false;
  16867. }
  16868. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16869. //which is the closest we have to wrong ammo type. [Skotlex]
  16870. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16871. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16872. return false;
  16873. }
  16874. }
  16875. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16876. if( !require.itemid[i] )
  16877. continue;
  16878. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  16879. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16880. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16881. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  16882. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16883. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  16884. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16885. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  16886. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16887. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint brush is required.
  16888. else if( require.itemid[i] == ITEMID_ANCILLA )
  16889. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  16890. else
  16891. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16892. return false;
  16893. }
  16894. }
  16895. /* check the status required */
  16896. if (!require.status.empty()) {
  16897. switch (skill_id) {
  16898. case WZ_SIGHTRASHER:
  16899. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16900. return false;
  16901. break;
  16902. default:
  16903. break;
  16904. }
  16905. }
  16906. return true;
  16907. }
  16908. /** Consume skill requirement
  16909. * @param sd Player who uses the skill
  16910. * @param skill_id ID of used skill
  16911. * @param skill_lv Level of used skill
  16912. * @param type Consume type
  16913. * type&1: consume the others (before skill was used);
  16914. * type&2: consume items (after skill was used)
  16915. */
  16916. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16917. {
  16918. struct s_skill_condition require;
  16919. nullpo_retv(sd);
  16920. require = skill_get_requirement(sd,skill_id,skill_lv);
  16921. if( type&1 ) {
  16922. switch( skill_id ) {
  16923. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16924. case MC_IDENTIFY:
  16925. require.sp = 0;
  16926. break;
  16927. case MO_KITRANSLATION:
  16928. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16929. require.spiritball = 0;
  16930. [[fallthrough]];
  16931. default:
  16932. if(sd->state.autocast)
  16933. require.sp = 0;
  16934. break;
  16935. }
  16936. if(require.hp || require.sp || require.ap)
  16937. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  16938. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16939. switch (skill_id) { // Skills that require soul spheres.
  16940. case SP_SOULGOLEM:
  16941. case SP_SOULSHADOW:
  16942. case SP_SOULFALCON:
  16943. case SP_SOULFAIRY:
  16944. case SP_SOULCURSE:
  16945. case SP_SPA:
  16946. case SP_SHA:
  16947. case SP_SWHOO:
  16948. case SP_SOULUNITY:
  16949. case SP_SOULDIVISION:
  16950. case SP_SOULREAPER:
  16951. case SP_SOULEXPLOSION:
  16952. case SP_KAUTE:
  16953. pc_delsoulball(sd, require.spiritball, false);
  16954. break;
  16955. // Skills that require servants.
  16956. // Note: We don't update the servants display here
  16957. // since using these skills auto trigger an animation
  16958. // with them in unique ways that makes them vanish.
  16959. case DK_SERVANT_W_SIGN:
  16960. case DK_SERVANT_W_PHANTOM:
  16961. case DK_SERVANT_W_DEMOL:
  16962. pc_delservantball( *sd, require.spiritball );
  16963. break;
  16964. default: // Skills that require spirit/coin spheres.
  16965. pc_delspiritball(sd, require.spiritball, 0);
  16966. break;
  16967. }
  16968. }
  16969. else if(require.spiritball == -1) {
  16970. sd->spiritball_old = sd->spiritball;
  16971. pc_delspiritball(sd,sd->spiritball,0);
  16972. }
  16973. if(require.zeny > 0)
  16974. {
  16975. if( skill_id == NJ_ZENYNAGE )
  16976. require.zeny = 0; //Zeny is reduced on skill_attack.
  16977. if( sd->status.zeny < require.zeny )
  16978. require.zeny = sd->status.zeny;
  16979. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16980. }
  16981. }
  16982. if( type&2 ) {
  16983. status_change *sc = &sd->sc;
  16984. int n,i;
  16985. if( !sc->count )
  16986. sc = nullptr;
  16987. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16988. {
  16989. if( !require.itemid[i] )
  16990. continue;
  16991. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16992. continue; //Gemstones are checked, but not substracted from inventory.
  16993. switch( skill_id ){
  16994. case SA_SEISMICWEAPON:
  16995. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16996. continue;
  16997. break;
  16998. case SA_FLAMELAUNCHER:
  16999. case SA_VOLCANO:
  17000. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17001. continue;
  17002. break;
  17003. case SA_FROSTWEAPON:
  17004. case SA_DELUGE:
  17005. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17006. continue;
  17007. break;
  17008. case SA_LIGHTNINGLOADER:
  17009. case SA_VIOLENTGALE:
  17010. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17011. continue;
  17012. break;
  17013. }
  17014. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17015. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17016. }
  17017. }
  17018. }
  17019. /**
  17020. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17021. * @param sd Player's that will be checked
  17022. * @param skill_id Skill that's being used
  17023. * @param skill_lv Skill level of used skill
  17024. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17025. */
  17026. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17027. {
  17028. struct s_skill_condition req;
  17029. struct status_data *status;
  17030. status_change *sc;
  17031. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17032. memset(&req,0,sizeof(req));
  17033. if( !sd )
  17034. return req;
  17035. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17036. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17037. sc = &sd->sc;
  17038. if( !sc->count )
  17039. sc = nullptr;
  17040. //Checks if disabling skill - in which case no SP requirements are necessary
  17041. if( sc && skill_disable_check(*sc,skill_id) )
  17042. return req;
  17043. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17044. status = &sd->battle_status;
  17045. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17046. req.hp = skill->require.hp[skill_lv - 1];
  17047. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17048. if(hp_rate > 0)
  17049. req.hp += (status->hp * hp_rate)/100;
  17050. else
  17051. req.hp += (status->max_hp * (-hp_rate))/100;
  17052. req.sp = skill->require.sp[skill_lv-1];
  17053. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17054. req.sp /= 2;
  17055. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17056. req.sp -= req.sp * 30 / 100;
  17057. sp_rate = skill->require.sp_rate[skill_lv-1];
  17058. if(sp_rate > 0)
  17059. req.sp += (status->sp * sp_rate)/100;
  17060. else
  17061. req.sp += (status->max_sp * (-sp_rate))/100;
  17062. if( sd->dsprate != 100 )
  17063. req.sp = req.sp * sd->dsprate / 100;
  17064. for (auto &it : sd->skillusesprate) {
  17065. if (it.id == skill_id) {
  17066. sp_skill_rate_bonus -= it.val;
  17067. break;
  17068. }
  17069. }
  17070. for (auto &it : sd->skillusesp) {
  17071. if (it.id == skill_id) {
  17072. req.sp -= it.val;
  17073. break;
  17074. }
  17075. }
  17076. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17077. req.sp += req.sp * 30 / 100;
  17078. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17079. if( sc ) {
  17080. if( sc->getSCE(SC__LAZINESS) )
  17081. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17082. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17083. req.sp += req.sp / 4;
  17084. if( sc->getSCE(SC_OFFERTORIUM))
  17085. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17086. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17087. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17088. #ifdef RENEWAL
  17089. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17090. req.sp -= req.sp * 20 / 100;
  17091. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17092. req.sp -= req.sp * 30 / 100;
  17093. #endif
  17094. if (sc->getSCE(SC_GLOOMYDAY))
  17095. req.sp += req.sp * (skill_lv * 10) / 100;
  17096. if (sc->getSCE(SC_CRESCIVEBOLT))
  17097. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17098. }
  17099. req.ap = skill->require.ap[skill_lv - 1];
  17100. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17101. if (ap_rate > 0)
  17102. req.ap += (status->ap * ap_rate) / 100;
  17103. else
  17104. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17105. req.zeny = skill->require.zeny[skill_lv-1];
  17106. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17107. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17108. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17109. else
  17110. req.zeny += 1000;
  17111. }
  17112. req.spiritball = skill->require.spiritball[skill_lv-1];
  17113. req.state = skill->require.state;
  17114. req.mhp = skill->require.mhp[skill_lv-1];
  17115. req.weapon = skill->require.weapon;
  17116. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17117. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17118. req.ammo_qty += 4;
  17119. if (req.ammo_qty)
  17120. req.ammo = skill->require.ammo;
  17121. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17122. { //Assume this skill is using the weapon, therefore it requires arrows.
  17123. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17124. req.ammo_qty = 1;
  17125. }
  17126. req.status = skill->require.status;
  17127. req.eqItem = skill->require.eqItem;
  17128. // Level dependence flag is determined based on the ItemCost Level label
  17129. bool level_dependent = skill->require.itemid_level_dependent;
  17130. switch( skill_id ) {
  17131. /* Skill level-dependent checks */
  17132. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17133. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17134. req.itemid[1] = skill->require.itemid[skill->max];
  17135. req.amount[1] = skill->require.amount[skill->max];
  17136. [[fallthrough]];
  17137. /* Normal skill requirements and gemstone checks */
  17138. default:
  17139. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17140. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17141. if (!level_dependent) {
  17142. switch( skill_id ) {
  17143. case AM_POTIONPITCHER:
  17144. case CR_SLIMPITCHER:
  17145. case CR_CULTIVATION:
  17146. if (i != skill_lv%11 - 1)
  17147. continue;
  17148. break;
  17149. #ifdef RENEWAL
  17150. case AM_CALLHOMUN:
  17151. // Player has no homunculus, only requires first item
  17152. if (i > 0 && sd->hd == nullptr) {
  17153. i = MAX_SKILL_ITEM_REQUIRE;
  17154. continue;
  17155. }
  17156. // Recalling from Rest state has a different consume item (stored as second item)
  17157. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17158. req.itemid[0] = skill->require.itemid[1];
  17159. req.amount[0] = skill->require.amount[1];
  17160. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17161. skill_area_temp[0] = 0;
  17162. i = MAX_SKILL_ITEM_REQUIRE;
  17163. continue;
  17164. }
  17165. break;
  17166. #else
  17167. case AM_CALLHOMUN:
  17168. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17169. continue;
  17170. break;
  17171. #endif
  17172. case AB_ADORAMUS:
  17173. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  17174. continue;
  17175. break;
  17176. }
  17177. req.itemid[i] = skill->require.itemid[i];
  17178. req.amount[i] = skill->require.amount[i];
  17179. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17180. int16 itIndex;
  17181. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17182. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17183. req.itemid[i] = ITEMID_TRAP;
  17184. else
  17185. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17186. req.amount[i] = 1;
  17187. }
  17188. break;
  17189. }
  17190. }
  17191. else {
  17192. // Process level_dependent requirement
  17193. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17194. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17195. req.amount[0] = skill->require.amount[skill_lv - 1];
  17196. }
  17197. }
  17198. // Check requirement for gemstone.
  17199. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17200. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17201. req.itemid[i] = req.amount[i] = 0;
  17202. else {
  17203. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17204. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17205. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17206. req.itemid[i] = req.amount[i] = 0;
  17207. else if( --req.amount[i] < 1 )
  17208. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17209. }
  17210. }
  17211. }
  17212. // Check requirement for Magic Gear Fuel
  17213. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17214. req.itemid[i] = req.amount[i] = 0;
  17215. }
  17216. break;
  17217. }
  17218. // Check for cost reductions due to skills & SCs
  17219. switch(skill_id) {
  17220. case MC_MAMMONITE:
  17221. #ifdef RENEWAL
  17222. case WS_CARTTERMINATION:
  17223. #endif
  17224. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17225. #ifdef RENEWAL
  17226. req.zeny -= req.zeny*20/100;
  17227. #else
  17228. req.zeny -= req.zeny*10/100;
  17229. #endif
  17230. break;
  17231. case AL_HOLYLIGHT:
  17232. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17233. req.sp *= 5;
  17234. break;
  17235. case SL_SMA:
  17236. case SL_STUN:
  17237. case SL_STIN:
  17238. {
  17239. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17240. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17241. break;
  17242. if(sd->status.base_level>=90)
  17243. req.sp -= req.sp*7*kaina_lv/100;
  17244. else if(sd->status.base_level>=80)
  17245. req.sp -= req.sp*5*kaina_lv/100;
  17246. else if(sd->status.base_level>=70)
  17247. req.sp -= req.sp*3*kaina_lv/100;
  17248. }
  17249. break;
  17250. case MO_CHAINCOMBO:
  17251. case MO_COMBOFINISH:
  17252. case CH_TIGERFIST:
  17253. case CH_CHAINCRUSH:
  17254. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17255. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17256. break;
  17257. case MO_BODYRELOCATION:
  17258. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17259. req.spiritball = 0;
  17260. break;
  17261. case MO_EXTREMITYFIST:
  17262. if( sc ) {
  17263. if( sc->getSCE(SC_BLADESTOP) )
  17264. req.spiritball--;
  17265. else if( sc->getSCE(SC_COMBO) ) {
  17266. #ifndef RENEWAL
  17267. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17268. case MO_COMBOFINISH:
  17269. req.spiritball = 4;
  17270. break;
  17271. case CH_TIGERFIST:
  17272. req.spiritball = 3;
  17273. break;
  17274. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17275. req.spiritball = sd->spiritball?sd->spiritball:1;
  17276. break;
  17277. }
  17278. #else
  17279. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17280. #endif
  17281. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17282. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17283. }
  17284. break;
  17285. case LG_RAGEBURST:
  17286. req.spiritball = sd->spiritball?sd->spiritball:1;
  17287. break;
  17288. case SR_FALLENEMPIRE:
  17289. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17290. req.spiritball = 0;
  17291. break;
  17292. case SR_TIGERCANNON:
  17293. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17294. req.spiritball = 0;
  17295. break;
  17296. case SR_RAMPAGEBLASTER:
  17297. case SR_RIDEINLIGHTNING:
  17298. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17299. req.spiritball = 0;
  17300. break;
  17301. case SR_GATEOFHELL:
  17302. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17303. req.sp -= req.sp * 10 / 100;
  17304. break;
  17305. case SR_FLASHCOMBO:
  17306. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17307. req.spiritball = 0;
  17308. break;
  17309. case SO_SUMMON_AGNI:
  17310. case SO_SUMMON_AQUA:
  17311. case SO_SUMMON_VENTUS:
  17312. case SO_SUMMON_TERA: {
  17313. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17314. if( spirit_sympathy )
  17315. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17316. }
  17317. break;
  17318. case NPC_PSYCHIC_WAVE:
  17319. case SO_PSYCHIC_WAVE:
  17320. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17321. req.sp += req.sp / 2; // 1.5x SP cost
  17322. break;
  17323. }
  17324. //Check if player is using the copied skill [Cydh]
  17325. uint16 idx = skill_get_index(skill_id);
  17326. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17327. uint16 req_opt = skill->copyable.req_opt;
  17328. if (req_opt & SKILL_REQ_HPCOST)
  17329. req.hp = 0;
  17330. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17331. req.mhp = 0;
  17332. if (req_opt & SKILL_REQ_SPCOST)
  17333. req.sp = 0;
  17334. if (req_opt & SKILL_REQ_HPRATECOST)
  17335. req.hp_rate = 0;
  17336. if (req_opt & SKILL_REQ_SPRATECOST)
  17337. req.sp_rate = 0;
  17338. if (req_opt & SKILL_REQ_ZENYCOST)
  17339. req.zeny = 0;
  17340. if (req_opt & SKILL_REQ_WEAPON)
  17341. req.weapon = 0;
  17342. if (req_opt & SKILL_REQ_AMMO) {
  17343. req.ammo = 0;
  17344. req.ammo_qty = 0;
  17345. }
  17346. if (req_opt & SKILL_REQ_STATE)
  17347. req.state = ST_NONE;
  17348. if (req_opt & SKILL_REQ_STATUS) {
  17349. req.status.clear();
  17350. req.status.shrink_to_fit();
  17351. }
  17352. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17353. req.spiritball = 0;
  17354. if (req_opt & SKILL_REQ_ITEMCOST) {
  17355. memset(req.itemid, 0, sizeof(req.itemid));
  17356. memset(req.amount, 0, sizeof(req.amount));
  17357. }
  17358. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17359. req.eqItem.clear();
  17360. req.eqItem.shrink_to_fit();
  17361. }
  17362. if (req_opt & SKILL_REQ_APCOST)
  17363. req.ap = 0;
  17364. if (req_opt & SKILL_REQ_APRATECOST)
  17365. req.ap_rate = 0;
  17366. }
  17367. return req;
  17368. }
  17369. /*==========================================
  17370. * Does cast-time reductions based on dex, item bonuses and config setting
  17371. *------------------------------------------*/
  17372. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17373. nullpo_ret(bl);
  17374. double time = skill_get_cast(skill_id, skill_lv);
  17375. #ifndef RENEWAL_CAST
  17376. {
  17377. map_session_data *sd = BL_CAST(BL_PC, bl);
  17378. status_change *sc = status_get_sc(bl);
  17379. int reduce_cast_rate = 0;
  17380. uint8 flag = skill_get_castnodex(skill_id);
  17381. // Calculate base cast time (reduced by dex)
  17382. if (!(flag&1)) {
  17383. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17384. if (scale > 0) // not instant cast
  17385. time = time * (float)scale / battle_config.castrate_dex_scale;
  17386. else
  17387. return 0; // instant cast
  17388. }
  17389. // Calculate cast time reduced by item/card bonuses
  17390. if (sd) {
  17391. if (!(flag&4)) {
  17392. if (sd->castrate != 100)
  17393. reduce_cast_rate += 100 - sd->castrate;
  17394. if (sd->bonus.add_varcast != 0)
  17395. time += sd->bonus.add_varcast; // bonus bVariableCast
  17396. }
  17397. // Skill-specific reductions work regardless of flag
  17398. for (const auto &it : sd->skillcastrate) {
  17399. if (it.id == skill_id) {
  17400. time += time * it.val / 100;
  17401. break;
  17402. }
  17403. }
  17404. for (const auto &it : sd->skillvarcast) {
  17405. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17406. time += it.val;
  17407. break;
  17408. }
  17409. }
  17410. }
  17411. // These cast time reductions are processed even if the skill fails
  17412. if (sc && sc->count) {
  17413. // Magic Strings stacks additively with item bonuses
  17414. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17415. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17416. // Foresight halves the cast time, it does not stack additively
  17417. if (sc->getSCE(SC_MEMORIZE)) {
  17418. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17419. if(!(flag&2))
  17420. time -= time * 50 / 100;
  17421. // Foresight counter gets reduced even if the skill is not affected by it
  17422. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17423. status_change_end(bl, SC_MEMORIZE);
  17424. }
  17425. }
  17426. }
  17427. time = time * (1 - (float)reduce_cast_rate / 100);
  17428. }
  17429. #endif
  17430. // config cast time multiplier
  17431. if (battle_config.cast_rate != 100)
  17432. time = time * battle_config.cast_rate / 100;
  17433. // return final cast time
  17434. time = max((int)time, 0);
  17435. //ShowInfo("Castime castfix = %f\n",time);
  17436. return (int)time;
  17437. }
  17438. #ifndef RENEWAL_CAST
  17439. /**
  17440. * Get the skill cast time for Pre-Re cast
  17441. * @param bl: The caster
  17442. * @param time: Cast time before Status Change addition or reduction
  17443. * @return time: Modified castime after status change addition or reduction
  17444. */
  17445. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17446. {
  17447. if (time < 0)
  17448. return 0;
  17449. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17450. return (int)time;
  17451. status_change *sc = status_get_sc(bl);
  17452. if (sc && sc->count) {
  17453. if (!(flag&2)) {
  17454. if (sc->getSCE(SC_SLOWCAST))
  17455. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17456. if (sc->getSCE(SC_PARALYSIS))
  17457. time += sc->getSCE(SC_PARALYSIS)->val3;
  17458. if (sc->getSCE(SC_IZAYOI))
  17459. time -= time * 50 / 100;
  17460. if (sc->getSCE(SC_2011RWC_SCROLL))
  17461. time -= time * 5 / 100;
  17462. }
  17463. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17464. if(!(flag&2))
  17465. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17466. //Suffragium ends even if the skill is not affected by it
  17467. status_change_end(bl, SC_SUFFRAGIUM);
  17468. }
  17469. }
  17470. time = std::max(time, 0.0);
  17471. //ShowInfo("Castime castfix_sc = %f\n",time);
  17472. return (int)time;
  17473. }
  17474. #else
  17475. /**
  17476. * Get the skill cast time for RENEWAL_CAST.
