skill.cpp 725 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <string.h>
  7. #include <time.h>
  8. #include <math.h>
  9. #include "../common/cbasetypes.h"
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/malloc.h"
  13. #include "../common/random.h"
  14. #include "../common/showmsg.h"
  15. #include "../common/strlib.h"
  16. #include "../common/utils.h"
  17. #include "../common/ers.h"
  18. #include "map.hpp"
  19. #include "path.hpp"
  20. #include "clif.hpp"
  21. #include "pc.hpp"
  22. #include "status.hpp"
  23. #include "pet.hpp"
  24. #include "homunculus.hpp"
  25. #include "mercenary.hpp"
  26. #include "elemental.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "battle.hpp"
  30. #include "battleground.hpp"
  31. #include "party.hpp"
  32. #include "itemdb.hpp"
  33. #include "script.hpp"
  34. #include "intif.hpp"
  35. #include "log.hpp"
  36. #include "chrif.hpp"
  37. #include "guild.hpp"
  38. #include "date.hpp"
  39. #include "unit.hpp"
  40. #include "achievement.hpp"
  41. #include "pc_groups.hpp"
  42. #define SKILLUNITTIMER_INTERVAL 100
  43. #define TIMERSKILL_INTERVAL 150
  44. // ranges reserved for mapping skill ids to skilldb offsets
  45. #define HM_SKILLRANGEMIN 700
  46. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  47. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  48. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  49. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  50. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  51. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  52. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  53. #if GD_SKILLRANGEMAX > 999
  54. #error GD_SKILLRANGEMAX is greater than 999
  55. #endif
  56. DBMap* skilldb_name2id = NULL;
  57. static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  58. struct s_skill_db **skill_db; /// Skill DB
  59. static uint16 skill_num; /// Skill count, also as last index
  60. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  61. static uint16 skill_db_create(uint16 skill_id);
  62. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  63. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  64. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  65. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  66. /**
  67. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  68. */
  69. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  70. struct skill_usave {
  71. uint16 skill_id, skill_lv;
  72. };
  73. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  74. static unsigned short skill_produce_count;
  75. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  76. static unsigned short skill_arrow_count;
  77. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  78. unsigned short skill_abra_count;
  79. struct s_skill_improvise_db {
  80. uint16 skill_id;
  81. unsigned short per;//1-10000
  82. };
  83. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  84. static unsigned short skill_improvise_count;
  85. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  86. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  87. struct s_skill_changematerial_db {
  88. unsigned short nameid;
  89. unsigned short rate;
  90. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  91. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  94. static unsigned short skill_changematerial_count;
  95. //Warlock
  96. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  97. unsigned short skill_spellbook_count;
  98. //Guillotine Cross
  99. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  100. unsigned short skill_magicmushroom_count;
  101. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  102. int firewall_unit_pos;
  103. int icewall_unit_pos;
  104. int earthstrain_unit_pos;
  105. int firerain_unit_pos;
  106. int wallofthorn_unit_pos;
  107. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  108. int overbrand_nounit_pos;
  109. int overbrand_brandish_nounit_pos;
  110. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  111. //Early declaration
  112. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  113. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  114. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  115. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  116. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  117. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  118. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  119. // Use this function for splash skills that can't hit icewall when cast by players
  120. static inline int splash_target(struct block_list* bl) {
  121. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = skilldb_id2idx[skill_id];
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
  203. int a__ = (arrvar)[idx-2];\
  204. int b__ = (arrvar)[idx-1];\
  205. int c__ = (arrvar)[idx];\
  206. return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
  207. }\
  208. return ((arrvar)[idx]);\
  209. } while(0)
  210. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  211. // Skill DB
  212. enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_chk(&skill_id); if (!skill_id) return DMG_NORMAL; return static_cast<e_damage_type>(skill_db[skill_id]->hit); }
  213. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  214. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  215. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  216. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  217. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  218. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  219. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  220. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  221. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  222. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  223. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  224. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  225. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  226. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  227. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  228. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  229. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  230. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  231. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  232. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  233. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  234. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  235. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  236. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  237. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  238. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  239. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  240. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  241. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  242. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  243. #ifdef RENEWAL_CAST
  244. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  245. #endif
  246. // Skill requirements
  247. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  248. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  249. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  250. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  251. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  252. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  253. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  254. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  255. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  256. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  257. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  258. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  259. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  260. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  261. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  262. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  263. int splash = skill_get_splash_(skill_id, skill_lv);
  264. if (splash < 0)
  265. return AREA_SIZE;
  266. return splash;
  267. }
  268. int skill_tree_get_max(uint16 skill_id, int b_class)
  269. {
  270. int i;
  271. b_class = pc_class2idx(b_class);
  272. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  273. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  274. return skill_tree[b_class][i].skill_lv;
  275. else
  276. return skill_get_max(skill_id);
  277. }
  278. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  279. int skill_attack_area(struct block_list *bl,va_list ap);
  280. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  281. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  282. int skill_greed(struct block_list *bl, va_list ap);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. static int skill_mob_releasetarget(struct block_list *bl, va_list ap);
  291. int skill_get_casttype (uint16 skill_id) {
  292. int inf = skill_get_inf(skill_id);
  293. if (inf&(INF_GROUND_SKILL))
  294. return CAST_GROUND;
  295. if (inf&INF_SUPPORT_SKILL)
  296. return CAST_NODAMAGE;
  297. if (inf&INF_SELF_SKILL) {
  298. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  299. return CAST_DAMAGE; //Combo skill.
  300. return CAST_NODAMAGE;
  301. }
  302. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  303. return CAST_NODAMAGE;
  304. return CAST_DAMAGE;
  305. }
  306. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  307. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  308. int range, inf3=0;
  309. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  310. return 9; //Mobs have a range of 9 regardless of skill used.
  311. range = skill_get_range(skill_id, skill_lv);
  312. if( range < 0 ) {
  313. if( battle_config.use_weapon_skill_range&bl->type )
  314. return status_get_range(bl);
  315. range *=-1;
  316. }
  317. if (isServer && range > 14) {
  318. range = 14; // Server-sided base range can't be above 14
  319. }
  320. inf3 = skill_get_inf3(skill_id);
  321. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  322. if( bl->type == BL_PC ) {
  323. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  324. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  325. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  326. } else
  327. range += battle_config.mob_eye_range_bonus;
  328. }
  329. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  330. if( bl->type == BL_PC ) {
  331. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  332. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  333. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_SV_ROOTTWIST_ATK:
  383. return SU_SV_ROOTTWIST;
  384. }
  385. return skill_id;
  386. }
  387. /**
  388. * Calculates heal value of skill's effect
  389. * @param src: Unit casting heal
  390. * @param target: Target of src
  391. * @param skill_id: Skill ID used
  392. * @param skill_lv: Skill Level used
  393. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  394. * @return modified heal value
  395. */
  396. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  397. int skill, hp = 0, hp_bonus = 0;
  398. double global_bonus = 1;
  399. struct map_session_data *sd = BL_CAST(BL_PC, src);
  400. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  401. struct status_change *sc, *tsc;
  402. sc = status_get_sc(src);
  403. tsc = status_get_sc(target);
  404. switch( skill_id ) {
  405. case BA_APPLEIDUN:
  406. #ifdef RENEWAL
  407. hp = 100 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  408. #else
  409. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  410. #endif
  411. if (sd)
  412. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  413. break;
  414. case PR_SANCTUARY:
  415. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  416. break;
  417. case NPC_EVILLAND:
  418. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  419. break;
  420. case AB_HIGHNESSHEAL:
  421. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  422. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  423. hp_bonus += skill * 2;
  424. break;
  425. case SU_FRESHSHRIMP:
  426. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  427. break;
  428. case SU_BUNCHOFSHRIMP:
  429. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  430. break;
  431. default:
  432. if (skill_lv >= battle_config.max_heal_lv)
  433. return battle_config.max_heal;
  434. #ifdef RENEWAL
  435. /**
  436. * Renewal Heal Formula
  437. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  438. */
  439. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  440. #else
  441. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  442. #endif
  443. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  444. hp_bonus += skill * 2;
  445. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  446. hp_bonus += skill * 2;
  447. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  448. hp *= 2;
  449. break;
  450. }
  451. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  452. hp >>= 1;
  453. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  454. hp_bonus += 10;
  455. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  456. hp_bonus += 20;
  457. }
  458. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  459. hp_bonus += skill;
  460. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  461. hp_bonus += skill;
  462. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  463. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  464. if (tsc && tsc->count) {
  465. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  466. if (tsc->data[SC_INCHEALRATE])
  467. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  468. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  469. hp_bonus += tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1;
  470. }
  471. }
  472. if (hp_bonus)
  473. hp += hp * hp_bonus / 100;
  474. #ifdef RENEWAL
  475. // MATK part of the RE heal formula [malufett]
  476. // Note: in this part matk bonuses from items or skills are not applied
  477. switch( skill_id ) {
  478. case BA_APPLEIDUN:
  479. case PR_SANCTUARY:
  480. case NPC_EVILLAND:
  481. break;
  482. default:
  483. {
  484. struct status_data *status = status_get_status_data(src);
  485. int min, max;
  486. min = max = status_base_matk(src, status, status_get_lv(src));
  487. if( status->rhw.matk > 0 ){
  488. int wMatk, variance;
  489. wMatk = status->rhw.matk;
  490. variance = wMatk * status->rhw.wlv / 10;
  491. min += wMatk - variance;
  492. max += wMatk + variance;
  493. }
  494. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  495. min = max;
  496. if( sd && sd->right_weapon.overrefine > 0 ){
  497. min++;
  498. max += sd->right_weapon.overrefine - 1;
  499. }
  500. if(max > min)
  501. hp += min+rnd()%(max-min);
  502. else
  503. hp += min;
  504. }
  505. }
  506. #endif
  507. // Global multipliers are applied after the MATK is applied
  508. if (tsc && tsc->count) {
  509. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  510. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  511. global_bonus *= 1.1f;
  512. }
  513. }
  514. if (skill_id == AB_HIGHNESSHEAL)
  515. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  516. if (heal && tsc && tsc->count) {
  517. uint8 penalty = 0;
  518. if (tsc->data[SC_CRITICALWOUND])
  519. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  520. if (tsc->data[SC_DEATHHURT])
  521. penalty += 20;
  522. if (tsc->data[SC_NORECOVER_STATE])
  523. penalty = 100;
  524. if (penalty > 0) {
  525. penalty = cap_value(penalty, 1, 100);
  526. global_bonus *= (100 - penalty) / 100.f;
  527. }
  528. }
  529. hp = (int)(hp * global_bonus);
  530. return (heal) ? max(1, hp) : hp;
  531. }
  532. /**
  533. * Making Plagiarism and Reproduce check their own function
  534. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  535. * @param sd: Player who will copy the skill
  536. * @param skill_id: Target skill
  537. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  538. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  539. */
  540. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  541. // Only copy skill that player doesn't have or the skill is old clone
  542. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  543. return 0;
  544. // Check if the skill is copyable by class
  545. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  546. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  547. while (1) {
  548. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  549. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  550. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  551. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  552. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  553. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  554. return 0;
  555. }
  556. }
  557. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  558. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  559. return 1;
  560. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  561. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  562. return 2;
  563. return 0;
  564. }
  565. /**
  566. * Check if the skill is ok to cast and when.
  567. * Done before check_condition_begin, requirement
  568. * @param skill_id: Skill ID that casted
  569. * @param sd: Player who casted
  570. * @return true: Skill cannot be used, false: otherwise
  571. * @author [MouseJstr]
  572. */
  573. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  574. {
  575. int16 idx,m;
  576. uint32 skill_nocast = 0;
  577. nullpo_retr(1,sd);
  578. m = sd->bl.m;
  579. idx = skill_get_index(skill_id);
  580. if (idx == 0)
  581. return true; // invalid skill id
  582. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  583. return false; // can do any damn thing they want
  584. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  585. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  586. if (map[m].flag.noskill)
  587. return true;
  588. // Epoque:
  589. // This code will compare the player's attack motion value which is influenced by ASPD before
  590. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  591. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  592. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  593. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  594. {// attempted to cast a skill before the attack motion has finished
  595. return true;
  596. }
  597. if (skill_blockpc_get(sd, skill_id) != -1){
  598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  599. return true;
  600. }
  601. /**
  602. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  603. * 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
  604. */
  605. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  606. return false;
  607. skill_nocast = skill_get_nocast(skill_id);
  608. // Check skill restrictions [Celest]
  609. if( (!map_flag_vs2(m) && skill_nocast&1) ||
  610. (map[m].flag.pvp && skill_nocast&2) ||
  611. (map_flag_gvg2_no_te(m) && skill_nocast&4) ||
  612. (map[m].flag.battleground && skill_nocast&8) ||
  613. (map_flag_gvg2_te(m) && skill_nocast&16) || // WOE:TE
  614. (map[m].flag.restricted && map[m].zone && skill_nocast&(8*map[m].zone)) ){
  615. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  616. return true;
  617. }
  618. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  619. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  620. switch (skill_id) {
  621. case AL_WARP:
  622. case RETURN_TO_ELDICASTES:
  623. case ALL_GUARDIAN_RECALL:
  624. case ECLAGE_RECALL:
  625. if(map[m].flag.nowarp) {
  626. clif_skill_teleportmessage(sd,0);
  627. return true;
  628. }
  629. return false;
  630. case AL_TELEPORT:
  631. case SC_FATALMENACE:
  632. case SC_DIMENSIONDOOR:
  633. case ALL_ODINS_RECALL:
  634. case WE_CALLALLFAMILY:
  635. if(map[m].flag.noteleport) {
  636. clif_skill_teleportmessage(sd,0);
  637. return true;
  638. }
  639. return false; // gonna be checked in 'skill_castend_nodamage_id'
  640. case WE_CALLPARTNER:
  641. case WE_CALLPARENT:
  642. case WE_CALLBABY:
  643. if (map[m].flag.nomemo) {
  644. clif_skill_teleportmessage(sd,1);
  645. return true;
  646. }
  647. break;
  648. case MC_VENDING:
  649. case ALL_BUYING_STORE:
  650. if( map[sd->bl.m].flag.novending ) {
  651. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  653. return true;
  654. }
  655. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  656. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  658. return true;
  659. }
  660. if( npc_isnear(&sd->bl) ) {
  661. // uncomment to send msg_txt.
  662. //char output[150];
  663. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  664. //clif_displaymessage(sd->fd, output);
  665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  666. return true;
  667. }
  668. case MC_IDENTIFY:
  669. return false; // always allowed
  670. case WZ_ICEWALL:
  671. // noicewall flag [Valaris]
  672. if (map[m].flag.noicewall) {
  673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  674. return true;
  675. }
  676. break;
  677. case GC_DARKILLUSION:
  678. if( map_flag_gvg2(m) ) {
  679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  680. return true;
  681. }
  682. break;
  683. case GD_EMERGENCYCALL:
  684. case GD_ITEMEMERGENCYCALL:
  685. if (
  686. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  687. !(battle_config.emergency_call&(map_flag_gvg2(m)?8:4)) ||
  688. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !(map[m].flag.gvg_castle || map[m].flag.gvg_te_castle))
  689. ) {
  690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  691. return true;
  692. }
  693. break;
  694. case WM_SIRCLEOFNATURE:
  695. case WM_SOUND_OF_DESTRUCTION:
  696. case WM_LULLABY_DEEPSLEEP:
  697. case WM_SATURDAY_NIGHT_FEVER:
  698. if( !map_flag_vs(m) ) {
  699. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  700. return true;
  701. }
  702. break;
  703. }
  704. return false;
  705. }
  706. /**
  707. * Check if the homunculus skill is ok to be processed
  708. * After checking from Homunculus side, also check the master condition
  709. * @param hd: Homunculus who casted
  710. * @param skill_id: Skill ID casted
  711. * @param skill_lv: Skill level casted
  712. * @return true: Skill cannot be used, false: otherwise
  713. */
  714. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  715. {
  716. uint16 idx = skill_get_index(skill_id);
  717. struct map_session_data *sd = NULL;
  718. struct status_change *sc;
  719. int8 spiritball = 0;
  720. nullpo_retr(true, hd);
  721. if (idx == 0)
  722. return true; // invalid skill id
  723. spiritball = skill_get_spiritball(skill_id, skill_lv);
  724. sd = hd->master;
  725. sc = status_get_sc(&hd->bl);
  726. if (!sd)
  727. return true;
  728. if (sc && !sc->count)
  729. sc = NULL;
  730. if (hd->blockskill[idx] > 0)
  731. return true;
  732. switch(skill_id) {
  733. case HFLI_SBR44:
  734. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  735. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  736. return true;
  737. }
  738. break;
  739. case HVAN_EXPLOSION:
  740. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  741. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  742. return true;
  743. }
  744. break;
  745. case MH_LIGHT_OF_REGENE: // Must be cordial
  746. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  747. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  748. return true;
  749. }
  750. break;
  751. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  752. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  753. return true;
  754. break;
  755. case MH_ANGRIFFS_MODUS:
  756. if (sc && sc->data[SC_GOLDENE_FERSE])
  757. return true;
  758. break;
  759. case MH_TINDER_BREAKER: // Must be in grappling mode
  760. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  761. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  762. return true;
  763. }
  764. break;
  765. case MH_SONIC_CRAW: // Must be in fighting mode
  766. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  767. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  768. return true;
  769. }
  770. break;
  771. case MH_SILVERVEIN_RUSH:
  772. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  773. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  774. return true;
  775. }
  776. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  777. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  778. return true;
  779. }
  780. break;
  781. case MH_MIDNIGHT_FRENZY:
  782. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  783. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  784. return true;
  785. }
  786. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  787. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  788. return true;
  789. }
  790. break;
  791. case MH_CBC:
  792. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  793. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  794. return true;
  795. }
  796. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  797. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  798. return true;
  799. }
  800. break;
  801. case MH_EQC:
  802. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  803. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  804. return true;
  805. }
  806. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  807. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  808. return true;
  809. }
  810. break;
  811. }
  812. if (spiritball) {
  813. if (hd->homunculus.spiritball < spiritball) {
  814. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  815. return true;
  816. }
  817. hom_delspiritball(hd, spiritball, 1);
  818. }
  819. //Use master's criteria.
  820. return skill_isNotOk(skill_id, hd->master);
  821. }
  822. /**
  823. * Check if the mercenary skill is ok to be processed
  824. * After checking from Homunculus side, also check the master condition
  825. * @param skill_id: Skill ID that casted
  826. * @param md: Mercenary who casted
  827. * @return true: Skill cannot be used, false: otherwise
  828. */
  829. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  830. {
  831. uint16 idx = skill_get_index(skill_id);
  832. nullpo_retr(1, md);
  833. if (!idx)
  834. return true; // Invalid Skill ID
  835. if (md->blockskill[idx] > 0)
  836. return true;
  837. return skill_isNotOk(skill_id, md->master);
  838. }
  839. /**
  840. * Check if the skill can be casted near NPC or not
  841. * @param src Object who casted
  842. * @param skill_id Skill ID that casted
  843. * @param skill_lv Skill Lv
  844. * @param pos_x Position x of the target
  845. * @param pos_y Position y of the target
  846. * @return true: Skill cannot be used, false: otherwise
  847. * @author [Cydh]
  848. */
  849. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  850. int inf;
  851. if (!src || !skill_get_index(skill_id))
  852. return false;
  853. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  854. return false;
  855. inf = skill_get_inf(skill_id);
  856. //if self skill
  857. if (inf&INF_SELF_SKILL) {
  858. pos_x = src->x;
  859. pos_y = src->y;
  860. }
  861. if (pos_x <= 0) pos_x = src->x;
  862. if (pos_y <= 0) pos_y = src->y;
  863. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  864. }
  865. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  866. {
  867. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  868. uint8 dir;
  869. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  870. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  871. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  872. }
  873. nullpo_retr(NULL, src);
  874. //Monsters sometimes deploy more units on level 10
  875. if (src->type == BL_MOB && skill_lv >= 10) {
  876. if (skill_id == WZ_WATERBALL)
  877. pos = 4; //9x9 Area
  878. }
  879. if (pos != -1) // simple single-definition layout
  880. return &skill_unit_layout[pos];
  881. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  882. if (skill_id == MG_FIREWALL)
  883. return &skill_unit_layout [firewall_unit_pos + dir];
  884. else if (skill_id == WZ_ICEWALL)
  885. return &skill_unit_layout [icewall_unit_pos + dir];
  886. else if( skill_id == WL_EARTHSTRAIN )
  887. return &skill_unit_layout [earthstrain_unit_pos + dir];
  888. else if( skill_id == RL_FIRE_RAIN )
  889. return &skill_unit_layout[firerain_unit_pos + dir];
  890. else if( skill_id == GN_WALLOFTHORN )
  891. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  892. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  893. return &skill_unit_layout[0]; // default 1x1 layout
  894. }
  895. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  896. {
  897. if( skill_id == LG_OVERBRAND )
  898. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  899. else if( skill_id == LG_OVERBRAND_BRANDISH )
  900. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  901. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  902. return &skill_nounit_layout[0];
  903. }
  904. /** Stores temporary values.
  905. * Common usages:
  906. * [0] holds number of targets in area
  907. * [1] holds the id of the original target
  908. * [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)
  909. */
  910. static int skill_area_temp[8];
  911. /*==========================================
  912. * Add effect to skill when hit succesfully target
  913. *------------------------------------------*/
  914. 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, unsigned int tick)
  915. {
  916. struct map_session_data *sd, *dstsd;
  917. struct mob_data *md, *dstmd;
  918. struct status_data *sstatus, *tstatus;
  919. struct status_change *sc, *tsc;
  920. enum sc_type status;
  921. int skill;
  922. int rate;
  923. nullpo_ret(src);
  924. nullpo_ret(bl);
  925. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  926. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  927. return 0;
  928. sd = BL_CAST(BL_PC, src);
  929. md = BL_CAST(BL_MOB, src);
  930. dstsd = BL_CAST(BL_PC, bl);
  931. dstmd = BL_CAST(BL_MOB, bl);
  932. sc = status_get_sc(src);
  933. tsc = status_get_sc(bl);
  934. sstatus = status_get_status_data(src);
  935. tstatus = status_get_status_data(bl);
  936. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  937. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  938. // Chance to trigger Taekwon kicks
  939. if (sc->data[SC_READYSTORM] &&
  940. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  941. 0, 2, 0,
  942. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  943. ; //Stance triggered
  944. else if (sc->data[SC_READYDOWN] &&
  945. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  946. 0, 2, 0,
  947. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  948. ; //Stance triggered
  949. else if (sc->data[SC_READYTURN] &&
  950. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  951. 0, 2, 0,
  952. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  953. ; //Stance triggered
  954. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  955. rate = 20;
  956. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  957. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  958. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  959. }
  960. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  961. 0, 2, 0,
  962. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  963. ; //Stance triggered
  964. }
  965. }
  966. if (!tsc) //skill additional effect is about adding effects to the target...
  967. //So if the target can't be inflicted with statuses, this is pointless.
  968. return 0;
  969. if( sd )
  970. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  971. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  972. // Trigger status effects
  973. enum sc_type type;
  974. uint8 i;
  975. unsigned int time = 0;
  976. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  977. rate = sd->addeff[i].rate;
  978. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  979. rate += sd->addeff[i].arrow_rate;
  980. if( !rate )
  981. continue;
  982. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  983. // Trigger has attack type consideration.
  984. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  985. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  986. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  987. ;
  988. else
  989. continue;
  990. }
  991. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  992. // Trigger has range consideration.
  993. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  994. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  995. continue; //Range Failed.