  17477. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17478. * Additive value:
  17479. * Variable CastTime : time += value
  17480. * Fixed CastTime : fixed += value
  17481. * Multipicative value
  17482. * Variable CastTime : VARCAST_REDUCTION(value)
  17483. * Fixed CastTime : FIXEDCASTRATE2(value)
  17484. * @param bl: The caster
  17485. * @param time: Cast time without reduction
  17486. * @param skill_id: Skill ID of the casted skill
  17487. * @param skill_lv: Skill level of the casted skill
  17488. * @return time: Modified castime after status and bonus addition or reduction
  17489. */
  17490. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17491. {
  17492. nullpo_ret(bl);
  17493. if (time < 0)
  17494. return 0;
  17495. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17496. return (int)time;
  17497. status_change *sc = status_get_sc(bl);
  17498. map_session_data *sd = BL_CAST(BL_PC, bl);
  17499. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17500. uint8 flag = skill_get_castnodex(skill_id);
  17501. if (fixed < 0) {
  17502. if (battle_config.default_fixed_castrate > 0) {
  17503. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17504. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17505. } else
  17506. fixed = 0;
  17507. }
  17508. // Additive Variable Cast bonus adjustments by items
  17509. if (sd && !(flag&4)) {
  17510. if (sd->bonus.varcastrate != 0)
  17511. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17512. if (sd->bonus.fixcastrate != 0)
  17513. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17514. if (sd->bonus.add_varcast != 0)
  17515. time += sd->bonus.add_varcast; // bonus bVariableCast
  17516. if (sd->bonus.add_fixcast != 0)
  17517. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17518. for (const auto &it : sd->skillfixcast) {
  17519. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17520. fixed += it.val;
  17521. break;
  17522. }
  17523. }
  17524. for (const auto &it : sd->skillvarcast) {
  17525. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17526. time += it.val;
  17527. break;
  17528. }
  17529. }
  17530. for (const auto &it : sd->skillcastrate) {
  17531. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17532. reduce_cast_rate += it.val;
  17533. break;
  17534. }
  17535. }
  17536. for (const auto &it : sd->skillfixcastrate) {
  17537. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17538. fixcast_r = max(fixcast_r, it.val);
  17539. break;
  17540. }
  17541. }
  17542. }
  17543. // Adjusted by active statuses
  17544. if (sc && sc->count && !(flag&2)) {
  17545. // Multiplicative Variable CastTime values
  17546. if (sc->getSCE(SC_SLOWCAST))
  17547. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17548. if (sc->getSCE(SC__LAZINESS))
  17549. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17550. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17551. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17552. #ifndef RENEWAL
  17553. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17554. #endif
  17555. }
  17556. if (sc->getSCE(SC_MEMORIZE)) {
  17557. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17558. reduce_cast_rate += 50;
  17559. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17560. status_change_end(bl, SC_MEMORIZE);
  17561. }
  17562. }
  17563. if (sc->getSCE(SC_POEMBRAGI))
  17564. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17565. if (sc->getSCE(SC_IZAYOI))
  17566. VARCAST_REDUCTION(50);
  17567. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17568. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17569. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17570. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17571. if (sc->getSCE(SC_SOULFAIRY))
  17572. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17573. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17574. VARCAST_REDUCTION(80);
  17575. // Multiplicative Fixed CastTime values
  17576. if (sc->getSCE(SC_SECRAMENT))
  17577. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17578. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17579. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17580. if (sc->getSCE(SC_DANCEWITHWUG))
  17581. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17582. if (sc->getSCE(SC_HEAT_BARREL))
  17583. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17584. if (sc->getSCE(SC_FREEZING))
  17585. fixcast_r -= 50;
  17586. if (sc->getSCE(SC_SWINGDANCE))
  17587. fixcast_r = max(fixcast_r, skill_lv * 6);
  17588. // Additive Fixed CastTime values
  17589. if (sc->getSCE(SC_MANDRAGORA))
  17590. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17591. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17592. fixed -= 1000;
  17593. if (sc->getSCE(SC_IZAYOI))
  17594. fixed = 0;
  17595. if (sc->getSCE(SC_GLOOMYDAY))
  17596. fixed += skill_lv * 500;
  17597. if (sc->getSCE(SC_2011RWC_SCROLL))
  17598. VARCAST_REDUCTION(5);
  17599. }
  17600. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17601. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17602. if (varcast_r < 0)
  17603. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17604. // Apply Variable CastTime calculation by INT & DEX
  17605. if (!(flag&1))
  17606. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17607. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17608. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17609. return (int)time;
  17610. }
  17611. #endif
  17612. /*==========================================
  17613. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17614. *------------------------------------------*/
  17615. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17616. {
  17617. nullpo_ret(bl);
  17618. if (skill_id == SA_ABRACADABRA)
  17619. return 0; //Will use picked skill's delay.
  17620. if (bl->type&battle_config.no_skill_delay)
  17621. return battle_config.min_skill_delay_limit;
  17622. int delaynodex = skill_get_delaynodex(skill_id);
  17623. double time = skill_get_delay(skill_id, skill_lv);
  17624. if (time < 0)
  17625. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17626. status_change* sc = status_get_sc(bl);
  17627. // Delay reductions
  17628. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17629. case MO_TRIPLEATTACK:
  17630. case MO_CHAINCOMBO:
  17631. case MO_COMBOFINISH:
  17632. case CH_TIGERFIST:
  17633. case CH_CHAINCRUSH:
  17634. case SR_DRAGONCOMBO:
  17635. case SR_FALLENEMPIRE:
  17636. case SJ_PROMINENCEKICK:
  17637. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17638. if (time == 0)
  17639. time = 1000;
  17640. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17641. break;
  17642. #ifndef RENEWAL
  17643. case HP_BASILICA:
  17644. if (sc && !sc->getSCE(SC_BASILICA))
  17645. time = 0; // There is no Delay on Basilica creation, only on cancel
  17646. break;
  17647. #endif
  17648. default:
  17649. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17650. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17651. if (scale > 0)
  17652. time = time * scale / battle_config.castrate_dex_scale;
  17653. else //To be capped later to minimum.
  17654. time = 0;
  17655. }
  17656. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17657. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17658. if (scale > 0)
  17659. time = time * scale / battle_config.castrate_dex_scale;
  17660. else //To be capped later to minimum.
  17661. time = 0;
  17662. }
  17663. }
  17664. if (sc && sc->count) {
  17665. if (sc->getSCE(SC_SPIRIT)) {
  17666. switch (skill_id) {
  17667. case CR_SHIELDBOOMERANG:
  17668. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17669. time /= 2;
  17670. break;
  17671. case AS_SONICBLOW:
  17672. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17673. time /= 2;
  17674. break;
  17675. }
  17676. }
  17677. }
  17678. int delay = 0;
  17679. if (!(delaynodex&2)) {
  17680. if (sc && sc->count) {
  17681. if (sc->getSCE(SC_POEMBRAGI))
  17682. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17683. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17684. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17685. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17686. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17687. }
  17688. }
  17689. if (!(delaynodex&4) && bl->type == BL_PC) {
  17690. map_session_data* sd = (map_session_data*)bl;
  17691. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17692. delay += sd->bonus.delayrate;
  17693. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17694. if (it.id == skill_id) {
  17695. time += it.val;
  17696. break;
  17697. }
  17698. }
  17699. }
  17700. if (delay != 0)
  17701. time = time * (1 - (float)min(delay, 100) / 100);
  17702. if (battle_config.delay_rate != 100)
  17703. time = time * battle_config.delay_rate / 100;
  17704. //ShowInfo("Delay delayfix = %f\n",time);
  17705. return max((int)time,0);
  17706. }
  17707. /*==========================================
  17708. * Weapon Repair [Celest/DracoRPG]
  17709. *------------------------------------------*/
  17710. void skill_repairweapon( map_session_data& sd, int idx ){
  17711. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17712. ITEMID_IRON_ORE,
  17713. ITEMID_IRON,
  17714. ITEMID_STEEL,
  17715. ITEMID_ORIDECON_STONE,
  17716. #ifdef RENEWAL
  17717. 0
  17718. #endif
  17719. };
  17720. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17721. ITEMID_STEEL,
  17722. #ifdef RENEWAL
  17723. 0
  17724. #endif
  17725. };
  17726. t_itemid material = 0;
  17727. struct item *item;
  17728. map_session_data *target_sd;
  17729. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  17730. return;
  17731. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17732. return;
  17733. if( idx < 0 || idx >= MAX_INVENTORY )
  17734. return; //Invalid index??
  17735. item = &target_sd->inventory.u.items_inventory[idx];
  17736. if( !item->nameid || !item->attribute )
  17737. return; //Again invalid item....
  17738. if (itemdb_ishatched_egg(item))
  17739. return;
  17740. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  17741. clif_item_repaireffect( sd, idx, true );
  17742. return;
  17743. }
  17744. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17745. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17746. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17747. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17748. }
  17749. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  17750. clif_skill_fail( sd, sd.menuskill_id );
  17751. return;
  17752. }
  17753. clif_skill_nodamage(&sd.bl,&target_sd->bl,sd.menuskill_id,1,1);
  17754. item->attribute = 0;/* clear broken state */
  17755. clif_equiplist(target_sd);
  17756. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  17757. clif_item_repaireffect( sd, idx, false );
  17758. if( sd.status.char_id != target_sd->status.char_id )
  17759. clif_item_repaireffect( *target_sd, idx, false );
  17760. }
  17761. /*==========================================
  17762. * Item Appraisal
  17763. *------------------------------------------*/
  17764. void skill_identify(map_session_data *sd, int idx)
  17765. {
  17766. bool failure = true;
  17767. nullpo_retv(sd);
  17768. sd->state.workinprogress = WIP_DISABLE_NONE;
  17769. if(idx >= 0 && idx < MAX_INVENTORY) {
  17770. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17771. failure = false;
  17772. sd->inventory.u.items_inventory[idx].identify = 1;
  17773. }
  17774. }
  17775. clif_item_identified( *sd, idx, failure );
  17776. }
  17777. /*==========================================
  17778. * Weapon Refine [Celest]
  17779. *------------------------------------------*/
  17780. void skill_weaponrefine( map_session_data& sd, int idx ){
  17781. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17782. ITEMID_PHRACON,
  17783. ITEMID_EMVERETARCON,
  17784. ITEMID_ORIDECON,
  17785. ITEMID_ORIDECON,
  17786. #ifdef RENEWAL
  17787. 0
  17788. #endif
  17789. };
  17790. if (idx >= 0 && idx < MAX_INVENTORY)
  17791. {
  17792. struct item_data *ditem = sd.inventory_data[idx];
  17793. struct item* item = &sd.inventory.u.items_inventory[idx];
  17794. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17795. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17796. clif_skill_fail( sd, sd.menuskill_id );
  17797. return;
  17798. }
  17799. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  17800. clif_upgrademessage(&sd, 2, item->nameid);
  17801. return;
  17802. }
  17803. int i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  17804. if( i < 0 ) {
  17805. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  17806. return;
  17807. }
  17808. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17809. if( info == nullptr ){
  17810. clif_skill_fail( sd, sd.menuskill_id );
  17811. return;
  17812. }
  17813. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17814. if( cost == nullptr ){
  17815. clif_skill_fail( sd, sd.menuskill_id );
  17816. return;
  17817. }
  17818. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17819. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17820. clif_skill_fail( sd, sd.menuskill_id );
  17821. return;
  17822. }
  17823. int per = ( cost->chance / 100 );
  17824. if( sd.class_&JOBL_THIRD )
  17825. per += 10;
  17826. else
  17827. per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17828. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17829. if (per > rnd() % 100) {
  17830. int ep=0;
  17831. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  17832. item->refine++;
  17833. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  17834. if(item->equip) {
  17835. ep = item->equip;
  17836. pc_unequipitem(&sd,idx,3);
  17837. }
  17838. clif_delitem(sd,idx,1,3);
  17839. clif_upgrademessage(&sd, 0, item->nameid);
  17840. clif_inventorylist(&sd);
  17841. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  17842. if( ditem->type == IT_WEAPON ){
  17843. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17844. }
  17845. if (ep)
  17846. pc_equipitem(&sd,idx,ep);
  17847. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  17848. if(item->refine == 10 &&
  17849. item->card[0] == CARD0_FORGE &&
  17850. (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  17851. { // Fame point system [DracoRPG]
  17852. switch(ditem->weapon_level){
  17853. case 1:
  17854. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17855. break;
  17856. case 2:
  17857. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17858. break;
  17859. case 3:
  17860. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17861. break;
  17862. }
  17863. }
  17864. } else {
  17865. item->refine = 0;
  17866. if(item->equip)
  17867. pc_unequipitem(&sd,idx,3);
  17868. clif_upgrademessage(&sd, 1, item->nameid);
  17869. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  17870. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  17871. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  17872. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  17873. clif_emotion(&sd.bl, ET_HUK);
  17874. }
  17875. }
  17876. }
  17877. }
  17878. /*==========================================
  17879. *
  17880. *------------------------------------------*/
  17881. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17882. {
  17883. nullpo_ret(sd);
  17884. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17885. return 0;
  17886. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17887. uint16 maxlv = 1;
  17888. if (skill_lv == 0 || lv == 0)
  17889. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17890. #ifdef RENEWAL
  17891. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17892. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17893. else
  17894. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17895. #else
  17896. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17897. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17898. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17899. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17900. else if(skill_lv==2) maxlv=1;
  17901. else if(skill_lv==3) maxlv=2;
  17902. else if(skill_lv>=4) maxlv=3;
  17903. }
  17904. else if(skill_id==MG_SOULSTRIKE){
  17905. if(skill_lv==5) maxlv=1;
  17906. else if(skill_lv==6) maxlv=2;
  17907. else if(skill_lv>=7) maxlv=3;
  17908. }
  17909. else if(skill_id==MG_FIREBALL){
  17910. if(skill_lv==8) maxlv=1;
  17911. else if(skill_lv>=9) maxlv=2;
  17912. }
  17913. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17914. else return 0;
  17915. #endif
  17916. maxlv = min(lv, maxlv);
  17917. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17918. skill_get_time(SA_AUTOSPELL,skill_lv));
  17919. return 0;
  17920. }
  17921. /**
  17922. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17923. * @param bl: Player object
  17924. * @param ap: va_arg list
  17925. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17926. */
  17927. static int skill_sit_count(struct block_list *bl, va_list ap)
  17928. {
  17929. map_session_data *sd = (map_session_data*)bl;
  17930. int flag = va_arg(ap, int);
  17931. if (!pc_issit(sd))
  17932. return 0;
  17933. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17934. return 1;
  17935. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17936. return 1;
  17937. return 0;
  17938. }
  17939. /**
  17940. * Triggered when a player sits down to activate bonus states.
  17941. * @param bl: Player object
  17942. * @param ap: va_arg list
  17943. * @return 0
  17944. */
  17945. static int skill_sit_in(struct block_list *bl, va_list ap)
  17946. {
  17947. map_session_data *sd = (map_session_data*)bl;
  17948. int flag = va_arg(ap, int);
  17949. if (!pc_issit(sd))
  17950. return 0;
  17951. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17952. sd->state.gangsterparadise = 1;
  17953. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17954. sd->state.rest = 1;
  17955. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17956. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17957. }
  17958. return 0;
  17959. }
  17960. /**
  17961. * Triggered when a player stands up to deactivate bonus states.
  17962. * @param bl: Player object
  17963. * @param ap: va_arg list
  17964. * @return 0
  17965. */
  17966. static int skill_sit_out(struct block_list *bl, va_list ap)
  17967. {
  17968. map_session_data *sd = (map_session_data*)bl;
  17969. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17970. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17971. return 0;
  17972. if (flag&1 && sd->state.gangsterparadise)
  17973. sd->state.gangsterparadise = 0;
  17974. if (flag&2 && sd->state.rest) {
  17975. sd->state.rest = 0;
  17976. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17977. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17978. }
  17979. return 0;
  17980. }
  17981. /**
  17982. * Toggle Sit icon and player bonuses when sitting/standing.
  17983. * @param sd: Player data
  17984. * @param sitting: True when sitting or false when standing
  17985. * @return 0
  17986. */
  17987. int skill_sit(map_session_data *sd, bool sitting)
  17988. {
  17989. int flag = 0, range = 0, lv;
  17990. nullpo_ret(sd);
  17991. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17992. flag |= 1;
  17993. range = skill_get_splash(RG_GANGSTER, lv);
  17994. }
  17995. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17996. flag |= 2;
  17997. range = skill_get_splash(TK_HPTIME, lv);
  17998. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17999. flag |= 2;
  18000. range = skill_get_splash(TK_SPTIME, lv);
  18001. }
  18002. if (sitting)
  18003. clif_status_load(&sd->bl, EFST_SIT, 1);
  18004. else
  18005. clif_status_load(&sd->bl, EFST_SIT, 0);
  18006. if (!flag) // No need to count area if no skills are learned.
  18007. return 0;
  18008. if (sitting) {
  18009. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18010. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18011. } else
  18012. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18013. return 0;
  18014. }
  18015. /*==========================================
  18016. * Do Forstjoke/Scream effect
  18017. *------------------------------------------*/
  18018. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18019. {
  18020. struct block_list *src;
  18021. uint16 skill_id,skill_lv;
  18022. t_tick tick;
  18023. nullpo_ret(bl);
  18024. nullpo_ret(src = va_arg(ap,struct block_list*));
  18025. skill_id = va_arg(ap,int);
  18026. skill_lv = va_arg(ap,int);
  18027. if(!skill_lv)
  18028. return 0;
  18029. tick = va_arg(ap,t_tick);
  18030. if (src == bl || status_isdead(*bl))
  18031. return 0;
  18032. if (bl->type == BL_PC) {
  18033. map_session_data *sd = (map_session_data *)bl;
  18034. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18035. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18036. }
  18037. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18038. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18039. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18040. return 0;
  18041. }
  18042. /**
  18043. * Set map cell flag as skill unit effect
  18044. * @param src Skill unit
  18045. * @param skill_id
  18046. * @param skill_lv
  18047. * @param cell Cell type cell_t
  18048. * @param flag 0/1
  18049. */
  18050. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18051. {
  18052. int range = skill_get_unit_range(skill_id,skill_lv);
  18053. int x, y;
  18054. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18055. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18056. map_setcell(src->bl.m, x, y, cell, flag);
  18057. }
  18058. /**
  18059. * Do skill attack area (such splash effect) around the 'first' target.
  18060. * First target will skip skill condition, always receive damage. But,
  18061. * around it, still need target/condition validation by
  18062. * battle_check_target and status_check_skilluse
  18063. * @param bl
  18064. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18065. */
  18066. int skill_attack_area(struct block_list *bl, va_list ap)
  18067. {
  18068. struct block_list *src,*dsrc;
  18069. int atk_type,skill_id,skill_lv,flag,type;
  18070. t_tick tick;
  18071. if(status_isdead(*bl))
  18072. return 0;
  18073. atk_type = va_arg(ap,int);
  18074. src = va_arg(ap,struct block_list*);
  18075. dsrc = va_arg(ap,struct block_list*);
  18076. skill_id = va_arg(ap,int);
  18077. skill_lv = va_arg(ap,int);
  18078. tick = va_arg(ap,t_tick);
  18079. flag = va_arg(ap,int);
  18080. type = va_arg(ap,int);
  18081. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18082. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18083. }
  18084. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18085. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18086. return 0;
  18087. switch (skill_id) {
  18088. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18089. if (src->x == bl->x && src->y == bl->y)
  18090. return 0; //Does not hit current cell
  18091. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18092. return 0;
  18093. [[fallthrough]];
  18094. case NPC_ACIDBREATH:
  18095. case NPC_DARKNESSBREATH:
  18096. case NPC_FIREBREATH:
  18097. case NPC_ICEBREATH:
  18098. case NPC_ICEBREATH2:
  18099. case NPC_THUNDERBREATH:
  18100. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18101. default:
  18102. //Area-splash, disable skill animation.
  18103. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18104. }
  18105. }
  18106. /**
  18107. * Clear skill unit group
  18108. * @param bl: Unit to check
  18109. * @param flag: Skill group to clear
  18110. */
  18111. int skill_clear_group(block_list *bl, uint8 flag)
  18112. {
  18113. nullpo_ret(bl);
  18114. unit_data *ud = unit_bl2ud(bl);
  18115. if (ud == nullptr)
  18116. return 0;
  18117. size_t count = 0;
  18118. bool deleted = false;
  18119. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18120. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18121. switch ((*it)->skill_id) {
  18122. case SA_DELUGE:
  18123. case SA_VOLCANO:
  18124. case SA_VIOLENTGALE:
  18125. case SA_LANDPROTECTOR:
  18126. case NJ_SUITON:
  18127. case NJ_KAENSIN:
  18128. case SC_CHAOSPANIC:
  18129. case MH_POISON_MIST:
  18130. case MH_LAVA_SLIDE:
  18131. if (flag & 1) {
  18132. skill_delunitgroup(*it);
  18133. count++;
  18134. deleted = true;
  18135. }
  18136. break;
  18137. case SO_CLOUD_KILL:
  18138. case NPC_CLOUD_KILL:
  18139. if (flag & 4) {
  18140. skill_delunitgroup(*it);
  18141. count++;
  18142. deleted = true;
  18143. }
  18144. break;
  18145. case SO_WARMER:
  18146. if (flag & 8) {
  18147. skill_delunitgroup(*it);
  18148. count++;
  18149. deleted = true;
  18150. }
  18151. break;
  18152. default:
  18153. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18154. skill_delunitgroup(*it);
  18155. count++;
  18156. deleted = true;
  18157. }
  18158. break;
  18159. }
  18160. }
  18161. return static_cast<int>(count);
  18162. }
  18163. /**
  18164. * Returns the first element field found [Skotlex]
  18165. * @param bl
  18166. * @return s_skill_unit_group
  18167. */
  18168. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18169. {
  18170. nullpo_ret(bl);
  18171. unit_data *ud = unit_bl2ud(bl);
  18172. if (ud == nullptr)
  18173. return nullptr;
  18174. for (const auto su : ud->skillunits) {
  18175. switch (su->skill_id) {
  18176. case SA_DELUGE:
  18177. case SA_VOLCANO:
  18178. case SA_VIOLENTGALE:
  18179. case SA_LANDPROTECTOR:
  18180. case NJ_SUITON:
  18181. case SO_CLOUD_KILL:
  18182. case NPC_CLOUD_KILL:
  18183. case SO_WARMER:
  18184. case SC_CHAOSPANIC:
  18185. case MH_POISON_MIST:
  18186. case MH_LAVA_SLIDE:
  18187. return su;
  18188. }
  18189. }
  18190. return nullptr;
  18191. }
  18192. /// Graffiti cleaner [Valaris]
  18193. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18194. {
  18195. struct skill_unit *unit = nullptr;
  18196. int remove = va_arg(ap, int);
  18197. nullpo_retr(0, bl);
  18198. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18199. return 0;
  18200. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18201. if (remove == 1)
  18202. skill_delunit(unit);
  18203. return 1;
  18204. }
  18205. return 0;
  18206. }
  18207. /// Greed effect
  18208. int skill_greed(struct block_list *bl, va_list ap)
  18209. {
  18210. struct block_list *src;
  18211. map_session_data *sd = nullptr;
  18212. struct flooritem_data *fitem = nullptr;
  18213. nullpo_ret(bl);
  18214. nullpo_ret(src = va_arg(ap, struct block_list *));
  18215. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18216. pc_takeitem(sd, fitem);
  18217. return 0;
  18218. }
  18219. /// Ranger's Detonator [Jobbie/3CeAM]
  18220. int skill_detonator(struct block_list *bl, va_list ap)
  18221. {
  18222. nullpo_ret(bl);
  18223. if (bl->type != BL_SKILL)
  18224. return 0;
  18225. block_list *src = va_arg(ap, block_list *);
  18226. skill_unit *unit = (skill_unit *)bl;
  18227. if (unit == nullptr)
  18228. return 0;
  18229. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18230. if (group == nullptr || group->src_id != src->id)
  18231. return 0;
  18232. int unit_id = group->unit_id;
  18233. switch( unit_id )
  18234. { //List of Hunter and Ranger Traps that can be detonate.
  18235. case UNT_BLASTMINE:
  18236. case UNT_SANDMAN:
  18237. case UNT_CLAYMORETRAP:
  18238. case UNT_TALKIEBOX:
  18239. case UNT_CLUSTERBOMB:
  18240. case UNT_FIRINGTRAP:
  18241. case UNT_ICEBOUNDTRAP:
  18242. switch(unit_id) {
  18243. case UNT_TALKIEBOX:
  18244. clif_talkiebox(bl,group->valstr);
  18245. group->val2 = -1;
  18246. break;
  18247. case UNT_CLAYMORETRAP:
  18248. case UNT_FIRINGTRAP:
  18249. case UNT_ICEBOUNDTRAP:
  18250. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  18251. break;
  18252. default:
  18253. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18254. break;
  18255. }
  18256. if (unit->group == nullptr)
  18257. return 0;
  18258. clif_changetraplook(bl, UNT_USED_TRAPS);
  18259. group->unit_id = UNT_USED_TRAPS;
  18260. group->limit = DIFF_TICK(gettick(),group->tick) +
  18261. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18262. break;
  18263. }
  18264. return 0;
  18265. }
  18266. /**
  18267. * Calculate Royal Guard's Banding bonus
  18268. * @param sd: Player data
  18269. * @return Number of Royal Guard
  18270. */
  18271. int skill_banding_count(map_session_data *sd)
  18272. {
  18273. nullpo_ret(sd);
  18274. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18275. }
  18276. /**
  18277. * Rebellion's Bind Trap explosion
  18278. * @author [Cydh]
  18279. */
  18280. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18281. struct skill_unit *su = nullptr;
  18282. struct block_list *src = nullptr;
  18283. nullpo_ret(bl);
  18284. src = va_arg(ap,struct block_list *);
  18285. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18286. return 0;
  18287. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18288. return 0;
  18289. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18290. clif_changetraplook(bl, UNT_USED_TRAPS);
  18291. su->group->unit_id = UNT_USED_TRAPS;
  18292. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18293. return 1;
  18294. }
  18295. /*==========================================
  18296. * Check new skill unit cell when overlapping in other skill unit cell.
  18297. * Catched skill in cell value pushed to *unit pointer.
  18298. * Set (*alive) to 0 will ends 'new unit' check
  18299. *------------------------------------------*/
  18300. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18301. {
  18302. uint16 skill_id;
  18303. int *alive;
  18304. struct skill_unit *unit;
  18305. skill_id = va_arg(ap,int);
  18306. alive = va_arg(ap,int *);
  18307. unit = (struct skill_unit *)bl;
  18308. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18309. return 0;
  18310. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18311. return 0;
  18312. switch (skill_id) {
  18313. case SA_LANDPROTECTOR: {
  18314. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18315. (*alive) = 0;
  18316. skill_delunit(unit);
  18317. return 1;
  18318. }
  18319. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18320. //It deletes everything except traps and barriers
  18321. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18322. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18323. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18324. skill_delunitgroup(unit->group);
  18325. } else
  18326. skill_delunit(unit);
  18327. return 1;
  18328. }
  18329. }
  18330. break;
  18331. case GN_CRAZYWEED_ATK:
  18332. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18333. break;
  18334. [[fallthrough]];
  18335. case HW_GANBANTEIN:
  18336. case LG_EARTHDRIVE:
  18337. // Officially songs/dances are removed
  18338. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18339. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18340. skill_delunitgroup(unit->group);
  18341. } else
  18342. skill_delunit(unit);
  18343. return 1;
  18344. case SA_VOLCANO:
  18345. case SA_DELUGE:
  18346. case SA_VIOLENTGALE:
  18347. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18348. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18349. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18350. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18351. {
  18352. (*alive) = 0;
  18353. return 1;
  18354. }
  18355. /*
  18356. switch (unit->group->skill_id)
  18357. { //These cannot override each other.
  18358. case SA_VOLCANO:
  18359. case SA_DELUGE:
  18360. case SA_VIOLENTGALE:
  18361. (*alive) = 0;
  18362. return 1;
  18363. }
  18364. */
  18365. break;
  18366. case PF_FOGWALL:
  18367. switch(unit->group->skill_id) {
  18368. case SA_VOLCANO: //Can't be placed on top of these
  18369. case SA_VIOLENTGALE:
  18370. (*alive) = 0;
  18371. return 1;
  18372. case SA_DELUGE:
  18373. case NJ_SUITON:
  18374. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18375. (*alive) = 2;
  18376. break;
  18377. }
  18378. break;
  18379. case WZ_WATERBALL:
  18380. switch (unit->group->skill_id) {
  18381. case SA_DELUGE:
  18382. case NJ_SUITON:
  18383. //Consumes deluge/suiton
  18384. skill_delunit(unit);
  18385. return 1;
  18386. }
  18387. break;
  18388. case WZ_ICEWALL:
  18389. #ifndef RENEWAL
  18390. case HP_BASILICA:
  18391. case HW_GRAVITATION:
  18392. #endif
  18393. //These can't be placed on top of themselves (duration can't be refreshed)
  18394. if (unit->group->skill_id == skill_id)
  18395. {
  18396. (*alive) = 0;
  18397. return 1;
  18398. }
  18399. break;
  18400. case RL_FIRE_RAIN: {
  18401. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18402. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18403. if (uf[UF_RANGEDSINGLEUNIT]) {
  18404. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18405. skill_delunitgroup(unit->group);
  18406. } else
  18407. skill_delunit(unit);
  18408. return 1;
  18409. }
  18410. }
  18411. break;
  18412. }
  18413. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18414. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18415. (*alive) = 0;
  18416. return 1;
  18417. }
  18418. return 0;
  18419. }
  18420. /*==========================================
  18421. * Splash effect for skill unit 'trap type'.
  18422. * Chance triggered when damaged, timeout, or char step on it.
  18423. *------------------------------------------*/
  18424. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18425. {
  18426. struct block_list *src = va_arg(ap,struct block_list *);
  18427. struct skill_unit *unit = nullptr;
  18428. t_tick tick = va_arg(ap,t_tick);
  18429. struct block_list *ss; //Skill src bl
  18430. nullpo_ret(src);
  18431. unit = (struct skill_unit *)src;
  18432. if (!unit || !unit->alive || bl->prev == nullptr)
  18433. return 0;
  18434. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18435. if (sg == nullptr)
  18436. return 0;
  18437. nullpo_ret(ss = map_id2bl(sg->src_id));
  18438. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18439. return 0;
  18440. switch (sg->unit_id) {
  18441. case UNT_B_TRAP:
  18442. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18443. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18444. break;
  18445. case UNT_SHOCKWAVE:
  18446. case UNT_SANDMAN:
  18447. case UNT_FLASHER:
  18448. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18449. break;
  18450. case UNT_GROUNDDRIFT_WIND:
  18451. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18452. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18453. break;
  18454. case UNT_GROUNDDRIFT_DARK:
  18455. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18456. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18457. break;
  18458. case UNT_GROUNDDRIFT_POISON:
  18459. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18460. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18461. break;
  18462. case UNT_GROUNDDRIFT_WATER:
  18463. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18464. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18465. break;
  18466. case UNT_GROUNDDRIFT_FIRE:
  18467. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18468. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18469. break;
  18470. case UNT_ELECTRICSHOCKER:
  18471. if (bl->id != ss->id) {
  18472. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18473. break;
  18474. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18475. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18476. clif_fixpos( *bl );
  18477. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18478. }
  18479. }
  18480. break;
  18481. case UNT_MAGENTATRAP:
  18482. case UNT_COBALTTRAP:
  18483. case UNT_MAIZETRAP:
  18484. case UNT_VERDURETRAP:
  18485. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18486. status_data* status = status_get_status_data(*bl);
  18487. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18488. status->ele_lv = (unsigned char)sg->skill_lv;
  18489. }
  18490. break;
  18491. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18492. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18493. break;
  18494. case UNT_FIRINGTRAP:
  18495. case UNT_ICEBOUNDTRAP:
  18496. if( src->id == bl->id ) break;
  18497. if( bl->type == BL_SKILL ) {
  18498. struct skill_unit *su = (struct skill_unit *)bl;
  18499. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18500. break;
  18501. }
  18502. [[fallthrough]];
  18503. case UNT_CLUSTERBOMB:
  18504. if( ss != bl )
  18505. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18506. break;
  18507. case UNT_CLAYMORETRAP:
  18508. if( src->id == bl->id ) break;
  18509. if( bl->type == BL_SKILL ) {
  18510. struct skill_unit *su = (struct skill_unit *)bl;
  18511. if (!su)
  18512. return 0;
  18513. switch(su->group->unit_id) {
  18514. case UNT_CLAYMORETRAP:
  18515. case UNT_LANDMINE:
  18516. case UNT_BLASTMINE:
  18517. case UNT_SHOCKWAVE:
  18518. case UNT_SANDMAN:
  18519. case UNT_FLASHER:
  18520. case UNT_FREEZINGTRAP:
  18521. case UNT_FIRINGTRAP:
  18522. case UNT_ICEBOUNDTRAP:
  18523. clif_changetraplook(bl, UNT_USED_TRAPS);
  18524. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18525. su->group->unit_id = UNT_USED_TRAPS;
  18526. break;
  18527. }
  18528. }
  18529. [[fallthrough]];
  18530. default: {
  18531. int split_count = 0;
  18532. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18533. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18534. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18535. }
  18536. break;
  18537. }
  18538. return 1;
  18539. }
  18540. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18541. {
  18542. uint16 skill_id, skill_lv;
  18543. struct skill_unit *unit;
  18544. nullpo_ret(bl);
  18545. skill_id = va_arg(ap,int);
  18546. skill_lv = va_arg(ap,int);
  18547. unit = (struct skill_unit *)bl;
  18548. if( unit == nullptr || unit->group == nullptr )
  18549. return 0;
  18550. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18551. return 0;
  18552. if( unit->group->skill_id == SC_MAELSTROM ) {
  18553. struct block_list *src;
  18554. if( (src = map_id2bl(unit->group->src_id)) ){
  18555. int sp = unit->group->skill_lv * skill_lv;
  18556. if( src->type == BL_PC )
  18557. sp += ((TBL_PC*)src)->status.job_level / 5;
  18558. status_heal(src, 0, sp/2, 1);
  18559. }
  18560. }
  18561. return 0;
  18562. }
  18563. /**
  18564. * Check cloaking condition
  18565. * @param bl
  18566. * @param sce
  18567. * @return True if near wall; False otherwise
  18568. */
  18569. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18570. {
  18571. bool wall = true;
  18572. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18573. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18574. { //Check for walls.
  18575. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18576. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18577. int i;
  18578. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18579. if( i == 8 )
  18580. wall = false;
  18581. }
  18582. if( sce ) {
  18583. if( !wall ) {
  18584. if( sce->val1 < 3 ) //End cloaking.
  18585. status_change_end(bl, SC_CLOAKING);
  18586. else if( sce->val4&1 ) { //Remove wall bonus
  18587. sce->val4&=~1;
  18588. status_calc_bl(bl, { SCB_SPEED });
  18589. }
  18590. } else {
  18591. if( !(sce->val4&1) ) { //Add wall speed bonus
  18592. sce->val4|=1;
  18593. status_calc_bl(bl, { SCB_SPEED });
  18594. }
  18595. }
  18596. }
  18597. return wall;
  18598. }
  18599. /** Check Shadow Form on the target
  18600. * @param bl: Target
  18601. * @param damage: Damage amount
  18602. * @param hit
  18603. * @return true - in Shadow Form state; false - otherwise
  18604. */
  18605. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18606. {
  18607. status_change *sc;
  18608. nullpo_retr(false,bl);
  18609. if (!damage)
  18610. return false;
  18611. sc = status_get_sc(bl);
  18612. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18613. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18614. if( !src || src->m != bl->m ) {
  18615. status_change_end(bl, SC__SHADOWFORM);
  18616. return false;
  18617. }
  18618. if( src && (status_isdead(*src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18619. if( src->type == BL_PC )
  18620. ((TBL_PC*)src)->shadowform_id = 0;
  18621. status_change_end(bl, SC__SHADOWFORM);
  18622. return false;
  18623. }
  18624. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18625. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18626. status_change_end(bl, SC__SHADOWFORM);
  18627. if( src->type == BL_PC )
  18628. ((TBL_PC*)src)->shadowform_id = 0;
  18629. }
  18630. return true;
  18631. }
  18632. return false;
  18633. }
  18634. /**
  18635. * Check camouflage condition
  18636. * @param bl
  18637. * @param sce
  18638. * @return True if near wall; False otherwise
  18639. * @TODO: Seems wrong
  18640. */
  18641. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18642. {
  18643. bool wall = true;
  18644. if( bl->type == BL_PC ) { //Check for walls.
  18645. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18646. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18647. int i;
  18648. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18649. if( i == 8 )
  18650. wall = false;
  18651. }
  18652. if( sce ) {
  18653. if( !wall && sce->val1 < 3 ) //End camouflage.
  18654. status_change_end(bl, SC_CAMOUFLAGE);
  18655. status_calc_bl(bl, { SCB_SPEED });
  18656. }
  18657. return wall;
  18658. }
  18659. /**
  18660. * Process skill unit visibilty for single BL in area
  18661. * @param bl
  18662. * @param ap
  18663. * @author [Cydh]
  18664. **/
  18665. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18666. struct skill_unit *su = nullptr;
  18667. struct block_list *src = nullptr;
  18668. unsigned int party1 = 0;
  18669. bool visible = true;
  18670. nullpo_ret(bl);
  18671. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18672. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18673. party1 = va_arg(ap, unsigned int);
  18674. if (src != bl) {
  18675. unsigned int party2 = status_get_party_id(bl);
  18676. if (!party1 || !party2 || party1 != party2)
  18677. visible = false;
  18678. }
  18679. clif_getareachar_skillunit(bl, su, SELF, visible);
  18680. return 1;
  18681. }
  18682. /**
  18683. * Check for skill unit visibilty in area on
  18684. * - skill first placement
  18685. * - skill moved (knocked back, moved dance)
  18686. * @param su Skill unit
  18687. * @param target Affected target for this visibility @see enum send_target
  18688. * @author [Cydh]
  18689. **/
  18690. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18691. nullpo_retv(su);
  18692. if (!su->hidden) // It's not hidden, just do this!
  18693. clif_getareachar_skillunit(&su->bl, su, target, true);
  18694. else {
  18695. struct block_list *src = battle_get_master(&su->bl);
  18696. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18697. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18698. }
  18699. }
  18700. /**
  18701. * Check for skill unit visibilty on single BL on insight/spawn action
  18702. * @param su Skill unit
  18703. * @param bl Block list
  18704. * @author [Cydh]
  18705. **/
  18706. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18707. bool visible = true;
  18708. struct block_list *src = nullptr;
  18709. nullpo_retv(bl);
  18710. nullpo_retv(su);
  18711. nullpo_retv((src = battle_get_master(&su->bl)));
  18712. if (su->hidden && src != bl) {
  18713. unsigned int party1 = status_get_party_id(src);
  18714. unsigned int party2 = status_get_party_id(bl);
  18715. if (!party1 || !party2 || party1 != party2)
  18716. visible = false;
  18717. }
  18718. clif_getareachar_skillunit(bl, su, SELF, visible);
  18719. }
  18720. /**
  18721. * Initialize new skill unit for skill unit group.
  18722. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18723. * @param group Skill unit group
  18724. * @param idx
  18725. * @param x
  18726. * @param y
  18727. * @param val1
  18728. * @param val2
  18729. */
  18730. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18731. {
  18732. if (group == nullptr || group->unit == nullptr)
  18733. return nullptr;
  18734. skill_unit *unit = &group->unit[idx];
  18735. if (unit == nullptr)
  18736. return nullptr;
  18737. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18738. return unit;
  18739. if(!unit->alive)
  18740. group->alive_count++;
  18741. unit->bl.id = map_get_new_object_id();
  18742. unit->bl.type = BL_SKILL;
  18743. unit->bl.m = group->map;
  18744. unit->bl.x = x;
  18745. unit->bl.y = y;
  18746. unit->group = group;
  18747. unit->alive = 1;
  18748. unit->val1 = val1;
  18749. unit->val2 = val2;
  18750. unit->hidden = hidden;
  18751. // Stores new skill unit
  18752. idb_put(skillunit_db, unit->bl.id, unit);
  18753. map_addiddb(&unit->bl);
  18754. if(map_addblock(&unit->bl))
  18755. return nullptr;
  18756. // Perform oninit actions
  18757. switch (group->skill_id) {
  18758. case WZ_ICEWALL:
  18759. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18760. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18761. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18762. break;
  18763. case SA_LANDPROTECTOR:
  18764. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18765. break;
  18766. #ifndef RENEWAL
  18767. case HP_BASILICA:
  18768. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18769. break;
  18770. #endif
  18771. case SC_MAELSTROM:
  18772. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18773. break;
  18774. default:
  18775. if (group->state.song_dance&0x1) //Check for dissonance.
  18776. skill_dance_overlap(unit, 1);
  18777. break;
  18778. }
  18779. skill_getareachar_skillunit_visibilty(unit, AREA);
  18780. return unit;
  18781. }
  18782. /**
  18783. * Remove unit
  18784. * @param unit
  18785. */
  18786. int skill_delunit(struct skill_unit* unit)
  18787. {
  18788. nullpo_ret(unit);
  18789. if( !unit->alive )
  18790. return 0;
  18791. unit->alive = 0;
  18792. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18793. if (group == nullptr)
  18794. return 0;
  18795. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18796. skill_dance_overlap(unit, 0);
  18797. // invoke onout event
  18798. if( !unit->range )
  18799. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18800. // perform ondelete actions
  18801. switch (group->skill_id) {
  18802. case HT_ANKLESNARE:
  18803. case SC_ESCAPE:
  18804. {
  18805. struct block_list* target = map_id2bl(group->val2);
  18806. if( target )
  18807. status_change_end(target, SC_ANKLE);
  18808. }
  18809. break;
  18810. case WZ_ICEWALL:
  18811. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18812. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18813. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18814. break;
  18815. case SA_LANDPROTECTOR:
  18816. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18817. break;
  18818. #ifndef RENEWAL
  18819. case HP_BASILICA:
  18820. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18821. break;
  18822. #endif
  18823. case RA_ELECTRICSHOCKER: {
  18824. struct block_list* target = map_id2bl(group->val2);
  18825. if( target )
  18826. status_change_end(target, SC_ELECTRICSHOCKER);
  18827. }
  18828. break;
  18829. case SC_MAELSTROM:
  18830. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18831. break;
  18832. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18833. if( group->val2 ) { // Someone Traped
  18834. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18835. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18836. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18837. }
  18838. break;
  18839. }
  18840. clif_skill_delunit( *unit );
  18841. unit->group=nullptr;
  18842. map_delblock(&unit->bl); // don't free yet
  18843. map_deliddb(&unit->bl);
  18844. idb_remove(skillunit_db, unit->bl.id);
  18845. if(--group->alive_count==0)
  18846. skill_delunitgroup(group);
  18847. return 0;
  18848. }
  18849. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18850. /// Returns the target s_skill_unit_group or nullptr if not found.
  18851. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18852. return util::umap_find(skillunit_group_db, group_id);
  18853. }
  18854. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18855. /**
  18856. * Returns a new group_id that isn't being used in skillunit_group_db.
  18857. * Fatal error if nothing is available.