  996. }
  997. type = sd->addeff[i].sc;
  998. time = sd->addeff[i].duration;
  999. if (sd->addeff[i].flag&ATF_TARGET)
  1000. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1001. if (sd->addeff[i].flag&ATF_SELF)
  1002. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1003. }
  1004. }
  1005. if( skill_id ) {
  1006. // Trigger status effects on skills
  1007. enum sc_type type;
  1008. uint8 i;
  1009. unsigned int time = 0;
  1010. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  1011. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  1012. continue;
  1013. type = sd->addeff_onskill[i].sc;
  1014. time = sd->addeff_onskill[i].duration;
  1015. if( sd->addeff_onskill[i].target&ATF_TARGET )
  1016. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1017. if( sd->addeff_onskill[i].target&ATF_SELF )
  1018. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  1019. }
  1020. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1021. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1022. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1023. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1024. clif_emotion(bl,ET_HUK);
  1025. }
  1026. }
  1027. }
  1028. if( dmg_lv < ATK_DEF ) // no damage, return;
  1029. return 0;
  1030. switch(skill_id) {
  1031. case 0:
  1032. { // Normal attacks (no skill used)
  1033. if( attack_type&BF_SKILL )
  1034. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1035. if(sd) {
  1036. // Automatic trigger of Blitz Beat
  1037. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1038. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1039. rate=(sd->status.job_level+9)/10;
  1040. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1041. }
  1042. // Automatic trigger of Warg Strike [Jobbie]
  1043. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1044. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1045. // Gank
  1046. if(dstmd && sd->status.weapon != W_BOW &&
  1047. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1048. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1049. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1050. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1051. else
  1052. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1053. }
  1054. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1055. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1056. }
  1057. if (sc) {
  1058. struct status_change_entry *sce;
  1059. // Enchant Poison gives a chance to poison attacked enemies
  1060. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1061. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1062. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1063. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1064. if((sce=sc->data[SC_EDP]))
  1065. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1066. skill_get_time2(ASC_EDP,sce->val1));
  1067. }
  1068. }
  1069. break;
  1070. case SM_BASH:
  1071. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1072. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1073. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1074. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1075. }
  1076. break;
  1077. case MER_CRASH:
  1078. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1079. break;
  1080. case AS_VENOMKNIFE:
  1081. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1082. skill_lv = pc_checkskill(sd, TF_POISON);
  1083. case TF_POISON:
  1084. case AS_SPLASHER:
  1085. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1086. && sd && skill_id==TF_POISON
  1087. )
  1088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1089. break;
  1090. case AS_SONICBLOW:
  1091. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1092. break;
  1093. case WZ_FIREPILLAR:
  1094. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1095. break;
  1096. case MG_FROSTDIVER:
  1097. 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)
  1098. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1099. break;
  1100. case WZ_FROSTNOVA:
  1101. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1102. break;
  1103. case WZ_STORMGUST:
  1104. // Storm Gust counter was dropped in renewal
  1105. #ifdef RENEWAL
  1106. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1107. #else
  1108. //On third hit, there is a 150% to freeze the target
  1109. if(tsc->sg_counter >= 3 &&
  1110. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1111. tsc->sg_counter = 0;
  1112. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1113. else if( tsc->sg_counter > 250 )
  1114. tsc->sg_counter = 0;
  1115. #endif
  1116. break;
  1117. case WZ_METEOR:
  1118. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1119. break;
  1120. case WZ_VERMILION:
  1121. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1122. break;
  1123. case WZ_HEAVENDRIVE:
  1124. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1125. break;
  1126. case HT_FREEZINGTRAP:
  1127. case MA_FREEZINGTRAP:
  1128. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case HT_FLASHER:
  1131. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case HT_LANDMINE:
  1134. case MA_LANDMINE:
  1135. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1136. break;
  1137. case HT_SHOCKWAVE:
  1138. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1139. break;
  1140. case HT_SANDMAN:
  1141. case MA_SANDMAN:
  1142. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1143. break;
  1144. case TF_SPRINKLESAND:
  1145. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1146. break;
  1147. case TF_THROWSTONE:
  1148. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1149. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1150. break;
  1151. case NPC_DARKCROSS:
  1152. case CR_HOLYCROSS:
  1153. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1154. break;
  1155. case NPC_GRANDDARKNESS:
  1156. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1157. attack_type |= BF_WEAPON;
  1158. break;
  1159. case CR_GRANDCROSS:
  1160. //Chance to cause blind status vs demon and undead element, but not against players
  1161. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1162. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1163. attack_type |= BF_WEAPON;
  1164. break;
  1165. case AM_ACIDTERROR:
  1166. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1167. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1168. clif_emotion(bl,ET_HUK);
  1169. break;
  1170. case AM_DEMONSTRATION:
  1171. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1172. break;
  1173. case CR_SHIELDCHARGE:
  1174. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1175. break;
  1176. case PA_PRESSURE:
  1177. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1178. //Fall through
  1179. case HW_GRAVITATION:
  1180. //Pressure and Gravitation can trigger physical autospells
  1181. attack_type |= BF_NORMAL;
  1182. attack_type |= BF_WEAPON;
  1183. break;
  1184. case RG_RAID:
  1185. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1186. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1187. #ifdef RENEWAL
  1188. sc_start(src,bl,SC_RAID,100,7,5000);
  1189. break;
  1190. case RG_BACKSTAP:
  1191. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1192. #endif
  1193. break;
  1194. case BA_FROSTJOKER:
  1195. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case DC_SCREAM:
  1198. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1199. break;
  1200. case BD_LULLABY:
  1201. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1202. break;
  1203. case DC_UGLYDANCE:
  1204. rate = 5+5*skill_lv;
  1205. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1206. rate += 5+skill;
  1207. status_zap(bl, 0, rate);
  1208. break;
  1209. case SL_STUN:
  1210. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1211. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1212. break;
  1213. case NPC_PETRIFYATTACK:
  1214. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1215. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1216. skill_get_time2(skill_id,skill_lv));
  1217. break;
  1218. case NPC_CURSEATTACK:
  1219. case NPC_SLEEPATTACK:
  1220. case NPC_BLINDATTACK:
  1221. case NPC_POISON:
  1222. case NPC_SILENCEATTACK:
  1223. case NPC_STUNATTACK:
  1224. case NPC_BLEEDING:
  1225. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1226. break;
  1227. case NPC_ACIDBREATH:
  1228. case NPC_ICEBREATH:
  1229. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1230. break;
  1231. case NPC_MENTALBREAKER:
  1232. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1233. //equal to Matk*skLevel.
  1234. rate = sstatus->matk_min;
  1235. if (rate < sstatus->matk_max)
  1236. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1237. rate*=skill_lv;
  1238. status_zap(bl, 0, rate);
  1239. break;
  1240. }
  1241. // Equipment breaking monster skills [Celest]
  1242. case NPC_WEAPONBRAKER:
  1243. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1244. break;
  1245. case NPC_ARMORBRAKE:
  1246. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1247. break;
  1248. case NPC_HELMBRAKE:
  1249. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1250. break;
  1251. case NPC_SHIELDBRAKE:
  1252. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1253. break;
  1254. case CH_TIGERFIST:
  1255. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case LK_SPIRALPIERCE:
  1258. case ML_SPIRALPIERCE:
  1259. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1260. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case ST_REJECTSWORD:
  1263. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1264. break;
  1265. case PF_FOGWALL:
  1266. if (src != bl && !tsc->data[SC_DELUGE])
  1267. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1268. break;
  1269. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1270. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1271. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case LK_JOINTBEAT:
  1274. status = status_skill2sc(skill_id);
  1275. if (tsc->jb_flag) {
  1276. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1277. tsc->jb_flag = 0;
  1278. }
  1279. break;
  1280. case ASC_METEORASSAULT:
  1281. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1282. switch(rnd()%3) {
  1283. case 0:
  1284. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1285. break;
  1286. case 1:
  1287. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1288. break;
  1289. default:
  1290. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1291. }
  1292. break;
  1293. case HW_NAPALMVULCAN:
  1294. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1295. break;
  1296. case WS_CARTTERMINATION: // Cart termination
  1297. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1298. break;
  1299. case CR_ACIDDEMONSTRATION:
  1300. case GN_FIRE_EXPANSION_ACID:
  1301. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1302. break;
  1303. case TK_DOWNKICK:
  1304. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. break;
  1306. case TK_JUMPKICK:
  1307. // debuff the following statuses
  1308. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1309. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1310. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1311. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1312. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1313. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1314. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1315. }
  1316. break;
  1317. case TK_TURNKICK:
  1318. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1319. if(attack_type&BF_MISC) //70% base stun chance...
  1320. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. break;
  1322. case GS_BULLSEYE: //0.1% coma rate.
  1323. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1324. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1325. break;
  1326. case GS_PIERCINGSHOT:
  1327. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case NJ_HYOUSYOURAKU:
  1330. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1331. break;
  1332. case GS_FLING:
  1333. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1334. break;
  1335. case GS_DISARM:
  1336. rate = 3*skill_lv;
  1337. if (sstatus->dex > tstatus->dex)
  1338. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1339. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1340. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1341. break;
  1342. case NPC_EVILLAND:
  1343. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1344. break;
  1345. case NPC_HELLJUDGEMENT:
  1346. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1347. break;
  1348. case NPC_CRITICALWOUND:
  1349. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case RK_WINDCUTTER:
  1352. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1353. break;
  1354. case RK_DRAGONBREATH:
  1355. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1356. break;
  1357. case RK_DRAGONBREATH_WATER:
  1358. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1359. break;
  1360. case AB_ADORAMUS:
  1361. 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));
  1362. break;
  1363. case WL_CRIMSONROCK:
  1364. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1365. break;
  1366. case WL_COMET:
  1367. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1368. break;
  1369. case WL_EARTHSTRAIN:
  1370. {
  1371. uint16 i;
  1372. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1373. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1374. break;
  1375. for (i = 0; i < skill_lv; i++)
  1376. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1377. }
  1378. break;
  1379. case WL_JACKFROST:
  1380. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1381. break;
  1382. case RA_WUGBITE: {
  1383. 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);
  1384. if (wug_rate < 50)
  1385. wug_rate = 50;
  1386. 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))) );
  1387. }
  1388. break;
  1389. case RA_SENSITIVEKEEN:
  1390. if( rnd()%100 < 8 * skill_lv )
  1391. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1392. break;
  1393. case RA_FIRINGTRAP:
  1394. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1395. break;
  1396. case RA_ICEBOUNDTRAP:
  1397. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1398. break;
  1399. case NC_PILEBUNKER:
  1400. if( rnd()%100 < 25 + 15*skill_lv ) {
  1401. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1402. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1403. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1404. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1405. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1406. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1407. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1408. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1409. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1410. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1411. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1412. }
  1413. break;
  1414. case NC_FLAMELAUNCHER:
  1415. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1416. break;
  1417. case NC_COLDSLOWER:
  1418. // Status chances are applied officially through a check
  1419. // The skill first trys to give the frozen status to targets that are hit
  1420. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1421. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1422. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1423. break;
  1424. case NC_POWERSWING:
  1425. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1426. if( rnd()%100 < 5*skill_lv )
  1427. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1428. break;
  1429. case GC_WEAPONCRUSH:
  1430. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1431. break;
  1432. case LG_SHIELDPRESS:
  1433. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1434. break;
  1435. case LG_PINPOINTATTACK:
  1436. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1437. switch( skill_lv ) {
  1438. case 1:
  1439. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1440. break;
  1441. case 2:
  1442. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1443. break;
  1444. case 3:
  1445. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1446. break;
  1447. case 4:
  1448. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1449. break;
  1450. case 5:
  1451. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1452. break;
  1453. }
  1454. break;
  1455. case LG_MOONSLASHER:
  1456. rate = 32 + 8 * skill_lv;
  1457. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1458. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1459. else if( dstmd )
  1460. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1461. break;
  1462. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1463. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1464. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1465. break;
  1466. case LG_EARTHDRIVE:
  1467. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1468. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1469. break;
  1470. case LG_HESPERUSLIT:
  1471. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1472. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1473. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1474. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1475. break;
  1476. case SR_DRAGONCOMBO:
  1477. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1478. break;
  1479. case SR_FALLENEMPIRE:
  1480. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1481. break;
  1482. case SR_WINDMILL:
  1483. if( dstsd )
  1484. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1485. else if( dstmd )
  1486. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1487. break;
  1488. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1489. 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));
  1490. break;
  1491. case SR_EARTHSHAKER:
  1492. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1493. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1494. break;
  1495. case SR_HOWLINGOFLION:
  1496. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1497. break;
  1498. case WM_SOUND_OF_DESTRUCTION:
  1499. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1500. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1501. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1502. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1503. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1504. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1505. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) {
  1506. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1507. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1508. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1509. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1510. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1511. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1512. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1513. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1514. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1515. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1516. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1517. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1518. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1519. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1520. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1521. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1522. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1523. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1524. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1525. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1526. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1527. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1528. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1529. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1530. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1531. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1532. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1533. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1534. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1535. }
  1536. break;
  1537. case SO_EARTHGRAVE:
  1538. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1539. break;
  1540. case SO_DIAMONDDUST:
  1541. rate = 5 + 5 * skill_lv;
  1542. if( sc && sc->data[SC_COOLER_OPTION] )
  1543. rate += (sd ? sd->status.job_level / 5 : 0);
  1544. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1545. break;
  1546. case SO_VARETYR_SPEAR:
  1547. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1548. break;
  1549. case GN_SLINGITEM_RANGEMELEEATK:
  1550. if( sd ) {
  1551. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1552. case ITEMID_COCONUT_BOMB:
  1553. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1554. 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);
  1555. break;
  1556. case ITEMID_MELON_BOMB:
  1557. 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);
  1558. break;
  1559. case ITEMID_BANANA_BOMB:
  1560. {
  1561. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1562. 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);
  1563. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1564. break;
  1565. }
  1566. }
  1567. sd->itemid = -1;
  1568. }
  1569. break;
  1570. case GN_HELLS_PLANT_ATK:
  1571. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1572. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1573. break;
  1574. case EL_WIND_SLASH: // Non confirmed rate.
  1575. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1576. break;
  1577. case EL_STONE_HAMMER:
  1578. rate = 10 * skill_lv;
  1579. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1580. break;
  1581. case EL_ROCK_CRUSHER:
  1582. case EL_ROCK_CRUSHER_ATK:
  1583. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1584. break;
  1585. case EL_TYPOON_MIS:
  1586. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1587. break;
  1588. case KO_JYUMONJIKIRI:
  1589. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1590. break;
  1591. case KO_SETSUDAN:
  1592. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1593. break;
  1594. case KO_MAKIBISHI:
  1595. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1596. break;
  1597. case MH_EQC:
  1598. {
  1599. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1600. if (hd) {
  1601. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1602. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1603. }
  1604. }
  1605. break;
  1606. case MH_LAVA_SLIDE:
  1607. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1608. break;
  1609. case MH_STAHL_HORN:
  1610. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1611. break;
  1612. case MH_NEEDLE_OF_PARALYZE:
  1613. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1614. break;
  1615. case MH_SILVERVEIN_RUSH:
  1616. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1617. break;
  1618. case MH_MIDNIGHT_FRENZY:
  1619. {
  1620. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1621. int spiritball = (hd?hd->homunculus.spiritball:1);
  1622. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1623. }
  1624. break;
  1625. case MH_XENO_SLASHER:
  1626. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1627. break;
  1628. case NC_MAGMA_ERUPTION:
  1629. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1630. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1631. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1632. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1633. break;
  1634. case GN_ILLUSIONDOPING:
  1635. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1636. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1637. break;
  1638. case RL_MASS_SPIRAL:
  1639. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1640. break;
  1641. case RL_SLUGSHOT:
  1642. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1643. break;
  1644. case RL_BANISHING_BUSTER: {
  1645. uint16 i, n = skill_lv;
  1646. if (!tsc || !tsc->count)
  1647. break;
  1648. if (status_isimmune(bl))
  1649. break;
  1650. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 10 * skill_lv) {
  1651. if (sd)
  1652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1653. break;
  1654. }
  1655. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1656. if (!tsc->data[i])
  1657. continue;
  1658. switch (i) {
  1659. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1660. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1661. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1662. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1663. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1664. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1665. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1666. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1667. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1668. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1669. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1670. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1671. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1672. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1673. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1674. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1675. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1676. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1677. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1678. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1679. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1680. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1681. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1682. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1683. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1684. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1685. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1686. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1687. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1688. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1689. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1690. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1691. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1692. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1693. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1694. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1695. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1696. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1697. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1698. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1699. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1700. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1701. case SC_P_ALTER: case SC_E_CHAIN:
  1702. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1703. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1704. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1705. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1706. #ifdef RENEWAL
  1707. case SC_EXTREMITYFIST2:
  1708. #endif
  1709. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1710. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1711. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1712. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1713. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1714. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1715. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1716. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1717. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1718. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1719. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1720. case SC_SPRITEMABLE: case SC_BITESCAR:
  1721. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1722. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1723. case SC_DAILYSENDMAILCNT:
  1724. continue;
  1725. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1726. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1727. case SC_FORTUNE: case SC_SERVICE4U:
  1728. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1729. continue; //If in song area don't end it, even if config enabled
  1730. break;
  1731. case SC_ASSUMPTIO:
  1732. if( bl->type == BL_MOB )
  1733. continue;
  1734. break;
  1735. }
  1736. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1737. tsc->data[i]->val2 = 0;
  1738. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1739. n--;
  1740. }
  1741. //Remove bonus_script by Banishing Buster
  1742. if (dstsd)
  1743. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1744. }
  1745. break;
  1746. case RL_S_STORM:
  1747. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1748. 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
  1749. break;
  1750. case RL_AM_BLAST:
  1751. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1752. break;
  1753. case RL_HAMMER_OF_GOD:
  1754. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1755. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1756. break;
  1757. case SU_SCRATCH:
  1758. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1759. break;
  1760. case SU_SV_STEMSPEAR:
  1761. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1762. break;
  1763. case SU_CN_METEOR:
  1764. if (skill_area_temp[3] == 1)
  1765. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1766. break;
  1767. case SU_SCAROFTAROU:
  1768. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1769. break;
  1770. case SU_LUNATICCARROTBEAT:
  1771. if (skill_area_temp[3] == 1)
  1772. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1773. break;
  1774. } //end switch skill_id
  1775. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1776. { //Pass heritage to Master for status causing effects. [Skotlex]
  1777. sd = map_id2sd(md->master_id);
  1778. src = sd?&sd->bl:src;
  1779. }
  1780. // Coma
  1781. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1782. rate = 0;
  1783. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1784. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1785. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1786. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1787. }
  1788. if (attack_type&BF_WEAPON) {
  1789. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1790. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1791. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1792. }
  1793. if (rate > 0)
  1794. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1795. }
  1796. if( attack_type&BF_WEAPON )
  1797. { // Breaking Equipment
  1798. if( sd && battle_config.equip_self_break_rate )
  1799. { // Self weapon breaking
  1800. rate = battle_config.equip_natural_break_rate;
  1801. if( sc )
  1802. {
  1803. if(sc->data[SC_OVERTHRUST])
  1804. rate += 10;
  1805. if(sc->data[SC_MAXOVERTHRUST])
  1806. rate += 10;
  1807. }
  1808. if( rate )
  1809. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1810. }
  1811. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1812. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1813. // Target weapon breaking
  1814. rate = 0;
  1815. if( sd )
  1816. rate += sd->bonus.break_weapon_rate;
  1817. if( sc && sc->data[SC_MELTDOWN] )
  1818. rate += sc->data[SC_MELTDOWN]->val2;
  1819. if( rate )
  1820. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1821. // Target armor breaking
  1822. rate = 0;
  1823. if( sd )
  1824. rate += sd->bonus.break_armor_rate;
  1825. if( sc && sc->data[SC_MELTDOWN] )
  1826. rate += sc->data[SC_MELTDOWN]->val3;
  1827. if( rate )
  1828. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1829. }
  1830. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1831. if (sd->def_set_race[tstatus->race].rate)
  1832. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1833. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1834. if (sd->mdef_set_race[tstatus->race].rate)
  1835. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1836. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1837. if (sd->norecover_state_race[tstatus->race].rate)
  1838. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1839. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1840. }
  1841. }
  1842. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1843. struct unit_data *ud = unit_bl2ud(src);
  1844. if( sc->data[SC_WILD_STORM_OPTION] )
  1845. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1846. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1847. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1848. else if( sc->data[SC_TROPIC_OPTION] )
  1849. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1850. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1851. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1852. else
  1853. skill = 0;
  1854. if ( rnd()%100 < 25 && skill ){
  1855. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1856. if (ud) {
  1857. rate = skill_delayfix(src, skill, skill_lv);
  1858. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1859. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1860. if ( battle_config.display_status_timers )
  1861. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1862. }
  1863. }
  1864. }
  1865. }
  1866. // Autospell when attacking
  1867. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1868. {
  1869. struct block_list *tbl;
  1870. struct unit_data *ud;
  1871. int i, autospl_skill_lv, type;
  1872. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1873. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1874. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1875. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1876. continue; // one or more trigger conditions were not fulfilled
  1877. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1878. sd->state.autocast = 1;
  1879. if ( skill_isNotOk(skill, sd) ) {
  1880. sd->state.autocast = 0;
  1881. continue;
  1882. }
  1883. sd->state.autocast = 0;
  1884. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1885. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1886. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1887. if (rnd()%1000 >= rate)
  1888. continue;
  1889. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1890. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1891. int maxcount = 0;
  1892. if( !(BL_PC&battle_config.skill_reiteration) &&
  1893. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1894. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1895. )
  1896. continue;
  1897. if( BL_PC&battle_config.skill_nofootset &&
  1898. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1899. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1900. )
  1901. continue;
  1902. if( BL_PC&battle_config.land_skill_limit &&
  1903. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1904. ) {
  1905. int v;
  1906. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1907. if(sd->ud.skillunit[v]->skill_id == skill)
  1908. maxcount--;
  1909. }
  1910. if( maxcount == 0 )
  1911. continue;
  1912. }
  1913. }
  1914. if (battle_config.autospell_check_range &&
  1915. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1916. continue;
  1917. if (skill == AS_SONICBLOW)
  1918. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1919. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1920. type = CAST_GROUND;
  1921. sd->state.autocast = 1;
  1922. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1923. skill_toggle_magicpower(src, skill);
  1924. switch (type) {
  1925. case CAST_GROUND:
  1926. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1927. break;
  1928. case CAST_NODAMAGE:
  1929. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1930. break;
  1931. case CAST_DAMAGE:
  1932. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1933. break;
  1934. }
  1935. sd->state.autocast = 0;
  1936. //Set canact delay. [Skotlex]
  1937. ud = unit_bl2ud(src);
  1938. if (ud) {
  1939. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1940. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1941. ud->canact_tick = max(tick + rate, ud->canact_tick);
  1942. if ( battle_config.display_status_timers && sd )
  1943. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1944. }
  1945. }
  1946. }
  1947. }
  1948. //Autobonus when attacking
  1949. if( sd && sd->autobonus[0].rate )
  1950. {
  1951. int i;
  1952. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1953. {
  1954. if( rnd()%1000 >= sd->autobonus[i].rate )
  1955. continue;
  1956. if( sd->autobonus[i].active != INVALID_TIMER )
  1957. continue;
  1958. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1959. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1960. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1961. continue; // one or more trigger conditions were not fulfilled
  1962. pc_exeautobonus(sd,&sd->autobonus[i]);
  1963. }
  1964. }
  1965. //Polymorph
  1966. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1967. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  1968. (rnd()%10000 < sd->bonus.classchange))
  1969. {
  1970. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1971. if (class_ != 0 && mobdb_checkid(class_))
  1972. mob_class_change(dstmd,class_);
  1973. }
  1974. return 0;
  1975. }
  1976. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1977. uint8 i;
  1978. struct block_list *tbl;
  1979. if( sd == NULL || !skill_id )
  1980. return 0;
  1981. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1982. int skill, skill_lv, type;
  1983. if( sd->autospell3[i].flag != skill_id )
  1984. continue;
  1985. if( sd->autospell3[i].lock )
  1986. continue; // autospell already being executed
  1987. skill = sd->autospell3[i].id;
  1988. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1989. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1990. sd->state.autocast = 0;
  1991. continue;
  1992. }
  1993. sd->state.autocast = 0;
  1994. if( skill >= 0 && bl == NULL )
  1995. continue; // No target
  1996. if( rnd()%1000 >= sd->autospell3[i].rate )
  1997. continue;
  1998. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1999. if( skill < 0 ) {
  2000. tbl = &sd->bl;
  2001. skill *= -1;
  2002. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2003. }
  2004. else
  2005. tbl = bl;
  2006. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  2007. int maxcount = 0;
  2008. if( !(BL_PC&battle_config.skill_reiteration) &&
  2009. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  2010. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  2011. continue;
  2012. if( BL_PC&battle_config.skill_nofootset &&
  2013. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  2014. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  2015. continue;
  2016. if( BL_PC&battle_config.land_skill_limit &&
  2017. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  2018. {
  2019. int v;
  2020. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  2021. if(sd->ud.skillunit[v]->skill_id == skill)
  2022. maxcount--;
  2023. }
  2024. if( maxcount == 0 )
  2025. continue;
  2026. }
  2027. }
  2028. if (battle_config.autospell_check_range &&
  2029. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2030. continue;
  2031. sd->state.autocast = 1;
  2032. sd->autospell3[i].lock = true;
  2033. skill_consume_requirement(sd,skill,skill_lv,1);
  2034. switch( type ) {
  2035. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2036. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2037. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2038. }
  2039. sd->autospell3[i].lock = false;
  2040. sd->state.autocast = 0;
  2041. }
  2042. if( sd && sd->autobonus3[0].rate ) {
  2043. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  2044. if( rnd()%1000 >= sd->autobonus3[i].rate )
  2045. continue;
  2046. if( sd->autobonus3[i].active != INVALID_TIMER )
  2047. continue;
  2048. if( sd->autobonus3[i].atk_type != skill_id )
  2049. continue;
  2050. pc_exeautobonus(sd,&sd->autobonus3[i]);
  2051. }
  2052. }
  2053. return 1;
  2054. }
  2055. /* Splitted off from skill_additional_effect, which is never called when the
  2056. * attack skill kills the enemy. Place in this function counter status effects
  2057. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2058. * from cards) that will take effect on the source, not the target. [Skotlex]
  2059. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2060. * type of skills, so not every instance of skill_additional_effect needs a call
  2061. * to this one.
  2062. */
  2063. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  2064. {
  2065. int rate;
  2066. struct map_session_data *sd=NULL;
  2067. struct map_session_data *dstsd=NULL;
  2068. nullpo_ret(src);
  2069. nullpo_ret(bl);
  2070. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2071. sd = BL_CAST(BL_PC, src);
  2072. dstsd = BL_CAST(BL_PC, bl);
  2073. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2074. enum sc_type type;
  2075. uint8 i;
  2076. unsigned int time = 0;
  2077. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  2078. rate = dstsd->addeff_atked[i].rate;
  2079. if (attack_type&BF_LONG)
  2080. rate += dstsd->addeff_atked[i].arrow_rate;
  2081. if (!rate)
  2082. continue;
  2083. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2084. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2085. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2086. continue; //Range Failed.