  18858. */
  18859. static int skill_get_new_group_id(void)
  18860. {
  18861. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  18862. return skill_unit_group_newid++;// available
  18863. {// find next id
  18864. int base_id = skill_unit_group_newid;
  18865. while( base_id != ++skill_unit_group_newid )
  18866. {
  18867. if( skill_unit_group_newid < MAX_SKILL )
  18868. skill_unit_group_newid = MAX_SKILL;
  18869. if( skill_id2group(skill_unit_group_newid) == nullptr )
  18870. return skill_unit_group_newid++;// available
  18871. }
  18872. // full loop, nothing available
  18873. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18874. exit(1);
  18875. }
  18876. }
  18877. /**
  18878. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18879. * @param src Object that cast the skill
  18880. * @param count How many 'cells' used that needed. Related with skill layout
  18881. * @param skill_id ID of used skill
  18882. * @param skill_lv Skill level of used skill
  18883. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18884. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18885. * @param interval Time interval
  18886. * @return s_skill_unit_group
  18887. */
  18888. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18889. {
  18890. nullpo_retr(nullptr, src);
  18891. unit_data *ud = unit_bl2ud(src);
  18892. nullpo_retr(nullptr, ud);
  18893. if (skill_id == 0 || skill_lv == 0)
  18894. return 0;
  18895. auto group = std::make_shared<s_skill_unit_group>();
  18896. group->src_id = src->id;
  18897. group->party_id = status_get_party_id(src);
  18898. group->guild_id = status_get_guild_id(src);
  18899. group->bg_id = bg_team_get_id(src);
  18900. group->group_id = skill_get_new_group_id();
  18901. group->link_group_id = 0;
  18902. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18903. group->unit_count = count;
  18904. group->alive_count = 0;
  18905. group->val1 = 0;
  18906. group->val2 = 0;
  18907. group->val3 = 0;
  18908. group->skill_id = skill_id;
  18909. group->skill_lv = skill_lv;
  18910. group->unit_id = unit_id;
  18911. group->map = src->m;
  18912. group->limit = limit;
  18913. group->interval = interval;
  18914. group->tick = gettick();
  18915. group->valstr = nullptr;
  18916. ud->skillunits.push_back(group);
  18917. // Stores this new group
  18918. skillunit_group_db.insert({ group->group_id, group });
  18919. return group;
  18920. }
  18921. /**
  18922. * Remove skill unit group
  18923. * @param group
  18924. * @param file
  18925. * @param line
  18926. * @param *func
  18927. */
  18928. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18929. {
  18930. struct block_list* src;
  18931. struct unit_data *ud;
  18932. short i;
  18933. int link_group_id;
  18934. if( group == nullptr ) {
  18935. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18936. return 0;
  18937. }
  18938. src = map_id2bl(group->src_id);
  18939. ud = unit_bl2ud(src);
  18940. if (!src || !ud) {
  18941. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18942. return 0;
  18943. }
  18944. if( !status_isdead(*src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18945. switch( group->skill_id ) {
  18946. case BA_DISSONANCE:
  18947. case BA_POEMBRAGI:
  18948. case BA_WHISTLE:
  18949. case BA_ASSASSINCROSS:
  18950. case BA_APPLEIDUN:
  18951. case DC_UGLYDANCE:
  18952. case DC_HUMMING:
  18953. case DC_DONTFORGETME:
  18954. case DC_FORTUNEKISS:
  18955. case DC_SERVICEFORYOU:
  18956. case NC_NEUTRALBARRIER:
  18957. case NC_STEALTHFIELD:
  18958. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18959. break;
  18960. }
  18961. }
  18962. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18963. status_change* sc = status_get_sc(src);
  18964. if (sc && sc->getSCE(SC_DANCING)) {
  18965. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18966. status_change_end(src, SC_DANCING);
  18967. }
  18968. }
  18969. // End SC from the master when the skill group is deleted
  18970. i = SC_NONE;
  18971. switch (group->unit_id) {
  18972. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18973. #ifndef RENEWAL
  18974. case UNT_BASILICA: i = SC_BASILICA; break;
  18975. #endif
  18976. }
  18977. if (i != SC_NONE) {
  18978. status_change *sc = status_get_sc(src);
  18979. if (sc && sc->getSCE(i)) {
  18980. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18981. status_change_end(src, (sc_type)i);
  18982. }
  18983. }
  18984. switch( group->skill_id ) {
  18985. case PF_SPIDERWEB:
  18986. {
  18987. struct block_list* target = map_id2bl(group->val2);
  18988. status_change *sc;
  18989. bool removed = true;
  18990. //Clear group id from status change
  18991. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  18992. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18993. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18994. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18995. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18996. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18997. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18998. else //Group was already removed in status_change_end, don't call it again!
  18999. removed = false;
  19000. //The last group was cleared, end status change
  19001. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19002. status_change_end(target, SC_SPIDERWEB);
  19003. }
  19004. }
  19005. break;
  19006. case SG_SUN_WARM:
  19007. case SG_MOON_WARM:
  19008. case SG_STAR_WARM: {
  19009. status_change *sc = status_get_sc(src);
  19010. if (sc && sc->getSCE(SC_WARM)) {
  19011. sc->getSCE(SC_WARM)->val4 = 0;
  19012. status_change_end(src, SC_WARM);
  19013. }
  19014. }
  19015. break;
  19016. case LG_BANDING: {
  19017. status_change *sc = status_get_sc(src);
  19018. if (sc && sc->getSCE(SC_BANDING)) {
  19019. sc->getSCE(SC_BANDING)->val4 = 0;
  19020. status_change_end(src, SC_BANDING);
  19021. }
  19022. }
  19023. break;
  19024. case NC_NEUTRALBARRIER:
  19025. {
  19026. status_change *sc = nullptr;
  19027. if( (sc = status_get_sc(src)) != nullptr ) {
  19028. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19029. {
  19030. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19031. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19032. }
  19033. status_change_end(src,SC_NEUTRALBARRIER);
  19034. }
  19035. }
  19036. break;
  19037. case NC_STEALTHFIELD:
  19038. {
  19039. status_change *sc = nullptr;
  19040. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19041. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19042. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19043. }
  19044. }
  19045. break;
  19046. }
  19047. if (src->type==BL_PC && group->state.ammo_consume)
  19048. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19049. group->alive_count=0;
  19050. // remove all unit cells
  19051. if(group->unit != nullptr)
  19052. for( int j = 0; j < group->unit_count; j++ )
  19053. skill_delunit(&group->unit[j]);
  19054. // clear Talkie-box string
  19055. if( group->valstr != nullptr ) {
  19056. aFree(group->valstr);
  19057. group->valstr = nullptr;
  19058. }
  19059. link_group_id = group->link_group_id;
  19060. if (skillunit_group_db.erase(group->group_id) != 1)
  19061. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19062. util::vector_erase_if_exists(ud->skillunits, group);
  19063. if(link_group_id) {
  19064. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19065. if(group_cur)
  19066. skill_delunitgroup(group_cur);
  19067. }
  19068. return 1;
  19069. }
  19070. /**
  19071. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19072. * @param src
  19073. */
  19074. void skill_clear_unitgroup(struct block_list *src)
  19075. {
  19076. nullpo_retv(src);
  19077. unit_data *ud = unit_bl2ud(src);
  19078. nullpo_retv(ud);
  19079. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19080. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19081. skill_delunitgroup(*it);
  19082. }
  19083. }
  19084. /**
  19085. * Search tickset for skill unit in skill unit group
  19086. * @param bl Block List for skill_unit
  19087. * @param group Skill unit group
  19088. * @param tick
  19089. * @return skill_unit_group_tickset if found
  19090. */
  19091. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19092. {
  19093. int i, j = -1, s, id;
  19094. struct unit_data *ud;
  19095. struct skill_unit_group_tickset *set;
  19096. nullpo_ret(bl);
  19097. if (group->interval == -1)
  19098. return nullptr;
  19099. ud = unit_bl2ud(bl);
  19100. if (!ud)
  19101. return nullptr;
  19102. set = ud->skillunittick;
  19103. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19104. id = s = group->skill_id;
  19105. else
  19106. id = s = group->group_id;
  19107. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19108. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19109. if (set[k].id == id)
  19110. return &set[k];
  19111. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19112. j=k;
  19113. }
  19114. if (j == -1) {
  19115. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19116. j = id % MAX_SKILLUNITGROUPTICKSET;
  19117. }
  19118. set[j].id = id;
  19119. set[j].tick = tick;
  19120. return &set[j];
  19121. }
  19122. /*==========================================
  19123. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19124. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19125. *------------------------------------------*/
  19126. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19127. {
  19128. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19129. t_tick tick = va_arg(ap,t_tick);
  19130. nullpo_ret(unit);
  19131. if( !unit->alive || bl->prev == nullptr )
  19132. return 0;
  19133. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19134. if (group == nullptr)
  19135. return 0;
  19136. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19137. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  19138. return 0; //AoE skills are ineffective. [Skotlex]
  19139. #ifdef RENEWAL
  19140. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19141. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19142. return 0;
  19143. #endif
  19144. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19145. return 0;
  19146. skill_unit_onplace_timer(unit,bl,tick);
  19147. return 1;
  19148. }
  19149. /**
  19150. * @see DBApply
  19151. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19152. */
  19153. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19154. {
  19155. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19156. t_tick tick = va_arg(ap,t_tick);
  19157. bool dissonance;
  19158. struct block_list* bl = &unit->bl;
  19159. nullpo_ret(unit);
  19160. if( !unit->alive )
  19161. return 0;
  19162. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19163. if (group == nullptr)
  19164. return 0;
  19165. // Check for expiration
  19166. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19167. {// skill unit expired (inlined from skill_unit_onlimit())
  19168. switch( group->unit_id ) {
  19169. case UNT_ICEWALL:
  19170. unit->val1 -= 50; // icewall loses 50 hp every second
  19171. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19172. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19173. if( unit->val1 <= 0 )
  19174. skill_delunit(unit);
  19175. break;
  19176. case UNT_BLASTMINE:
  19177. #ifdef RENEWAL
  19178. case UNT_CLAYMORETRAP:
  19179. #endif
  19180. case UNT_GROUNDDRIFT_WIND:
  19181. case UNT_GROUNDDRIFT_DARK:
  19182. case UNT_GROUNDDRIFT_POISON:
  19183. case UNT_GROUNDDRIFT_WATER:
  19184. case UNT_GROUNDDRIFT_FIRE:
  19185. group->unit_id = UNT_USED_TRAPS;
  19186. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19187. group->limit=DIFF_TICK(tick+1500,group->tick);
  19188. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19189. break;
  19190. case UNT_ANKLESNARE:
  19191. case UNT_ELECTRICSHOCKER:
  19192. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19193. skill_delunit(unit);
  19194. break;
  19195. }
  19196. [[fallthrough]];
  19197. case UNT_SKIDTRAP:
  19198. case UNT_LANDMINE:
  19199. case UNT_SHOCKWAVE:
  19200. case UNT_SANDMAN:
  19201. case UNT_FLASHER:
  19202. case UNT_FREEZINGTRAP:
  19203. #ifndef RENEWAL
  19204. case UNT_CLAYMORETRAP:
  19205. #endif
  19206. case UNT_TALKIEBOX:
  19207. case UNT_CLUSTERBOMB:
  19208. case UNT_MAGENTATRAP:
  19209. case UNT_COBALTTRAP:
  19210. case UNT_MAIZETRAP:
  19211. case UNT_VERDURETRAP:
  19212. case UNT_FIRINGTRAP:
  19213. case UNT_ICEBOUNDTRAP:
  19214. {
  19215. struct block_list* src;
  19216. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19217. { // revert unit back into a trap
  19218. struct item item_tmp;
  19219. memset(&item_tmp,0,sizeof(item_tmp));
  19220. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19221. item_tmp.identify = 1;
  19222. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19223. }
  19224. skill_delunit(unit);
  19225. }
  19226. break;
  19227. case UNT_WARP_ACTIVE:
  19228. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19229. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19230. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19231. // restart timers
  19232. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19233. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19234. // apply effect to all units standing on it
  19235. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19236. break;
  19237. case UNT_CALLFAMILY:
  19238. {
  19239. map_session_data *sd = nullptr;
  19240. if(group->val1) {
  19241. sd = map_charid2sd(group->val1);
  19242. group->val1 = 0;
  19243. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19244. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19245. }
  19246. if(group->val2) {
  19247. sd = map_charid2sd(group->val2);
  19248. group->val2 = 0;
  19249. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19250. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19251. }
  19252. skill_delunit(unit);
  19253. }
  19254. break;
  19255. case UNT_REVERBERATION:
  19256. case UNT_NETHERWORLD:
  19257. if( unit->val1 <= 0 ) { // If it was deactivated.
  19258. skill_delunit(unit);
  19259. break;
  19260. }
  19261. clif_changetraplook(bl,UNT_USED_TRAPS);
  19262. if (group->unit_id == UNT_REVERBERATION)
  19263. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19264. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19265. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19266. group->unit_id = UNT_USED_TRAPS;
  19267. break;
  19268. case UNT_FEINTBOMB: {
  19269. struct block_list *src = map_id2bl(group->src_id);
  19270. if (src)
  19271. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19272. skill_delunit(unit);
  19273. }
  19274. break;
  19275. case UNT_BANDING:
  19276. {
  19277. struct block_list *src = map_id2bl(group->src_id);
  19278. status_change *sc;
  19279. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19280. skill_delunit(unit);
  19281. break;
  19282. }
  19283. // This unit isn't removed while SC_BANDING is active.
  19284. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19285. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19286. }
  19287. break;
  19288. case UNT_B_TRAP:
  19289. {
  19290. struct block_list* src;
  19291. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19292. struct item item_tmp;
  19293. memset(&item_tmp, 0, sizeof(item_tmp));
  19294. item_tmp.nameid = group->item_id;
  19295. item_tmp.identify = 1;
  19296. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19297. }
  19298. skill_delunit(unit);
  19299. }
  19300. break;
  19301. default:
  19302. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19303. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19304. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19305. // Deal damage before expiration
  19306. break;
  19307. }
  19308. skill_delunit(unit);
  19309. break;
  19310. }
  19311. } else {// skill unit is still active
  19312. switch( group->unit_id ) {
  19313. case UNT_BLASTMINE:
  19314. case UNT_SKIDTRAP:
  19315. case UNT_LANDMINE:
  19316. case UNT_SHOCKWAVE:
  19317. case UNT_SANDMAN:
  19318. case UNT_FLASHER:
  19319. case UNT_CLAYMORETRAP:
  19320. case UNT_FREEZINGTRAP:
  19321. case UNT_TALKIEBOX:
  19322. case UNT_ANKLESNARE:
  19323. case UNT_B_TRAP:
  19324. if( unit->val1 <= 0 ) {
  19325. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19326. skill_delunit(unit);
  19327. else {
  19328. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19329. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19330. group->unit_id = UNT_USED_TRAPS;
  19331. }
  19332. }
  19333. break;
  19334. case UNT_REVERBERATION:
  19335. case UNT_NETHERWORLD:
  19336. if (unit->val1 <= 0) {
  19337. clif_changetraplook(bl,UNT_USED_TRAPS);
  19338. if (group->unit_id == UNT_REVERBERATION)
  19339. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19340. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19341. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19342. group->unit_id = UNT_USED_TRAPS;
  19343. }
  19344. break;
  19345. case UNT_WALLOFTHORN:
  19346. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19347. skill_delunitgroup(group);
  19348. break;
  19349. }
  19350. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19351. skill_delunit(unit);
  19352. break;
  19353. case UNT_SANCTUARY:
  19354. if (group->val1 <= 0) {
  19355. skill_delunitgroup(group);
  19356. }
  19357. break;
  19358. default:
  19359. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19360. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19361. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19362. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19363. // Unit will expire the next interval, start dropping Meteor
  19364. block_list *src = map_id2bl(group->src_id);
  19365. if (src != nullptr) {
  19366. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19367. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19368. else
  19369. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19370. group->val2 = 1;
  19371. }
  19372. }
  19373. // No damage until expiration
  19374. return 0;
  19375. }
  19376. break;
  19377. }
  19378. }
  19379. //Don't continue if unit or even group is expired and has been deleted.
  19380. if( !group || !unit->alive )
  19381. return 0;
  19382. dissonance = skill_dance_switch(unit, 0);
  19383. if( unit->range >= 0 && group->interval != -1 )
  19384. {
  19385. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19386. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19387. group->unit_id = UNT_USED_TRAPS;
  19388. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19389. unit->range = -1; //Disable processed cell.
  19390. if (--group->val1 <= 0) { // number of live cells
  19391. //All tiles were processed, disable skill.
  19392. group->target_flag=BCT_NOONE;
  19393. group->bl_flag= BL_NUL;
  19394. }
  19395. }
  19396. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19397. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19398. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19399. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19400. skill_delunit(unit);
  19401. return 0;
  19402. }
  19403. }
  19404. if( dissonance )
  19405. skill_dance_switch(unit, 1);
  19406. return 0;
  19407. }
  19408. /*==========================================
  19409. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19410. *------------------------------------------*/
  19411. TIMER_FUNC(skill_unit_timer){
  19412. map_freeblock_lock();
  19413. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19414. map_freeblock_unlock();
  19415. return 0;
  19416. }
  19417. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19418. /*==========================================
  19419. * flag :
  19420. * 1 : store that skill_unit in array
  19421. * 2 : clear that skill_unit
  19422. * 4 : call_on_left
  19423. *------------------------------------------*/
  19424. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19425. {
  19426. struct skill_unit* unit = (struct skill_unit *)bl;
  19427. struct block_list* target = va_arg(ap,struct block_list*);
  19428. t_tick tick = va_arg(ap,t_tick);
  19429. int flag = va_arg(ap,int);
  19430. bool dissonance;
  19431. uint16 skill_id;
  19432. nullpo_ret(unit);
  19433. nullpo_ret(target);
  19434. if( !unit->alive || target->prev == nullptr )
  19435. return 0;
  19436. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19437. if (group == nullptr)
  19438. return 0;
  19439. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19440. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19441. dissonance = skill_dance_switch(unit, 0);
  19442. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19443. skill_id = group->skill_id;
  19444. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19445. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19446. if( dissonance ) {
  19447. skill_dance_switch(unit, 1);
  19448. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19449. }
  19450. return 0;
  19451. }
  19452. //Target-type check.
  19453. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19454. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19455. if( flag&1 ) {
  19456. if( flag&2 ) { //Clear this skill id.
  19457. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19458. }
  19459. } else {
  19460. if( flag&2 ) { //Store this skill id.
  19461. skill_unit_cell.push_back(skill_id);
  19462. }
  19463. }
  19464. if( flag&4 )
  19465. skill_unit_onleft(skill_id,target,tick);
  19466. }
  19467. if( dissonance )
  19468. skill_dance_switch(unit, 1);
  19469. return 0;
  19470. } else {
  19471. if( flag&1 ) {
  19472. int result = skill_unit_onplace(unit,target,tick);
  19473. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19474. util::vector_erase_if_exists(skill_unit_cell, result);
  19475. }
  19476. } else {
  19477. int result = skill_unit_onout(unit,target,tick);
  19478. if( flag&2 && result > 0 ) { //Store this unit id.
  19479. skill_unit_cell.push_back(skill_id);
  19480. }
  19481. }
  19482. //TODO: Normally, this is dangerous since the unit and group could be freed
  19483. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19484. //cells do not get deleted within them. [Skotlex]
  19485. if( dissonance )
  19486. skill_dance_switch(unit, 1);
  19487. if( flag&4 )
  19488. skill_unit_onleft(skill_id,target,tick);
  19489. return 1;
  19490. }
  19491. }
  19492. /*==========================================
  19493. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19494. * Flag values:
  19495. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19496. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19497. * units to figure out when they have left a group.
  19498. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19499. *------------------------------------------*/
  19500. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19501. {
  19502. nullpo_ret(bl);
  19503. if( bl->prev == nullptr )
  19504. return 0;
  19505. if( flag&2 && !(flag&1) ) //Onout, clear data
  19506. skill_unit_cell.clear();
  19507. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19508. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19509. for (const auto &it : skill_unit_cell) {
  19510. skill_unit_onleft(it, bl, tick);
  19511. }
  19512. }
  19513. return 0;
  19514. }
  19515. /*==========================================
  19516. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19517. * @param bl Skill unit
  19518. * @param m Map
  19519. * @param dx
  19520. * @param dy
  19521. *------------------------------------------*/
  19522. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19523. t_tick tick = gettick();
  19524. struct skill_unit *su;
  19525. if (bl->type != BL_SKILL)
  19526. return;
  19527. if (!(su = (struct skill_unit *)bl))
  19528. return;
  19529. if (!su->alive)
  19530. return;
  19531. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19532. return; //Ensembles may not be moved around.
  19533. if (!bl->prev) {
  19534. bl->x = dx;
  19535. bl->y = dy;
  19536. return;
  19537. }
  19538. map_moveblock(bl, dx, dy, tick);
  19539. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19540. skill_getareachar_skillunit_visibilty(su, AREA);
  19541. return;
  19542. }
  19543. /**
  19544. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19545. * @param group Skill Group
  19546. * @param m Map
  19547. * @param dx
  19548. * @param dy
  19549. */
  19550. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19551. {
  19552. int i, j;
  19553. t_tick tick = gettick();
  19554. int *m_flag;
  19555. struct skill_unit *unit1;
  19556. struct skill_unit *unit2;
  19557. if (group == nullptr)
  19558. return;
  19559. if (group->unit_count <= 0)
  19560. return;
  19561. if (group->unit == nullptr)
  19562. return;
  19563. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19564. return; //Ensembles may not be moved around.
  19565. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19566. // m_flag
  19567. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19568. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19569. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19570. // 3: Both 1+2.
  19571. for(i = 0; i < group->unit_count; i++) {
  19572. unit1 =& group->unit[i];
  19573. if (!unit1->alive || unit1->bl.m != m)
  19574. continue;
  19575. for(j = 0; j < group->unit_count; j++) {
  19576. unit2 = &group->unit[j];
  19577. if (!unit2->alive)
  19578. continue;
  19579. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19580. m_flag[i] |= 0x1;
  19581. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19582. m_flag[i] |= 0x2;
  19583. }
  19584. }
  19585. j = 0;
  19586. for (i = 0; i < group->unit_count; i++) {
  19587. unit1 = &group->unit[i];
  19588. if (!unit1->alive)
  19589. continue;
  19590. if (!(m_flag[i]&0x2)) {
  19591. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19592. skill_dance_overlap(unit1, 0);
  19593. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19594. }
  19595. //Move Cell using "smart" criteria (avoid useless moving around)
  19596. switch(m_flag[i]) {
  19597. case 0:
  19598. //Cell moves independently, safely move it.
  19599. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19600. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19601. break;
  19602. case 1:
  19603. //Cell moves unto another cell, look for a replacement cell that won't collide
  19604. //and has no cell moving into it (flag == 2)
  19605. for(; j < group->unit_count; j++) {
  19606. int dx2, dy2;
  19607. if(m_flag[j] != 2 || !group->unit[j].alive)
  19608. continue;
  19609. //Move to where this cell would had moved.
  19610. unit2 = &group->unit[j];
  19611. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19612. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19613. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19614. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19615. j++; //Skip this cell as we have used it.
  19616. break;
  19617. }
  19618. break;
  19619. case 2:
  19620. case 3:
  19621. break; //Don't move the cell as a cell will end on this tile anyway.