  2087. }
  2088. type = dstsd->addeff_atked[i].sc;
  2089. time = dstsd->addeff_atked[i].duration;
  2090. if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl)
  2091. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2092. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  2093. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2094. }
  2095. }
  2096. switch(skill_id) {
  2097. case MO_EXTREMITYFIST:
  2098. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2099. break;
  2100. case GS_FULLBUSTER:
  2101. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2102. break;
  2103. case HFLI_SBR44: //[orn]
  2104. case HVAN_EXPLOSION:
  2105. if(src->type == BL_HOM){
  2106. TBL_HOM *hd = (TBL_HOM*)src;
  2107. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2108. if (hd->master)
  2109. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2110. }
  2111. break;
  2112. case CR_GRANDCROSS:
  2113. case NPC_GRANDDARKNESS:
  2114. attack_type |= BF_WEAPON;
  2115. break;
  2116. case LG_HESPERUSLIT:
  2117. {
  2118. struct status_change *sc = status_get_sc(src);
  2119. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2120. char i;
  2121. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2122. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2123. }
  2124. }
  2125. break;
  2126. }
  2127. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2128. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2129. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2130. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2131. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2132. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2133. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2134. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2135. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2136. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2137. }
  2138. if( sd && status_isdead(bl) ) {
  2139. int sp = 0, hp = 0;
  2140. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2141. sp += sd->bonus.sp_gain_value;
  2142. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2143. hp += sd->bonus.hp_gain_value;
  2144. }
  2145. if( attack_type&BF_MAGIC ) {
  2146. sp += sd->bonus.magic_sp_gain_value;
  2147. hp += sd->bonus.magic_hp_gain_value;
  2148. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2149. struct status_change *sc = NULL;
  2150. if( ( sc = status_get_sc(src) ) ) {
  2151. if(sc->data[SC_SPIRIT] &&
  2152. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2153. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2154. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2155. }
  2156. }
  2157. }
  2158. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2159. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2160. }
  2161. }
  2162. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  2163. struct status_change *sc = status_get_sc(bl);
  2164. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2165. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2166. }
  2167. // Trigger counter-spells to retaliate against damage causing skills.
  2168. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2169. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2170. {
  2171. struct block_list *tbl;
  2172. struct unit_data *ud;
  2173. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2174. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2175. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2176. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2177. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2178. continue; // one or more trigger conditions were not fulfilled
  2179. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2180. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2181. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2182. autospl_rate = dstsd->autospell2[i].rate;
  2183. //Physical range attacks only trigger autospells half of the time
  2184. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2185. autospl_rate>>=1;
  2186. dstsd->state.autocast = 1;
  2187. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2188. dstsd->state.autocast = 0;
  2189. continue;
  2190. }
  2191. dstsd->state.autocast = 0;
  2192. if (rnd()%1000 >= autospl_rate)
  2193. continue;
  2194. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2195. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2196. int maxcount = 0;
  2197. if( !(BL_PC&battle_config.skill_reiteration) &&
  2198. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2199. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2200. )
  2201. continue;
  2202. if( BL_PC&battle_config.skill_nofootset &&
  2203. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2204. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2205. )
  2206. continue;
  2207. if( BL_PC&battle_config.land_skill_limit &&
  2208. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2209. ) {
  2210. int v;
  2211. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2212. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2213. maxcount--;
  2214. }
  2215. if( maxcount == 0 ) {
  2216. continue;
  2217. }
  2218. }
  2219. }
  2220. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2221. continue;
  2222. dstsd->state.autocast = 1;
  2223. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2224. switch (type) {
  2225. case CAST_GROUND:
  2226. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2227. break;
  2228. case CAST_NODAMAGE:
  2229. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2230. break;
  2231. case CAST_DAMAGE:
  2232. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2233. break;
  2234. }
  2235. dstsd->state.autocast = 0;
  2236. //Set canact delay. [Skotlex]
  2237. ud = unit_bl2ud(bl);
  2238. if (ud) {
  2239. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2240. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2241. ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
  2242. if ( battle_config.display_status_timers && dstsd )
  2243. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2244. }
  2245. }
  2246. }
  2247. }
  2248. //Autobonus when attacked
  2249. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2250. int i;
  2251. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2252. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2253. continue;
  2254. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2255. continue;
  2256. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2257. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2258. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2259. continue; // one or more trigger conditions were not fulfilled
  2260. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2261. }
  2262. }
  2263. return 0;
  2264. }
  2265. /*=========================================================================
  2266. Breaks equipment. On-non players causes the corresponding strip effect.
  2267. - rate goes from 0 to 10000 (100.00%)
  2268. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2269. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2270. --------------------------------------------------------------------------*/
  2271. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2272. {
  2273. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2274. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2275. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2276. struct status_change *sc = status_get_sc(bl);
  2277. int i;
  2278. TBL_PC *sd;
  2279. sd = BL_CAST(BL_PC, bl);
  2280. if (sc && !sc->count)
  2281. sc = NULL;
  2282. if (sd) {
  2283. if (sd->bonus.unbreakable_equip)
  2284. where &= ~sd->bonus.unbreakable_equip;
  2285. if (sd->bonus.unbreakable)
  2286. rate -= rate*sd->bonus.unbreakable/100;
  2287. if (where&EQP_WEAPON) {
  2288. switch (sd->status.weapon) {
  2289. case W_FIST: //Bare fists should not break :P
  2290. case W_1HAXE:
  2291. case W_2HAXE:
  2292. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2293. case W_2HMACE:
  2294. case W_STAFF:
  2295. case W_2HSTAFF:
  2296. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2297. case W_HUUMA:
  2298. where &= ~EQP_WEAPON;
  2299. }
  2300. }
  2301. }
  2302. if (flag&BCT_ENEMY) {
  2303. if (battle_config.equip_skill_break_rate != 100)
  2304. rate = rate*battle_config.equip_skill_break_rate/100;
  2305. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2306. if (battle_config.equip_self_break_rate != 100)
  2307. rate = rate*battle_config.equip_self_break_rate/100;
  2308. }
  2309. for (i = 0; i < 4; i++) {
  2310. if (where&where_list[i]) {
  2311. if (sc && sc->count && sc->data[scdef[i]])
  2312. where&=~where_list[i];
  2313. else if (rnd()%10000 >= rate)
  2314. where&=~where_list[i];
  2315. else if (!sd) //Cause Strip effect.
  2316. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2317. }
  2318. }
  2319. if (!where) //Nothing to break.
  2320. return 0;
  2321. if (sd) {
  2322. for (i = 0; i < EQI_MAX; i++) {
  2323. short j = sd->equip_index[i];
  2324. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2325. continue;
  2326. switch(i) {
  2327. case EQI_HEAD_TOP: //Upper Head
  2328. flag = (where&EQP_HELM);
  2329. break;
  2330. case EQI_ARMOR: //Body
  2331. flag = (where&EQP_ARMOR);
  2332. break;
  2333. case EQI_HAND_R: //Left/Right hands
  2334. case EQI_HAND_L:
  2335. flag = (
  2336. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2337. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2338. break;
  2339. case EQI_SHOES:
  2340. flag = (where&EQP_SHOES);
  2341. break;
  2342. case EQI_GARMENT:
  2343. flag = (where&EQP_GARMENT);
  2344. break;
  2345. default:
  2346. continue;
  2347. }
  2348. if (flag) {
  2349. sd->inventory.u.items_inventory[j].attribute = 1;
  2350. pc_unequipitem(sd, j, 3);
  2351. }
  2352. }
  2353. clif_equiplist(sd);
  2354. }
  2355. return where; //Return list of pieces broken.
  2356. }
  2357. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2358. {
  2359. struct status_change *sc;
  2360. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2361. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2362. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2363. int i;
  2364. if (rnd()%100 >= rate)
  2365. return 0;
  2366. sc = status_get_sc(bl);
  2367. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2368. return 0;
  2369. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2370. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2371. where&=~pos[i];
  2372. }
  2373. if (!where) return 0;
  2374. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2375. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2376. where&=~pos[i];
  2377. }
  2378. return where?1:0;
  2379. }
  2380. /**
  2381. * Used to knock back players, monsters, traps, etc
  2382. * @param src Object that give knock back
  2383. * @param target Object that receive knock back
  2384. * @param count Number of knock back cell requested
  2385. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2386. * @param flag
  2387. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2388. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2389. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2390. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2391. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2392. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2393. BLOWN_TARGET_BASILICA - if target is in Basilica area
  2394. * @return Number of knocked back cells done
  2395. */
  2396. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2397. {
  2398. int dx = 0, dy = 0;
  2399. uint8 checkflag = 0;
  2400. struct status_change *tsc = status_get_sc(target);
  2401. enum e_unit_blown reason = UB_KNOCKABLE;
  2402. nullpo_ret(src);
  2403. nullpo_ret(target);
  2404. if (!count)
  2405. return count; // Actual knockback distance is 0.
  2406. // Create flag needed in unit_blown_immune
  2407. if(src != target)
  2408. checkflag |= 0x1; // Offensive
  2409. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2410. checkflag |= 0x2; // Knockback type
  2411. if(status_get_class_(src) == CLASS_BOSS)
  2412. checkflag |= 0x4; // Boss attack
  2413. // Get reason and check for flags
  2414. reason = unit_blown_immune(target, checkflag);
  2415. switch(reason) {
  2416. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2417. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2418. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2419. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2420. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2421. }
  2422. if (dir == -1) // <optimized>: do the computation here instead of outside
  2423. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2424. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2425. dx = -dirx[dir];
  2426. dy = -diry[dir];
  2427. }
  2428. if (tsc) {
  2429. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2430. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2431. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2432. return 0;
  2433. }
  2434. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2435. }
  2436. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2437. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2438. // In case of success returns type of reflection, otherwise 0
  2439. // 1 - Regular reflection (Maya)
  2440. // 2 - SL_KAITE reflection
  2441. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2442. {
  2443. struct status_change *sc = status_get_sc(bl);
  2444. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2445. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2446. // Item-based reflection - Bypasses Boss check
  2447. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2448. return 1;
  2449. }
  2450. // Magic Mirror reflection - Bypasses Boss check
  2451. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2452. return 1;
  2453. if( status_get_class_(src) == CLASS_BOSS )
  2454. return 0;
  2455. // status-based reflection
  2456. if( !sc || sc->count == 0 )
  2457. return 0;
  2458. // Kaite reflection - Does not bypass Boss check
  2459. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2460. #ifdef RENEWAL
  2461. && type // Does not reflect AoE
  2462. #endif
  2463. ) {
  2464. // Kaite only works against non-players if they are low-level.
  2465. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2466. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2467. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2468. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2469. return 2;
  2470. }
  2471. return 0;
  2472. }
  2473. /**
  2474. * Checks whether a skill can be used in combos or not
  2475. * @param skill_id: Target skill
  2476. * @return 0: Skill is not a combo
  2477. * 1: Skill is a normal combo
  2478. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2479. * @author Panikon
  2480. */
  2481. int skill_is_combo(uint16 skill_id) {
  2482. switch(skill_id) {
  2483. case MO_CHAINCOMBO:
  2484. case MO_COMBOFINISH:
  2485. case CH_TIGERFIST:
  2486. case CH_CHAINCRUSH:
  2487. case MO_EXTREMITYFIST:
  2488. case TK_TURNKICK:
  2489. case TK_STORMKICK:
  2490. case TK_DOWNKICK:
  2491. case TK_COUNTER:
  2492. case TK_JUMPKICK:
  2493. case HT_POWER:
  2494. case GC_COUNTERSLASH:
  2495. case GC_WEAPONCRUSH:
  2496. case SR_DRAGONCOMBO:
  2497. return 1;
  2498. case SR_FALLENEMPIRE:
  2499. case SR_TIGERCANNON:
  2500. case SR_GATEOFHELL:
  2501. return 2;
  2502. }
  2503. return 0;
  2504. }
  2505. /*
  2506. * Combo handler, start stop combo status
  2507. */
  2508. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2509. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2510. switch (skill_id) {
  2511. case MH_MIDNIGHT_FRENZY:
  2512. case MH_EQC:
  2513. {
  2514. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2515. short idx = hom_skill_get_index(skill_id2);
  2516. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2517. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2518. if (idx == -1)
  2519. break;
  2520. sd = hd->master;
  2521. hd->homunculus.hskill[idx].flag= flag;
  2522. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2523. }
  2524. break;
  2525. case MO_COMBOFINISH:
  2526. case CH_TIGERFIST:
  2527. case CH_CHAINCRUSH:
  2528. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2529. break;
  2530. case TK_JUMPKICK:
  2531. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2532. break;
  2533. case MO_TRIPLEATTACK:
  2534. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2535. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2536. break;
  2537. case SR_FALLENEMPIRE:
  2538. if (sd){
  2539. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2540. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2541. }
  2542. break;
  2543. }
  2544. }
  2545. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2546. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2547. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2548. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2549. struct status_change_entry *sce;
  2550. TBL_PC *sd = BL_CAST(BL_PC,src);
  2551. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2552. struct status_change *sc = status_get_sc(src);
  2553. if(sc == NULL) return;
  2554. //End previous combo state after skill is invoked
  2555. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2556. switch (skill_id) {
  2557. case TK_TURNKICK:
  2558. case TK_STORMKICK:
  2559. case TK_DOWNKICK:
  2560. case TK_COUNTER:
  2561. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2562. sce->val1 = skill_id; //Update combo-skill
  2563. sce->val3 = skill_id;
  2564. if( sce->timer != INVALID_TIMER )
  2565. delete_timer(sce->timer, status_change_timer);
  2566. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2567. break;
  2568. }
  2569. unit_cancel_combo(src); // Cancel combo wait
  2570. break;
  2571. default:
  2572. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2573. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2574. }
  2575. }
  2576. //start new combo
  2577. if (sd) { //player only
  2578. switch (skill_id) {
  2579. case MO_TRIPLEATTACK:
  2580. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2581. duration = 1;
  2582. target_id = 0; // Will target current auto-target instead
  2583. }
  2584. break;
  2585. case MO_CHAINCOMBO:
  2586. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2587. duration = 1;
  2588. target_id = 0; // Will target current auto-target instead
  2589. }
  2590. break;
  2591. case MO_COMBOFINISH:
  2592. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2593. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2594. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2595. duration = 1;
  2596. target_id = 0; // Will target current auto-target instead
  2597. }
  2598. case CH_TIGERFIST:
  2599. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2600. duration = 1;
  2601. target_id = 0; // Will target current auto-target instead
  2602. }
  2603. case CH_CHAINCRUSH:
  2604. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2605. duration = 1;
  2606. target_id = 0; // Will target current auto-target instead
  2607. }
  2608. break;
  2609. case AC_DOUBLE:
  2610. if (pc_checkskill(sd, HT_POWER)) {
  2611. duration = 2000;
  2612. nodelay = 1; //Neither gives walk nor attack delay
  2613. target_id = 0; //Does not need to be used on previous target
  2614. }
  2615. break;
  2616. case SR_DRAGONCOMBO:
  2617. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2618. duration = 1;
  2619. break;
  2620. case SR_FALLENEMPIRE:
  2621. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2622. duration = 1;
  2623. break;
  2624. }
  2625. }
  2626. else { //other
  2627. switch(skill_id) {
  2628. case MH_TINDER_BREAKER:
  2629. case MH_CBC:
  2630. case MH_SONIC_CRAW:
  2631. case MH_SILVERVEIN_RUSH:
  2632. if(hd->homunculus.spiritball > 0) duration = 2000;
  2633. nodelay = 1;
  2634. break;
  2635. case MH_EQC:
  2636. case MH_MIDNIGHT_FRENZY:
  2637. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2638. nodelay = 1;
  2639. break;
  2640. }
  2641. }
  2642. if (duration) { //Possible to chain
  2643. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2644. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2645. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2646. clif_combo_delay(src, duration);
  2647. }
  2648. }
  2649. /**
  2650. * Copy skill by Plagiarism or Reproduce
  2651. * @param src: The caster
  2652. * @param bl: The target
  2653. * @param skill_id: Skill that casted
  2654. * @param skill_lv: Skill level of the casted skill
  2655. */
  2656. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2657. {
  2658. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2659. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2660. return;
  2661. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2662. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2663. return;
  2664. else {
  2665. uint16 idx;
  2666. unsigned char lv;
  2667. skill_id = skill_dummy2skill_id(skill_id);
  2668. //Use skill index, avoiding out-of-bound array [Cydh]
  2669. if (!(idx = skill_get_index(skill_id)))
  2670. return;
  2671. switch (skill_isCopyable(tsd,idx)) {
  2672. case 1: //Copied by Plagiarism
  2673. {
  2674. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2675. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2676. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2677. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2678. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2679. }
  2680. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2681. tsd->cloneskill_idx = idx;
  2682. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2683. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2684. }
  2685. break;
  2686. case 2: //Copied by Reproduce
  2687. {
  2688. struct status_change *tsc = status_get_sc(bl);
  2689. //Already did SC check
  2690. //Skill level copied depends on Reproduce skill that used
  2691. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2692. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2693. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2694. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2695. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2696. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2697. }
  2698. //Level dependent and limitation.
  2699. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2700. lv = min(lv,skill_get_max(skill_id));
  2701. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2702. lv = min(lv,skill_lv);
  2703. tsd->reproduceskill_idx = idx;
  2704. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2705. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2706. }
  2707. break;
  2708. default: return;
  2709. }
  2710. tsd->status.skill[idx].id = skill_id;
  2711. tsd->status.skill[idx].lv = lv;
  2712. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2713. clif_addskill(tsd,skill_id);
  2714. }
  2715. }
  2716. /**
  2717. * Knockback the target on skill_attack
  2718. * @param src is the master behind the attack
  2719. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2720. * @param target is the target to be attacked.
  2721. * @param blewcount
  2722. * @param skill_id
  2723. * @param skill_lv
  2724. * @param damage
  2725. * @param tick
  2726. * @param flag can hold a bunch of information:
  2727. */
  2728. 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, unsigned int tick, int flag) {
  2729. int8 dir = -1; // Default direction
  2730. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2731. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2732. if (!blewcount || target == dsrc || status_isdead(target))
  2733. return;
  2734. // Skill specific direction
  2735. switch (skill_id) {
  2736. case MG_FIREWALL:
  2737. case GN_WALLOFTHORN:
  2738. case EL_FIRE_MANTLE:
  2739. dir = unit_getdir(target); // Backwards
  2740. break;
  2741. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2742. case WZ_STORMGUST:
  2743. if(!battle_config.stormgust_knockback)
  2744. dir = rnd()%8;
  2745. break;
  2746. case MC_CARTREVOLUTION:
  2747. if (battle_config.cart_revo_knockback)
  2748. dir = 6; // Official servers push target to the West
  2749. break;
  2750. case AC_SHOWER:
  2751. case WL_CRIMSONROCK:
  2752. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2753. dir = map_calc_dir(target, src->x, src->y);
  2754. else
  2755. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2756. break;
  2757. case HT_PHANTASMIC: // issue #1378
  2758. if (status_get_hp(target) - damage <= 0) return;
  2759. break;
  2760. }
  2761. // Blown-specific handling
  2762. switch( skill_id ) {
  2763. case LG_OVERBRAND_BRANDISH:
  2764. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2765. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2766. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2767. break;
  2768. case SR_KNUCKLEARROW:
  2769. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2770. // Boss & Immune Knockback stay in place and don't get bonus damage
  2771. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2772. 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)
  2773. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2774. dir_ka = -1;
  2775. break;
  2776. case RL_R_TRIP:
  2777. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2778. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2779. break;
  2780. default:
  2781. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2782. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2783. TBL_SKILL *su = (TBL_SKILL*)target;
  2784. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2785. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2786. }
  2787. break;
  2788. }
  2789. clif_fixpos(target);
  2790. }
  2791. /*
  2792. * =========================================================================
  2793. * Does a skill attack with the given properties.
  2794. * @param src is the master behind the attack (player/mob/pet)
  2795. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2796. * @param bl is the target to be attacked.
  2797. * @param flag can hold a bunch of information:
  2798. * flag&1
  2799. * flag&2 - Disable re-triggered by double casting
  2800. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2801. * flag&8 - SC_COMBO state used to deal bonus damage
  2802. *
  2803. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2804. * (usually holds number of targets, or just 1 for simple splash attacks)
  2805. *
  2806. * flag&0xF000 - Values from enum e_skill_display
  2807. * flag&0x3F0000 - Values from enum e_battle_check_target
  2808. *
  2809. * flag&0x1000000 - Return 0 if damage was reflected
  2810. *-------------------------------------------------------------------------*/
  2811. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2812. {
  2813. struct Damage dmg;
  2814. struct status_data *sstatus, *tstatus;
  2815. struct status_change *sc, *tsc;
  2816. struct map_session_data *sd, *tsd;
  2817. int64 damage;
  2818. int8 rmdamage = 0;//magic reflected
  2819. int type;
  2820. enum e_damage_type dmg_type;
  2821. bool shadow_flag = false;
  2822. bool additional_effects = true;
  2823. if(skill_id > 0 && !skill_lv)
  2824. return 0;
  2825. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2826. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2827. nullpo_ret(bl); //Target to be attacked.
  2828. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
  2829. return 0;
  2830. if (src != dsrc) {
  2831. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2832. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2833. return 0;
  2834. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2835. //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]
  2836. if (!status_check_skilluse(src, bl, skill_id, 2))
  2837. return 0;
  2838. }
  2839. sd = BL_CAST(BL_PC, src);
  2840. tsd = BL_CAST(BL_PC, bl);
  2841. sstatus = status_get_status_data(src);
  2842. tstatus = status_get_status_data(bl);
  2843. sc= status_get_sc(src);
  2844. tsc= status_get_sc(bl);
  2845. if (tsc && !tsc->count)
  2846. tsc = NULL; //Don't need it.
  2847. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2848. if (tsc && tsc->data[SC_TRICKDEAD])
  2849. return 0;
  2850. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2851. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2852. return 0;
  2853. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2854. //If the damage source is a unit, the damage is not delayed
  2855. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2856. dmg.amotion = 0;
  2857. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2858. // Adjusted to the new system [Skotlex]
  2859. if( src->type == BL_PET ) { // [Valaris]
  2860. struct pet_data *pd = (TBL_PET*)src;
  2861. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2862. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2863. int element = skill_get_ele(skill_id, skill_lv);
  2864. /*if (skill_id == -1) Does it ever worked?
  2865. element = sstatus->rhw.ele;*/
  2866. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2867. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2868. else
  2869. dmg.damage = pd->a_skill->damage; // Fixed damage
  2870. }
  2871. else
  2872. dmg.damage = 1*pd->a_skill->div_;
  2873. dmg.damage2 = 0;
  2874. dmg.div_= pd->a_skill->div_;
  2875. }
  2876. }
  2877. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2878. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2879. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2880. { //Magic reflection, switch caster/target
  2881. struct block_list *tbl = bl;
  2882. rmdamage = 1;
  2883. bl = src;
  2884. src = tbl;
  2885. dsrc = tbl;
  2886. sd = BL_CAST(BL_PC, src);
  2887. tsd = BL_CAST(BL_PC, bl);
  2888. tsc = status_get_sc(bl);
  2889. if (tsc && !tsc->count)
  2890. tsc = NULL; //Don't need it.
  2891. /* bugreport:2564 flag&2 disables double casting trigger */
  2892. flag |= 2;
  2893. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2894. flag |= 4;
  2895. //Spirit of Wizard blocks Kaite's reflection
  2896. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2897. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2898. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2899. if (type >= 0) {
  2900. if ( tsd )
  2901. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2902. dmg.damage = dmg.damage2 = 0;
  2903. dmg.dmg_lv = ATK_MISS;
  2904. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2905. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2906. }
  2907. } else if( type != 2 ) /* Kaite bypasses */
  2908. additional_effects = false;
  2909. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2910. #if MAGIC_REFLECTION_TYPE
  2911. #ifdef RENEWAL
  2912. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2913. #else
  2914. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2915. // regardless of caster's equipment (Aegis 11.1)
  2916. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2917. #endif
  2918. short s_ele = skill_get_ele(skill_id, skill_lv);
  2919. if (s_ele == -1) // the skill takes the weapon's element
  2920. s_ele = sstatus->rhw.ele;
  2921. else if (s_ele == -2) //Use status element
  2922. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2923. else if( s_ele == -3 ) //Use random element
  2924. s_ele = rnd()%ELE_ALL;
  2925. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2926. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2927. struct status_data *status = status_get_status_data(bl);
  2928. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2929. per /=20; //Uses 20% SP intervals.
  2930. //SP Cost: 1% + 0.5% per every 20% SP
  2931. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2932. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2933. //Reduction: 6% + 6% every 20%
  2934. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2935. }
  2936. }
  2937. #endif
  2938. }
  2939. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2940. int sp = skill_get_sp(skill_id,skill_lv);
  2941. #ifndef RENEWAL
  2942. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  2943. #endif
  2944. dmg.damage = dmg.damage2 = 0;
  2945. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2946. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2947. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2948. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2949. status_heal(bl, 0, sp, 2);
  2950. }
  2951. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2952. dmg.damage = dmg.damage2 = 0;
  2953. dmg.dmg_lv = ATK_MISS;
  2954. }
  2955. }
  2956. damage = dmg.damage + dmg.damage2;
  2957. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2958. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2959. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2960. damage = 1;
  2961. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2962. struct block_list *nbl;
  2963. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2964. if( nbl ){ // Only one target is chosen.
  2965. damage = damage / 2; // Deflect half of the damage to a target nearby
  2966. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SKILL);
  2967. }
  2968. }
  2969. //Skill hit type
  2970. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  2971. switch( skill_id ) {
  2972. case WL_HELLINFERNO:
  2973. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  2974. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  2975. break;
  2976. case SC_TRIANGLESHOT:
  2977. if( rnd()%100 > (1 + skill_lv) )
  2978. dmg.blewcount = 0;
  2979. break;
  2980. default:
  2981. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2982. dmg.blewcount = 0; //only pushback when it hit for other
  2983. break;
  2984. }
  2985. switch( skill_id ) {
  2986. case CR_GRANDCROSS:
  2987. case NPC_GRANDDARKNESS:
  2988. if( battle_config.gx_disptype)
  2989. dsrc = src;
  2990. if( src == bl)
  2991. dmg_type = DMG_ENDURE;
  2992. else
  2993. flag|= SD_ANIMATION;
  2994. break;
  2995. case NJ_TATAMIGAESHI: //For correct knockback.
  2996. dsrc = src;
  2997. flag|= SD_ANIMATION;
  2998. break;
  2999. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3000. int level;
  3001. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3002. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3003. }
  3004. break;
  3005. case SL_STIN:
  3006. case SL_STUN:
  3007. if (skill_lv >= 7) {
  3008. struct status_change *sc_cur = status_get_sc(src);
  3009. if (sc_cur && !sc_cur->data[SC_SMA])
  3010. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3011. }
  3012. break;
  3013. case GS_FULLBUSTER:
  3014. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  3015. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  3016. break;
  3017. }
  3018. //combo handling
  3019. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3020. //Display damage.
  3021. switch( skill_id ) {
  3022. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3023. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3024. break;
  3025. //Skills that need be passed as a normal attack for the client to display correctly.
  3026. case HVAN_EXPLOSION:
  3027. case NPC_SELFDESTRUCTION:
  3028. if(src->type == BL_PC)
  3029. dmg.blewcount = 10;
  3030. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3031. // fall through
  3032. case KN_AUTOCOUNTER:
  3033. case NPC_CRITICALSLASH:
  3034. case TF_DOUBLE:
  3035. case GS_CHAINACTION:
  3036. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3037. break;
  3038. case AS_SPLASHER:
  3039. if( flag&SD_ANIMATION ) // the surrounding targets
  3040. 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
  3041. else // the central target doesn't display an animation
  3042. 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
  3043. break;
  3044. case GN_SPORE_EXPLOSION:
  3045. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3046. break;
  3047. case WL_HELLINFERNO:
  3048. case SR_EARTHSHAKER:
  3049. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
  3050. break;
  3051. case WL_SOULEXPANSION:
  3052. case WL_COMET:
  3053. case KO_MUCHANAGE:
  3054. case NJ_HUUMA:
  3055. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3056. break;
  3057. case WL_CHAINLIGHTNING_ATK:
  3058. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
  3059. break;
  3060. case WL_TETRAVORTEX_FIRE:
  3061. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3062. break;
  3063. case LG_SHIELDPRESS:
  3064. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
  3065. break;
  3066. case LG_OVERBRAND:
  3067. case LG_OVERBRAND_BRANDISH:
  3068. dmg.amotion = status_get_amotion(src) * 2;
  3069. case LG_OVERBRAND_PLUSATK:
  3070. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3071. break;
  3072. case EL_FIRE_BOMB:
  3073. case EL_FIRE_BOMB_ATK:
  3074. case EL_FIRE_WAVE:
  3075. case EL_FIRE_WAVE_ATK:
  3076. case EL_FIRE_MANTLE:
  3077. case EL_CIRCLE_OF_FIRE:
  3078. case EL_FIRE_ARROW:
  3079. case EL_ICE_NEEDLE:
  3080. case EL_WATER_SCREW:
  3081. case EL_WATER_SCREW_ATK:
  3082. case EL_WIND_SLASH:
  3083. case EL_TIDAL_WEAPON:
  3084. case EL_ROCK_CRUSHER:
  3085. case EL_ROCK_CRUSHER_ATK:
  3086. case EL_HURRICANE:
  3087. case EL_HURRICANE_ATK:
  3088. case KO_BAKURETSU:
  3089. case GN_CRAZYWEED_ATK:
  3090. case NC_MAGMA_ERUPTION:
  3091. case SU_SV_ROOTTWIST_ATK:
  3092. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3093. break;
  3094. case GN_FIRE_EXPANSION_ACID:
  3095. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3096. break;
  3097. case GN_SLINGITEM_RANGEMELEEATK:
  3098. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
  3099. break;
  3100. case EL_STONE_RAIN:
  3101. 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);
  3102. break;
  3103. case WM_SEVERE_RAINSTORM_MELEE:
  3104. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3105. break;
  3106. case WM_REVERBERATION_MELEE:
  3107. case WM_REVERBERATION_MAGIC:
  3108. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,DMG_SKILL);
  3109. break;
  3110. case SR_TIGERCANNON:
  3111. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
  3112. break;
  3113. case HT_CLAYMORETRAP:
  3114. case HT_BLASTMINE:
  3115. case HT_FLASHER:
  3116. case HT_FREEZINGTRAP:
  3117. case RA_CLUSTERBOMB:
  3118. case RA_FIRINGTRAP:
  3119. case RA_ICEBOUNDTRAP:
  3120. 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);
  3121. if( dsrc != src ) // avoid damage display redundancy
  3122. break;
  3123. //Fall through
  3124. case HT_LANDMINE:
  3125. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3126. break;
  3127. case WZ_SIGHTBLASTER:
  3128. //Sightblaster should never call clif_skill_damage twice
  3129. 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);
  3130. break;
  3131. case RL_R_TRIP_PLUSATK:
  3132. case RL_S_STORM:
  3133. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3134. break;
  3135. case AB_DUPLELIGHT_MELEE:
  3136. case AB_DUPLELIGHT_MAGIC:
  3137. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3138. default:
  3139. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3140. dmg_type = DMG_SPLASH;
  3141. if (src->type == BL_SKILL) {
  3142. TBL_SKILL *su = (TBL_SKILL*)src;
  3143. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
  3144. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3145. break;
  3146. }
  3147. }
  3148. 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);
  3149. break;
  3150. }
  3151. map_freeblock_lock();
  3152. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3153. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3154. skill_do_copy(src,bl,skill_id,skill_lv);
  3155. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3156. { //Skills with can't walk delay also stop normal attacking for that
  3157. //duration when the attack connects. [Skotlex]
  3158. struct unit_data *ud = unit_bl2ud(src);
  3159. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3160. ud->attackabletime = tick + type;
  3161. }
  3162. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3163. // Instant damage
  3164. if( !dmg.amotion ) {
  3165. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3166. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3167. if( !status_isdead(bl) && additional_effects )
  3168. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3169. if( damage > 0 ) //Counter status effects [Skotlex]
  3170. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3171. }
  3172. // Blow!
  3173. if (!(flag&4))
  3174. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3175. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3176. if( dmg.amotion ) {
  3177. if( shadow_flag ) {
  3178. if( !status_isdead(bl) && additional_effects )
  3179. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3180. if( dmg.flag > ATK_BLOCK )
  3181. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3182. } else
  3183. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3184. }
  3185. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3186. if (tsc->data[SC_DEVOTION]) {
  3187. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3188. struct block_list *d_bl = map_id2bl(sce->val1);
  3189. if (d_bl && (
  3190. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3191. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3192. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3193. {
  3194. if (!rmdamage) {
  3195. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3196. status_fix_damage(NULL, d_bl, damage, 0);
  3197. } else {
  3198. bool isDevotRdamage = false;
  3199. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3200. isDevotRdamage = true;
  3201. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3202. // This check is only for magical skill.
  3203. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3204. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3205. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3206. }
  3207. } else {
  3208. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3209. if (!dmg.amotion)
  3210. status_fix_damage(src, bl, damage, dmg.dmotion);
  3211. }
  3212. }
  3213. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3214. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3215. struct block_list *e_bl = map_id2bl(sce->val1);
  3216. if (e_bl) {
  3217. if (!rmdamage) {
  3218. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3219. status_fix_damage(NULL, e_bl, damage, 0);
  3220. } else {
  3221. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3222. status_fix_damage(bl, bl, damage, 0);
  3223. }
  3224. }
  3225. }
  3226. }
  3227. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3228. if( skill_id == RG_INTIMIDATE ) {
  3229. int rate = 50 + skill_lv * 5;
  3230. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3231. if(rnd()%100 < rate)
  3232. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3233. } else if( skill_id == SC_FATALMENACE ) {
  3234. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3235. map_search_freecell(NULL, bl->m, &x, &y, 2, 2, 1);
  3236. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3237. }
  3238. }
  3239. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3240. dmg.flag |= BF_WEAPON;
  3241. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3242. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3243. {
  3244. if (battle_config.left_cardfix_to_right)
  3245. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3246. else
  3247. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3248. }
  3249. if( damage > 0 ) { // Post-damage effects
  3250. switch( skill_id ) {
  3251. case GC_VENOMPRESSURE: {
  3252. struct status_change *ssc = status_get_sc(src);
  3253. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3254. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3255. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3257. }
  3258. }
  3259. break;
  3260. case WM_METALICSOUND:
  3261. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3262. break;
  3263. case SR_TIGERCANNON:
  3264. status_zap(bl, 0, damage * 10 / 100);
  3265. break;
  3266. }
  3267. if( sd )
  3268. skill_onskillusage(sd, bl, skill_id, tick);
  3269. }
  3270. if (!(flag&2) &&
  3271. (
  3272. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3273. ) &&
  3274. (tsc = status_get_sc(src)) &&
  3275. tsc->data[SC_DOUBLECAST] &&
  3276. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3277. {
  3278. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3279. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3280. }
  3281. map_freeblock_unlock();
  3282. if ((flag&0x1000000) && rmdamage == 1)
  3283. return 0; //Should return 0 when damage was reflected
  3284. return damage;
  3285. }
  3286. /*==========================================
  3287. * Sub function for recursive skill call.
  3288. * Checking bl battle flag and display damage
  3289. * then call func with source,target,skill_id,skill_lv,tick,flag
  3290. *------------------------------------------*/
  3291. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3292. int skill_area_sub(struct block_list *bl, va_list ap)
  3293. {
  3294. struct block_list *src;
  3295. uint16 skill_id,skill_lv;
  3296. int flag;
  3297. unsigned int tick;
  3298. SkillFunc func;
  3299. nullpo_ret(bl);
  3300. src = va_arg(ap,struct block_list *);
  3301. skill_id = va_arg(ap,int);
  3302. skill_lv = va_arg(ap,int);
  3303. tick = va_arg(ap,unsigned int);
  3304. flag = va_arg(ap,int);
  3305. func = va_arg(ap,SkillFunc);
  3306. if (flag&BCT_WOS && src == bl)
  3307. return 0;
  3308. if(battle_check_target(src,bl,flag) > 0) {
  3309. // several splash skills need this initial dummy packet to display correctly
  3310. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3311. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  3312. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3313. skill_area_temp[2]++;
  3314. return func(src,bl,skill_id,skill_lv,tick,flag);
  3315. }
  3316. return 0;
  3317. }
  3318. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3319. {
  3320. struct skill_unit *unit;
  3321. uint16 skill_id,g_skill_id;
  3322. unit = (struct skill_unit *)bl;
  3323. if(bl->prev == NULL || bl->type != BL_SKILL)
  3324. return 0;
  3325. if(!unit->alive)
  3326. return 0;
  3327. skill_id = va_arg(ap,int);
  3328. g_skill_id = unit->group->skill_id;
  3329. switch (skill_id) {
  3330. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3331. if(g_skill_id == SA_LANDPROTECTOR)
  3332. break;
  3333. //Fall through
  3334. case MH_STEINWAND:
  3335. case MG_SAFETYWALL:
  3336. case SC_MAELSTROM:
  3337. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3338. return 0;
  3339. break;
  3340. case AL_WARP:
  3341. case HT_SKIDTRAP:
  3342. case MA_SKIDTRAP:
  3343. case HT_LANDMINE:
  3344. case MA_LANDMINE:
  3345. case HT_ANKLESNARE:
  3346. case HT_SHOCKWAVE:
  3347. case HT_SANDMAN:
  3348. case MA_SANDMAN:
  3349. case HT_FLASHER:
  3350. case HT_FREEZINGTRAP:
  3351. case MA_FREEZINGTRAP:
  3352. case HT_BLASTMINE:
  3353. case HT_CLAYMORETRAP:
  3354. case HT_TALKIEBOX:
  3355. case HP_BASILICA:
  3356. case RA_ELECTRICSHOCKER:
  3357. case RA_CLUSTERBOMB:
  3358. case RA_MAGENTATRAP:
  3359. case RA_COBALTTRAP:
  3360. case RA_MAIZETRAP:
  3361. case RA_VERDURETRAP:
  3362. case RA_FIRINGTRAP:
  3363. case RA_ICEBOUNDTRAP:
  3364. case SC_DIMENSIONDOOR:
  3365. case SC_BLOODYLUST:
  3366. case WM_REVERBERATION:
  3367. case GN_THORNS_TRAP:
  3368. case GN_HELLS_PLANT:
  3369. case RL_B_TRAP:
  3370. case SC_ESCAPE:
  3371. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3372. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3373. return 0;
  3374. break;
  3375. default: //Avoid stacking with same kind of trap. [Skotlex]
  3376. if (g_skill_id != skill_id)
  3377. return 0;
  3378. break;
  3379. }
  3380. return 1;
  3381. }
  3382. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3383. {
  3384. //Non players do not check for the skill's splash-trigger area.
  3385. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3386. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3387. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3388. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3389. return 0;
  3390. }
  3391. range += layout_type;
  3392. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3393. }
  3394. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3395. {
  3396. uint16 skill_id;
  3397. if(bl->prev == NULL)
  3398. return 0;
  3399. skill_id = va_arg(ap,int);
  3400. if( status_isdead(bl) && skill_id != AL_WARP )
  3401. return 0;
  3402. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3403. return 0;
  3404. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3405. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3406. return 1;
  3407. }
  3408. /**
  3409. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3410. * @param bl Object that casted skill
  3411. * @param x Position x of the target
  3412. * @param y Position y of the target
  3413. * @param skill_id The casted skill
  3414. * @param skill_lv The skill Lv
  3415. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3416. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3417. */
  3418. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3419. {
  3420. int range = 0, type;
  3421. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3422. if (isNearNPC)
  3423. range = skill_get_splash(skill_id,skill_lv);
  3424. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3425. if (!isNearNPC || !range) {
  3426. switch (skill_id) { // to be expanded later
  3427. case WZ_ICEWALL:
  3428. range = 2;
  3429. break;
  3430. case SC_MANHOLE:
  3431. case GN_HELLS_PLANT:
  3432. range = 0;
  3433. break;
  3434. default: {
  3435. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3436. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3437. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3438. return 0;
  3439. }
  3440. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3441. }
  3442. break;
  3443. }
  3444. }
  3445. //Check the additional range [Cydh]
  3446. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3447. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3448. if (!isNearNPC) { //Doesn't check the NPC range
  3449. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3450. if (bl->type&battle_config.skill_nofootset)
  3451. type = BL_CHAR;
  3452. else if(bl->type == BL_MOB)
  3453. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3454. else
  3455. return 0; //Don't check
  3456. } else
  3457. type = BL_NPC;
  3458. return (!isNearNPC) ?
  3459. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3460. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3461. //isNearNPC is used to check range from NPC
  3462. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3463. }
  3464. /*==========================================
  3465. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3466. * Flag:
  3467. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3468. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3469. *------------------------------------------*/
  3470. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3471. {
  3472. struct status_data *status;
  3473. struct map_session_data *sd = NULL;
  3474. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3475. uint16 idx;
  3476. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3477. nullpo_retr(0, bl);
  3478. switch( bl->type )
  3479. {
  3480. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3481. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3482. }
  3483. status = status_get_status_data(bl);
  3484. if ((idx = skill_get_index(skill_id)) == 0)
  3485. return 0;
  3486. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3487. // Requirements
  3488. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3489. {
  3490. itemid[i] = skill_db[idx]->require.itemid[i];
  3491. amount[i] = skill_db[idx]->require.amount[i];
  3492. }
  3493. hp = skill_db[idx]->require.hp[skill_lv - 1];
  3494. sp = skill_db[idx]->require.sp[skill_lv - 1];
  3495. hp_rate = skill_db[idx]->require.hp_rate[skill_lv - 1];
  3496. sp_rate = skill_db[idx]->require.sp_rate[skill_lv - 1];
  3497. state = skill_db[idx]->require.state;
  3498. if ((mhp = skill_db[idx]->require.mhp[skill_lv - 1]) > 0)
  3499. hp += (status->max_hp * mhp) / 100;
  3500. if( hp_rate > 0 )
  3501. hp += (status->hp * hp_rate) / 100;
  3502. else
  3503. hp += (status->max_hp * (-hp_rate)) / 100;
  3504. if( sp_rate > 0 )
  3505. sp += (status->sp * sp_rate) / 100;
  3506. else
  3507. sp += (status->max_sp * (-sp_rate)) / 100;
  3508. if( !(type&2) )
  3509. {
  3510. if( hp > 0 && status->hp <= (unsigned int)hp )
  3511. {
  3512. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3513. return 0;
  3514. }
  3515. if( sp > 0 && status->sp <= (unsigned int)sp )
  3516. {
  3517. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3518. return 0;
  3519. }
  3520. }
  3521. if( !type )
  3522. switch( state )
  3523. {
  3524. case ST_MOVE_ENABLE:
  3525. if( !unit_can_move(bl) )
  3526. {
  3527. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3528. return 0;
  3529. }
  3530. break;
  3531. }
  3532. if( !(type&1) )
  3533. return 1;
  3534. // Check item existences
  3535. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3536. {
  3537. index[i] = -1;
  3538. if( itemid[i] < 1 ) continue; // No item
  3539. index[i] = pc_search_inventory(sd, itemid[i]);
  3540. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3541. {
  3542. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3543. return 0;
  3544. }
  3545. }
  3546. // Consume items
  3547. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3548. {
  3549. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3550. }
  3551. if( type&2 )
  3552. return 1;
  3553. if( sp || hp )
  3554. status_zap(bl, hp, sp);
  3555. return 1;
  3556. }
  3557. /*==========================================
  3558. *
  3559. *------------------------------------------*/
  3560. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3561. {
  3562. switch (skill_id) {
  3563. case RL_QD_SHOT:
  3564. {
  3565. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3566. struct unit_data *ud = unit_bl2ud(src);
  3567. if (ud && ud->target == target->id)
  3568. return 1;
  3569. }
  3570. }
  3571. case RL_D_TAIL:
  3572. case RL_HAMMER_OF_GOD:
  3573. if (src->type != BL_PC)
  3574. return 0;
  3575. {
  3576. struct status_change *tsc = status_get_sc(target);
  3577. // Only counts marked target with SC_C_MARKER
  3578. if (!tsc || !tsc->data[SC_C_MARKER])
  3579. return 0;
  3580. }
  3581. break;
  3582. }
  3583. return 1;
  3584. }
  3585. /*==========================================
  3586. *
  3587. *------------------------------------------*/
  3588. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3589. {
  3590. struct block_list *src = map_id2bl(id),*target;
  3591. struct unit_data *ud = unit_bl2ud(src);
  3592. struct skill_timerskill *skl;
  3593. struct skill_unit *unit = NULL;
  3594. int range;
  3595. nullpo_ret(src);
  3596. nullpo_ret(ud);
  3597. skl = ud->skilltimerskill[data];
  3598. nullpo_ret(skl);
  3599. ud->skilltimerskill[data] = NULL;
  3600. do {
  3601. if(src->prev == NULL)
  3602. break; // Source not on Map
  3603. if(skl->target_id) {
  3604. target = map_id2bl(skl->target_id);
  3605. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3606. target = src; //Required since it has to warp.
  3607. if (skl->skill_id == SR_SKYNETBLOW) {
  3608. skill_area_temp[1] = 0;
  3609. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
  3610. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3611. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3612. break;
  3613. }
  3614. if(target == NULL)
  3615. break; // Target offline?
  3616. if(target->prev == NULL)
  3617. break; // Target not on Map
  3618. if(src->m != target->m)
  3619. break; // Different Maps
  3620. if(status_isdead(src)) {
  3621. switch(skl->skill_id) {
  3622. case WL_CHAINLIGHTNING_ATK:
  3623. case WL_TETRAVORTEX_FIRE:
  3624. case WL_TETRAVORTEX_WATER:
  3625. case WL_TETRAVORTEX_WIND:
  3626. case WL_TETRAVORTEX_GROUND:
  3627. // For SR_FLASHCOMBO
  3628. case SR_DRAGONCOMBO:
  3629. case SR_FALLENEMPIRE:
  3630. case SR_TIGERCANNON:
  3631. case SR_SKYNETBLOW:
  3632. break; // Exceptions
  3633. default:
  3634. continue; // Caster is Dead
  3635. }
  3636. }
  3637. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3638. break;
  3639. switch(skl->skill_id) {
  3640. case KN_AUTOCOUNTER:
  3641. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3642. break;
  3643. case RG_INTIMIDATE:
  3644. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3645. short x,y;
  3646. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3647. if (target != src && !status_isdead(target))
  3648. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3649. }
  3650. break;
  3651. case BA_FROSTJOKER:
  3652. case DC_SCREAM:
  3653. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3654. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3655. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3656. break;
  3657. case PR_LEXDIVINA:
  3658. if (src->type == BL_MOB) {
  3659. // Monsters use the default duration when casting Lex Divina
  3660. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3661. break;
  3662. }
  3663. // Fall through
  3664. case PR_STRECOVERY:
  3665. case BS_HAMMERFALL:
  3666. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3667. break;
  3668. case NPC_EARTHQUAKE:
  3669. if( skl->type > 1 )
  3670. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3671. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3672. skill_area_temp[1] = src->id;
  3673. skill_area_temp[2] = 0;
  3674. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3675. break;
  3676. case WZ_WATERBALL:
  3677. {
  3678. //Get the next waterball cell to consume
  3679. struct s_skill_unit_layout *layout;
  3680. int i;
  3681. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3682. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3683. int ux = skl->x + layout->dx[i];
  3684. int uy = skl->y + layout->dy[i];
  3685. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3686. if (unit)
  3687. break;
  3688. }
  3689. } // Fall through
  3690. case WZ_JUPITEL:
  3691. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3692. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3693. // Apply canact delay here to prevent hacks (unlimited casting)
  3694. ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
  3695. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3696. }
  3697. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3698. skill_delunit(unit); // Consume unit for next waterball
  3699. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3700. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3701. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3702. } else {
  3703. struct status_change *sc = status_get_sc(src);
  3704. if(sc) {
  3705. if(sc->data[SC_SPIRIT] &&
  3706. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3707. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3708. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3709. }
  3710. }
  3711. break;
  3712. case WL_CHAINLIGHTNING_ATK: {
  3713. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3714. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3715. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3716. { // Remaining Chains Hit
  3717. struct block_list *nbl = NULL; // Next Target of Chain
  3718. 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.
  3719. splash_target(src), target->id); // Search for a new Target around current one...
  3720. if( nbl == NULL )
  3721. skl->x++;
  3722. else
  3723. skl->x = 0;
  3724. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3725. }
  3726. }
  3727. break;
  3728. case WL_TETRAVORTEX_FIRE:
  3729. case WL_TETRAVORTEX_WATER:
  3730. case WL_TETRAVORTEX_WIND:
  3731. case WL_TETRAVORTEX_GROUND:
  3732. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3733. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3734. if (skl->type >= 3) { // Final Hit
  3735. if (!status_isdead(target)) { // Final Status Effect
  3736. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3737. applyeffects[4] = { 0, 0, 0, 0 },
  3738. i, j = 0, k = 0;
  3739. for(i = 1; i <= 8; i = i + i) {
  3740. if (skl->x&i) {
  3741. applyeffects[j] = effects[k];
  3742. j++;
  3743. }
  3744. k++;
  3745. }
  3746. if (j) {
  3747. i = applyeffects[rnd()%j];
  3748. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3749. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3750. (i == SC_BURNING ? src->id : 0), 0,
  3751. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3752. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3753. }
  3754. }
  3755. }
  3756. break;
  3757. case WM_REVERBERATION_MELEE:
  3758. case WM_REVERBERATION_MAGIC:
  3759. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3760. break;
  3761. case SC_FATALMENACE:
  3762. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3763. break;
  3764. case LG_MOONSLASHER:
  3765. case SR_WINDMILL:
  3766. if( target->type == BL_PC ) {
  3767. struct map_session_data *tsd = NULL;
  3768. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3769. pc_setsit(tsd);
  3770. skill_sit(tsd, 1);
  3771. clif_sitting(&tsd->bl);
  3772. }
  3773. }
  3774. break;
  3775. case SR_KNUCKLEARROW:
  3776. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3777. break;
  3778. case GN_SPORE_EXPLOSION:
  3779. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3780. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3781. src, skl->skill_id, skl->skill_lv, tick, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3782. break;
  3783. case CH_PALMSTRIKE:
  3784. {
  3785. struct status_change* tsc = status_get_sc(target);
  3786. struct status_change* sc = status_get_sc(src);
  3787. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3788. ( sc && sc->option&OPTION_HIDE ) ){
  3789. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3790. break;
  3791. }
  3792. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3793. break;
  3794. }
  3795. // For SR_FLASHCOMBO
  3796. case SR_DRAGONCOMBO:
  3797. case SR_FALLENEMPIRE:
  3798. case SR_TIGERCANNON:
  3799. case SR_SKYNETBLOW:
  3800. if( src->type == BL_PC ) {
  3801. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3802. break;
  3803. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3804. }
  3805. break;
  3806. case SU_SV_ROOTTWIST_ATK: {
  3807. struct status_change *tsc = status_get_sc(target);
  3808. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3809. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3810. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3811. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3812. }
  3813. }
  3814. break;
  3815. default:
  3816. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3817. break;
  3818. }
  3819. }
  3820. else {
  3821. if(src->m != skl->map)
  3822. break;
  3823. switch( skl->skill_id )
  3824. {
  3825. case GN_CRAZYWEED_ATK:
  3826. {
  3827. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3828. 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);
  3829. }
  3830. case WL_EARTHSTRAIN:
  3831. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3832. break;
  3833. case LG_OVERBRAND_BRANDISH: {
  3834. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3835. int x = src->x, y = src->y;
  3836. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3837. for( i = 0; i < layout->count; i++ )
  3838. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3839. }
  3840. break;
  3841. case RL_FIRE_RAIN: {
  3842. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3843. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3844. 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);
  3845. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3846. }
  3847. break;
  3848. case NC_MAGMA_ERUPTION:
  3849. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3850. break;
  3851. }
  3852. }
  3853. } while (0);
  3854. //Free skl now that it is no longer needed.