  19622. }
  19623. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19624. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19625. skill_dance_overlap(unit1, 1);
  19626. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19627. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19628. }
  19629. }
  19630. aFree(m_flag);
  19631. }
  19632. /**
  19633. * Checking product requirement in player's inventory.
  19634. * Checking if player has the item or not, the amount, and the weight limit.
  19635. * @param sd Player
  19636. * @param nameid Product requested
  19637. * @param trigger Trigger criteria to match will 'ItemLv'
  19638. * @param qty Amount of item will be created
  19639. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19640. */
  19641. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19642. {
  19643. nullpo_ret(sd);
  19644. if (!item_db.exists(nameid))
  19645. return 0;
  19646. short i, j;
  19647. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19648. if (skill_produce_db[i].nameid == nameid) {
  19649. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19650. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19651. continue; // must iterate again to check other skills that produce it. [malufett]
  19652. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19653. continue; // special case
  19654. break;
  19655. }
  19656. }
  19657. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19658. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19659. return 0;
  19660. }
  19661. if (i >= MAX_SKILL_PRODUCE_DB)
  19662. return 0;
  19663. // Cannot carry the produced stuff
  19664. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19665. return 0;
  19666. // Matching the requested produce list
  19667. if (trigger >= 0) {
  19668. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19669. if (skill_produce_db[i].itemlv != trigger)
  19670. return 0;
  19671. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19672. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19673. return 0;
  19674. } else { // Weapon (itemlv must be higher or equal)
  19675. if (skill_produce_db[i].itemlv > trigger)
  19676. return 0;
  19677. }
  19678. }
  19679. // Check on player's inventory
  19680. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19681. t_itemid nameid_produce;
  19682. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19683. continue;
  19684. if (skill_produce_db[i].mat_amount[j] == 0) {
  19685. if (pc_search_inventory(sd,nameid_produce) < 0)
  19686. return 0;
  19687. } else {
  19688. unsigned short idx, amt;
  19689. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19690. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19691. amt += sd->inventory.u.items_inventory[idx].amount;
  19692. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19693. return 0;
  19694. }
  19695. }
  19696. return i + 1;
  19697. }
  19698. /**
  19699. * Attempt to produce an item
  19700. * @param sd Player
  19701. * @param skill_id Skill used
  19702. * @param nameid Requested product
  19703. * @param slot1
  19704. * @param slot2
  19705. * @param slot3
  19706. * @param qty Amount of requested item
  19707. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19708. * @return True is success, False if failed
  19709. */
  19710. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19711. {
  19712. int slot[3];
  19713. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19714. int num = -1; // exclude the recipe
  19715. nullpo_ret(sd);
  19716. status_data* status = status_get_status_data(sd->bl);
  19717. if( sd->skill_id_old == skill_id )
  19718. skill_lv = sd->skill_lv_old;
  19719. if (produce_idx == -1) {
  19720. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19721. return false;
  19722. idx--;
  19723. }
  19724. else
  19725. idx = produce_idx;
  19726. if (qty < 1)
  19727. qty = 1;
  19728. if (!skill_id) //A skill can be specified for some override cases.
  19729. skill_id = skill_produce_db[idx].req_skill;
  19730. if( skill_id == GC_RESEARCHNEWPOISON )
  19731. skill_id = GC_CREATENEWPOISON;
  19732. slot[0] = slot1;
  19733. slot[1] = slot2;
  19734. slot[2] = slot3;
  19735. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19736. short j;
  19737. if (slot[i] <= 0)
  19738. continue;
  19739. j = pc_search_inventory(sd,slot[i]);
  19740. if (j < 0)
  19741. continue;
  19742. if (slot[i] == ITEMID_STAR_CRUMB) {
  19743. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19744. sc++;
  19745. }
  19746. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19747. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19748. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19749. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19750. }
  19751. }
  19752. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19753. short x, j;
  19754. t_itemid id = skill_produce_db[idx].mat_id[i];
  19755. if (!item_db.exists(id))
  19756. continue;
  19757. num++;
  19758. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19759. do {
  19760. int y = 0;
  19761. j = pc_search_inventory(sd,id);
  19762. if (j >= 0) {
  19763. y = sd->inventory.u.items_inventory[j].amount;
  19764. if (y > x)
  19765. y = x;
  19766. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19767. } else {
  19768. ShowError("skill_produce_mix: material item error\n");
  19769. return false;
  19770. }
  19771. x -= y;
  19772. } while( j >= 0 && x > 0 );
  19773. }
  19774. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19775. wlv = itemdb_wlv(nameid);
  19776. else
  19777. wlv = 0;
  19778. if (!equip) {
  19779. switch (skill_id) {
  19780. case BS_IRON:
  19781. case BS_STEEL:
  19782. case BS_ENCHANTEDSTONE:
  19783. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19784. i = pc_checkskill(sd,skill_id);
  19785. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19786. switch (nameid) {
  19787. case ITEMID_IRON:
  19788. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19789. break;
  19790. case ITEMID_STEEL:
  19791. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19792. break;
  19793. case ITEMID_STAR_CRUMB:
  19794. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19795. break;
  19796. default: // Enchanted Stones
  19797. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19798. break;
  19799. }
  19800. break;
  19801. case ASC_CDP:
  19802. make_per = (2000 + 40*status->dex + 20*status->luk);
  19803. break;
  19804. case AL_HOLYWATER:
  19805. case AB_ANCILLA:
  19806. make_per = 100000; //100% success
  19807. break;
  19808. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19809. case AM_TWILIGHT1:
  19810. case AM_TWILIGHT2:
  19811. case AM_TWILIGHT3:
  19812. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19813. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19814. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19815. if (hom_is_active(sd->hd)) {//Player got a homun
  19816. int skill;
  19817. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19818. make_per += skill*100; //+1% bonus per level
  19819. }
  19820. switch(nameid){
  19821. case ITEMID_RED_POTION:
  19822. case ITEMID_YELLOW_POTION:
  19823. case ITEMID_WHITE_POTION:
  19824. make_per += (1+rnd()%100)*10 + 2000;
  19825. break;
  19826. case ITEMID_ALCOHOL:
  19827. make_per += (1+rnd()%100)*10 + 1000;
  19828. break;
  19829. case ITEMID_FIRE_BOTTLE:
  19830. case ITEMID_ACID_BOTTLE:
  19831. case ITEMID_MAN_EATER_BOTTLE:
  19832. case ITEMID_MINI_BOTTLE:
  19833. make_per += (1+rnd()%100)*10;
  19834. break;
  19835. case ITEMID_YELLOW_SLIM_POTION:
  19836. make_per -= (1+rnd()%50)*10;
  19837. break;
  19838. case ITEMID_WHITE_SLIM_POTION:
  19839. case ITEMID_COATING_BOTTLE:
  19840. make_per -= (1+rnd()%100)*10;
  19841. break;
  19842. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19843. case ITEMID_BLUE_POTION:
  19844. case ITEMID_RED_SLIM_POTION:
  19845. case ITEMID_ANODYNE:
  19846. case ITEMID_ALOEBERA:
  19847. default:
  19848. break;
  19849. }
  19850. if (battle_config.pp_rate != 100)
  19851. make_per = make_per * battle_config.pp_rate / 100;
  19852. break;
  19853. case SA_CREATECON: // Elemental Converter Creation
  19854. make_per = 100000; // should be 100% success rate
  19855. break;
  19856. case RK_RUNEMASTERY: {
  19857. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19858. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19859. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19860. int D = 0;
  19861. switch (nameid) { //rune rank it_diff 9 craftable rune
  19862. case ITEMID_BERKANA:
  19863. D = -2000;
  19864. break; //Rank S
  19865. case ITEMID_NAUTHIZ:
  19866. case ITEMID_URUZ:
  19867. D = -1500;
  19868. break; //Rank A
  19869. case ITEMID_ISA:
  19870. case ITEMID_WYRD:
  19871. D = -1000;
  19872. break; //Rank B
  19873. case ITEMID_RAIDO:
  19874. case ITEMID_THURISAZ:
  19875. case ITEMID_HAGALAZ:
  19876. case ITEMID_OTHILA:
  19877. D = -500;
  19878. break; //Rank C
  19879. default:
  19880. D = -1500;
  19881. break; //not specified =-15%
  19882. }
  19883. make_per = A + B + C + D;
  19884. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19885. if (runemastery_skill_lv > 9)
  19886. qty = 2 + rnd() % 5; // 2~6
  19887. else if (runemastery_skill_lv > 4)
  19888. qty = 2 + rnd() % 3; // 2~4
  19889. else
  19890. qty = 2;
  19891. }
  19892. break;
  19893. case GC_CREATENEWPOISON:
  19894. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19895. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19896. break;
  19897. case GN_CHANGEMATERIAL:
  19898. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19899. if (skill_changematerial_db[i].nameid == nameid) {
  19900. make_per = skill_changematerial_db[i].rate * 10;
  19901. break;
  19902. }
  19903. }
  19904. break;
  19905. case GN_S_PHARMACY:
  19906. {
  19907. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19908. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19909. switch (nameid) { // Item difficulty factor
  19910. case ITEMID_HP_INCREASE_POTION_SMALL:
  19911. case ITEMID_SP_INCREASE_POTION_SMALL:
  19912. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19913. difficulty += 10;
  19914. break;
  19915. case ITEMID_BOMB_MUSHROOM_SPORE:
  19916. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19917. difficulty += 15;
  19918. break;
  19919. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19920. case ITEMID_SP_INCREASE_POTION_LARGE:
  19921. case ITEMID_VITATA500:
  19922. difficulty += 20;
  19923. break;
  19924. case ITEMID_SEED_OF_HORNY_PLANT:
  19925. case ITEMID_BLOODSUCK_PLANT_SEED:
  19926. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19927. difficulty += 30;
  19928. break;
  19929. case ITEMID_HP_INCREASE_POTION_LARGE:
  19930. case ITEMID_CURE_FREE:
  19931. difficulty += 40;
  19932. break;
  19933. }
  19934. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19935. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19936. make_per -= difficulty;
  19937. qty = production_count[skill_lv - 1];
  19938. // Determine quantity from difficulty
  19939. if (make_per < 1)
  19940. qty -= 6;
  19941. else if (make_per < 100)
  19942. qty -= 5;
  19943. else if (make_per < 300)
  19944. qty -= 4;
  19945. else if (make_per < 400)
  19946. qty -= 3;
  19947. make_per = 100000; // Adjust success back to 100% for crafting
  19948. }
  19949. break;
  19950. case GN_MAKEBOMB:
  19951. case GN_MIX_COOKING:
  19952. {
  19953. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19954. switch (nameid) { // Item difficulty factor
  19955. // GN_MAKEBOMB
  19956. case ITEMID_APPLE_BOMB:
  19957. difficulty += 5;
  19958. break;
  19959. case ITEMID_COCONUT_BOMB:
  19960. case ITEMID_MELON_BOMB:
  19961. difficulty += 10;
  19962. break;
  19963. case ITEMID_PINEAPPLE_BOMB:
  19964. difficulty += 15;
  19965. break;
  19966. case ITEMID_BANANA_BOMB:
  19967. difficulty += 20;
  19968. break;
  19969. // GN_MIX_COOKING
  19970. case ITEMID_SAVAGE_FULL_ROAST:
  19971. case ITEMID_COCKTAIL_WARG_BLOOD:
  19972. case ITEMID_MINOR_STEW:
  19973. case ITEMID_SIROMA_ICED_TEA:
  19974. case ITEMID_DROSERA_HERB_SALAD:
  19975. case ITEMID_PETITE_TAIL_NOODLES:
  19976. difficulty += 15;
  19977. break;
  19978. }
  19979. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19980. if (skill_lv > 1) {
  19981. make_per -= difficulty;
  19982. // Determine quantity from difficulty
  19983. if (make_per >= 30)
  19984. qty = 10 + rnd() % 2;
  19985. else if (make_per >= 10)
  19986. qty = 10;
  19987. else if (make_per >= -10)
  19988. qty = 8;
  19989. else if (make_per >= -30)
  19990. qty = 5;
  19991. else
  19992. qty = 0;
  19993. } else {
  19994. if (make_per < difficulty)
  19995. qty = 0;
  19996. }
  19997. make_per = 100000; // Adjust success back to 100% for crafting
  19998. }
  19999. break;
  20000. case MT_M_MACHINE:
  20001. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20002. if (skill_id == MT_M_MACHINE)
  20003. qty = 7 + skill_lv;
  20004. else // BO_BIONIC_PHARMACY
  20005. qty = 10 + skill_lv;
  20006. make_per = 100000;
  20007. break;
  20008. default:
  20009. if (sd->menuskill_id == AM_PHARMACY &&
  20010. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20011. { //Assume Cooking Dish
  20012. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20013. make_per = 10000; //100% Success
  20014. else
  20015. make_per = 1200 * (sd->menuskill_val - 10)
  20016. + 20 * (sd->status.base_level + 1)
  20017. + 20 * (status->dex + 1)
  20018. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20019. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20020. - 10 * (100 - status->luk + 1)
  20021. - 500 * (num - 1)
  20022. - 100 * (rnd()%4 + 1);
  20023. break;
  20024. }
  20025. make_per = 5000;
  20026. break;
  20027. }
  20028. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20029. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20030. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20031. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20032. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20033. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20034. if( wlv >= 3 ){
  20035. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20036. }
  20037. // Element Stone: -20%
  20038. if( ele ){
  20039. make_per -= 2000;
  20040. }
  20041. // Star Crumb: -15% each
  20042. make_per -= sc * 1500;
  20043. // Weapon level malus: -0/-10/-20/-30
  20044. if( wlv > 1 ){
  20045. make_per -= ( wlv * 1000 );
  20046. }
  20047. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20048. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20049. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20050. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20051. if (battle_config.wp_rate != 100)
  20052. make_per = make_per * battle_config.wp_rate / 100;
  20053. }
  20054. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20055. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20056. if (make_per < 1) make_per = 1;
  20057. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20058. struct item tmp_item;
  20059. memset(&tmp_item,0,sizeof(tmp_item));
  20060. tmp_item.nameid = nameid;
  20061. tmp_item.amount = 1;
  20062. tmp_item.identify = 1;
  20063. if (equip) {
  20064. tmp_item.card[0] = CARD0_FORGE;
  20065. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20066. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20067. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20068. } else {
  20069. //Flag is only used on the end, so it can be used here. [Skotlex]
  20070. switch (skill_id) {
  20071. case BS_DAGGER:
  20072. case BS_SWORD:
  20073. case BS_TWOHANDSWORD:
  20074. case BS_AXE:
  20075. case BS_MACE:
  20076. case BS_KNUCKLE:
  20077. case BS_SPEAR:
  20078. flag = battle_config.produce_item_name_input&0x1;
  20079. break;
  20080. case AM_PHARMACY:
  20081. case AM_TWILIGHT1:
  20082. case AM_TWILIGHT2:
  20083. case AM_TWILIGHT3:
  20084. flag = battle_config.produce_item_name_input&0x2;
  20085. break;
  20086. case AL_HOLYWATER:
  20087. case AB_ANCILLA:
  20088. flag = battle_config.produce_item_name_input&0x8;
  20089. break;
  20090. case ASC_CDP:
  20091. flag = battle_config.produce_item_name_input&0x10;
  20092. break;
  20093. default:
  20094. flag = battle_config.produce_item_name_input&0x80;
  20095. break;
  20096. }
  20097. if (flag) {
  20098. tmp_item.card[0] = CARD0_CREATE;
  20099. tmp_item.card[1] = 0;
  20100. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20101. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20102. }
  20103. }
  20104. // if(log_config.produce > 0)
  20105. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20106. //TODO update PICKLOG
  20107. if (equip) {
  20108. clif_produceeffect(sd,0,nameid);
  20109. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20110. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20111. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20112. } else {
  20113. int fame = 0;
  20114. tmp_item.amount = 0;
  20115. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20116. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20117. tmp_item.amount = qty;
  20118. break;
  20119. }
  20120. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20121. tmp_item.amount++;
  20122. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20123. continue;
  20124. if (skill_id != AM_PHARMACY &&
  20125. skill_id != AM_TWILIGHT1 &&
  20126. skill_id != AM_TWILIGHT2 &&
  20127. skill_id != AM_TWILIGHT3)
  20128. continue;
  20129. //Add fame as needed.
  20130. switch(++sd->potion_success_counter) {
  20131. case 3:
  20132. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20133. break;
  20134. case 5:
  20135. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20136. break;
  20137. case 7:
  20138. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20139. break;
  20140. case 10:
  20141. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20142. sd->potion_success_counter = 0;
  20143. break;
  20144. }
  20145. } else //Failure
  20146. sd->potion_success_counter = 0;
  20147. }
  20148. if (fame)
  20149. pc_addfame(*sd, fame);
  20150. //Visual effects and the like.
  20151. switch (skill_id) {
  20152. case AM_PHARMACY:
  20153. case AM_TWILIGHT1:
  20154. case AM_TWILIGHT2:
  20155. case AM_TWILIGHT3:
  20156. case ASC_CDP:
  20157. case GC_CREATENEWPOISON:
  20158. clif_produceeffect(sd,2,nameid);
  20159. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20160. break;
  20161. case BS_IRON:
  20162. case BS_STEEL:
  20163. case BS_ENCHANTEDSTONE:
  20164. clif_produceeffect(sd,0,nameid);
  20165. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20166. break;
  20167. default: //Those that don't require a skill?
  20168. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20169. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20170. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20171. }
  20172. break;
  20173. }
  20174. }
  20175. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20176. int j, k = 0, l;
  20177. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20178. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20179. if (skill_changematerial_db[i].nameid == nameid){
  20180. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20181. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20182. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20183. tmp_item.amount = (isStackable ? total_qty : 1);
  20184. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20185. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20186. clif_additem(sd,0,0,flag);
  20187. if( battle_config.skill_drop_items_full ){
  20188. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20189. }
  20190. }
  20191. }
  20192. k++;
  20193. }
  20194. }
  20195. break;
  20196. }
  20197. }
  20198. if (k) {
  20199. clif_produceeffect(sd,6,nameid);
  20200. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20201. clif_msg_skill(sd,skill_id, MSI_SKILL_SUCCESS);
  20202. return true;
  20203. }
  20204. } else if (tmp_item.amount) { //Success
  20205. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20206. clif_additem(sd,0,0,flag);
  20207. if( battle_config.skill_drop_items_full ){
  20208. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20209. }
  20210. }
  20211. switch (skill_id) {
  20212. case RK_RUNEMASTERY:
  20213. clif_produceeffect(sd, 4, nameid);
  20214. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20215. break;
  20216. case GN_MIX_COOKING:
  20217. case GN_MAKEBOMB:
  20218. case GN_S_PHARMACY:
  20219. clif_produceeffect(sd, 6, nameid);
  20220. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20221. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20222. break;
  20223. case MT_M_MACHINE:
  20224. clif_produceeffect(sd, 0, nameid);
  20225. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20226. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20227. break;
  20228. case BO_BIONIC_PHARMACY:
  20229. clif_produceeffect(sd, 2, nameid);
  20230. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20231. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20232. break;
  20233. }
  20234. return true;
  20235. }
  20236. }
  20237. //Failure
  20238. // if(log_config.produce)
  20239. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20240. //TODO update PICKLOG
  20241. if (equip) {
  20242. clif_produceeffect(sd,1,nameid);
  20243. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20244. } else {
  20245. switch (skill_id) {
  20246. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20247. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20248. [[fallthrough]];
  20249. case AM_PHARMACY:
  20250. case AM_TWILIGHT1:
  20251. case AM_TWILIGHT2:
  20252. case AM_TWILIGHT3:
  20253. case GC_CREATENEWPOISON:
  20254. clif_produceeffect(sd,3,nameid);
  20255. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20256. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20257. break;
  20258. case BS_IRON:
  20259. case BS_STEEL:
  20260. case BS_ENCHANTEDSTONE:
  20261. clif_produceeffect(sd,1,nameid);
  20262. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20263. break;
  20264. case RK_RUNEMASTERY:
  20265. clif_produceeffect(sd,5,nameid);
  20266. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20267. break;
  20268. case GN_MIX_COOKING:
  20269. if (qty == 0) {
  20270. item tmp_item;
  20271. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20272. int rate = rnd() % 1000 + 1;
  20273. memset(&tmp_item, 0, sizeof(tmp_item));
  20274. if (rate < 500)
  20275. i = 0;
  20276. else if (rate < 750)
  20277. i = 1;
  20278. else if (rate < 850)
  20279. i = 2;
  20280. else if (rate < 950)
  20281. i = 3;
  20282. else
  20283. i = 4;
  20284. tmp_item.nameid = compensation[i];
  20285. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20286. tmp_item.identify = 1;
  20287. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20288. clif_additem(sd,0,0,flag);
  20289. if( battle_config.skill_drop_items_full ){
  20290. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20291. }
  20292. }
  20293. clif_produceeffect(sd,7,nameid);
  20294. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20295. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20296. }
  20297. break;
  20298. case GN_MAKEBOMB:
  20299. case GN_S_PHARMACY:
  20300. case GN_CHANGEMATERIAL:
  20301. clif_produceeffect(sd,7,nameid);
  20302. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20303. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20304. break;
  20305. case MT_M_MACHINE:
  20306. clif_produceeffect(sd, 1, nameid);
  20307. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20308. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20309. break;
  20310. case BO_BIONIC_PHARMACY:
  20311. clif_produceeffect(sd, 3, nameid);
  20312. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20313. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20314. break;
  20315. default:
  20316. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20317. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20318. // todo: What in the world is this calculation
  20319. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20320. }
  20321. break;
  20322. }
  20323. }
  20324. return false;
  20325. }
  20326. /**
  20327. * Attempt to create arrow by specified material
  20328. * @param sd Player
  20329. * @param nameid Item ID of material
  20330. * @return True if created, False is failed
  20331. */
  20332. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20333. {
  20334. nullpo_ret(sd);
  20335. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20336. return false;
  20337. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20338. for (const auto &it : skill_arrow_db) {
  20339. if (nameid == it.second->nameid) {
  20340. arrow = it.second;
  20341. break;
  20342. }
  20343. }
  20344. short j;
  20345. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20346. return false;
  20347. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20348. for (const auto &it : arrow->created) {
  20349. char flag = 0;
  20350. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20351. continue;
  20352. struct item tmp_item = { 0 };
  20353. tmp_item.identify = 1;
  20354. tmp_item.nameid = it.first;
  20355. tmp_item.amount = it.second;
  20356. if (battle_config.produce_item_name_input&0x4) {
  20357. tmp_item.card[0] = CARD0_CREATE;
  20358. tmp_item.card[1] = 0;
  20359. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20360. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20361. }
  20362. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20363. clif_additem(sd,0,0,flag);
  20364. if( battle_config.skill_drop_items_full )
  20365. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20366. }
  20367. }
  20368. return true;
  20369. }
  20370. /**
  20371. * Enchant weapon with poison
  20372. * @param sd Player
  20373. * @nameid Item ID of poison type
  20374. */
  20375. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20376. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20377. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20378. return;
  20379. }
  20380. sc_type type;
  20381. int chance;
  20382. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20383. char output[CHAT_SIZE_MAX];
  20384. const char *msg;
  20385. switch( nameid ) {
  20386. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20387. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20388. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20389. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20390. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20391. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20392. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20393. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20394. default:
  20395. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20396. return;
  20397. }
  20398. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20399. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  20400. sc_start4(&sd.bl,&sd.bl, SC_POISONINGWEAPON, 100, pc_checkskill(&sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20401. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  20402. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20403. sprintf(output, msg_txt(&sd,721), msg);
  20404. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  20405. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20406. clif_msg(&sd,msg);
  20407. #endif*/
  20408. }
  20409. /**
  20410. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20411. * @param bl: Object
  20412. * @param skill_id: Skill invoking to determine if Magic type
  20413. */
  20414. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20415. {
  20416. status_change *sc = status_get_sc(bl);
  20417. // non-offensive and non-magic skills do not affect the status
  20418. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20419. return;
  20420. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20421. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20422. status_change_end(bl, SC_MAGICPOWER);
  20423. } else {
  20424. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20425. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20426. if(bl->type == BL_PC){// update current display.