  3855. ers_free(skill_timer_ers, skl);
  3856. return 0;
  3857. }
  3858. /*==========================================
  3859. *
  3860. *------------------------------------------*/
  3861. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3862. {
  3863. int i;
  3864. struct unit_data *ud;
  3865. nullpo_retr(1, src);
  3866. if (src->prev == NULL)
  3867. return 0;
  3868. ud = unit_bl2ud(src);
  3869. nullpo_retr(1, ud);
  3870. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3871. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3872. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3873. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3874. ud->skilltimerskill[i]->src_id = src->id;
  3875. ud->skilltimerskill[i]->target_id = target;
  3876. ud->skilltimerskill[i]->skill_id = skill_id;
  3877. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3878. ud->skilltimerskill[i]->map = src->m;
  3879. ud->skilltimerskill[i]->x = x;
  3880. ud->skilltimerskill[i]->y = y;
  3881. ud->skilltimerskill[i]->type = type;
  3882. ud->skilltimerskill[i]->flag = flag;
  3883. return 0;
  3884. }
  3885. /*==========================================
  3886. *
  3887. *------------------------------------------*/
  3888. int skill_cleartimerskill (struct block_list *src)
  3889. {
  3890. int i;
  3891. struct unit_data *ud;
  3892. nullpo_ret(src);
  3893. ud = unit_bl2ud(src);
  3894. nullpo_ret(ud);
  3895. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3896. if(ud->skilltimerskill[i]) {
  3897. switch(ud->skilltimerskill[i]->skill_id) {
  3898. case WL_TETRAVORTEX_FIRE:
  3899. case WL_TETRAVORTEX_WATER:
  3900. case WL_TETRAVORTEX_WIND:
  3901. case WL_TETRAVORTEX_GROUND:
  3902. // For SR_FLASHCOMBO
  3903. case SR_DRAGONCOMBO:
  3904. case SR_FALLENEMPIRE:
  3905. case SR_TIGERCANNON:
  3906. case SR_SKYNETBLOW:
  3907. continue;
  3908. }
  3909. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3910. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3911. ud->skilltimerskill[i]=NULL;
  3912. }
  3913. }
  3914. return 1;
  3915. }
  3916. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3917. struct skill_unit *su = (TBL_SKILL*)bl;
  3918. struct skill_unit_group *sg = NULL;
  3919. nullpo_ret(su);
  3920. if (bl->type != BL_SKILL)
  3921. return 0;
  3922. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3923. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3924. su->limit = DIFF_TICK(gettick(), sg->tick);
  3925. sg->unit_id = UNT_USED_TRAPS;
  3926. }
  3927. return 1;
  3928. }
  3929. /**
  3930. * Reveal hidden trap
  3931. **/
  3932. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3933. {
  3934. TBL_SKILL *su = (TBL_SKILL*)bl;
  3935. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  3936. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3937. //clif_changetraplook(bl, su->group->unit_id);
  3938. su->hidden = false;
  3939. skill_getareachar_skillunit_visibilty(su, AREA);
  3940. return 1;
  3941. }
  3942. return 0;
  3943. }
  3944. /**
  3945. * Attempt to reveal trap in area
  3946. * @param src Skill caster
  3947. * @param range Affected range
  3948. * @param x
  3949. * @param y
  3950. * TODO: Remove hardcode usages for this function
  3951. **/
  3952. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  3953. if (!battle_config.traps_setting)
  3954. return;
  3955. nullpo_retv(src);
  3956. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  3957. }
  3958. /*========================================== [Playtester]
  3959. * Process tarot card's effects
  3960. * @param src: Source of the tarot card effect
  3961. * @param target: Target of the tartor card effect
  3962. * @param skill_id: ID of the skill used
  3963. * @param skill_lv: Level of the skill used
  3964. * @param tick: Processing tick time
  3965. * @return Card number
  3966. *------------------------------------------*/
  3967. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int tick)
  3968. {
  3969. int card = 0;
  3970. if (battle_config.tarotcard_equal_chance) {
  3971. //eAthena equal chances
  3972. card = rnd() % 14 + 1;
  3973. }
  3974. else {
  3975. //Official chances
  3976. int rate = rnd() % 100;
  3977. if (rate < 10) card = 1; // THE FOOL
  3978. else if (rate < 20) card = 2; // THE MAGICIAN
  3979. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  3980. else if (rate < 37) card = 4; // THE CHARIOT
  3981. else if (rate < 47) card = 5; // STRENGTH
  3982. else if (rate < 62) card = 6; // THE LOVERS
  3983. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  3984. else if (rate < 69) card = 8; // THE HANGED MAN
  3985. else if (rate < 74) card = 9; // DEATH
  3986. else if (rate < 82) card = 10; // TEMPERANCE
  3987. else if (rate < 83) card = 11; // THE DEVIL
  3988. else if (rate < 85) card = 12; // THE TOWER
  3989. else if (rate < 90) card = 13; // THE STAR
  3990. else card = 14; // THE SUN
  3991. }
  3992. switch (card) {
  3993. case 1: // THE FOOL - heals SP to 0
  3994. {
  3995. status_percent_damage(src, target, 0, 100, false);
  3996. break;
  3997. }
  3998. case 2: // THE MAGICIAN - matk halved
  3999. {
  4000. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4001. break;
  4002. }
  4003. case 3: // THE HIGH PRIESTESS - all buffs removed
  4004. {
  4005. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4006. break;
  4007. }
  4008. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4009. {
  4010. status_fix_damage(src, target, 1000, 0);
  4011. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4012. if (!status_isdead(target))
  4013. {
  4014. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4015. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4016. }
  4017. break;
  4018. }
  4019. case 5: // STRENGTH - atk halved
  4020. {
  4021. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4022. break;
  4023. }
  4024. case 6: // THE LOVERS - 2000HP heal, random teleported
  4025. {
  4026. status_heal(target, 2000, 0, 0);
  4027. if (!map_flag_vs(target->m))
  4028. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4029. break;
  4030. }
  4031. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4032. {
  4033. // Recursive call
  4034. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4035. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4036. break;
  4037. }
  4038. case 8: // THE HANGED MAN - stop, freeze or stoned
  4039. {
  4040. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4041. uint8 rand_eff = rnd() % 3;
  4042. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4043. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4044. break;
  4045. }
  4046. case 9: // DEATH - curse, coma and poison
  4047. {
  4048. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4049. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4050. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4051. break;
  4052. }
  4053. case 10: // TEMPERANCE - confusion
  4054. {
  4055. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4056. break;
  4057. }
  4058. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4059. {
  4060. status_fix_damage(src, target, 6666, 0);
  4061. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4062. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4063. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4064. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4065. break;
  4066. }
  4067. case 12: // THE TOWER - 4444 damage
  4068. {
  4069. status_fix_damage(src, target, 4444, 0);
  4070. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4071. break;
  4072. }
  4073. case 13: // THE STAR - stun
  4074. {
  4075. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4076. break;
  4077. }
  4078. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4079. {
  4080. #ifdef RENEWAL
  4081. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4082. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4083. #endif
  4084. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4085. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4086. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4087. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4088. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4089. return 14; //To make sure a valid number is returned
  4090. }
  4091. }
  4092. return card;
  4093. }
  4094. /*==========================================
  4095. *
  4096. *
  4097. *------------------------------------------*/
  4098. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4099. {
  4100. struct map_session_data *sd = NULL;
  4101. struct status_data *tstatus;
  4102. struct status_change *sc, *tsc;
  4103. if (skill_id > 0 && !skill_lv) return 0;
  4104. nullpo_retr(1, src);
  4105. nullpo_retr(1, bl);
  4106. if (src->m != bl->m)
  4107. return 1;
  4108. if (bl->prev == NULL)
  4109. return 1;
  4110. sd = BL_CAST(BL_PC, src);
  4111. if (status_isdead(bl))
  4112. return 1;
  4113. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4114. { //GTB makes all targetted magic display miss with a single bolt.
  4115. sc_type sct = status_skill2sc(skill_id);
  4116. if(sct != SC_NONE)
  4117. status_change_end(bl, sct, INVALID_TIMER);
  4118. 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));
  4119. return 1;
  4120. }
  4121. sc = status_get_sc(src);
  4122. tsc = status_get_sc(bl);
  4123. if (sc && !sc->count)
  4124. sc = NULL; //Unneeded
  4125. if (tsc && !tsc->count)
  4126. tsc = NULL;
  4127. tstatus = status_get_status_data(bl);
  4128. map_freeblock_lock();
  4129. switch(skill_id) {
  4130. case MER_CRASH:
  4131. case SM_BASH:
  4132. case MS_BASH:
  4133. case MC_MAMMONITE:
  4134. case TF_DOUBLE:
  4135. case AC_DOUBLE:
  4136. case MA_DOUBLE:
  4137. case AS_SONICBLOW:
  4138. case KN_PIERCE:
  4139. case ML_PIERCE:
  4140. case KN_SPEARBOOMERANG:
  4141. case TF_POISON:
  4142. case TF_SPRINKLESAND:
  4143. case AC_CHARGEARROW:
  4144. case MA_CHARGEARROW:
  4145. case RG_INTIMIDATE:
  4146. case AM_ACIDTERROR:
  4147. case BA_MUSICALSTRIKE:
  4148. case DC_THROWARROW:
  4149. case BA_DISSONANCE:
  4150. case CR_HOLYCROSS:
  4151. case NPC_DARKCROSS:
  4152. case CR_SHIELDCHARGE:
  4153. case CR_SHIELDBOOMERANG:
  4154. case NPC_PIERCINGATT:
  4155. case NPC_MENTALBREAKER:
  4156. case NPC_RANGEATTACK:
  4157. case NPC_CRITICALSLASH:
  4158. case NPC_COMBOATTACK:
  4159. case NPC_GUIDEDATTACK:
  4160. case NPC_POISON:
  4161. case NPC_RANDOMATTACK:
  4162. case NPC_WATERATTACK:
  4163. case NPC_GROUNDATTACK:
  4164. case NPC_FIREATTACK:
  4165. case NPC_WINDATTACK:
  4166. case NPC_POISONATTACK:
  4167. case NPC_HOLYATTACK:
  4168. case NPC_DARKNESSATTACK:
  4169. case NPC_TELEKINESISATTACK:
  4170. case NPC_UNDEADATTACK:
  4171. case NPC_ARMORBRAKE:
  4172. case NPC_WEAPONBRAKER:
  4173. case NPC_HELMBRAKE:
  4174. case NPC_SHIELDBRAKE:
  4175. case NPC_BLINDATTACK:
  4176. case NPC_SILENCEATTACK:
  4177. case NPC_STUNATTACK:
  4178. case NPC_PETRIFYATTACK:
  4179. case NPC_CURSEATTACK:
  4180. case NPC_SLEEPATTACK:
  4181. case LK_AURABLADE:
  4182. case LK_SPIRALPIERCE:
  4183. case ML_SPIRALPIERCE:
  4184. case LK_HEADCRUSH:
  4185. case CG_ARROWVULCAN:
  4186. case HW_MAGICCRASHER:
  4187. case ITM_TOMAHAWK:
  4188. case CH_CHAINCRUSH:
  4189. case CH_TIGERFIST:
  4190. case PA_SHIELDCHAIN: // Shield Chain
  4191. case PA_SACRIFICE:
  4192. case WS_CARTTERMINATION: // Cart Termination
  4193. case AS_VENOMKNIFE:
  4194. case HT_PHANTASMIC:
  4195. case TK_DOWNKICK:
  4196. case TK_COUNTER:
  4197. case GS_CHAINACTION:
  4198. case GS_TRIPLEACTION:
  4199. #ifndef RENEWAL
  4200. case GS_MAGICALBULLET:
  4201. #endif
  4202. case GS_TRACKING:
  4203. case GS_PIERCINGSHOT:
  4204. case GS_RAPIDSHOWER:
  4205. case GS_DUST:
  4206. case GS_DISARM: // Added disarm. [Reddozen]
  4207. case GS_FULLBUSTER:
  4208. case NJ_SYURIKEN:
  4209. case NJ_KUNAI:
  4210. #ifndef RENEWAL
  4211. case ASC_BREAKER:
  4212. #endif
  4213. case HFLI_MOON: //[orn]
  4214. case HFLI_SBR44: //[orn]
  4215. case NPC_BLEEDING:
  4216. case NPC_CRITICALWOUND:
  4217. case NPC_HELLPOWER:
  4218. case RK_SONICWAVE:
  4219. case AB_DUPLELIGHT_MELEE:
  4220. case RA_AIMEDBOLT:
  4221. case NC_AXEBOOMERANG:
  4222. case NC_POWERSWING:
  4223. case NC_MAGMA_ERUPTION:
  4224. case GC_CROSSIMPACT:
  4225. case GC_VENOMPRESSURE:
  4226. case SC_TRIANGLESHOT:
  4227. case SC_FEINTBOMB:
  4228. case LG_BANISHINGPOINT:
  4229. case LG_SHIELDPRESS:
  4230. case LG_RAGEBURST:
  4231. case LG_RAYOFGENESIS:
  4232. case LG_HESPERUSLIT:
  4233. case LG_OVERBRAND:
  4234. case LG_OVERBRAND_BRANDISH:
  4235. case SR_FALLENEMPIRE:
  4236. case SR_CRESCENTELBOW_AUTOSPELL:
  4237. case SR_GATEOFHELL:
  4238. case SR_GENTLETOUCH_QUIET:
  4239. case WM_SEVERE_RAINSTORM_MELEE:
  4240. case WM_GREAT_ECHO:
  4241. case GN_SLINGITEM_RANGEMELEEATK:
  4242. case KO_SETSUDAN:
  4243. case RL_MASS_SPIRAL:
  4244. case RL_BANISHING_BUSTER:
  4245. case RL_SLUGSHOT:
  4246. case RL_AM_BLAST:
  4247. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4248. break;
  4249. case NC_BOOSTKNUCKLE:
  4250. case NC_PILEBUNKER:
  4251. case NC_COLDSLOWER:
  4252. if (sd)
  4253. pc_overheat(sd, 1);
  4254. case MO_TRIPLEATTACK:
  4255. case RK_WINDCUTTER:
  4256. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4257. break;
  4258. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  4259. switch( rnd()%6 ){
  4260. case 0: flag |= BREAK_ANKLE; break;
  4261. case 1: flag |= BREAK_WRIST; break;
  4262. case 2: flag |= BREAK_KNEE; break;
  4263. case 3: flag |= BREAK_SHOULDER; break;
  4264. case 4: flag |= BREAK_WAIST; break;
  4265. case 5: flag |= BREAK_NECK; break;
  4266. }
  4267. //TODO: is there really no cleaner way to do this?
  4268. sc = status_get_sc(bl);
  4269. if (sc) sc->jb_flag = flag;
  4270. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4271. break;
  4272. case MO_COMBOFINISH:
  4273. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4274. { //Becomes a splash attack when Soul Linked.
  4275. map_foreachinshootrange(skill_area_sub, bl,
  4276. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4277. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4278. skill_castend_damage_id);
  4279. } else
  4280. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4281. break;
  4282. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4284. skill_area_temp[1] = 0;
  4285. map_foreachinshootrange(skill_attack_area, src,
  4286. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4287. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4288. break;
  4289. case KN_CHARGEATK:
  4290. {
  4291. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4292. unsigned int dist = distance_bl(src, bl);
  4293. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4294. // teleport to target (if not on WoE grounds)
  4295. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4296. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4297. // cause damage and knockback if the path to target was a straight one
  4298. if (path) {
  4299. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4300. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4301. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4302. // make the caster look in the direction of the target
  4303. unit_setdir(src, (dir+4)%8);
  4304. }
  4305. }
  4306. break;
  4307. case NC_FLAMELAUNCHER:
  4308. if (sd) pc_overheat(sd,1);
  4309. case LG_CANNONSPEAR:
  4310. if(skill_id == LG_CANNONSPEAR)
  4311. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4312. skill_area_temp[1] = bl->id;
  4313. if (battle_config.skill_eightpath_algorithm) {
  4314. //Use official AoE algorithm
  4315. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4316. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4317. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4318. } else {
  4319. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4320. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4321. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4322. }
  4323. break;
  4324. case SN_SHARPSHOOTING:
  4325. case MA_SHARPSHOOTING:
  4326. case NJ_KAMAITACHI:
  4327. case NPC_ACIDBREATH:
  4328. case NPC_DARKNESSBREATH:
  4329. case NPC_FIREBREATH:
  4330. case NPC_ICEBREATH:
  4331. case NPC_THUNDERBREATH:
  4332. skill_area_temp[1] = bl->id;
  4333. if (battle_config.skill_eightpath_algorithm) {
  4334. //Use official AoE algorithm
  4335. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4336. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4337. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4338. //These skills hit at least the target if the AoE doesn't hit
  4339. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4340. }
  4341. } else {
  4342. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4343. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4344. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4345. }
  4346. if (skill_id == SN_SHARPSHOOTING)
  4347. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4348. break;
  4349. case MO_INVESTIGATE:
  4350. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4351. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4352. break;
  4353. case RG_BACKSTAP:
  4354. {
  4355. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4356. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4357. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4358. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4359. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4360. unit_setdir(bl,dir);
  4361. }
  4362. else if (sd)
  4363. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4364. }
  4365. break;
  4366. case MO_FINGEROFFENSIVE:
  4367. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4368. if (battle_config.finger_offensive_type && sd) {
  4369. int i;
  4370. for (i = 1; i < sd->spiritball_old; i++)
  4371. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4372. }
  4373. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4374. break;
  4375. case MO_CHAINCOMBO:
  4376. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4377. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4378. break;
  4379. #ifndef RENEWAL
  4380. case NJ_ISSEN:
  4381. #endif
  4382. case MO_EXTREMITYFIST:
  4383. {
  4384. struct block_list *mbl = bl; // For NJ_ISSEN
  4385. short x, y, i = 2; // Move 2 cells (From target)
  4386. short dir = map_calc_dir(src,bl->x,bl->y);
  4387. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4388. if (skill_id == MO_EXTREMITYFIST) {
  4389. status_set_sp(src, 0, 0);
  4390. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4391. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4392. #ifdef RENEWAL
  4393. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4394. #endif
  4395. } else {
  4396. status_set_hp(src, 1, 0);
  4397. status_change_end(src, SC_NEN, INVALID_TIMER);
  4398. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4399. }
  4400. if (skill_id == MO_EXTREMITYFIST) {
  4401. mbl = src; // For MO_EXTREMITYFIST
  4402. i = 3; // Move 3 cells (From caster)
  4403. }
  4404. if (dir > 0 && dir < 4)
  4405. x = -i;
  4406. else if (dir > 4)
  4407. x = i;
  4408. else
  4409. x = 0;
  4410. if (dir > 2 && dir < 6)
  4411. y = -i;
  4412. else if (dir == 7 || dir < 2)
  4413. y = i;
  4414. else
  4415. y = 0;
  4416. // Ashura Strike still has slide effect in GVG
  4417. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4418. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4419. clif_blown(src);
  4420. clif_spiritball(src);
  4421. }
  4422. }
  4423. break;
  4424. case HT_POWER:
  4425. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4426. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4427. break;
  4428. case SU_PICKYPECK:
  4429. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4430. case SU_BITE:
  4431. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4432. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4433. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4434. break;
  4435. case SU_SVG_SPIRIT:
  4436. skill_area_temp[1] = bl->id;
  4437. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4438. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4439. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4440. break;
  4441. //Splash attack skills.
  4442. case AS_GRIMTOOTH:
  4443. case MC_CARTREVOLUTION:
  4444. case NPC_SPLASHATTACK:
  4445. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4446. case AS_SPLASHER:
  4447. case HT_BLITZBEAT:
  4448. case AC_SHOWER:
  4449. case MA_SHOWER:
  4450. case MG_NAPALMBEAT:
  4451. case MG_FIREBALL:
  4452. case RG_RAID:
  4453. case HW_NAPALMVULCAN:
  4454. case NJ_HUUMA:
  4455. case ASC_METEORASSAULT:
  4456. case GS_SPREADATTACK:
  4457. case NPC_EARTHQUAKE:
  4458. case NPC_PULSESTRIKE:
  4459. case NPC_HELLJUDGEMENT:
  4460. case NPC_VAMPIRE_GIFT:
  4461. case NPC_MAXPAIN_ATK:
  4462. case RK_IGNITIONBREAK:
  4463. case AB_JUDEX:
  4464. case WL_SOULEXPANSION:
  4465. case WL_CRIMSONROCK:
  4466. case WL_JACKFROST:
  4467. case RA_ARROWSTORM:
  4468. case RA_WUGDASH:
  4469. case NC_VULCANARM:
  4470. case NC_SELFDESTRUCTION:
  4471. case NC_AXETORNADO:
  4472. case GC_ROLLINGCUTTER:
  4473. case GC_COUNTERSLASH:
  4474. case LG_MOONSLASHER:
  4475. case LG_EARTHDRIVE:
  4476. case SR_RAMPAGEBLASTER:
  4477. case SR_SKYNETBLOW:
  4478. case SR_WINDMILL:
  4479. case SR_RIDEINLIGHTNING:
  4480. case WM_REVERBERATION_MELEE:
  4481. case WM_REVERBERATION_MAGIC:
  4482. case SO_VARETYR_SPEAR:
  4483. case GN_CART_TORNADO:
  4484. case GN_CARTCANNON:
  4485. case KO_HAPPOKUNAI:
  4486. case KO_HUUMARANKA:
  4487. case KO_MUCHANAGE:
  4488. case KO_BAKURETSU:
  4489. case GN_ILLUSIONDOPING:
  4490. case RL_FIREDANCE:
  4491. case RL_S_STORM:
  4492. case RL_R_TRIP:
  4493. case MH_XENO_SLASHER:
  4494. case NC_ARMSCANNON:
  4495. case SU_SCRATCH:
  4496. case SU_LUNATICCARROTBEAT:
  4497. if( flag&1 ) {//Recursive invocation
  4498. int sflag = skill_area_temp[0] & 0xFFF;
  4499. int heal = 0;
  4500. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4501. break; // Under Hovering characters are immune to select trap and ground target skills.
  4502. if( flag&SD_LEVEL )
  4503. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4504. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4505. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4506. switch(skill_id) {
  4507. case SR_SKYNETBLOW:
  4508. if (flag&8)
  4509. sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
  4510. break;
  4511. }
  4512. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4513. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4514. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4515. status_heal(src,heal,0,0);
  4516. }
  4517. if (skill_id == SU_SCRATCH && status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4518. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4519. } else {
  4520. int starget = BL_CHAR|BL_SKILL;
  4521. skill_area_temp[0] = 0;
  4522. skill_area_temp[1] = bl->id;
  4523. skill_area_temp[2] = 0;
  4524. switch ( skill_id ) {
  4525. case SU_LUNATICCARROTBEAT:
  4526. skill_area_temp[3] = 0;
  4527. case LG_EARTHDRIVE:
  4528. case GN_CARTCANNON:
  4529. case SU_SCRATCH:
  4530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4531. break;
  4532. case LG_MOONSLASHER:
  4533. case MH_XENO_SLASHER:
  4534. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  4535. break;
  4536. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4537. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4538. break;
  4539. case WM_REVERBERATION_MELEE:
  4540. case WM_REVERBERATION_MAGIC:
  4541. skill_area_temp[1] = 0;
  4542. starget = splash_target(src);
  4543. break;
  4544. case WL_CRIMSONROCK:
  4545. skill_area_temp[4] = bl->x;
  4546. skill_area_temp[5] = bl->y;
  4547. break;
  4548. case NC_ARMSCANNON:
  4549. starget = splash_target(src);
  4550. case NC_VULCANARM:
  4551. if (sd)
  4552. pc_overheat(sd, 1);
  4553. break;
  4554. }
  4555. // if skill damage should be split among targets, count them
  4556. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4557. //special case: Venom Splasher uses a different range for searching than for splashing
  4558. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4559. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4560. // recursive invocation of skill_castend_damage_id() with flag|1
  4561. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4562. if (sd && skill_id == SU_LUNATICCARROTBEAT) {
  4563. short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
  4564. if (item_idx >= 0) {
  4565. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  4566. skill_area_temp[3] = 1;
  4567. }
  4568. }
  4569. if (skill_id == RA_ARROWSTORM)
  4570. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4571. if( skill_id == AS_SPLASHER ) {
  4572. map_freeblock_unlock(); // Don't consume a second gemstone.
  4573. return 0;
  4574. }
  4575. }
  4576. break;
  4577. //Place units around target
  4578. case NJ_BAKUENRYU:
  4579. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4580. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4581. break;
  4582. case WL_COMET:
  4583. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4584. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4585. break;
  4586. case SM_MAGNUM:
  4587. case MS_MAGNUM:
  4588. if( flag&1 ) {
  4589. // For players, damage depends on distance, so add it to flag if it is > 1
  4590. // Cannot hit hidden targets
  4591. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4592. }
  4593. break;
  4594. case KN_BRANDISHSPEAR:
  4595. case ML_BRANDISH:
  4596. //Coded apart for it needs the flag passed to the damage calculation.
  4597. if (skill_area_temp[1] != bl->id)
  4598. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4599. else
  4600. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4601. break;
  4602. case KN_BOWLINGBASH:
  4603. case MS_BOWLINGBASH:
  4604. {
  4605. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4606. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4607. c = (skill_lv-(flag&0xFFF)+1)/2;
  4608. // Determine the Bowling Bash area depending on configuration
  4609. if (battle_config.bowling_bash_area == 0) {
  4610. // Gutter line system
  4611. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4612. if(min_x < 0) min_x = 0;
  4613. max_x = min_x + 39;
  4614. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4615. if(min_y < 0) min_y = 0;
  4616. max_y = min_y + 39;
  4617. } else if (battle_config.bowling_bash_area == 1) {
  4618. // Gutter line system without demi gutter bug
  4619. min_x = src->x - (src->x)%40;
  4620. max_x = min_x + 39;
  4621. min_y = src->y - (src->y)%40;
  4622. max_y = min_y + 39;
  4623. } else {
  4624. // Area around caster
  4625. min_x = src->x - battle_config.bowling_bash_area;
  4626. max_x = src->x + battle_config.bowling_bash_area;
  4627. min_y = src->y - battle_config.bowling_bash_area;
  4628. max_y = src->y + battle_config.bowling_bash_area;
  4629. }
  4630. // Initialization, break checks, direction
  4631. if((flag&0xFFF) > 0) {
  4632. // Ignore monsters outside area
  4633. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4634. break;
  4635. // Ignore monsters already in list
  4636. if(idb_exists(bowling_db, bl->id))
  4637. break;
  4638. // Random direction
  4639. dir = rnd()%8;
  4640. } else {
  4641. // Create an empty list of already hit targets
  4642. db_clear(bowling_db);
  4643. // Direction is walkpath
  4644. dir = (unit_getdir(src)+4)%8;
  4645. }
  4646. // Add current target to the list of already hit targets
  4647. idb_put(bowling_db, bl->id, bl);
  4648. // Keep moving target in direction square by square
  4649. tx = bl->x;
  4650. ty = bl->y;
  4651. for(i=0;i<c;i++) {
  4652. // Target coordinates (get changed even if knockback fails)
  4653. tx -= dirx[dir];
  4654. ty -= diry[dir];
  4655. // If target cell is a wall then break
  4656. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4657. break;
  4658. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4659. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4660. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4661. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4662. (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))) {
  4663. // Recursive call
  4664. 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);
  4665. // Self-collision
  4666. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4667. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4668. break;
  4669. }
  4670. }
  4671. // Original hit or chain hit depending on flag
  4672. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4673. }
  4674. break;
  4675. case KN_SPEARSTAB:
  4676. if(flag&1) {
  4677. if (bl->id==skill_area_temp[1])
  4678. break;
  4679. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4680. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4681. } else {
  4682. int x=bl->x,y=bl->y,i,dir;
  4683. dir = map_calc_dir(bl,src->x,src->y);
  4684. skill_area_temp[1] = bl->id;
  4685. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4686. // all the enemies between the caster and the target are hit, as well as the target
  4687. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4688. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4689. for (i=0;i<4;i++) {
  4690. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4691. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4692. x += dirx[dir];
  4693. y += diry[dir];
  4694. }
  4695. }
  4696. break;
  4697. case TK_TURNKICK:
  4698. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4699. {
  4700. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4701. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4702. map_foreachinallrange(skill_area_sub,bl,
  4703. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4704. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4705. skill_castend_nodamage_id);
  4706. }
  4707. break;
  4708. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4709. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4710. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4711. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4712. break;
  4713. case PR_TURNUNDEAD:
  4714. case ALL_RESURRECTION:
  4715. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4716. break;
  4717. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4718. break;
  4719. case AL_HOLYLIGHT:
  4720. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4721. case MG_SOULSTRIKE:
  4722. case NPC_DARKSTRIKE:
  4723. case MG_COLDBOLT:
  4724. case MG_FIREBOLT:
  4725. case MG_LIGHTNINGBOLT:
  4726. case WZ_EARTHSPIKE:
  4727. case AL_HEAL:
  4728. case NPC_DARKTHUNDER:
  4729. case PR_ASPERSIO:
  4730. case MG_FROSTDIVER:
  4731. case WZ_SIGHTBLASTER:
  4732. case WZ_SIGHTRASHER:
  4733. case NJ_KOUENKA:
  4734. case NJ_HYOUSENSOU:
  4735. case NJ_HUUJIN:
  4736. case AB_ADORAMUS:
  4737. case AB_RENOVATIO:
  4738. case AB_HIGHNESSHEAL:
  4739. case AB_DUPLELIGHT_MAGIC:
  4740. case WM_METALICSOUND:
  4741. case KO_KAIHOU:
  4742. case MH_ERASER_CUTTER:
  4743. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4744. break;
  4745. case NPC_MAGICALATTACK:
  4746. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4747. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4748. break;
  4749. case HVAN_CAPRICE: //[blackhole89]
  4750. {
  4751. int ran=rnd()%4;
  4752. int sid = 0;
  4753. switch(ran)
  4754. {
  4755. case 0: sid=MG_COLDBOLT; break;
  4756. case 1: sid=MG_FIREBOLT; break;
  4757. case 2: sid=MG_LIGHTNINGBOLT; break;
  4758. case 3: sid=WZ_EARTHSPIKE; break;
  4759. }
  4760. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4761. }
  4762. break;
  4763. case WZ_WATERBALL:
  4764. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4765. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4766. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4767. break;
  4768. case WZ_JUPITEL:
  4769. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4770. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4771. break;
  4772. case PR_BENEDICTIO:
  4773. //Should attack undead and demons. [Skotlex]
  4774. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4775. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4776. break;
  4777. case SL_SMA:
  4778. status_change_end(src, SC_SMA, INVALID_TIMER);
  4779. case SL_STIN:
  4780. case SL_STUN:
  4781. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4782. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4784. break;
  4785. }
  4786. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4787. break;
  4788. case NPC_DARKBREATH:
  4789. clif_emotion(src,ET_ANGER);
  4790. case SN_FALCONASSAULT:
  4791. case PA_PRESSURE:
  4792. case CR_ACIDDEMONSTRATION:
  4793. case TF_THROWSTONE:
  4794. #ifdef RENEWAL
  4795. case ASC_BREAKER:
  4796. #endif
  4797. case NPC_SMOKING:
  4798. case GS_FLING:
  4799. case NJ_ZENYNAGE:
  4800. case GN_THORNS_TRAP:
  4801. case GN_HELLS_PLANT_ATK:
  4802. case RL_B_TRAP:
  4803. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4804. break;
  4805. #ifdef RENEWAL
  4806. case NJ_ISSEN: {
  4807. short x, y;
  4808. short dir = map_calc_dir(src, bl->x, bl->y);
  4809. // Move 2 cells (From target)
  4810. if (dir > 0 && dir < 4)
  4811. x = -2;
  4812. else if (dir > 4)
  4813. x = 2;
  4814. else
  4815. x = 0;
  4816. if (dir > 2 && dir < 6)
  4817. y = -2;
  4818. else if (dir == 7 || dir < 2)
  4819. y = 2;
  4820. else
  4821. y = 0;
  4822. // Doesn't have slide effect in GVG
  4823. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4824. clif_blown(src);
  4825. clif_spiritball(src);
  4826. }
  4827. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4828. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4829. status_change_end(src, SC_NEN, INVALID_TIMER);
  4830. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4831. }
  4832. break;
  4833. #endif
  4834. case RK_DRAGONBREATH_WATER:
  4835. case RK_DRAGONBREATH:
  4836. if( tsc && tsc->data[SC_HIDING] )
  4837. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4838. else
  4839. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4840. break;
  4841. case NPC_SELFDESTRUCTION:
  4842. if( tsc && tsc->data[SC_HIDING] )
  4843. break;
  4844. case HVAN_EXPLOSION:
  4845. if (src != bl)
  4846. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4847. break;
  4848. // Celest
  4849. case PF_SOULBURN:
  4850. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4852. if (skill_lv == 5)
  4853. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4854. status_percent_damage(src, bl, 0, 100, false);
  4855. } else {
  4856. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4857. if (skill_lv == 5)
  4858. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4859. status_percent_damage(src, src, 0, 100, false);
  4860. }
  4861. break;
  4862. case NPC_BLOODDRAIN:
  4863. case NPC_ENERGYDRAIN:
  4864. {
  4865. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4866. src, src, bl, skill_id, skill_lv, tick, flag);
  4867. if (heal > 0){
  4868. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4869. status_heal(src, heal, 0, 0);
  4870. }
  4871. }
  4872. break;
  4873. case GS_BULLSEYE:
  4874. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4875. break;
  4876. case NJ_KASUMIKIRI:
  4877. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4878. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4879. break;
  4880. case NJ_KIRIKAGE:
  4881. if( !map_flag_gvg2(src->m) && !map[src->m].flag.battleground )
  4882. { //You don't move on GVG grounds.
  4883. short x, y;
  4884. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4885. if (unit_movepos(src, x, y, 0, 0)) {
  4886. clif_blown(src);
  4887. }
  4888. }
  4889. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4890. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4891. break;
  4892. case RK_HUNDREDSPEAR:
  4893. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4894. if(rnd()%100 < (10 + 3*skill_lv)) {
  4895. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4896. if( !skill_req )
  4897. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4898. skill_blown(src,bl,6,-1,BLOWN_NONE);
  4899. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4900. }
  4901. break;
  4902. case RK_PHANTOMTHRUST:
  4903. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4905. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  4906. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4907. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4908. break;
  4909. case RK_STORMBLAST:
  4910. if( flag&1 )
  4911. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4912. else {
  4913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4914. 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);
  4915. }
  4916. break;
  4917. case GC_DARKILLUSION:
  4918. {
  4919. short x, y;
  4920. short dir = map_calc_dir(src,bl->x,bl->y);
  4921. if( dir > 0 && dir < 4) x = 2;
  4922. else if( dir > 4 ) x = -2;
  4923. else x = 0;
  4924. if( dir > 2 && dir < 6 ) y = 2;
  4925. else if( dir == 7 || dir < 2 ) y = -2;
  4926. else y = 0;
  4927. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4928. clif_blown(src);
  4929. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4930. if( rnd()%100 < 4 * skill_lv )
  4931. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4932. }
  4933. }
  4934. break;
  4935. case GC_WEAPONCRUSH:
  4936. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4937. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4938. else if( sd )
  4939. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4940. break;
  4941. case GC_CROSSRIPPERSLASHER:
  4942. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4944. else
  4945. {
  4946. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4947. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4948. }
  4949. break;
  4950. case GC_PHANTOMMENACE:
  4951. if (flag&1) { // Only Hits Invisible Targets
  4952. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4953. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4954. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4955. }
  4956. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4957. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4958. }
  4959. break;
  4960. case GC_DARKCROW:
  4961. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4962. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  4963. break;
  4964. case WL_DRAINLIFE:
  4965. {
  4966. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4967. int rate = 70 + 5 * skill_lv;
  4968. heal = heal * (5 + 5 * skill_lv) / 100;
  4969. if( bl->type == BL_SKILL )
  4970. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4971. if( heal && rnd()%100 < rate )
  4972. {
  4973. status_heal(src, heal, 0, 0);
  4974. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4975. }
  4976. }
  4977. break;
  4978. case WL_TETRAVORTEX:
  4979. if( sd && sc ) { // No SC? No spheres
  4980. int spheres[5] = { 0, 0, 0, 0, 0 },
  4981. positions[5] = {-1,-1,-1,-1,-1 },
  4982. i, j = 0, k, subskill = 0;
  4983. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4984. if( sc->data[i] ) {
  4985. spheres[j] = i;
  4986. positions[j] = sc->data[i]->val2;
  4987. j++;
  4988. }
  4989. // Sphere Sort, this time from new to old
  4990. for( i = 0; i <= j - 2; i++ )
  4991. for( k = i + 1; k <= j - 1; k++ )
  4992. if( positions[i] < positions[k] ) {
  4993. SWAP(positions[i],positions[k]);
  4994. SWAP(spheres[i],spheres[k]);
  4995. }
  4996. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4997. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  4998. j = 4;
  4999. }
  5000. k = 0;
  5001. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5002. switch( sc->data[spheres[i]]->val1 ) {
  5003. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5004. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5005. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5006. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5007. }
  5008. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5009. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  5010. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5011. }
  5012. }
  5013. break;
  5014. case WL_RELEASE:
  5015. if( sd )
  5016. {
  5017. int i;
  5018. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5019. // Priority is to release SpellBook
  5020. if( sc && sc->data[SC_FREEZE_SP] )
  5021. { // SpellBook
  5022. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5023. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5024. int cooldown;
  5025. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5026. if( sc->data[i] ) spell[s++] = i;
  5027. if ( s == 0 )
  5028. break;
  5029. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5030. if(sc->data[i] ){// Now extract the data from the preserved spell
  5031. pres_skill_id = sc->data[i]->val1;
  5032. pres_skill_lv = sc->data[i]->val2;
  5033. point = sc->data[i]->val3;
  5034. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5035. }else //something went wrong :(
  5036. break;
  5037. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5038. sc->data[SC_FREEZE_SP]->val2 -= point;
  5039. else // Last spell to be released
  5040. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5041. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5042. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5043. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5044. break;
  5045. // Get the requirement for the preserved skill
  5046. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5047. switch( skill_get_casttype(pres_skill_id) )
  5048. {
  5049. case CAST_GROUND:
  5050. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5051. break;
  5052. case CAST_NODAMAGE:
  5053. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5054. break;
  5055. case CAST_DAMAGE:
  5056. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5057. break;
  5058. }
  5059. sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5060. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5061. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5062. if( cooldown )
  5063. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5064. }
  5065. else
  5066. { // Summon Balls
  5067. int j = 0, k;
  5068. int spheres[5] = { 0, 0, 0, 0, 0 },
  5069. positions[5] = {-1,-1,-1,-1,-1 };
  5070. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5071. if( sc && sc->data[i] )
  5072. {
  5073. spheres[j] = i;
  5074. positions[j] = sc->data[i]->val2;
  5075. sc->data[i]->val2--; // Prepares for next position
  5076. j++;
  5077. }
  5078. if( j == 0 )
  5079. { // No Spheres
  5080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5081. break;
  5082. }
  5083. // Sphere Sort
  5084. for( i = 0; i <= j - 2; i++ )
  5085. for( k = i + 1; k <= j - 1; k++ )
  5086. if( positions[i] > positions[k] )
  5087. {
  5088. SWAP(positions[i],positions[k]);
  5089. SWAP(spheres[i],spheres[k]);
  5090. }
  5091. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5092. for( i = 0; i < j; i++ )
  5093. {
  5094. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5095. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5096. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5097. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5098. }
  5099. clif_skill_nodamage(src,bl,skill_id,0,1);
  5100. }
  5101. }
  5102. break;
  5103. case WL_FROSTMISTY:
  5104. // Causes Freezing status through walls.
  5105. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  5106. // Doesn't deal damage through non-shootable walls.
  5107. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5108. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5109. break;
  5110. case WL_HELLINFERNO:
  5111. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5112. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5113. break;
  5114. case RA_WUGSTRIKE:
  5115. if( sd && pc_isridingwug(sd) ){
  5116. short x[8]={0,-1,-1,-1,0,1,1,1};
  5117. short y[8]={1,1,0,-1,-1,-1,0,1};
  5118. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5119. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5120. clif_blown(src);
  5121. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5122. }
  5123. break;
  5124. }
  5125. case RA_WUGBITE:
  5126. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5127. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5128. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5129. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5130. break;
  5131. case RA_SENSITIVEKEEN:
  5132. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5133. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5134. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5135. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5136. }
  5137. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5138. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5139. } else {
  5140. struct skill_unit *su = NULL;
  5141. struct skill_unit_group* sg;
  5142. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  5143. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5144. {
  5145. struct item item_tmp;
  5146. memset(&item_tmp,0,sizeof(item_tmp));
  5147. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5148. item_tmp.identify = 1;
  5149. if( item_tmp.nameid )
  5150. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5151. }
  5152. skill_delunit(su);
  5153. }
  5154. }
  5155. break;
  5156. case NC_INFRAREDSCAN:
  5157. if( flag&1 ) {
  5158. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5159. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5160. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5161. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5162. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5163. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5164. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5165. } else {
  5166. 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);
  5167. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5168. if( sd ) pc_overheat(sd,1);
  5169. }
  5170. break;
  5171. case NC_MAGNETICFIELD:
  5172. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5173. break;
  5174. case SC_FATALMENACE:
  5175. if( flag&1 )
  5176. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5177. else
  5178. {
  5179. short x, y;
  5180. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5181. // Destination area
  5182. skill_area_temp[4] = x;
  5183. skill_area_temp[5] = y;
  5184. 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);
  5185. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5186. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  5187. }
  5188. break;
  5189. case LG_PINPOINTATTACK:
  5190. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5191. clif_blown(src);
  5192. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5193. break;
  5194. case LG_SHIELDSPELL:
  5195. if (skill_lv == 1)
  5196. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5197. else if (skill_lv == 2)
  5198. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5199. break;
  5200. case SR_DRAGONCOMBO:
  5201. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5202. break;
  5203. case SR_KNUCKLEARROW:
  5204. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5205. dir_ka = map_calc_dir(bl, src->x, src->y);
  5206. // Has slide effect
  5207. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5208. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5209. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5210. break;
  5211. case SR_HOWLINGOFLION:
  5212. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5213. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5214. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5215. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5216. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5217. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5218. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5219. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5220. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5221. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5222. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5223. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5224. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5225. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5226. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5227. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5228. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5229. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5230. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5231. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5232. break;
  5233. case SR_EARTHSHAKER:
  5234. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5235. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5236. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5237. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5238. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5239. } else {
  5240. 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);
  5241. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5242. }
  5243. break;
  5244. case SR_TIGERCANNON:
  5245. if (flag&1) {
  5246. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5247. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5248. } else if (sd) {
  5249. skill_area_temp[1] = bl->id;
  5250. skill_area_temp[3] = skill_id;
  5251. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5252. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5253. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5254. 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);
  5255. }
  5256. break;
  5257. case SO_POISON_BUSTER:
  5258. if( tsc && tsc->data[SC_POISON] ) {
  5259. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5260. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5261. }
  5262. else if( sd )
  5263. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5264. break;
  5265. case GN_SPORE_EXPLOSION:
  5266. if( flag&1 )
  5267. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5268. else {
  5269. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5270. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  5271. }
  5272. break;
  5273. case GN_DEMONIC_FIRE:
  5274. case GN_FIRE_EXPANSION_ACID:
  5275. if (flag&1)
  5276. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5277. break;
  5278. case KO_JYUMONJIKIRI: {
  5279. short x, y;
  5280. short dir = map_calc_dir(src,bl->x,bl->y);
  5281. if (dir > 0 && dir < 4)
  5282. x = 2;
  5283. else if (dir > 4)
  5284. x = -2;
  5285. else
  5286. x = 0;
  5287. if (dir > 2 && dir < 6)
  5288. y = 2;
  5289. else if (dir == 7 || dir < 2)
  5290. y = -2;
  5291. else
  5292. y = 0;
  5293. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5294. clif_blown(src);
  5295. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5296. }
  5297. }
  5298. break;
  5299. case EL_FIRE_BOMB:
  5300. case EL_FIRE_WAVE:
  5301. case EL_WATER_SCREW:
  5302. case EL_HURRICANE:
  5303. case EL_TYPOON_MIS:
  5304. if( flag&1 )
  5305. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5306. else {
  5307. int i = skill_get_splash(skill_id,skill_lv);
  5308. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5309. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5310. if( rnd()%100 < 30 )
  5311. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5312. else
  5313. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5314. }
  5315. break;
  5316. case EL_ROCK_CRUSHER:
  5317. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5318. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5319. if( rnd()%100 < 50 )
  5320. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5321. else
  5322. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5323. break;
  5324. case EL_STONE_RAIN:
  5325. if( flag&1 )
  5326. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5327. else {
  5328. int i = skill_get_splash(skill_id,skill_lv);
  5329. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5330. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5331. if( rnd()%100 < 30 )
  5332. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5333. else
  5334. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5335. }
  5336. break;
  5337. case EL_FIRE_ARROW:
  5338. case EL_ICE_NEEDLE:
  5339. case EL_WIND_SLASH:
  5340. case EL_STONE_HAMMER:
  5341. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5342. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5343. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5344. break;
  5345. case EL_TIDAL_WEAPON:
  5346. if( src->type == BL_ELEM ) {
  5347. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5348. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5349. sc_type type = status_skill2sc(skill_id), type2;
  5350. type2 = static_cast<sc_type>(type - 1);
  5351. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5352. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  5353. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5354. elemental_clean_single_effect(ele, skill_id);
  5355. }
  5356. if( rnd()%100 < 50 )
  5357. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5358. else {
  5359. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5360. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5361. }
  5362. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5363. }
  5364. break;
  5365. //recursive homon skill
  5366. case MH_MAGMA_FLOW:
  5367. case MH_HEILIGE_STANGE:
  5368. if(flag&1){
  5369. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5370. break;//chance to not trigger atk for magma
  5371. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5372. }
  5373. else
  5374. 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);
  5375. break;
  5376. case MH_STAHL_HORN:
  5377. case MH_NEEDLE_OF_PARALYZE:
  5378. case MH_SONIC_CRAW:
  5379. case MH_MIDNIGHT_FRENZY:
  5380. case MH_SILVERVEIN_RUSH:
  5381. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5382. break;
  5383. case MH_TINDER_BREAKER:
  5384. case MH_CBC:
  5385. case MH_EQC:
  5386. {
  5387. int duration = 0;
  5388. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5389. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5390. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5391. clif_blown(src);
  5392. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5393. } else if (skill_id == MH_EQC && status_bl_has_mode(bl, MD_STATUS_IMMUNE)) {
  5394. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5395. break;
  5396. }
  5397. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5398. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5399. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5400. }
  5401. break;
  5402. case RL_H_MINE:
  5403. if (!(flag&1)) {
  5404. // Direct attack
  5405. if (!sd || !sd->flicker) {
  5406. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5407. 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);
  5408. break;
  5409. }
  5410. // Triggered by RL_FLICKER
  5411. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5412. // Splash damage around it!
  5413. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5414. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5415. flag |= 1; // Don't consume requirement
  5416. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5417. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5418. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5419. }
  5420. }
  5421. else
  5422. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5423. if (sd && sd->flicker)
  5424. flag |= 1; // Don't consume requirement
  5425. break;
  5426. case RL_HAMMER_OF_GOD:
  5427. if (!(flag&1)) {
  5428. if (!sd) {
  5429. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5430. break;
  5431. }
  5432. 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);
  5433. } else
  5434. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5435. break;
  5436. case RL_QD_SHOT:
  5437. if (sd)
  5438. status_change_end(&sd->bl, SC_QD_SHOT_READY, INVALID_TIMER);
  5439. case RL_D_TAIL:
  5440. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER])) {
  5441. int sflag = flag;
  5442. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5443. break;
  5444. if (flag&1)
  5445. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5446. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5447. if (sd && skill_id == RL_D_TAIL)
  5448. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5449. }
  5450. break;
  5451. case SU_SCAROFTAROU:
  5452. case SU_SV_STEMSPEAR:
  5453. if (skill_id == SU_SCAROFTAROU)
  5454. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5455. else {
  5456. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5457. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5458. }
  5459. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5460. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  5461. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  5462. break;
  5463. case 0:/* no skill - basic/normal attack */
  5464. if(sd) {
  5465. if (flag & 3){
  5466. if (bl->id != skill_area_temp[1])
  5467. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5468. } else {
  5469. skill_area_temp[1] = bl->id;
  5470. map_foreachinallrange(skill_area_sub, bl,
  5471. sd->bonus.splash_range, BL_CHAR,
  5472. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5473. skill_castend_damage_id);
  5474. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5475. }
  5476. }
  5477. break;
  5478. default:
  5479. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5480. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5481. 0, abs(skill_get_num(skill_id, skill_lv)),
  5482. skill_id, skill_lv, skill_get_hit(skill_id));
  5483. map_freeblock_unlock();
  5484. return 1;
  5485. }
  5486. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5487. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5488. map_freeblock_unlock();
  5489. if( sd && !(flag&1) )
  5490. {// ensure that the skill last-cast tick is recorded
  5491. sd->canskill_tick = gettick();
  5492. if( sd->state.arrow_atk )
  5493. {// consume arrow on last invocation to this skill.
  5494. battle_consume_ammo(sd, skill_id, skill_lv);
  5495. }
  5496. // perform skill requirement consumption
  5497. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5498. }
  5499. return 0;
  5500. }
  5501. /**
  5502. * Use no-damage skill from 'src' to 'bl
  5503. * @param src Caster
  5504. * @param bl Target of the skill, bl maybe same with src for self skill
  5505. * @param skill_id
  5506. * @param skill_lv
  5507. * @param tick
  5508. * @param flag Various value, &1: Recursive effect
  5509. **/
  5510. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5511. {
  5512. struct map_session_data *sd, *dstsd;
  5513. struct mob_data *md, *dstmd;
  5514. struct homun_data *hd;
  5515. struct mercenary_data *mer;
  5516. struct status_data *sstatus, *tstatus;
  5517. struct status_change *tsc;
  5518. struct status_change_entry *tsce;
  5519. int i = 0;
  5520. enum sc_type type;
  5521. if(skill_id > 0 && !skill_lv) return 0; // celest
  5522. nullpo_retr(1, src);
  5523. nullpo_retr(1, bl);
  5524. if (src->m != bl->m)
  5525. return 1;
  5526. sd = BL_CAST(BL_PC, src);
  5527. hd = BL_CAST(BL_HOM, src);
  5528. md = BL_CAST(BL_MOB, src);
  5529. mer = BL_CAST(BL_MER, src);
  5530. dstsd = BL_CAST(BL_PC, bl);
  5531. dstmd = BL_CAST(BL_MOB, bl);
  5532. if(bl->prev == NULL)
  5533. return 1;
  5534. if(status_isdead(src))
  5535. return 1;
  5536. if( src != bl && status_isdead(bl) ) {
  5537. switch( skill_id ) { // Skills that may be cast on dead targets
  5538. case NPC_WIDESOULDRAIN:
  5539. case PR_REDEMPTIO:
  5540. case ALL_RESURRECTION:
  5541. case WM_DEADHILLHERE:
  5542. case WE_ONEFOREVER:
  5543. break;
  5544. default:
  5545. return 1;
  5546. }
  5547. }
  5548. tstatus = status_get_status_data(bl);
  5549. sstatus = status_get_status_data(src);
  5550. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5551. switch (skill_id) {
  5552. case HLIF_HEAL: //[orn]
  5553. if (bl->type != BL_HOM) {
  5554. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5555. break ;
  5556. }
  5557. case AL_HEAL:
  5558. case ALL_RESURRECTION:
  5559. case PR_ASPERSIO:
  5560. case AB_RENOVATIO:
  5561. case AB_HIGHNESSHEAL:
  5562. //Apparently only player casted skills can be offensive like this.