  20427. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  20428. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  20429. }
  20430. }
  20431. }
  20432. }
  20433. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  20434. int x, y, i, class_, skill;
  20435. struct mob_data *md;
  20436. skill = sd.menuskill_val;
  20437. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(&sd,nameid)) < 0 || !skill || pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20438. clif_skill_fail( sd, NC_MAGICDECOY );
  20439. return;
  20440. }
  20441. // Spawn Position
  20442. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  20443. x = sd.sc.comet_x;
  20444. y = sd.sc.comet_y;
  20445. sd.sc.comet_x = 0;
  20446. sd.sc.comet_y = 0;
  20447. sd.menuskill_val = 0;
  20448. // Item picked decides the mob class
  20449. switch(nameid) {
  20450. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20451. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20452. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20453. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20454. default:
  20455. clif_skill_fail( sd, NC_MAGICDECOY );
  20456. return;
  20457. }
  20458. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  20459. if( md ) {
  20460. struct unit_data *ud = unit_bl2ud(&md->bl);
  20461. md->master_id = sd.bl.id;
  20462. md->special_state.ai = AI_FAW;
  20463. if(ud) {
  20464. ud->skill_id = NC_MAGICDECOY;
  20465. ud->skill_lv = skill;
  20466. }
  20467. if( md->deletetimer != INVALID_TIMER )
  20468. delete_timer(md->deletetimer, mob_timer_delete);
  20469. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20470. mob_spawn(md);
  20471. }
  20472. }
  20473. /**
  20474. * Process Warlock Spellbooks
  20475. * @param sd: Player data
  20476. * @param nameid: Spellbook item used
  20477. */
  20478. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20479. if (reading_spellbook_db.empty())
  20480. return;
  20481. status_change *sc = status_get_sc(&sd.bl);
  20482. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20483. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20484. break;
  20485. if (i == SC_MAXSPELLBOOK) {
  20486. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  20487. return;
  20488. }
  20489. }
  20490. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20491. if (spell == nullptr)
  20492. return;
  20493. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20494. if (skill_lv == 0) { // Caster hasn't learned the skill
  20495. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20496. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  20497. return;
  20498. }
  20499. uint16 points = spell->points;
  20500. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20501. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20502. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  20503. return;
  20504. }
  20505. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20506. if (!sc->getSCE(i)) {
  20507. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20508. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20509. break;
  20510. }
  20511. }
  20512. } else {
  20513. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20514. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20515. }
  20516. // Reading Spell Book SP cost same as the sealed spell.
  20517. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20518. }
  20519. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  20520. int lv, prob, aslvl = 0;
  20521. uint16 id, sk_idx = 0;
  20522. if (sd.sc.getSCE(SC_STOP)) {
  20523. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  20524. status_change_end(&sd.bl,SC_STOP);
  20525. }
  20526. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20527. return;
  20528. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd.status.skill[sk_idx].id) == 0 || sd.status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20529. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  20530. return;
  20531. }
  20532. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20533. lv = min(lv,sd.status.skill[sk_idx].lv);
  20534. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20535. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20536. }
  20537. int skill_elementalanalysis( map_session_data& sd, int n, uint16 skill_lv, unsigned short* item_list ){
  20538. nullpo_ret(item_list);
  20539. if( n <= 0 )
  20540. return 1;
  20541. for( int i = 0; i < n; i++ ) {
  20542. t_itemid nameid, product;
  20543. int add_amount, del_amount, idx;
  20544. struct item tmp_item;
  20545. idx = item_list[i*2+0]-2;
  20546. if( idx < 0 || idx >= MAX_INVENTORY ){
  20547. return 1;
  20548. }
  20549. del_amount = item_list[i*2+1];
  20550. if( skill_lv == 2 )
  20551. del_amount -= (del_amount % 10);
  20552. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20553. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  20554. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20555. return 1;
  20556. }
  20557. switch( nameid ) {
  20558. // Level 1
  20559. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20560. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20561. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20562. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20563. // Level 2
  20564. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20565. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20566. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20567. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20568. default:
  20569. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20570. return 1;
  20571. }
  20572. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20573. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20574. return 1;
  20575. }
  20576. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20577. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20578. return 1;
  20579. }
  20580. memset(&tmp_item,0,sizeof(tmp_item));
  20581. tmp_item.nameid = product;
  20582. tmp_item.amount = add_amount;
  20583. tmp_item.identify = 1;
  20584. if( tmp_item.amount ) {
  20585. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20586. if( flag != 0 ) {
  20587. clif_additem(&sd,0,0,flag);
  20588. if( battle_config.skill_drop_items_full )
  20589. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  20590. }
  20591. }
  20592. }
  20593. return 0;
  20594. }
  20595. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20596. int i, j, k, c, p = 0, amount;
  20597. t_itemid nameid;
  20598. nullpo_ret(sd);
  20599. nullpo_ret(item_list);
  20600. // Search for objects that can be created.
  20601. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20602. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20603. p = 0;
  20604. do {
  20605. c = 0;
  20606. // Verification of overlap between the objects required and the list submitted.
  20607. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20608. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20609. for( k = 0; k < n; k++ ) {
  20610. int idx = item_list[k*2+0]-2;
  20611. if( idx < 0 || idx >= MAX_INVENTORY ){
  20612. return 0;
  20613. }
  20614. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20615. amount = item_list[k*2+1];
  20616. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20617. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY);
  20618. return 0;
  20619. }
  20620. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20621. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20622. c++; // match
  20623. }
  20624. }
  20625. else
  20626. break; // No more items required
  20627. }
  20628. p++;
  20629. } while(n == j && c == n);
  20630. p--;
  20631. if ( p > 0 ) {
  20632. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20633. return 1;
  20634. }
  20635. }
  20636. }
  20637. if( p == 0)
  20638. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST);
  20639. return 0;
  20640. }
  20641. /**
  20642. * For Royal Guard's LG_TRAMPLE
  20643. */
  20644. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20645. {
  20646. skill_unit *su = (struct skill_unit *)bl;
  20647. nullpo_ret(su);
  20648. std::shared_ptr<s_skill_unit_group> sg;
  20649. t_tick tick = va_arg(ap, t_tick);
  20650. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20651. switch( sg->unit_id ) {
  20652. case UNT_CLAYMORETRAP:
  20653. case UNT_FIRINGTRAP:
  20654. case UNT_ICEBOUNDTRAP:
  20655. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20656. break;
  20657. case UNT_LANDMINE:
  20658. case UNT_BLASTMINE:
  20659. case UNT_SHOCKWAVE:
  20660. case UNT_SANDMAN:
  20661. case UNT_FLASHER:
  20662. case UNT_FREEZINGTRAP:
  20663. case UNT_CLUSTERBOMB:
  20664. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20665. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20666. else
  20667. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20668. break;
  20669. }
  20670. // Traps aren't recovered.
  20671. skill_delunit(su);
  20672. }
  20673. return 0;
  20674. }
  20675. /*==========================================
  20676. *
  20677. *------------------------------------------*/
  20678. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20679. int i;
  20680. nullpo_retr(-1, sd);
  20681. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20682. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20683. }
  20684. TIMER_FUNC(skill_blockpc_end){
  20685. map_session_data *sd = map_id2sd(id);
  20686. int i = (int)data;
  20687. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20688. return 0;
  20689. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20690. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20691. return 0;
  20692. }
  20693. aFree(sd->scd[i]);
  20694. sd->scd[i] = nullptr;
  20695. return 1;
  20696. }
  20697. /**
  20698. * Flags a singular skill as being blocked from persistent usage.
  20699. * @param sd the player the skill delay affects
  20700. * @param skill_id the skill which should be delayed
  20701. * @param tick the length of time the delay should last
  20702. * @param load whether this assignment is being loaded upon player login
  20703. * @return 0 if successful, -1 otherwise
  20704. */
  20705. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20706. int i;
  20707. nullpo_retr(-1, sd);
  20708. if (!skill_id || tick < 1)
  20709. return -1;
  20710. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20711. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20712. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20713. aFree(sd->scd[i]);
  20714. sd->scd[i] = nullptr;
  20715. }
  20716. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20717. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20718. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20719. sd->scd[i]->skill_id = skill_id;
  20720. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20721. if (battle_config.display_status_timers)
  20722. clif_skill_cooldown( *sd, skill_id, tick );
  20723. return 1;
  20724. } else {
  20725. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20726. return 0;
  20727. }
  20728. }
  20729. int skill_blockpc_clear(map_session_data *sd) {
  20730. int i;
  20731. nullpo_ret(sd);
  20732. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20733. if (!sd->scd[i])
  20734. continue;
  20735. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20736. aFree(sd->scd[i]);
  20737. sd->scd[i] = nullptr;
  20738. }
  20739. return 1;
  20740. }
  20741. TIMER_FUNC(skill_blockhomun_end){
  20742. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20743. if (hd) {
  20744. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20745. if (skill != hd->blockskill.end())
  20746. hd->blockskill.erase(skill);
  20747. }
  20748. return 1;
  20749. }
  20750. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20751. {
  20752. nullpo_retr(-1, hd);
  20753. if (!skill_db.exists(skill_id))
  20754. return -1;
  20755. auto skill = util::vector_get(hd->blockskill, skill_id);
  20756. if (tick < 1 && skill != hd->blockskill.end()) {
  20757. hd->blockskill.erase(skill);
  20758. return -1;
  20759. }
  20760. hd->blockskill.push_back(skill_id);
  20761. if (battle_config.display_status_timers)
  20762. clif_skill_cooldown(*hd->master, skill_id, tick);
  20763. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20764. }
  20765. TIMER_FUNC(skill_blockmerc_end){
  20766. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20767. if (md) {
  20768. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20769. if (skill != md->blockskill.end())
  20770. md->blockskill.erase(skill);
  20771. }
  20772. return 1;
  20773. }
  20774. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20775. {
  20776. nullpo_retr(-1, md);
  20777. if (!skill_db.exists(skill_id))
  20778. return -1;
  20779. auto skill = util::vector_get(md->blockskill, skill_id);
  20780. if (tick < 1 && skill != md->blockskill.end()) {
  20781. md->blockskill.erase(skill);
  20782. return -1;
  20783. }
  20784. md->blockskill.push_back(skill_id);
  20785. if (battle_config.display_status_timers)
  20786. clif_skill_cooldown(*md->master, skill_id, tick);
  20787. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20788. }
  20789. /**
  20790. * Adds a new skill unit entry for this player to recast after map load
  20791. * @param sd: Player
  20792. * @param skill_id: Skill ID to save
  20793. * @param skill_lv: Skill level to save
  20794. */
  20795. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20796. {
  20797. struct skill_usave *sus = nullptr;
  20798. if (idb_exists(skillusave_db,sd->status.char_id))
  20799. idb_remove(skillusave_db,sd->status.char_id);
  20800. CREATE(sus, struct skill_usave, 1);
  20801. idb_put(skillusave_db, sd->status.char_id, sus);
  20802. sus->skill_id = skill_id;
  20803. sus->skill_lv = skill_lv;
  20804. }
  20805. /**
  20806. * Loads saved skill unit entries for this player after map load
  20807. * @param sd: Player
  20808. */
  20809. void skill_usave_trigger(map_session_data *sd)
  20810. {
  20811. skill_usave *sus;
  20812. std::shared_ptr<s_skill_unit_group> group;
  20813. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20814. return;
  20815. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20816. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20817. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20818. idb_remove(skillusave_db, sd->status.char_id);
  20819. }
  20820. /*
  20821. *
  20822. */
  20823. int skill_split_str (char *str, char **val, int num)
  20824. {
  20825. int i;
  20826. for( i = 0; i < num && str; i++ ) {
  20827. val[i] = str;
  20828. str = strchr(str,',');
  20829. if( str )
  20830. *str++ = 0;
  20831. }
  20832. return i;
  20833. }
  20834. /*
  20835. *
  20836. */
  20837. void skill_init_unit_layout (void) {
  20838. int i,j,pos = 0;
  20839. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20840. // standard square layouts go first
  20841. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20842. int size = i*2+1;
  20843. skill_unit_layout[i].count = size*size;
  20844. for (j=0; j<size*size; j++) {
  20845. skill_unit_layout[i].dx[j] = (j%size-i);
  20846. skill_unit_layout[i].dy[j] = (j/size-i);
  20847. }
  20848. }
  20849. // afterwards add special ones
  20850. pos = i;
  20851. for (const auto &it : skill_db) {
  20852. std::shared_ptr<s_skill_db> skill = it.second;
  20853. uint16 skill_id = skill->nameid;
  20854. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20855. continue;
  20856. if( skill_id == EL_FIRE_MANTLE ) {
  20857. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20858. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20859. skill_unit_layout[pos].count = 8;
  20860. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20861. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20862. } else {
  20863. switch (skill_id) {
  20864. case MG_FIREWALL:
  20865. case WZ_ICEWALL:
  20866. case WL_EARTHSTRAIN:
  20867. case RL_FIRE_RAIN:
  20868. // these will be handled later
  20869. break;
  20870. case PR_SANCTUARY:
  20871. case NPC_EVILLAND: {
  20872. static const int dx[] = {
  20873. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20874. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20875. static const int dy[]={
  20876. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20877. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20878. skill_unit_layout[pos].count = 21;
  20879. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20880. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20881. }
  20882. break;
  20883. case PR_MAGNUS: {
  20884. static const int dx[] = {
  20885. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20886. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20887. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20888. static const int dy[] = {
  20889. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20890. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20891. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20892. skill_unit_layout[pos].count = 33;
  20893. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20894. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20895. }
  20896. break;
  20897. case AS_VENOMDUST: {
  20898. static const int dx[] = {-1, 0, 0, 0, 1};
  20899. static const int dy[] = { 0,-1, 0, 1, 0};
  20900. skill_unit_layout[pos].count = 5;
  20901. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20902. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20903. }
  20904. break;
  20905. case CR_GRANDCROSS:
  20906. case NPC_GRANDDARKNESS: {
  20907. static const int dx[] = {
  20908. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20909. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20910. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20911. static const int dy[] = {
  20912. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20913. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20914. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20915. skill_unit_layout[pos].count = 29;
  20916. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20917. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20918. }
  20919. break;
  20920. case PF_FOGWALL: {
  20921. static const int dx[] = {
  20922. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20923. static const int dy[] = {
  20924. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20925. skill_unit_layout[pos].count = 15;
  20926. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20927. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20928. }
  20929. break;
  20930. case PA_GOSPEL: {
  20931. static const int dx[] = {
  20932. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20933. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20934. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20935. -1, 0, 1};
  20936. static const int dy[] = {
  20937. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20938. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20939. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20940. 3, 3, 3};
  20941. skill_unit_layout[pos].count = 33;
  20942. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20943. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20944. }
  20945. break;
  20946. case NJ_KAENSIN: {
  20947. 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};
  20948. 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};
  20949. skill_unit_layout[pos].count = 24;
  20950. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20951. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20952. }
  20953. break;
  20954. case NJ_TATAMIGAESHI: {
  20955. //Level 1 (count 4, cross of 3x3)
  20956. static const int dx1[] = {-1, 1, 0, 0};
  20957. static const int dy1[] = { 0, 0,-1, 1};
  20958. //Level 2-3 (count 8, cross of 5x5)
  20959. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20960. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20961. //Level 4-5 (count 12, cross of 7x7
  20962. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20963. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20964. //lv1
  20965. j = 0;
  20966. skill_unit_layout[pos].count = 4;
  20967. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20968. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20969. skill->unit_layout_type[j] = pos;
  20970. //lv2/3
  20971. j++;
  20972. pos++;
  20973. skill_unit_layout[pos].count = 8;
  20974. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20975. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20976. skill->unit_layout_type[j] = pos;
  20977. skill->unit_layout_type[++j] = pos;
  20978. //lv4/5
  20979. j++;
  20980. pos++;
  20981. skill_unit_layout[pos].count = 12;
  20982. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20983. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20984. skill->unit_layout_type[j] = pos;
  20985. skill->unit_layout_type[++j] = pos;
  20986. //Fill in the rest using lv 5.
  20987. for (;j<MAX_SKILL_LEVEL;j++)
  20988. skill->unit_layout_type[j] = pos;
  20989. //Skip, this way the check below will fail and continue to the next skill.
  20990. pos++;
  20991. }
  20992. break;
  20993. case GN_WALLOFTHORN: {
  20994. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20995. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20996. skill_unit_layout[pos].count = 16;
  20997. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20998. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20999. }
  21000. break;
  21001. case NPC_FLAMECROSS: {
  21002. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21003. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21004. skill_unit_layout[pos].count = 8;
  21005. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21006. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21007. }
  21008. break;
  21009. default:
  21010. ShowError("unknown unit layout at skill %d\n",i);
  21011. break;
  21012. }
  21013. }
  21014. if (!skill_unit_layout[pos].count)
  21015. continue;
  21016. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21017. skill->unit_layout_type[j] = pos;
  21018. pos++;
  21019. }
  21020. // firewall and icewall have 8 layouts (direction-dependent)
  21021. firewall_unit_pos = pos;
  21022. for (i=0;i<8;i++) {
  21023. if (i&1) {
  21024. skill_unit_layout[pos].count = 5;
  21025. if (i&0x2) {
  21026. int dx[] = {-1,-1, 0, 0, 1};
  21027. int dy[] = { 1, 0, 0,-1,-1};
  21028. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21029. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21030. } else {
  21031. int dx[] = { 1, 1 ,0, 0,-1};
  21032. int dy[] = { 1, 0, 0,-1,-1};
  21033. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21034. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21035. }
  21036. } else {
  21037. skill_unit_layout[pos].count = 3;
  21038. if (i%4==0) {
  21039. int dx[] = {-1, 0, 1};
  21040. int dy[] = { 0, 0, 0};
  21041. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21042. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21043. } else {
  21044. int dx[] = { 0, 0, 0};
  21045. int dy[] = {-1, 0, 1};
  21046. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21047. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21048. }
  21049. }
  21050. pos++;
  21051. }
  21052. icewall_unit_pos = pos;
  21053. for (i=0;i<8;i++) {
  21054. skill_unit_layout[pos].count = 5;
  21055. if (i&1) {
  21056. if (i&0x2) {
  21057. int dx[] = {-2,-1, 0, 1, 2};
  21058. int dy[] = { 2, 1, 0,-1,-2};
  21059. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21060. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21061. } else {
  21062. int dx[] = { 2, 1 ,0,-1,-2};
  21063. int dy[] = { 2, 1, 0,-1,-2};
  21064. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21065. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21066. }
  21067. } else {
  21068. if (i%4==0) {
  21069. int dx[] = {-2,-1, 0, 1, 2};
  21070. int dy[] = { 0, 0, 0, 0, 0};
  21071. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21072. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21073. } else {
  21074. int dx[] = { 0, 0, 0, 0, 0};
  21075. int dy[] = {-2,-1, 0, 1, 2};
  21076. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21077. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21078. }
  21079. }
  21080. pos++;
  21081. }
  21082. earthstrain_unit_pos = pos;
  21083. for( i = 0; i < 8; i++ )
  21084. { // For each Direction
  21085. skill_unit_layout[pos].count = 15;
  21086. switch( i )
  21087. {
  21088. case 0: case 1: case 3: case 4: case 5: case 7:
  21089. {
  21090. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21091. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21094. }
  21095. break;
  21096. case 2:
  21097. case 6:
  21098. {
  21099. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21100. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21103. }
  21104. break;
  21105. }
  21106. pos++;
  21107. }
  21108. firerain_unit_pos = pos;
  21109. for( i = 0; i < 8; i++ ) {
  21110. skill_unit_layout[pos].count = 3;
  21111. switch( i ) {
  21112. case 0: case 1: case 3: case 4: case 5: case 7:
  21113. {
  21114. static const int dx[] = {-1, 0, 1};
  21115. static const int dy[] = { 0, 0, 0};
  21116. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21117. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21118. }
  21119. break;
  21120. case 2:
  21121. case 6:
  21122. {
  21123. static const int dx[] = { 0, 0, 0};
  21124. static const int dy[] = {-1, 0, 1};
  21125. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21126. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21127. }
  21128. break;
  21129. }
  21130. pos++;
  21131. }
  21132. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21133. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21134. }
  21135. void skill_init_nounit_layout (void) {
  21136. int i, pos = 0;
  21137. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21138. for( i = 0; i < 8; i++ ) {
  21139. if( i&1 ) {
  21140. skill_nounit_layout[pos].count = 33;
  21141. if( i&2 ) {
  21142. if( i&4 ) { // 7
  21143. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21144. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21145. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21146. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21147. } else { // 3
  21148. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21149. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21150. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21151. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21152. }
  21153. } else {
  21154. if( i&4 ) { // 5
  21155. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21156. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21157. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21158. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21159. } else { // 1
  21160. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21161. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21162. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21163. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21164. }
  21165. }
  21166. } else {
  21167. skill_nounit_layout[pos].count = 21;
  21168. if( i&2 ) {
  21169. if( i&4 ) { // 6
  21170. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21171. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21172. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21173. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21174. } else { // 2
  21175. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21176. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21177. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21178. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21179. }
  21180. } else {
  21181. if( i&4 ) { // 4
  21182. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21183. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21184. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21185. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21186. } else { // 0
  21187. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21188. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21189. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21190. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21191. }
  21192. }
  21193. }
  21194. pos++;
  21195. }
  21196. for( i = 0; i < 8; i++ ) {
  21197. if( i&1 ) {
  21198. skill_nounit_layout[pos].count = 74;
  21199. if( i&2 ) {
  21200. if( i&4 ) { // 7
  21201. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21202. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21203. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21204. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21205. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21206. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21207. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21208. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21209. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21210. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21211. } else { // 3
  21212. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21213. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21214. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21215. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21216. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21217. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21218. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21219. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21220. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21221. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21222. }
  21223. } else {
  21224. if( i&4 ) { // 5
  21225. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21226. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21227. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21228. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21229. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21230. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21231. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21232. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21233. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21234. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21235. } else { // 1
  21236. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21237. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21238. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21239. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21240. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21241. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21242. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21243. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21244. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21245. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21246. }
  21247. }
  21248. } else {
  21249. skill_nounit_layout[pos].count = 44;
  21250. if( i&2 ) {
  21251. if( i&4 ) { // 6
  21252. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  21253. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21254. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21255. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21256. } else { // 2
  21257. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  21258. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21259. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21260. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21261. }
  21262. } else {
  21263. if( i&4 ) { // 4
  21264. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21265. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21266. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21267. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21268. } else { // 0
  21269. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21270. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21271. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21272. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21273. }
  21274. }
  21275. }
  21276. pos++;
  21277. }
  21278. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21279. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21280. }
  21281. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21282. status_change *sc = status_get_sc(bl);
  21283. if( !sc || !bl || !skill_id )
  21284. return 0; // Can do it
  21285. switch (type) {
  21286. case SC_ANKLE:
  21287. if (skill_id == AL_TELEPORT)
  21288. return 1;
  21289. break;
  21290. case SC_STASIS:
  21291. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21292. return 1; // Can't do it.
  21293. break;
  21294. case SC_KAGEHUMI:
  21295. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21296. return 1;
  21297. break;
  21298. case SC_BITE:
  21299. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21300. return 1;
  21301. break;
  21302. }
  21303. return 0;
  21304. }
  21305. /**
  21306. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21307. * @param sc: Status changes active on target
  21308. * @param skill_id: Skill to toggle
  21309. * @return True on success or false otherwise
  21310. */
  21311. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21312. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21313. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21314. return false;
  21315. if (skill->inf2[INF2_TOGGLEABLE]) {
  21316. if (sc.getSCE(skill->sc))
  21317. return true;
  21318. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21319. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21320. return true;
  21321. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21322. return true;
  21323. }
  21324. return false;
  21325. }
  21326. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21327. int type = 0;
  21328. switch( skill_id ) {
  21329. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21330. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21331. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21332. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21333. }
  21334. type += skill_lv - 1;
  21335. return type;
  21336. }
  21337. /**
  21338. * Check before do `unit_movepos` call
  21339. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21340. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21341. **/
  21342. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21343. status_change *sc;
  21344. nullpo_retr(false, bl);
  21345. struct map_data *mapdata = map_getmapdata(bl->m);
  21346. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21347. return false;
  21348. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21349. return false;
  21350. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21351. return false;
  21352. sc = status_get_sc(bl);
  21353. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21354. return false;
  21355. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21356. }
  21357. /**
  21358. * Get skill duration after adjustments by skill_duration mapflag
  21359. * @param mapdata: Source map data
  21360. * @param skill_id: Skill ID
  21361. * @param skill_lv: Skill level
  21362. * @return Adjusted skill duration
  21363. */
  21364. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21365. int time = 0;
  21366. if (!(time = skill_get_time(skill_id, skill_lv)))
  21367. return 0;
  21368. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21369. return time / 100 * mapdata->skill_duration[skill_id];
  21370. return time;
  21371. }
  21372. const std::string SkillDatabase::getDefaultLocation() {
  21373. return std::string(db_path) + "/skill_db.yml";
  21374. }
  21375. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21376. int32 value;
  21377. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21378. if (!skNode.is_seq()) {
  21379. if (!this->asInt32(node, nodeName, value))
  21380. return false;
  21381. for (size_t i = 0; i < S; i++)
  21382. arr[i] = value;
  21383. } else {
  21384. uint16 max_level = 0;
  21385. for (const auto& it : skNode) {
  21386. uint16 skill_lv;
  21387. if (!this->asUInt16(it, "Level", skill_lv))
  21388. continue;
  21389. if (skill_lv > MAX_SKILL_LEVEL) {
  21390. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21391. return false;
  21392. }
  21393. if (!this->asInt32(it, subNodeName, value))
  21394. continue;
  21395. arr[skill_lv - 1] = value;
  21396. max_level = max(max_level, skill_lv);
  21397. }
  21398. size_t i = max_level, j;
  21399. // Check for linear change with increasing steps until we reach half of the data acquired.
  21400. for (size_t step = 1; step <= i / 2; step++) {
  21401. int diff = arr[i - 1] - arr[i - step - 1];
  21402. for (j = i - 1; j >= step; j--) {
  21403. if ((arr[j] - arr[j - step]) != diff)
  21404. break;
  21405. }
  21406. if (j >= step) // No match, try next step.
  21407. continue;
  21408. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21409. arr[i] = arr[i - step] + diff;
  21410. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21411. arr[i] = 1;
  21412. diff = 0;
  21413. step = 1;
  21414. }
  21415. }
  21416. return true;
  21417. }
  21418. // Unable to determine linear trend, fill remaining array values with last value
  21419. for (; i < S; i++)
  21420. arr[i] = arr[max_level - 1];
  21421. }
  21422. return true;
  21423. }
  21424. /**
  21425. * Reads and parses an entry from the skill_db.
  21426. * @param node: YAML node containing the entry.
  21427. * @return count of successfully parsed rows
  21428. */
  21429. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21430. uint16 skill_id;
  21431. if (!this->asUInt16(node, "Id", skill_id))
  21432. return 0;
  21433. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21434. bool exists = skill != nullptr;
  21435. if (!exists) {
  21436. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21437. return 0;
  21438. skill = std::make_shared<s_skill_db>();
  21439. skill->nameid = skill_id;
  21440. }
  21441. if (this->nodeExists(node, "Name")) {
  21442. std::string name;
  21443. if (!this->asString(node, "Name", name))
  21444. return 0;
  21445. name.resize(SKILL_NAME_LENGTH);
  21446. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21447. }
  21448. if (this->nodeExists(node, "Description")) {
  21449. std::string name;
  21450. if (!this->asString(node, "Description", name))
  21451. return 0;
  21452. name.resize(SKILL_DESC_LENGTH);
  21453. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21454. }
  21455. if (this->nodeExists(node, "MaxLevel")) {
  21456. uint16 skill_lv;
  21457. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21458. return 0;
  21459. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21460. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21461. return 0;
  21462. }
  21463. skill->max = skill_lv;
  21464. }
  21465. if (this->nodeExists(node, "Type")) {
  21466. std::string type;
  21467. if (!this->asString(node, "Type", type))
  21468. return 0;
  21469. std::string type_constant = "BF_" + type;
  21470. int64 constant;
  21471. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21472. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21473. return 0;
  21474. }
  21475. if (constant < BF_NONE || constant > BF_MISC) {
  21476. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21477. return 0;
  21478. }
  21479. skill->skill_type = static_cast<e_battle_flag>(constant);
  21480. } else {
  21481. if (!exists)
  21482. skill->skill_type = BF_NONE;
  21483. }
  21484. if (this->nodeExists(node, "TargetType")) {
  21485. std::string inf;
  21486. if (!this->asString(node, "TargetType", inf))
  21487. return 0;
  21488. std::string inf_constant = "INF_" + inf + "_SKILL";
  21489. int64 constant;
  21490. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21491. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21492. return 0;
  21493. }
  21494. skill->inf = static_cast<uint16>(constant);
  21495. }
  21496. if (this->nodeExists(node, "DamageFlags")) {
  21497. const auto& damageNode = node["DamageFlags"];
  21498. for (const auto& it : damageNode) {
  21499. std::string nk;
  21500. c4::from_chars(it.key(), &nk);
  21501. std::string nk_constant = "NK_" + nk;
  21502. int64 constant;
  21503. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21504. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21505. return 0;
  21506. }
  21507. bool active;
  21508. if (!this->asBool(damageNode, nk, active))
  21509. return 0;
  21510. if (active)
  21511. skill->nk.set(static_cast<uint8>(constant));
  21512. else
  21513. skill->nk.reset(static_cast<uint8>(constant));
  21514. }
  21515. }
  21516. if (this->nodeExists(node, "Flags")) {
  21517. const auto& infoNode = node["Flags"];
  21518. for (const auto& it : infoNode) {
  21519. std::string inf2;
  21520. c4::from_chars(it.key(), &inf2);
  21521. std::string inf2_constant = "INF2_" + inf2;
  21522. int64 constant;
  21523. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21524. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21525. continue;
  21526. }
  21527. bool active;
  21528. if (!this->asBool(infoNode, inf2, active))
  21529. return 0;
  21530. if (active)
  21531. skill->inf2.set(static_cast<uint8>(constant));
  21532. else
  21533. skill->inf2.reset(static_cast<uint8>(constant));
  21534. }
  21535. }
  21536. if (this->nodeExists(node, "Range")) {
  21537. if (!this->parseNode("Range", "Size", node, skill->range))
  21538. return 0;
  21539. } else {
  21540. if (!exists)
  21541. memset(skill->range, 0, sizeof(skill->range));
  21542. }
  21543. if (this->nodeExists(node, "Hit")) {
  21544. std::string hit;
  21545. if (!this->asString(node, "Hit", hit))
  21546. return 0;
  21547. std::string hit_constant = "DMG_" + hit;
  21548. int64 constant;
  21549. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21550. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21551. return 0;
  21552. }
  21553. skill->hit = static_cast<e_damage_type>(constant);
  21554. } else {
  21555. if (!exists)
  21556. skill->hit = DMG_NORMAL;
  21557. }
  21558. if (this->nodeExists(node, "HitCount")) {
  21559. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21560. return 0;
  21561. } else {
  21562. if (!exists)
  21563. memset(skill->num, 0, sizeof(skill->num));
  21564. }
  21565. if (this->nodeExists(node, "Element")) {
  21566. const auto elementNode = node["Element"];
  21567. std::string element;
  21568. if (!elementNode.is_seq()) {
  21569. if (!this->asString(node, "Element", element))
  21570. return 0;
  21571. std::string element_constant = "ELE_" + element;
  21572. int64 constant;
  21573. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21574. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21575. return 0;
  21576. }
  21577. if (constant == ELE_NONE) {
  21578. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21579. return 0;
  21580. }
  21581. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21582. } else {
  21583. for (const auto& it : elementNode) {
  21584. uint16 skill_lv;
  21585. if (!this->asUInt16(it, "Level", skill_lv))
  21586. continue;
  21587. if (skill_lv > MAX_SKILL_LEVEL) {
  21588. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21589. return false;
  21590. }
  21591. if (!this->asString(it, "Element", element))
  21592. continue;
  21593. std::string element_constant = "ELE_" + element;
  21594. int64 constant;
  21595. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21596. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21597. return 0;
  21598. }
  21599. if (constant == ELE_NONE) {
  21600. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21601. return 0;
  21602. }
  21603. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21604. }
  21605. }
  21606. } else {
  21607. if (!exists)
  21608. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21609. }
  21610. if (this->nodeExists(node, "SplashArea")) {
  21611. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21612. return 0;
  21613. } else {
  21614. if (!exists)
  21615. memset(skill->splash, 0, sizeof(skill->splash));
  21616. }
  21617. if (this->nodeExists(node, "ActiveInstance")) {
  21618. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21619. return 0;
  21620. } else {
  21621. if (!exists)
  21622. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21623. }
  21624. if (this->nodeExists(node, "Knockback")) {
  21625. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21626. return 0;
  21627. } else {
  21628. if (!exists)
  21629. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21630. }
  21631. if (this->nodeExists(node, "CopyFlags")) {
  21632. const auto& copyNode = node["CopyFlags"];
  21633. if (this->nodeExists(copyNode, "Skill")) {
  21634. const auto& copyskillNode = copyNode["Skill"];
  21635. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21636. bool active;
  21637. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21638. return 0;
  21639. if (active)
  21640. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21641. else
  21642. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21643. }
  21644. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21645. bool active;
  21646. if (!this->asBool(copyskillNode, "Reproduce", active))
  21647. return 0;
  21648. if (active)
  21649. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21650. else
  21651. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21652. }
  21653. } else {
  21654. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21655. return 0;
  21656. }
  21657. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21658. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21659. for (const auto& it : copyreqNode) {
  21660. std::string req;
  21661. c4::from_chars(it.key(), &req);
  21662. std::string req_constant = "SKILL_REQ_" + req;
  21663. int64 constant;
  21664. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21665. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21666. return 0;
  21667. }
  21668. skill->copyable.req_opt |= constant;
  21669. }
  21670. } else {
  21671. if (!exists)
  21672. skill->copyable.req_opt = 0;
  21673. }
  21674. }
  21675. if (this->nodeExists(node, "NoNearNPC")) {
  21676. const auto& npcNode = node["NoNearNPC"];
  21677. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21678. uint16 range;
  21679. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21680. return 0;
  21681. skill->unit_nonearnpc_range = range;
  21682. } else {
  21683. if (!exists)
  21684. skill->unit_nonearnpc_range = 0;
  21685. }
  21686. if (this->nodeExists(npcNode, "Type")) {
  21687. const auto& npctypeNode = npcNode["Type"];
  21688. for (const auto& it : npctypeNode) {
  21689. std::string type;
  21690. c4::from_chars(it.key(), &type);
  21691. std::string type_constant = "SKILL_NONEAR_" + type;
  21692. int64 constant;
  21693. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21694. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21695. return 0;
  21696. }
  21697. bool active;
  21698. if (!this->asBool(npctypeNode, type, active))
  21699. return 0;
  21700. if (active)
  21701. skill->unit_nonearnpc_type |= constant;
  21702. else
  21703. skill->unit_nonearnpc_type &= ~constant;
  21704. }
  21705. } else {
  21706. if (!exists)
  21707. skill->unit_nonearnpc_type = 0;
  21708. }
  21709. }
  21710. if (this->nodeExists(node, "CastCancel")) {
  21711. bool active;
  21712. if (!this->asBool(node, "CastCancel", active))
  21713. return 0;
  21714. skill->castcancel = active;
  21715. } else {
  21716. if (!exists)
  21717. skill->castcancel = false;
  21718. }
  21719. if (this->nodeExists(node, "CastDefenseReduction")) {
  21720. uint16 reduction;
  21721. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21722. return 0;
  21723. skill->cast_def_rate = reduction;
  21724. } else {
  21725. if (!exists)
  21726. skill->cast_def_rate = 0;
  21727. }
  21728. if (this->nodeExists(node, "CastTime")) {
  21729. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21730. return 0;
  21731. } else {
  21732. if (!exists)
  21733. memset(skill->cast, 0, sizeof(skill->cast));
  21734. }
  21735. if (this->nodeExists(node, "AfterCastActDelay")) {
  21736. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21737. return 0;
  21738. } else {
  21739. if (!exists)
  21740. memset(skill->delay, 0, sizeof(skill->delay));
  21741. }
  21742. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21743. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21744. return 0;
  21745. } else {
  21746. if (!exists)
  21747. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21748. }
  21749. if (this->nodeExists(node, "Duration1")) {
  21750. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21751. return 0;
  21752. } else {
  21753. if (!exists)
  21754. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21755. }
  21756. if (this->nodeExists(node, "Duration2")) {
  21757. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21758. return 0;
  21759. } else {
  21760. if (!exists)
  21761. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21762. }
  21763. if (this->nodeExists(node, "Cooldown")) {
  21764. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21765. return 0;
  21766. } else {
  21767. if (!exists)
  21768. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21769. }
  21770. #ifdef RENEWAL_CAST
  21771. if (this->nodeExists(node, "FixedCastTime")) {
  21772. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21773. return 0;
  21774. } else {
  21775. if (!exists)
  21776. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21777. }
  21778. #endif
  21779. if (this->nodeExists(node, "CastTimeFlags")) {
  21780. const auto& castNode = node["CastTimeFlags"];
  21781. for (const auto& it : castNode) {
  21782. std::string flag;
  21783. c4::from_chars(it.key(), &flag);
  21784. std::string flag_constant = "SKILL_CAST_" + flag;
  21785. int64 constant;
  21786. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21787. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21788. return 0;
  21789. }
  21790. bool active;
  21791. if (!this->asBool(castNode, flag, active))
  21792. return 0;
  21793. if (active)
  21794. skill->castnodex |= constant;
  21795. else
  21796. skill->castnodex &= ~constant;
  21797. }
  21798. }
  21799. if (this->nodeExists(node, "CastDelayFlags")) {
  21800. const auto& castNode = node["CastDelayFlags"];
  21801. for (const auto& it : castNode) {
  21802. std::string flag;
  21803. c4::from_chars(it.key(), &flag);
  21804. std::string flag_constant = "SKILL_CAST_" + flag;
  21805. int64 constant;
  21806. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21807. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21808. return 0;
  21809. }
  21810. bool active;
  21811. if (!this->asBool(castNode, flag, active))
  21812. return 0;
  21813. if (active)
  21814. skill->delaynodex |= constant;
  21815. else
  21816. skill->delaynodex &= ~constant;
  21817. }
  21818. }
  21819. if (this->nodeExists(node, "Requires")) {
  21820. const auto& requireNode = node["Requires"];
  21821. if (this->nodeExists(requireNode, "HpCost")) {
  21822. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21823. return 0;
  21824. } else {
  21825. if (!exists)
  21826. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21827. }
  21828. if (this->nodeExists(requireNode, "SpCost")) {
  21829. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21830. return 0;
  21831. } else {
  21832. if (!exists)
  21833. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21834. }
  21835. if (this->nodeExists(requireNode, "ApCost")) {
  21836. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21837. return 0;
  21838. } else {
  21839. if (!exists)
  21840. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21841. }
  21842. if (this->nodeExists(requireNode, "HpRateCost")) {
  21843. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21844. return 0;
  21845. } else {
  21846. if (!exists)
  21847. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21848. }
  21849. if (this->nodeExists(requireNode, "SpRateCost")) {
  21850. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21851. return 0;
  21852. } else {
  21853. if (!exists)
  21854. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21855. }
  21856. if (this->nodeExists(requireNode, "ApRateCost")) {
  21857. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21858. return 0;
  21859. } else {
  21860. if (!exists)
  21861. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21862. }
  21863. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21864. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21865. return 0;
  21866. } else {
  21867. if (!exists)
  21868. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21869. }
  21870. if (this->nodeExists(requireNode, "ZenyCost")) {
  21871. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21872. return 0;
  21873. } else {
  21874. if (!exists)
  21875. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21876. }
  21877. if (this->nodeExists(requireNode, "Weapon")) {
  21878. const auto& weaponNode = requireNode["Weapon"];
  21879. if (this->nodeExists(weaponNode, "All")) {
  21880. bool active;
  21881. if (!this->asBool(weaponNode, "All", active))
  21882. return 0;
  21883. if (active)
  21884. skill->require.weapon = 0;
  21885. } else {
  21886. for (const auto& it : weaponNode) {
  21887. std::string weapon;
  21888. c4::from_chars(it.key(), &weapon);
  21889. std::string weapon_constant = "W_" + weapon;
  21890. int64 constant;
  21891. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21892. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21893. return 0;
  21894. }
  21895. bool active;
  21896. if (!this->asBool(weaponNode, weapon, active))
  21897. return 0;
  21898. if (active)
  21899. skill->require.weapon |= 1 << constant;
  21900. else
  21901. skill->require.weapon &= ~(1 << constant);
  21902. }
  21903. }
  21904. } else {
  21905. if (!exists)
  21906. skill->require.weapon = 0;
  21907. }
  21908. if (this->nodeExists(requireNode, "Ammo")) {
  21909. const auto& ammoNode = requireNode["Ammo"];
  21910. if (this->nodeExists(ammoNode, "None")) {
  21911. bool active;
  21912. if (!this->asBool(ammoNode, "None", active))
  21913. return 0;
  21914. if (active)
  21915. skill->require.ammo = 0;
  21916. } else {
  21917. for (const auto& it : ammoNode) {
  21918. std::string ammo;
  21919. c4::from_chars(it.key(), &ammo);
  21920. std::string ammo_constant = "AMMO_" + ammo;
  21921. int64 constant;
  21922. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21923. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21924. return 0;
  21925. }
  21926. bool active;
  21927. if (!this->asBool(ammoNode, ammo, active))
  21928. return 0;
  21929. if (active)
  21930. skill->require.ammo |= 1 << constant;
  21931. else
  21932. skill->require.ammo &= ~(1 << constant);
  21933. }
  21934. }
  21935. } else {
  21936. if (!exists)
  21937. skill->require.ammo = 0;
  21938. }
  21939. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21940. if (skill->require.ammo == 0) {
  21941. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21942. return 0;
  21943. }
  21944. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21945. return 0;
  21946. } else {
  21947. if (!exists)
  21948. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21949. }
  21950. if (this->nodeExists(requireNode, "State")) {
  21951. std::string state;
  21952. if (!this->asString(requireNode, "State", state))
  21953. return 0;
  21954. std::string state_constant = "ST_" + state;
  21955. int64 constant;
  21956. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21957. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21958. return 0;
  21959. }
  21960. skill->require.state = static_cast<int32>(constant);
  21961. }
  21962. if (this->nodeExists(requireNode, "Status")) {
  21963. const auto& statusNode = requireNode["Status"];
  21964. for (const auto& it : statusNode) {
  21965. std::string status;
  21966. c4::from_chars(it.key(), &status);
  21967. std::string status_constant = "SC_" + status;
  21968. int64 constant;
  21969. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21970. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21971. return 0;
  21972. }
  21973. bool active;
  21974. if (!this->asBool(statusNode, status, active))
  21975. return 0;
  21976. auto status_exists = util::vector_get(skill->require.status, constant);
  21977. if (active && status_exists == skill->require.status.end())