  5563. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5564. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5565. //Offensive heal does not works on non-enemies. [Skotlex]
  5566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5567. return 0;
  5568. }
  5569. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5570. }
  5571. break;
  5572. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5573. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5574. case MH_STEINWAND: {
  5575. struct block_list *s_src = battle_get_master(src);
  5576. short ret = 0;
  5577. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5578. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5579. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5580. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5581. if (hd)
  5582. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5583. return ret;
  5584. }
  5585. break;
  5586. default:
  5587. //Skill is actually ground placed.
  5588. if (src == bl && skill_get_unit_id(skill_id,0))
  5589. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5590. }
  5591. type = status_skill2sc(skill_id);
  5592. tsc = status_get_sc(bl);
  5593. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5594. if (src!=bl && type > -1 &&
  5595. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5596. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5597. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5598. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5599. map_freeblock_lock();
  5600. switch(skill_id)
  5601. {
  5602. case HLIF_HEAL: //[orn]
  5603. case AL_HEAL:
  5604. case AB_HIGHNESSHEAL:
  5605. {
  5606. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5607. int heal_get_jobexp;
  5608. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5609. heal = 0;
  5610. if( tsc && tsc->count ) {
  5611. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5612. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5613. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5614. if (src == bl)
  5615. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5616. else {
  5617. bl = src;
  5618. dstsd = sd;
  5619. }
  5620. }
  5621. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5622. heal = 0; //Needed so that it actually displays 0 when healing.
  5623. }
  5624. if (skill_id == AL_HEAL)
  5625. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5626. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5627. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5628. heal = ~heal + 1;
  5629. heal_get_jobexp = status_heal(bl,heal,0,0);
  5630. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5631. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5632. if (heal_get_jobexp <= 0)
  5633. heal_get_jobexp = 1;
  5634. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5635. }
  5636. }
  5637. break;
  5638. case PR_REDEMPTIO:
  5639. if (sd && !(flag&1)) {
  5640. if (sd->status.party_id == 0) {
  5641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5642. break;
  5643. }
  5644. skill_area_temp[0] = 0;
  5645. party_foreachsamemap(skill_area_sub,
  5646. sd,skill_get_splash(skill_id, skill_lv),
  5647. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5648. skill_castend_nodamage_id);
  5649. if (skill_area_temp[0] == 0) {
  5650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5651. break;
  5652. }
  5653. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5654. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
  5655. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5656. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5657. }
  5658. status_set_hp(src, 1, 0);
  5659. status_set_sp(src, 0, 0);
  5660. break;
  5661. } else if (status_isdead(bl) && flag&1) { //Revive
  5662. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5663. skill_lv = 3; //Resurrection level 3 is used
  5664. } else //Invalid target, skip resurrection.
  5665. break;
  5666. case ALL_RESURRECTION:
  5667. if(sd && (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground))
  5668. { //No reviving in WoE grounds!
  5669. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5670. break;
  5671. }
  5672. if (!status_isdead(bl))
  5673. break;
  5674. {
  5675. int per = 0, sper = 0;
  5676. if (tsc && tsc->data[SC_HELLPOWER]) {
  5677. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5678. break;
  5679. }
  5680. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5681. break;
  5682. switch(skill_lv){
  5683. case 1: per=10; break;
  5684. case 2: per=30; break;
  5685. case 3: per=50; break;
  5686. case 4: per=80; break;
  5687. }
  5688. if(dstsd && dstsd->special_state.restart_full_recover)
  5689. per = sper = 100;
  5690. if (status_revive(bl, per, sper))
  5691. {
  5692. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5693. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5694. {
  5695. int exp = 0,jexp = 0;
  5696. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5697. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5698. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5699. if (exp < 1) exp = 1;
  5700. }
  5701. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5702. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5703. if (jexp < 1) jexp = 1;
  5704. }
  5705. if(exp > 0 || jexp > 0)
  5706. pc_gainexp (sd, bl, exp, jexp, 0);
  5707. }
  5708. }
  5709. }
  5710. break;
  5711. case AL_DECAGI:
  5712. case MER_DECAGI:
  5713. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5714. 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)));
  5715. break;
  5716. case AL_CRUCIS:
  5717. if (flag&1)
  5718. 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));
  5719. else {
  5720. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5721. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5722. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5723. }
  5724. break;
  5725. case PR_LEXDIVINA:
  5726. case MER_LEXDIVINA:
  5727. if (tsce)
  5728. status_change_end(bl, type, INVALID_TIMER);
  5729. else
  5730. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5731. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5732. break;
  5733. case SA_ABRACADABRA:
  5734. if (!skill_abra_count) {
  5735. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5736. break;
  5737. }
  5738. else {
  5739. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5740. do {
  5741. i = rnd() % MAX_SKILL_ABRA_DB;
  5742. abra_skill_id = skill_abra_db[i].skill_id;
  5743. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5744. } while ( checked++ < checked_max &&
  5745. (abra_skill_id == 0 ||
  5746. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5747. if (!skill_get_index(abra_skill_id))
  5748. break;
  5749. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5750. if( sd )
  5751. {// player-casted
  5752. sd->state.abra_flag = 1;
  5753. sd->skillitem = abra_skill_id;
  5754. sd->skillitemlv = abra_skill_lv;
  5755. sd->skillitem_keep_requirement = false;
  5756. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5757. }
  5758. else
  5759. {// mob-casted
  5760. struct unit_data *ud = unit_bl2ud(src);
  5761. int inf = skill_get_inf(abra_skill_id);
  5762. if (!ud) break;
  5763. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5764. if (src->type == BL_PET)
  5765. bl = (struct block_list*)((TBL_PET*)src)->master;
  5766. if (!bl) bl = src;
  5767. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5768. } else { //Assume offensive skills
  5769. int target_id = 0;
  5770. if (ud->target)
  5771. target_id = ud->target;
  5772. else switch (src->type) {
  5773. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5774. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5775. }
  5776. if (!target_id)
  5777. break;
  5778. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5779. bl = map_id2bl(target_id);
  5780. if (!bl) bl = src;
  5781. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5782. } else
  5783. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5784. }
  5785. }
  5786. }
  5787. break;
  5788. case SA_COMA:
  5789. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5790. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5791. break;
  5792. case SA_FULLRECOVERY:
  5793. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5794. if (status_isimmune(bl))
  5795. break;
  5796. status_percent_heal(bl, 100, 100);
  5797. break;
  5798. case NPC_ALLHEAL:
  5799. {
  5800. int heal;
  5801. if( status_isimmune(bl) )
  5802. break;
  5803. heal = status_percent_heal(bl, 100, 0);
  5804. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5805. if( dstmd )
  5806. { // Reset Damage Logs
  5807. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5808. dstmd->tdmg = 0;
  5809. }
  5810. }
  5811. break;
  5812. case SA_SUMMONMONSTER:
  5813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5814. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5815. break;
  5816. case SA_LEVELUP:
  5817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5818. if (sd && pc_nextbaseexp(sd))
  5819. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5820. break;
  5821. case SA_INSTANTDEATH:
  5822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5823. status_kill(src);
  5824. break;
  5825. case SA_QUESTION:
  5826. clif_emotion(src,ET_QUESTION);
  5827. case SA_GRAVITY:
  5828. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5829. break;
  5830. case SA_CLASSCHANGE:
  5831. case SA_MONOCELL:
  5832. if (dstmd)
  5833. {
  5834. int class_;
  5835. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5836. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5837. break;
  5838. }
  5839. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5840. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5841. mob_class_change(dstmd,class_);
  5842. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5843. 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 };
  5844. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5845. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5846. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5847. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5848. }
  5849. }
  5850. break;
  5851. case SA_DEATH:
  5852. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5854. break;
  5855. }
  5856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5857. status_kill(bl);
  5858. break;
  5859. case SA_REVERSEORCISH:
  5860. case ALL_REVERSEORCISH:
  5861. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5862. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5863. break;
  5864. case SA_FORTUNE:
  5865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5866. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5867. break;
  5868. case SA_TAMINGMONSTER:
  5869. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5870. if (sd && dstmd && pet_db(dstmd->mob_id)) {
  5871. pet_catch_process1(sd, dstmd->mob_id);
  5872. }
  5873. break;
  5874. case CR_PROVIDENCE:
  5875. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5876. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5878. map_freeblock_unlock();
  5879. return 1;
  5880. }
  5881. }
  5882. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5883. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5884. break;
  5885. case CG_MARIONETTE:
  5886. {
  5887. struct status_change* sc = status_get_sc(src);
  5888. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5889. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5891. map_freeblock_unlock();
  5892. return 1;
  5893. }
  5894. if( sc && tsc )
  5895. {
  5896. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5897. {
  5898. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5899. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5900. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5901. }
  5902. else
  5903. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5904. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5905. {
  5906. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5907. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5908. }
  5909. else
  5910. {
  5911. if( sd )
  5912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5913. map_freeblock_unlock();
  5914. return 1;
  5915. }
  5916. }
  5917. }
  5918. break;
  5919. case RG_CLOSECONFINE:
  5920. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5921. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5922. break;
  5923. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5924. case SA_FROSTWEAPON:
  5925. case SA_LIGHTNINGLOADER:
  5926. case SA_SEISMICWEAPON:
  5927. if (dstsd) {
  5928. if(dstsd->status.weapon == W_FIST ||
  5929. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5930. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5931. dstsd->sc.data[SC_FIREWEAPON] ||
  5932. dstsd->sc.data[SC_WATERWEAPON] ||
  5933. dstsd->sc.data[SC_WINDWEAPON] ||
  5934. dstsd->sc.data[SC_EARTHWEAPON] ||
  5935. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5936. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5937. dstsd->sc.data[SC_ENCPOISON]
  5938. ))
  5939. ) {
  5940. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5941. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5942. break;
  5943. }
  5944. }
  5945. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5946. 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)))) {
  5947. if (sd)
  5948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5949. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5950. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5951. }
  5952. break;
  5953. case PR_ASPERSIO:
  5954. if (sd && dstmd) {
  5955. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5956. break;
  5957. }
  5958. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5959. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5960. break;
  5961. case ITEM_ENCHANTARMS:
  5962. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5963. sc_start2(src,bl,type,100,skill_lv,
  5964. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5965. break;
  5966. case TK_SEVENWIND:
  5967. switch(skill_get_ele(skill_id,skill_lv)) {
  5968. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5969. case ELE_WIND : type = SC_WINDWEAPON; break;
  5970. case ELE_WATER : type = SC_WATERWEAPON; break;
  5971. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5972. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5973. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5974. case ELE_HOLY : type = SC_ASPERSIO; break;
  5975. }
  5976. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5977. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5978. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5979. break;
  5980. case PR_KYRIE:
  5981. case MER_KYRIE:
  5982. case SU_TUNAPARTY:
  5983. case SU_GROOMING:
  5984. case SU_CHATTERING:
  5985. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5986. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5987. break;
  5988. //Passive Magnum, should had been casted on yourself.
  5989. case SM_MAGNUM:
  5990. case MS_MAGNUM:
  5991. skill_area_temp[1] = 0;
  5992. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5993. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5994. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5995. // Initiate 20% of your damage becomes fire element.
  5996. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5997. if( sd )
  5998. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5999. else if( bl->type == BL_MER )
  6000. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  6001. break;
  6002. case TK_JUMPKICK:
  6003. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6004. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6005. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6006. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6007. clif_blown(src);
  6008. }
  6009. } else
  6010. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6011. break;
  6012. case AL_INCAGI:
  6013. case AL_BLESSING:
  6014. case MER_INCAGI:
  6015. case MER_BLESSING:
  6016. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6017. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6018. break;
  6019. }
  6020. case PR_SLOWPOISON:
  6021. case PR_IMPOSITIO:
  6022. case PR_LEXAETERNA:
  6023. case PR_SUFFRAGIUM:
  6024. case PR_BENEDICTIO:
  6025. case LK_BERSERK:
  6026. case MS_BERSERK:
  6027. case KN_TWOHANDQUICKEN:
  6028. case KN_ONEHAND:
  6029. case MER_QUICKEN:
  6030. case CR_SPEARQUICKEN:
  6031. case CR_REFLECTSHIELD:
  6032. case MS_REFLECTSHIELD:
  6033. case AS_POISONREACT:
  6034. case MC_LOUD:
  6035. case MG_ENERGYCOAT:
  6036. case MO_EXPLOSIONSPIRITS:
  6037. case MO_STEELBODY:
  6038. case MO_BLADESTOP:
  6039. case LK_AURABLADE:
  6040. case LK_PARRYING:
  6041. case MS_PARRYING:
  6042. case LK_CONCENTRATION:
  6043. case WS_CARTBOOST:
  6044. case SN_SIGHT:
  6045. case WS_MELTDOWN:
  6046. case WS_OVERTHRUSTMAX:
  6047. case ST_REJECTSWORD:
  6048. case HW_MAGICPOWER:
  6049. case PF_MEMORIZE:
  6050. case PA_SACRIFICE:
  6051. case ASC_EDP:
  6052. case PF_DOUBLECASTING:
  6053. case SG_SUN_COMFORT:
  6054. case SG_MOON_COMFORT:
  6055. case SG_STAR_COMFORT:
  6056. case GS_MADNESSCANCEL:
  6057. case GS_ADJUSTMENT:
  6058. case GS_INCREASING:
  6059. #ifdef RENEWAL
  6060. case GS_MAGICALBULLET:
  6061. #endif
  6062. case NJ_KASUMIKIRI:
  6063. case NJ_UTSUSEMI:
  6064. case NJ_NEN:
  6065. case NPC_DEFENDER:
  6066. case NPC_MAGICMIRROR:
  6067. case ST_PRESERVE:
  6068. case NPC_INVINCIBLE:
  6069. case NPC_INVINCIBLEOFF:
  6070. case RK_DEATHBOUND:
  6071. case AB_RENOVATIO:
  6072. case AB_EXPIATIO:
  6073. case AB_DUPLELIGHT:
  6074. case AB_SECRAMENT:
  6075. case AB_OFFERTORIUM:
  6076. case NC_ACCELERATION:
  6077. case NC_HOVERING:
  6078. case NC_SHAPESHIFT:
  6079. case WL_MARSHOFABYSS:
  6080. case WL_RECOGNIZEDSPELL:
  6081. case GC_VENOMIMPRESS:
  6082. case SC_DEADLYINFECT:
  6083. case LG_EXEEDBREAK:
  6084. case LG_PRESTIGE:
  6085. case SR_CRESCENTELBOW:
  6086. case SR_LIGHTNINGWALK:
  6087. case GN_CARTBOOST:
  6088. case KO_MEIKYOUSISUI:
  6089. case ALL_ODINS_POWER:
  6090. case ALL_FULL_THROTTLE:
  6091. case RA_UNLIMIT:
  6092. case WL_TELEKINESIS_INTENSE:
  6093. case RL_HEAT_BARREL:
  6094. case RL_P_ALTER:
  6095. case RL_E_CHAIN:
  6096. case SU_FRESHSHRIMP:
  6097. case SU_ARCLOUSEDASH:
  6098. case NPC_MAXPAIN:
  6099. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6100. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6101. break;
  6102. case NPC_HALLUCINATION:
  6103. case NPC_HELLPOWER:
  6104. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6105. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6106. break;
  6107. case KN_AUTOCOUNTER:
  6108. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6109. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6110. break;
  6111. case SO_STRIKING:
  6112. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6113. int bonus = 0;
  6114. if (dstsd) {
  6115. short index = dstsd->equip_index[EQI_HAND_R];
  6116. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6117. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6118. }
  6119. if (sd)
  6120. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6121. 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)));
  6122. } else if (sd)
  6123. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6124. break;
  6125. case NPC_STOP:
  6126. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6127. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6128. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6129. break;
  6130. case HP_ASSUMPTIO:
  6131. if( sd && dstmd )
  6132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6133. else
  6134. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6135. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6136. break;
  6137. case MG_SIGHT:
  6138. case MER_SIGHT:
  6139. case AL_RUWACH:
  6140. case WZ_SIGHTBLASTER:
  6141. case NPC_WIDESIGHT:
  6142. case NPC_STONESKIN:
  6143. case NPC_ANTIMAGIC:
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6145. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6146. break;
  6147. case HLIF_AVOID:
  6148. case HAMI_DEFENCE:
  6149. i = skill_get_time(skill_id,skill_lv);
  6150. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  6151. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  6152. break;
  6153. case NJ_BUNSINJYUTSU:
  6154. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6155. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6156. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6157. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6158. break;
  6159. /* Was modified to only affect targetted char. [Skotlex]
  6160. case HP_ASSUMPTIO:
  6161. if (flag&1)
  6162. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6163. else
  6164. {
  6165. map_foreachinallrange(skill_area_sub, bl,
  6166. skill_get_splash(skill_id, skill_lv), BL_PC,
  6167. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6168. skill_castend_nodamage_id);
  6169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6170. }
  6171. break;
  6172. */
  6173. case SM_ENDURE:
  6174. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6175. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6176. break;
  6177. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6178. if (sd && dstsd && dstsd->sc.count) {
  6179. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6180. dstsd->sc.data[SC_WATERWEAPON] ||
  6181. dstsd->sc.data[SC_WINDWEAPON] ||
  6182. dstsd->sc.data[SC_EARTHWEAPON] ||
  6183. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6184. dstsd->sc.data[SC_GHOSTWEAPON]
  6185. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6186. ) {
  6187. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6189. break;
  6190. }
  6191. }
  6192. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6193. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6194. break;
  6195. case LK_TENSIONRELAX:
  6196. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6197. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6198. skill_get_time(skill_id,skill_lv)));
  6199. break;
  6200. case MC_CHANGECART:
  6201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6202. break;
  6203. case MC_CARTDECORATE:
  6204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6205. if( sd ) {
  6206. clif_SelectCart(sd);
  6207. }
  6208. break;
  6209. case TK_MISSION:
  6210. if (sd) {
  6211. int id;
  6212. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6213. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6215. break;
  6216. }
  6217. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  6218. if (!id) {
  6219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6220. break;
  6221. }
  6222. sd->mission_mobid = id;
  6223. sd->mission_count = 0;
  6224. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  6225. clif_mission_info(sd, id, 0);
  6226. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6227. }
  6228. break;
  6229. case AC_CONCENTRATION:
  6230. {
  6231. int splash = skill_get_splash(skill_id, skill_lv);
  6232. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6233. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6234. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6235. map_foreachinallrange( status_change_timer_sub, src,
  6236. splash, BL_CHAR, src, NULL, type, tick);
  6237. }
  6238. break;
  6239. case SM_PROVOKE:
  6240. case SM_SELFPROVOKE:
  6241. case MER_PROVOKE:
  6242. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6243. map_freeblock_unlock();
  6244. return 1;
  6245. }
  6246. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6247. 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))))
  6248. {
  6249. if( sd )
  6250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6251. map_freeblock_unlock();
  6252. return 0;
  6253. }
  6254. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6255. unit_skillcastcancel(bl, 2);
  6256. if( tsc && tsc->count )
  6257. {
  6258. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6259. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6260. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6261. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6262. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6263. }
  6264. if( dstmd )
  6265. {
  6266. dstmd->state.provoke_flag = src->id;
  6267. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6268. }
  6269. break;
  6270. case ML_DEVOTION:
  6271. case CR_DEVOTION:
  6272. {
  6273. int count, lv;
  6274. if( !dstsd || (!sd && !mer) )
  6275. { // Only players can be devoted
  6276. if( sd )
  6277. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6278. break;
  6279. }
  6280. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6281. lv = -lv;
  6282. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6283. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6284. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6285. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6286. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6287. {
  6288. if( sd )
  6289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6290. map_freeblock_unlock();
  6291. return 1;
  6292. }
  6293. i = 0;
  6294. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6295. if( sd )
  6296. { // Player Devoting Player
  6297. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6298. if( i == count )
  6299. {
  6300. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6301. if( i == count )
  6302. { // No free slots, skill Fail
  6303. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6304. map_freeblock_unlock();
  6305. return 1;
  6306. }
  6307. }
  6308. sd->devotion[i] = bl->id;
  6309. }
  6310. else
  6311. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6312. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6313. 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)));
  6314. clif_devotion(src, NULL);
  6315. }
  6316. break;
  6317. case MO_CALLSPIRITS:
  6318. if(sd) {
  6319. int limit = skill_lv;
  6320. if( sd->sc.data[SC_RAISINGDRAGON] )
  6321. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6323. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6324. }
  6325. break;
  6326. case CH_SOULCOLLECT:
  6327. if(sd) {
  6328. int limit = 5;
  6329. if( sd->sc.data[SC_RAISINGDRAGON] )
  6330. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6332. for (i = 0; i < limit; i++)
  6333. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6334. }
  6335. break;
  6336. case MO_KITRANSLATION:
  6337. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6338. //Require will define how many spiritballs will be transferred
  6339. struct skill_condition require;
  6340. require = skill_get_requirement(sd,skill_id,skill_lv);
  6341. pc_delspiritball(sd,require.spiritball,0);
  6342. for (i = 0; i < require.spiritball; i++)
  6343. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6344. } else {
  6345. if(sd)
  6346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6347. map_freeblock_unlock();
  6348. return 0;
  6349. }
  6350. break;
  6351. case TK_TURNKICK:
  6352. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6353. if (skill_area_temp[1] != bl->id) {
  6354. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6355. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6356. }
  6357. break;
  6358. case MO_ABSORBSPIRITS:
  6359. i = 0;
  6360. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6361. ((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]
  6362. if (dstsd->spiritball > 0) {
  6363. i = dstsd->spiritball * 7;
  6364. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6365. }
  6366. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6367. i += dstsd->spiritcharm * 7;
  6368. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6369. }
  6370. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6371. i = 2 * dstmd->level;
  6372. mob_target(dstmd,src,0);
  6373. }
  6374. if (i) status_heal(src, 0, i, 3);
  6375. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6376. break;
  6377. case AC_MAKINGARROW:
  6378. if(sd) {
  6379. clif_arrow_create_list(sd);
  6380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6381. }
  6382. break;
  6383. case AM_PHARMACY:
  6384. if(sd) {
  6385. clif_skill_produce_mix_list(sd,skill_id,22);
  6386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6387. }
  6388. break;
  6389. case SA_CREATECON:
  6390. if(sd) {
  6391. clif_elementalconverter_list(sd);
  6392. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6393. }
  6394. break;
  6395. case BS_HAMMERFALL:
  6396. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6397. break;
  6398. case RG_RAID:
  6399. skill_area_temp[1] = 0;
  6400. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6401. map_foreachinrange(skill_area_sub, bl,
  6402. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6403. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6404. skill_castend_damage_id);
  6405. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6406. break;
  6407. //List of self skills that give damage around caster
  6408. case ASC_METEORASSAULT:
  6409. case GS_SPREADATTACK:
  6410. case RK_STORMBLAST:
  6411. case NC_AXETORNADO:
  6412. case GC_COUNTERSLASH:
  6413. case SR_SKYNETBLOW:
  6414. case SR_RAMPAGEBLASTER:
  6415. case SR_HOWLINGOFLION:
  6416. case KO_HAPPOKUNAI:
  6417. case RL_FIREDANCE:
  6418. case RL_R_TRIP:
  6419. {
  6420. struct status_change *sc = status_get_sc(src);
  6421. int starget = BL_CHAR|BL_SKILL;
  6422. if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
  6423. flag |= 8;
  6424. if (skill_id == SR_HOWLINGOFLION)
  6425. starget = splash_target(src);
  6426. skill_area_temp[1] = 0;
  6427. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6428. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6429. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6430. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6431. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  6432. }
  6433. break;
  6434. case NC_EMERGENCYCOOL:
  6435. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6436. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6437. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6438. break;
  6439. case SR_WINDMILL:
  6440. case GN_CART_TORNADO:
  6441. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6442. case SR_EARTHSHAKER:
  6443. case NC_INFRAREDSCAN:
  6444. case NPC_EARTHQUAKE:
  6445. case NPC_VAMPIRE_GIFT:
  6446. case NPC_HELLJUDGEMENT:
  6447. case NPC_PULSESTRIKE:
  6448. case LG_MOONSLASHER:
  6449. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6450. break;
  6451. case KN_BRANDISHSPEAR:
  6452. case ML_BRANDISH:
  6453. {
  6454. skill_area_temp[1] = bl->id;
  6455. if(skill_lv >= 10)
  6456. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6457. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6458. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6459. skill_castend_damage_id);
  6460. if(skill_lv >= 7)
  6461. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6462. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6463. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6464. skill_castend_damage_id);
  6465. if(skill_lv >= 4)
  6466. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6467. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6468. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6469. skill_castend_damage_id);
  6470. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6471. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6472. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6473. skill_castend_damage_id);
  6474. }
  6475. break;
  6476. case WZ_SIGHTRASHER:
  6477. //Passive side of the attack.