  21978. skill->require.status.push_back(static_cast<sc_type>(constant));
  21979. else if (!active && status_exists != skill->require.status.end())
  21980. skill->require.status.erase(status_exists);
  21981. }
  21982. }
  21983. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21984. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21985. return 0;
  21986. } else {
  21987. if (!exists)
  21988. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21989. }
  21990. if (this->nodeExists(requireNode, "ItemCost")) {
  21991. const auto itemNode = requireNode["ItemCost"];
  21992. int32 count = 0;
  21993. for (const auto& it : itemNode) {
  21994. std::string item_name;
  21995. if (!this->asString(it, "Item", item_name))
  21996. continue;
  21997. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21998. if (item == nullptr) {
  21999. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22000. return 0;
  22001. }
  22002. int32 amount;
  22003. if (!this->asInt32(it, "Amount", amount))
  22004. continue;
  22005. if (this->nodeExists(it, "Level")) {
  22006. uint16 cost_level;
  22007. if (!this->asUInt16(it, "Level", cost_level))
  22008. continue;
  22009. if (cost_level < 1 || cost_level > skill->max) {
  22010. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22011. return 0;
  22012. }
  22013. count = cost_level - 1;
  22014. if (!skill->require.itemid_level_dependent)
  22015. skill->require.itemid_level_dependent = true;
  22016. }
  22017. skill->require.itemid[count] = item->nameid;
  22018. skill->require.amount[count] = amount;
  22019. count++;
  22020. }
  22021. }
  22022. if (this->nodeExists(requireNode, "Equipment")) {
  22023. const auto& equipNode = requireNode["Equipment"];
  22024. for (const auto& it : equipNode) {
  22025. std::string item_name;
  22026. c4::from_chars(it.key(), &item_name);
  22027. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22028. if (item == nullptr) {
  22029. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22030. return 0;
  22031. }
  22032. bool active;
  22033. if (!this->asBool(equipNode, item_name, active))
  22034. return 0;
  22035. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22036. if (active && equip_exists == skill->require.eqItem.end())
  22037. skill->require.eqItem.push_back(item->nameid);
  22038. else if (!active && equip_exists != skill->require.eqItem.end())
  22039. skill->require.eqItem.erase(equip_exists);
  22040. }
  22041. }
  22042. }
  22043. if (this->nodeExists(node, "GiveAp")) {
  22044. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22045. return 0;
  22046. } else {
  22047. if (!exists)
  22048. memset(skill->giveap, 0, sizeof(skill->giveap));
  22049. }
  22050. if (this->nodeExists(node, "Unit")) {
  22051. const auto& unitNode = node["Unit"];
  22052. if (this->nodeExists(unitNode, "Id")) {
  22053. std::string unit;
  22054. if (!this->asString(unitNode, "Id", unit))
  22055. return 0;
  22056. std::string unit_constant = "UNT_" + unit;
  22057. int64 constant;
  22058. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22059. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22060. return 0;
  22061. }
  22062. skill->unit_id = static_cast<uint16>(constant);
  22063. } else {
  22064. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22065. return 0;
  22066. }
  22067. if (this->nodeExists(unitNode, "AlternateId")) {
  22068. std::string unit;
  22069. if (!this->asString(unitNode, "AlternateId", unit))
  22070. return 0;
  22071. std::string unit_constant = "UNT_" + unit;
  22072. int64 constant;
  22073. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22074. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22075. return 0;
  22076. }
  22077. skill->unit_id2 = static_cast<uint16>(constant);
  22078. } else {
  22079. if (!exists)
  22080. skill->unit_id2 = 0;
  22081. }
  22082. if (this->nodeExists(unitNode, "Layout")) {
  22083. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22084. return 0;
  22085. } else {
  22086. if (!exists)
  22087. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22088. }
  22089. if (this->nodeExists(unitNode, "Range")) {
  22090. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22091. return 0;
  22092. } else {
  22093. if (!exists)
  22094. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22095. }
  22096. if (this->nodeExists(unitNode, "Interval")) {
  22097. int16 interval;
  22098. if (!this->asInt16(unitNode, "Interval", interval))
  22099. return 0;
  22100. skill->unit_interval = interval;
  22101. } else {
  22102. if (!exists)
  22103. skill->unit_interval = 0;
  22104. }
  22105. if (this->nodeExists(unitNode, "Target")) {
  22106. std::string target;
  22107. if (!this->asString(unitNode, "Target", target))
  22108. return 0;
  22109. std::string target_constant = "BCT_" + target;
  22110. int64 constant;
  22111. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22112. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22113. return 0;
  22114. }
  22115. skill->unit_target = static_cast<int32>(constant);
  22116. } else {
  22117. if (!exists)
  22118. skill->unit_target = BCT_ALL;
  22119. }
  22120. if (this->nodeExists(unitNode, "Flag")) {
  22121. const auto& flagNode = unitNode["Flag"];
  22122. for (const auto& it : flagNode) {
  22123. std::string flag;
  22124. c4::from_chars(it.key(), &flag);
  22125. std::string flag_constant = "UF_" + flag;
  22126. int64 constant;
  22127. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22128. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22129. return 0;
  22130. }
  22131. bool active;
  22132. if (!this->asBool(flagNode, flag, active))
  22133. return 0;
  22134. if (active)
  22135. skill->unit_flag.set(static_cast<uint8>(constant));
  22136. else
  22137. skill->unit_flag.reset(static_cast<uint8>(constant));
  22138. }
  22139. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22140. skill->unit_target = BCT_NOENEMY;
  22141. // By default, target just characters.
  22142. skill->unit_target |= BL_CHAR;
  22143. if (skill->unit_flag[UF_NOPC])
  22144. skill->unit_target &= ~BL_PC;
  22145. if (skill->unit_flag[UF_NOMOB])
  22146. skill->unit_target &= ~BL_MOB;
  22147. if (skill->unit_flag[UF_SKILL])
  22148. skill->unit_target |= BL_SKILL;
  22149. } else {
  22150. if (!exists){
  22151. skill->unit_flag = UF_NONE;
  22152. // By default, target just characters.
  22153. skill->unit_target |= BL_CHAR;
  22154. }
  22155. }
  22156. }
  22157. if (this->nodeExists(node, "Status")) {
  22158. std::string status;
  22159. if (!this->asString(node, "Status", status))
  22160. return 0;
  22161. std::string status_constant = "SC_" + status;
  22162. int64 constant;
  22163. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22164. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22165. return 0;
  22166. }
  22167. if (constant < SC_NONE || constant >= SC_MAX) {
  22168. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22169. constant = SC_NONE;
  22170. }
  22171. skill->sc = static_cast<sc_type>(constant);
  22172. } else {
  22173. if (!exists)
  22174. skill->sc = SC_NONE;
  22175. }
  22176. if (!exists) {
  22177. this->put(skill_id, skill);
  22178. this->skilldb_id2idx[skill_id] = this->skill_num;
  22179. this->skill_num++;
  22180. }
  22181. return 1;
  22182. }
  22183. void SkillDatabase::clear() {
  22184. TypesafeCachedYamlDatabase::clear();
  22185. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22186. this->skill_num = 1;
  22187. }
  22188. void SkillDatabase::loadingFinished(){
  22189. if( this->skill_num > MAX_SKILL ){
  22190. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22191. }
  22192. TypesafeCachedYamlDatabase::loadingFinished();
  22193. }
  22194. /**
  22195. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22196. * @param skill_id
  22197. * @param silent If Skill is undefined, show error message!
  22198. * @return Skill Index or 0 if not found/unset
  22199. **/
  22200. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22201. uint16 idx = this->skilldb_id2idx[skill_id];
  22202. if( idx == 0 && skill_id != 0 && !silent ){
  22203. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22204. }
  22205. return idx;
  22206. }
  22207. SkillDatabase skill_db;
  22208. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22209. return std::string(db_path) + "/spellbook_db.yml";
  22210. }
  22211. /**
  22212. * Reads and parses an entry from the spellbook_db.
  22213. * @param node: YAML node containing the entry.
  22214. * @return count of successfully parsed rows
  22215. */
  22216. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22217. std::string skill_name;
  22218. if (!this->asString(node, "Skill", skill_name))
  22219. return 0;
  22220. uint16 skill_id = skill_name2id(skill_name.c_str());
  22221. if (skill_id == 0) {
  22222. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22223. return 0;
  22224. }
  22225. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22226. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22227. return 0;
  22228. }
  22229. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22230. bool exists = spell != nullptr;
  22231. if (!exists) {
  22232. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22233. return 0;
  22234. spell = std::make_shared<s_skill_spellbook_db>();
  22235. spell->skill_id = skill_id;
  22236. }
  22237. if (this->nodeExists(node, "Book")) {
  22238. std::string book_name;
  22239. if (!this->asString(node, "Book", book_name))
  22240. return 0;
  22241. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22242. if (item == nullptr) {
  22243. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22244. return 0;
  22245. }
  22246. spell->nameid = item->nameid;
  22247. }
  22248. if (this->nodeExists(node, "PreservePoints")) {
  22249. uint16 points;
  22250. if (!this->asUInt16(node, "PreservePoints", points))
  22251. return 0;
  22252. spell->points = points;
  22253. }
  22254. if (!exists)
  22255. this->put(skill_id, spell);
  22256. return 1;
  22257. }
  22258. /**
  22259. * Check if the specified item is available in the spellbook_db or not
  22260. * @param nameid: Book Item ID
  22261. * @return Spell data or nullptr otherwise
  22262. */
  22263. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22264. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22265. return nullptr;
  22266. for (const auto &spell : reading_spellbook_db) {
  22267. if (spell.second->nameid == nameid)
  22268. return spell.second;
  22269. }
  22270. return nullptr;
  22271. }
  22272. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22273. return std::string(db_path) + "/magicmushroom_db.yml";
  22274. }
  22275. /**
  22276. * Reads and parses an entry from the magicmushroom_db.
  22277. * @param node: YAML node containing the entry.
  22278. * @return count of successfully parsed rows
  22279. */
  22280. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22281. std::string skill_name;
  22282. if (!this->asString(node, "Skill", skill_name))
  22283. return 0;
  22284. uint16 skill_id = skill_name2id(skill_name.c_str());
  22285. if (!skill_id) {
  22286. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22287. return 0;
  22288. }
  22289. if (!skill_get_inf(skill_id)) {
  22290. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22291. return 0;
  22292. }
  22293. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22294. bool exists = mushroom != nullptr;
  22295. if (!exists) {
  22296. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22297. mushroom->skill_id = skill_id;
  22298. this->put(skill_id, mushroom);
  22299. }
  22300. return 1;
  22301. }
  22302. /** Reads skill no cast db
  22303. * Structure: SkillID,Flag
  22304. */
  22305. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22306. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22307. if (!skill)
  22308. return false;
  22309. skill->nocast |= atoi(split[1]);
  22310. return true;
  22311. }
  22312. /** Reads Produce db
  22313. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22314. */
  22315. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22316. unsigned short x, y;
  22317. unsigned short id = atoi(split[0]);
  22318. t_itemid nameid = 0;
  22319. bool found = false;
  22320. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22321. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22322. return false;
  22323. }
  22324. // Clear previous data, for importing support
  22325. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22326. // Import just for clearing/disabling from original data
  22327. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22328. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22329. return true;
  22330. }
  22331. if (!item_db.exists(nameid)) {
  22332. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22333. return false;
  22334. }
  22335. skill_produce_db[id].nameid = nameid;
  22336. skill_produce_db[id].itemlv = atoi(split[2]);
  22337. skill_produce_db[id].req_skill = atoi(split[3]);
  22338. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22339. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22340. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22341. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22342. }
  22343. if (!found)
  22344. skill_produce_count++;
  22345. return true;
  22346. }
  22347. const std::string SkillArrowDatabase::getDefaultLocation() {
  22348. return std::string(db_path) + "/create_arrow_db.yml";
  22349. }
  22350. /**
  22351. * Reads and parses an entry from the create_arrow_db.
  22352. * @param node: YAML node containing the entry.
  22353. * @return count of successfully parsed rows
  22354. */
  22355. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22356. std::string source_name;
  22357. if (!this->asString(node, "Source", source_name))
  22358. return 0;
  22359. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22360. if (item == nullptr) {
  22361. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22362. return 0;
  22363. }
  22364. t_itemid nameid = item->nameid;
  22365. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22366. bool exists = arrow != nullptr;
  22367. if (!exists) {
  22368. arrow = std::make_shared<s_skill_arrow_db>();
  22369. arrow->nameid = nameid;
  22370. }
  22371. const auto& MakeNode = node["Make"];
  22372. for (const auto &it : MakeNode) {
  22373. std::string item_name;
  22374. if (!this->asString(it, "Item", item_name))
  22375. return 0;
  22376. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22377. if (item == nullptr) {
  22378. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22379. return 0;
  22380. }
  22381. uint16 amount;
  22382. if (!this->asUInt16(it, "Amount", amount))
  22383. return 0;
  22384. if (amount == 0) {
  22385. if (arrow->created.erase(item->nameid) == 0)
  22386. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22387. continue;
  22388. }
  22389. if (amount > MAX_AMOUNT) {
  22390. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22391. continue;
  22392. }
  22393. arrow->created[item->nameid] = amount;
  22394. }
  22395. if (!exists)
  22396. this->put(nameid, arrow);
  22397. return 1;
  22398. }
  22399. const std::string AbraDatabase::getDefaultLocation() {
  22400. return std::string(db_path) + "/abra_db.yml";
  22401. }
  22402. /**
  22403. * Reads and parses an entry from the abra_db.
  22404. * @param node: YAML node containing the entry.
  22405. * @return count of successfully parsed rows
  22406. */
  22407. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22408. std::string skill_name;
  22409. if (!this->asString(node, "Skill", skill_name))
  22410. return 0;
  22411. uint16 skill_id = skill_name2id(skill_name.c_str());
  22412. if (!skill_id) {
  22413. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22414. return 0;
  22415. }
  22416. if (!skill_get_inf(skill_id)) {
  22417. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22418. return 0;
  22419. }
  22420. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22421. bool exists = abra != nullptr;
  22422. if (!exists) {
  22423. abra = std::make_shared<s_skill_abra_db>();
  22424. abra->skill_id = skill_id;
  22425. }
  22426. if (this->nodeExists(node, "Probability")) {
  22427. const auto& probNode = node["Probability"];
  22428. uint16 probability;
  22429. if (!probNode.is_seq()) {
  22430. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22431. return 0;
  22432. abra->per.fill(probability);
  22433. } else {
  22434. abra->per.fill(0);
  22435. for (const auto& it : probNode) {
  22436. uint16 skill_lv;
  22437. if (!this->asUInt16(it, "Level", skill_lv))
  22438. continue;
  22439. if (skill_lv > MAX_SKILL_LEVEL) {
  22440. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22441. return 0;
  22442. }
  22443. if (!this->asUInt16Rate(it, "Probability", probability))
  22444. continue;
  22445. abra->per[skill_lv - 1] = probability;
  22446. }
  22447. }
  22448. } else {
  22449. if (!exists)
  22450. abra->per.fill(500);
  22451. }
  22452. if (!exists)
  22453. this->put(skill_id, abra);
  22454. return 1;
  22455. }
  22456. /** Reads change material db
  22457. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22458. */
  22459. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22460. uint16 id = atoi(split[0]);
  22461. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22462. short rate = atoi(split[2]);
  22463. bool found = false;
  22464. int x, y;
  22465. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22466. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22467. return false;
  22468. }
  22469. // Clear previous data, for importing support
  22470. if (skill_changematerial_db[id].nameid > 0) {
  22471. found = true;
  22472. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22473. }
  22474. // Import just for clearing/disabling from original data
  22475. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22476. if (nameid == 0) {
  22477. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22478. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22479. return true;
  22480. }
  22481. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22482. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22483. if (skill_produce_db[x].nameid == nameid)
  22484. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22485. break;
  22486. }
  22487. if (x >= MAX_SKILL_PRODUCE_DB) {
  22488. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22489. return false;
  22490. }
  22491. skill_changematerial_db[id].nameid = nameid;
  22492. skill_changematerial_db[id].rate = rate;
  22493. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22494. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22495. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22496. }
  22497. if (!found)
  22498. skill_changematerial_count++;
  22499. return true;
  22500. }
  22501. /**
  22502. * Reads skill damage adjustment
  22503. * @author [Lilith]
  22504. */
  22505. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22506. int64 caster_tmp;
  22507. uint16 id;
  22508. int caster, value;
  22509. char *result;
  22510. trim(split[0]);
  22511. if (ISDIGIT(split[0][0])) {
  22512. value = strtol(split[0], &result, 10);
  22513. if (*result) {
  22514. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22515. return false;
  22516. }
  22517. id = value;
  22518. } else
  22519. id = skill_name2id(split[0]);
  22520. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22521. if (!skill)
  22522. return false;
  22523. skill->damage = {};
  22524. trim(split[1]);
  22525. if (ISDIGIT(split[1][0])) {
  22526. value = strtol(split[1], &result, 10);
  22527. if (*result) {
  22528. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22529. return false;
  22530. }
  22531. caster = value;
  22532. } else { // Try to parse caster as constant
  22533. if (!script_get_constant(split[1], &caster_tmp)) {
  22534. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22535. return false;
  22536. }
  22537. caster = static_cast<uint16>(caster_tmp);
  22538. }
  22539. skill->damage.caster |= caster;
  22540. value = strtol(split[2], &result, 10);
  22541. if (*result) {
  22542. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22543. return false;
  22544. }
  22545. skill->damage.map |= value;
  22546. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22547. value = strtol(split[offset], &result, 10);
  22548. if (*result && *result != ' ') {
  22549. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22550. value = 0;
  22551. }
  22552. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22553. }
  22554. return true;
  22555. }
  22556. /** Reads skill database files */
  22557. static void skill_readdb(void) {
  22558. int i;
  22559. const char* dbsubpath[] = {
  22560. "",
  22561. "/" DBIMPORT,
  22562. //add other path here
  22563. };
  22564. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22565. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22566. skill_produce_count = skill_changematerial_count = 0;
  22567. skill_db.load();
  22568. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22569. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22570. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22571. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22572. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22573. if (i == 0) {
  22574. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22575. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22576. } else {
  22577. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22578. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22579. }
  22580. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22581. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22582. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22583. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22584. aFree(dbsubpath1);
  22585. aFree(dbsubpath2);
  22586. }
  22587. abra_db.load();
  22588. magic_mushroom_db.load();
  22589. reading_spellbook_db.load();
  22590. skill_arrow_db.load();
  22591. skill_init_unit_layout();
  22592. skill_init_nounit_layout();
  22593. }
  22594. void skill_reload (void) {
  22595. skill_db.clear();
  22596. abra_db.clear();
  22597. magic_mushroom_db.clear();
  22598. reading_spellbook_db.clear();
  22599. skill_arrow_db.clear();
  22600. skill_readdb();
  22601. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22602. s_mapiterator *iter = mapit_getallusers();
  22603. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22604. pc_validate_skill(sd);
  22605. clif_skillinfoblock(sd);
  22606. }
  22607. mapit_free(iter);
  22608. }
  22609. /*==========================================
  22610. *
  22611. *------------------------------------------*/
  22612. void do_init_skill(void)
  22613. {
  22614. skill_readdb();
  22615. skillunit_db = idb_alloc(DB_OPT_BASE);
  22616. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22617. bowling_db = idb_alloc(DB_OPT_BASE);
  22618. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22619. ers_chunk_size(skill_timer_ers, 150);
  22620. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22621. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22622. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22623. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22624. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22625. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22626. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22627. }
  22628. void do_final_skill(void)
  22629. {
  22630. skill_db.clear();
  22631. abra_db.clear();
  22632. magic_mushroom_db.clear();
  22633. reading_spellbook_db.clear();
  22634. skill_arrow_db.clear();
  22635. db_destroy(skillunit_db);
  22636. db_destroy(skillusave_db);
  22637. db_destroy(bowling_db);
  22638. ers_destroy(skill_timer_ers);
  22639. }