  6478. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6480. map_foreachinshootrange(skill_area_sub,src,
  6481. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6482. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6483. skill_castend_damage_id);
  6484. break;
  6485. case WZ_FROSTNOVA:
  6486. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6487. skill_area_temp[1] = 0;
  6488. map_foreachinshootrange(skill_attack_area, src,
  6489. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6490. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6491. break;
  6492. case HVAN_EXPLOSION: //[orn]
  6493. case NPC_SELFDESTRUCTION:
  6494. //Self Destruction hits everyone in range (allies+enemies)
  6495. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6496. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6497. BCT_ENEMY:BCT_ALL;
  6498. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6499. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6500. map_foreachinshootrange(skill_area_sub, bl,
  6501. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6502. src, skill_id, skill_lv, tick, flag|i,
  6503. skill_castend_damage_id);
  6504. if(map_addblock(src)) {
  6505. map_freeblock_unlock();
  6506. return 1;
  6507. }
  6508. status_damage(src, src, sstatus->max_hp,0,0,1);
  6509. break;
  6510. case AL_ANGELUS:
  6511. case PR_MAGNIFICAT:
  6512. case PR_GLORIA:
  6513. case SN_WINDWALK:
  6514. case CASH_BLESSING:
  6515. case CASH_INCAGI:
  6516. case CASH_ASSUMPTIO:
  6517. case WM_FRIGG_SONG:
  6518. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6519. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6520. else if( sd )
  6521. 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);
  6522. break;
  6523. case MER_MAGNIFICAT:
  6524. if( mer != NULL )
  6525. {
  6526. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6527. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6528. 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);
  6529. else if( mer->master && !(flag&1) )
  6530. 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)));
  6531. }
  6532. break;
  6533. case BS_ADRENALINE:
  6534. case BS_ADRENALINE2:
  6535. case BS_WEAPONPERFECT:
  6536. case BS_OVERTHRUST:
  6537. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6538. int weapontype = skill_get_weapontype(skill_id);
  6539. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6540. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6541. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6542. }
  6543. } else if (sd) {
  6544. party_foreachsamemap(skill_area_sub,
  6545. sd,skill_get_splash(skill_id, skill_lv),
  6546. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6547. skill_castend_nodamage_id);
  6548. }
  6549. break;
  6550. case BS_MAXIMIZE:
  6551. case NV_TRICKDEAD:
  6552. case CR_DEFENDER:
  6553. case ML_DEFENDER:
  6554. case CR_AUTOGUARD:
  6555. case ML_AUTOGUARD:
  6556. case TK_READYSTORM:
  6557. case TK_READYDOWN:
  6558. case TK_READYTURN:
  6559. case TK_READYCOUNTER:
  6560. case TK_DODGE:
  6561. case CR_SHRINK:
  6562. case SG_FUSION:
  6563. case GS_GATLINGFEVER:
  6564. if( tsce )
  6565. {
  6566. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6567. map_freeblock_unlock();
  6568. return 0;
  6569. }
  6570. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6571. break;
  6572. case SL_KAITE:
  6573. case SL_KAAHI:
  6574. case SL_KAIZEL:
  6575. case SL_KAUPE:
  6576. if (sd) {
  6577. if (!dstsd || !(
  6578. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6579. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6580. dstsd->status.char_id == sd->status.char_id ||
  6581. dstsd->status.char_id == sd->status.partner_id ||
  6582. dstsd->status.char_id == sd->status.child
  6583. )) {
  6584. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6586. break;
  6587. }
  6588. }
  6589. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6590. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6591. break;
  6592. case SM_AUTOBERSERK:
  6593. case MER_AUTOBERSERK:
  6594. if( tsce )
  6595. i = status_change_end(bl, type, INVALID_TIMER);
  6596. else
  6597. i = sc_start(src,bl,type,100,skill_lv,60000);
  6598. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6599. break;
  6600. case TF_HIDING:
  6601. case ST_CHASEWALK:
  6602. case KO_YAMIKUMO:
  6603. if (tsce)
  6604. {
  6605. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6606. map_freeblock_unlock();
  6607. return 0;
  6608. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6609. //Mado Gear cannot hide
  6610. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6611. map_freeblock_unlock();
  6612. return 0;
  6613. }
  6614. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6615. break;
  6616. case TK_RUN:
  6617. if (tsce)
  6618. {
  6619. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6620. map_freeblock_unlock();
  6621. return 0;
  6622. }
  6623. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6624. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6625. clif_walkok(sd); // So aegis has to resend the walk ok.
  6626. break;
  6627. case AS_CLOAKING:
  6628. case GC_CLOAKINGEXCEED:
  6629. case LG_FORCEOFVANGUARD:
  6630. case SC_REPRODUCE:
  6631. case SC_INVISIBILITY:
  6632. case RA_CAMOUFLAGE:
  6633. if (tsce) {
  6634. i = status_change_end(bl, type, INVALID_TIMER);
  6635. if( i )
  6636. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6637. else if( sd )
  6638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6639. map_freeblock_unlock();
  6640. return 0;
  6641. }
  6642. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6643. if( i )
  6644. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6645. else if( sd )
  6646. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6647. break;
  6648. case BD_ADAPTATION:
  6649. if(tsc && tsc->data[SC_DANCING]){
  6650. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6651. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6652. }
  6653. break;
  6654. case BA_FROSTJOKER:
  6655. case DC_SCREAM:
  6656. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6657. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6658. if (md) {
  6659. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6660. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6661. char temp[70];
  6662. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6663. clif_disp_overhead(&md->bl,temp);
  6664. }
  6665. break;
  6666. case BA_PANGVOICE:
  6667. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6668. break;
  6669. case DC_WINKCHARM:
  6670. if( dstsd )
  6671. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6672. else
  6673. if( dstmd )
  6674. {
  6675. if( status_get_lv(src) > status_get_lv(bl)
  6676. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6677. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6678. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6679. else
  6680. {
  6681. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6682. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6683. }
  6684. }
  6685. break;
  6686. case TF_STEAL:
  6687. if(sd) {
  6688. if(pc_steal_item(sd,bl,skill_lv))
  6689. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6690. else
  6691. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6692. }
  6693. break;
  6694. case RG_STEALCOIN:
  6695. if(sd) {
  6696. if(pc_steal_coin(sd,bl))
  6697. {
  6698. dstmd->state.provoke_flag = src->id;
  6699. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6700. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6701. }
  6702. else
  6703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6704. }
  6705. break;
  6706. case MG_STONECURSE:
  6707. {
  6708. int brate = 0;
  6709. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6710. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6711. break;
  6712. }
  6713. if(status_isimmune(bl) || !tsc)
  6714. break;
  6715. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6716. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6717. if (tsc && tsc->data[type]) {
  6718. status_change_end(bl, type, INVALID_TIMER);
  6719. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6720. break;
  6721. }
  6722. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6723. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6724. skill_get_time2(skill_id,skill_lv)))
  6725. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6726. else if(sd) {
  6727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6728. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6729. if (skill_lv > 5)
  6730. { // not to consume items
  6731. map_freeblock_unlock();
  6732. return 0;
  6733. }
  6734. }
  6735. }
  6736. break;
  6737. case NV_FIRSTAID:
  6738. clif_skill_nodamage(src,bl,skill_id,5,1);
  6739. status_heal(bl,5,0,0);
  6740. break;
  6741. case AL_CURE:
  6742. if(status_isimmune(bl)) {
  6743. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6744. break;
  6745. }
  6746. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6747. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6748. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6749. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6751. break;
  6752. case TF_DETOXIFY:
  6753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6754. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6755. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6756. break;
  6757. case PR_STRECOVERY:
  6758. if(status_isimmune(bl)) {
  6759. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6760. break;
  6761. }
  6762. if (tsc && tsc->opt1) {
  6763. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6764. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6765. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6766. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6767. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6768. }
  6769. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6770. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6771. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6772. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6774. if(dstmd)
  6775. mob_unlocktarget(dstmd,tick);
  6776. break;
  6777. // Mercenary Supportive Skills
  6778. case MER_BENEDICTION:
  6779. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6780. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6782. break;
  6783. case MER_COMPRESS:
  6784. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6786. break;
  6787. case MER_MENTALCURE:
  6788. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6790. break;
  6791. case MER_RECUPERATE:
  6792. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6793. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6794. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6796. break;
  6797. case MER_REGAIN:
  6798. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6799. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6801. break;
  6802. case MER_TENDER:
  6803. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6804. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6806. break;
  6807. case MER_SCAPEGOAT:
  6808. if( mer && mer->master )
  6809. {
  6810. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6811. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6812. }
  6813. break;
  6814. case MER_ESTIMATION:
  6815. if( !mer )
  6816. break;
  6817. sd = mer->master;
  6818. case WZ_ESTIMATION:
  6819. if( sd == NULL )
  6820. break;
  6821. if( dstsd )
  6822. { // Fail on Players
  6823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6824. break;
  6825. }
  6826. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6827. clif_skill_estimation(sd, bl);
  6828. if( skill_id == MER_ESTIMATION )
  6829. sd = NULL;
  6830. break;
  6831. case BS_REPAIRWEAPON:
  6832. if(sd && dstsd)
  6833. clif_item_repair_list(sd,dstsd,skill_lv);
  6834. break;
  6835. case MC_IDENTIFY:
  6836. if(sd) {
  6837. clif_item_identify_list(sd);
  6838. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6839. map_freeblock_unlock();
  6840. return 1;
  6841. }
  6842. else { // consume sp only if succeeded
  6843. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6844. status_zap(src,0,req.sp);
  6845. }
  6846. }
  6847. break;
  6848. // Weapon Refining [Celest]
  6849. case WS_WEAPONREFINE:
  6850. if(sd)
  6851. clif_item_refine_list(sd);
  6852. break;
  6853. case MC_VENDING:
  6854. if(sd)
  6855. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6856. if ( !pc_can_give_items(sd) )
  6857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6858. else {
  6859. sd->state.prevend = 1;
  6860. sd->state.workinprogress = WIP_DISABLE_ALL;
  6861. sd->vend_skill_lv = skill_lv;
  6862. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6863. if (i < MAX_CART)
  6864. intif_storage_save(sd, &sd->cart);
  6865. else
  6866. clif_openvendingreq(sd,2+skill_lv);
  6867. }
  6868. }
  6869. break;
  6870. case AL_TELEPORT:
  6871. case ALL_ODINS_RECALL:
  6872. if(sd)
  6873. {
  6874. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6875. clif_skill_teleportmessage(sd,0);
  6876. break;
  6877. }
  6878. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6879. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6880. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6881. break;
  6882. }
  6883. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6884. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6885. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6886. {
  6887. if( skill_lv == 1 )
  6888. pc_randomwarp(sd,CLR_TELEPORT);
  6889. else
  6890. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6891. break;
  6892. }
  6893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6894. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6895. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6896. else
  6897. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6898. } else
  6899. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6900. break;
  6901. case NPC_EXPULSION:
  6902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6903. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6904. break;
  6905. case AL_HOLYWATER:
  6906. if(sd) {
  6907. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6908. struct skill_unit* su;
  6909. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6910. skill_delunit(su);
  6911. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6912. }
  6913. else
  6914. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6915. }
  6916. break;
  6917. case TF_PICKSTONE:
  6918. if(sd) {
  6919. unsigned char eflag;
  6920. struct item item_tmp;
  6921. struct block_list tbl;
  6922. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6923. memset(&item_tmp,0,sizeof(item_tmp));
  6924. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6925. item_tmp.nameid = ITEMID_STONE;
  6926. item_tmp.identify = 1;
  6927. tbl.id = 0;
  6928. // Commented because of duplicate animation [Lemongrass]
  6929. // At the moment this displays the pickup animation a second time
  6930. // If this is required in older clients, we need to add a version check here
  6931. //clif_takeitem(&sd->bl,&tbl);
  6932. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6933. if(eflag) {
  6934. clif_additem(sd,0,0,eflag);
  6935. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6936. }
  6937. }
  6938. break;
  6939. case ASC_CDP:
  6940. if(sd) {
  6941. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6942. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6943. }
  6944. break;
  6945. case RG_STRIPWEAPON:
  6946. case RG_STRIPSHIELD:
  6947. case RG_STRIPARMOR:
  6948. case RG_STRIPHELM:
  6949. case ST_FULLSTRIP:
  6950. case GC_WEAPONCRUSH:
  6951. case SC_STRIPACCESSARY: {
  6952. unsigned short location = 0;
  6953. int d = 0;
  6954. //Rate in percent
  6955. if ( skill_id == ST_FULLSTRIP ) {
  6956. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6957. } else if( skill_id == SC_STRIPACCESSARY ) {
  6958. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6959. } else {
  6960. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6961. }
  6962. if (i < 5) i = 5; //Minimum rate 5%
  6963. //Duration in ms
  6964. if( skill_id == GC_WEAPONCRUSH){
  6965. d = skill_get_time(skill_id,skill_lv);
  6966. if(bl->type == BL_PC)
  6967. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6968. else
  6969. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6970. }else
  6971. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6972. if (d < 0) d = 0; //Minimum duration 0ms
  6973. switch (skill_id) {
  6974. case RG_STRIPWEAPON:
  6975. case GC_WEAPONCRUSH:
  6976. location = EQP_WEAPON;
  6977. break;
  6978. case RG_STRIPSHIELD:
  6979. location = EQP_SHIELD;
  6980. break;
  6981. case RG_STRIPARMOR:
  6982. location = EQP_ARMOR;
  6983. break;
  6984. case RG_STRIPHELM:
  6985. location = EQP_HELM;
  6986. break;
  6987. case ST_FULLSTRIP:
  6988. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6989. break;
  6990. case SC_STRIPACCESSARY:
  6991. location = EQP_ACC;
  6992. break;
  6993. }
  6994. //Special message when trying to use strip on FCP [Jobbie]
  6995. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6996. {
  6997. clif_gospel_info(sd, 0x28);
  6998. break;
  6999. }
  7000. //Attempts to strip at rate i and duration d
  7001. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7002. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7003. //Nothing stripped.
  7004. if( sd && !i )
  7005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7006. break;
  7007. }
  7008. case AM_BERSERKPITCHER:
  7009. case AM_POTIONPITCHER:
  7010. {
  7011. int j,hp = 0,sp = 0;
  7012. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7013. map_freeblock_unlock();
  7014. return 1;
  7015. }
  7016. if( sd ) {
  7017. int x,bonus=100;
  7018. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7019. x = skill_lv%11 - 1;
  7020. j = pc_search_inventory(sd, require.itemid[x]);
  7021. if (j < 0 || require.itemid[x] <= 0) {
  7022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7023. map_freeblock_unlock();
  7024. return 1;
  7025. }
  7026. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7028. map_freeblock_unlock();
  7029. return 1;
  7030. }
  7031. if( skill_id == AM_BERSERKPITCHER ) {
  7032. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7033. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7034. map_freeblock_unlock();
  7035. return 1;
  7036. }
  7037. }
  7038. potion_flag = 1;
  7039. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7040. potion_target = bl->id;
  7041. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7042. potion_flag = potion_target = 0;
  7043. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7044. bonus += sd->status.base_level;
  7045. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7046. hp = tstatus->max_hp * potion_per_hp / 100;
  7047. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7048. if( dstsd ) {
  7049. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7050. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7051. }
  7052. } else {
  7053. if( potion_hp > 0 ) {
  7054. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7055. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7056. if( dstsd )
  7057. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7058. }
  7059. if( potion_sp > 0 ) {
  7060. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7061. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7062. if( dstsd )
  7063. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7064. }
  7065. }
  7066. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7067. hp += hp * bonus / 100;
  7068. sp += sp * bonus / 100;
  7069. }
  7070. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7071. hp += hp * j / 100;
  7072. sp += sp * j / 100;
  7073. }
  7074. } else {
  7075. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7076. switch (skill_lv) {
  7077. case 1: hp = 45; break;
  7078. case 2: hp = 105; break;
  7079. case 3: hp = 175; break;
  7080. default: hp = 325; break;
  7081. }
  7082. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7083. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7084. if( dstsd )
  7085. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7086. }
  7087. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7088. hp += hp * j / 100;
  7089. sp += sp * j / 100;
  7090. }
  7091. if (tsc && tsc->count) {
  7092. uint8 penalty = 0;
  7093. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7094. hp += hp / 10;
  7095. sp += sp / 10;
  7096. }
  7097. if (tsc->data[SC_CRITICALWOUND])
  7098. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7099. if (tsc->data[SC_DEATHHURT])
  7100. penalty += 20;
  7101. if (tsc->data[SC_NORECOVER_STATE])
  7102. penalty = 100;
  7103. if (penalty > 0) {
  7104. hp -= hp * penalty / 100;
  7105. sp -= sp * penalty / 100;
  7106. }
  7107. }
  7108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7109. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7110. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7111. if( sp > 0 )
  7112. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7113. if (tsc) {
  7114. #ifdef RENEWAL
  7115. if (tsc->data[SC_EXTREMITYFIST2])
  7116. sp = 0;
  7117. #endif
  7118. if (tsc->data[SC_NORECOVER_STATE]) {
  7119. hp = 0;
  7120. sp = 0;
  7121. }
  7122. }
  7123. status_heal(bl,hp,sp,0);
  7124. }
  7125. break;
  7126. case AM_CP_WEAPON:
  7127. case AM_CP_SHIELD:
  7128. case AM_CP_ARMOR:
  7129. case AM_CP_HELM:
  7130. {
  7131. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7132. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7134. map_freeblock_unlock(); // Don't consume item requirements
  7135. return 0;
  7136. }
  7137. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7138. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7139. }
  7140. break;
  7141. case AM_TWILIGHT1:
  7142. if (sd) {
  7143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7144. //Prepare 200 White Potions.
  7145. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7146. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7147. }
  7148. break;
  7149. case AM_TWILIGHT2:
  7150. if (sd) {
  7151. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7152. //Prepare 200 Slim White Potions.
  7153. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7155. }
  7156. break;
  7157. case AM_TWILIGHT3:
  7158. if (sd) {
  7159. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7160. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7161. if( ebottle >= 0 )
  7162. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7163. //check if you can produce all three, if not, then fail:
  7164. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7165. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7166. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7167. || ebottle < 200 //200 empty bottle are required at total.
  7168. ) {
  7169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7170. break;
  7171. }
  7172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7173. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7174. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7175. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7176. }
  7177. break;
  7178. case SA_DISPELL:
  7179. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7180. 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))
  7181. break; // Outside PvP it should only affect party members and no skill fail message
  7182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7183. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7184. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7185. || rnd()%100 >= 50+10*skill_lv)
  7186. {
  7187. if (sd)
  7188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7189. break;
  7190. }
  7191. if(status_isimmune(bl))
  7192. break;
  7193. //Remove bonus_script by Dispell
  7194. if (dstsd)
  7195. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7196. if(!tsc || !tsc->count)
  7197. break;
  7198. for(i=0;i<SC_MAX;i++) {
  7199. if (!tsc->data[i])
  7200. continue;
  7201. switch (i) {
  7202. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7203. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7204. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7205. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7206. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7207. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7208. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7209. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7210. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7211. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7212. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7213. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7214. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7215. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7216. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7217. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7218. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7219. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7220. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7221. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7222. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7223. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7224. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7225. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7226. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7227. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7228. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7229. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7230. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7231. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7232. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7233. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7234. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7235. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7236. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7237. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7238. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7239. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7240. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7241. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7242. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7243. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7244. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7245. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7246. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7247. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7248. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7249. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7250. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7251. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7252. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7253. #ifdef RENEWAL
  7254. case SC_EXTREMITYFIST2:
  7255. #endif
  7256. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7257. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7258. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7259. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7260. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7261. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7262. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7263. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7264. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7265. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7266. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7267. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7268. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7269. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7270. // Clans
  7271. case SC_CLAN_INFO:
  7272. case SC_SWORDCLAN:
  7273. case SC_ARCWANDCLAN:
  7274. case SC_GOLDENMACECLAN:
  7275. case SC_CROSSBOWCLAN:
  7276. case SC_JUMPINGCLAN:
  7277. case SC_DAILYSENDMAILCNT:
  7278. continue;
  7279. case SC_WHISTLE:
  7280. case SC_ASSNCROS:
  7281. case SC_POEMBRAGI:
  7282. case SC_APPLEIDUN:
  7283. case SC_HUMMING:
  7284. case SC_DONTFORGETME:
  7285. case SC_FORTUNE:
  7286. case SC_SERVICE4U:
  7287. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7288. continue; //If in song area don't end it, even if config enabled
  7289. break;
  7290. case SC_ASSUMPTIO:
  7291. if( bl->type == BL_MOB )
  7292. continue;
  7293. break;
  7294. }
  7295. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7296. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7297. }
  7298. break;
  7299. }
  7300. //Affect all targets on splash area.
  7301. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7302. src, skill_id, skill_lv, tick, flag|1,
  7303. skill_castend_damage_id);
  7304. break;
  7305. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7306. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_DONT_SEND_PACKET));
  7307. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7308. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7309. break;
  7310. case TK_HIGHJUMP:
  7311. {
  7312. int x,y, dir = unit_getdir(src);
  7313. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7314. if( map[src->m].flag.noteleport &&
  7315. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  7316. ) {
  7317. x = src->x;
  7318. y = src->y;
  7319. } else if(dir%2) {
  7320. //Diagonal
  7321. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7322. y = src->y + diry[dir]*(skill_lv*4)/3;
  7323. } else {
  7324. x = src->x + dirx[dir]*skill_lv*2;
  7325. y = src->y + diry[dir]*skill_lv*2;
  7326. }
  7327. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7328. 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))
  7329. clif_blown(src);
  7330. }
  7331. break;
  7332. case SA_CASTCANCEL:
  7333. case SO_SPELLFIST:
  7334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7335. unit_skillcastcancel(src,1);
  7336. if(sd) {
  7337. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7338. if( skill_id == SO_SPELLFIST ){
  7339. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7340. sd->skill_id_old = sd->skill_lv_old = 0;
  7341. break;
  7342. }
  7343. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7344. if(sp < 0) sp = 0;
  7345. status_zap(src, 0, sp);
  7346. }
  7347. break;
  7348. case SA_SPELLBREAKER:
  7349. {
  7350. int sp;
  7351. if(tsc && tsc->data[SC_MAGICROD]) {
  7352. sp = skill_get_sp(skill_id,skill_lv);
  7353. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7354. if(sp < 1) sp = 1;
  7355. status_heal(bl,0,sp,2);
  7356. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7357. } else {
  7358. struct unit_data *ud = unit_bl2ud(bl);
  7359. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7360. if (!ud || ud->skilltimer == INVALID_TIMER)
  7361. break; //Nothing to cancel.
  7362. bl_skill_id = ud->skill_id;
  7363. bl_skill_lv = ud->skill_lv;
  7364. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7365. if (rnd()%100 < 90)
  7366. {
  7367. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7368. break;
  7369. }
  7370. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7371. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7373. unit_skillcastcancel(bl,0);
  7374. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7375. status_zap(bl, hp, sp);
  7376. if (hp && skill_lv >= 5)
  7377. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7378. else
  7379. hp = 0;
  7380. if (sp) //Recover some of the SP used
  7381. sp = sp*(25*(skill_lv-1))/100;
  7382. if(hp || sp)
  7383. status_heal(src, hp, sp, 2);
  7384. }
  7385. }
  7386. break;
  7387. case SA_MAGICROD:
  7388. #ifdef RENEWAL
  7389. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7390. #endif
  7391. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7392. break;
  7393. case SA_AUTOSPELL:
  7394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7395. if (sd) {
  7396. sd->state.workinprogress = WIP_DISABLE_ALL;
  7397. clif_autospell(sd,skill_lv);
  7398. } else {
  7399. int maxlv=1,spellid=0;
  7400. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7401. if(skill_lv >= 10) {
  7402. spellid = MG_FROSTDIVER;
  7403. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7404. // maxlv = 10;
  7405. // else
  7406. maxlv = skill_lv - 9;
  7407. }
  7408. else if(skill_lv >=8) {
  7409. spellid = MG_FIREBALL;
  7410. maxlv = skill_lv - 7;
  7411. }
  7412. else if(skill_lv >=5) {
  7413. spellid = MG_SOULSTRIKE;
  7414. maxlv = skill_lv - 4;
  7415. }
  7416. else if(skill_lv >=2) {
  7417. int i_rnd = rnd()%3;
  7418. spellid = spellarray[i_rnd];
  7419. maxlv = skill_lv - 1;
  7420. }
  7421. else if(skill_lv > 0) {
  7422. spellid = MG_NAPALMBEAT;
  7423. maxlv = 3;
  7424. }
  7425. if(spellid > 0)
  7426. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7427. skill_get_time(SA_AUTOSPELL,skill_lv));
  7428. }
  7429. break;
  7430. case BS_GREED:
  7431. if(sd){
  7432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7433. map_foreachinallrange(skill_greed,bl,
  7434. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7435. }
  7436. break;
  7437. case SA_ELEMENTWATER:
  7438. case SA_ELEMENTFIRE:
  7439. case SA_ELEMENTGROUND:
  7440. case SA_ELEMENTWIND:
  7441. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7442. break;
  7443. case NPC_ATTRICHANGE:
  7444. case NPC_CHANGEWATER:
  7445. case NPC_CHANGEGROUND:
  7446. case NPC_CHANGEFIRE:
  7447. case NPC_CHANGEWIND:
  7448. case NPC_CHANGEPOISON:
  7449. case NPC_CHANGEHOLY:
  7450. case NPC_CHANGEDARKNESS:
  7451. case NPC_CHANGETELEKINESIS:
  7452. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7453. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7454. skill_get_time(skill_id, skill_lv)));
  7455. break;
  7456. case NPC_CHANGEUNDEAD:
  7457. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7458. //TO-DO This is ugly, fix it
  7459. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7461. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7462. skill_get_time(skill_id, skill_lv)));
  7463. break;
  7464. case NPC_PROVOCATION:
  7465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7466. if (md) mob_unlocktarget(md, tick);
  7467. break;
  7468. case NPC_KEEPING:
  7469. case NPC_BARRIER:
  7470. {
  7471. int skill_time = skill_get_time(skill_id,skill_lv);
  7472. struct unit_data *ud = unit_bl2ud(bl);
  7473. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7474. sc_start(src,bl,type,100,skill_lv,skill_time))
  7475. && ud) { //Disable attacking/acting/moving for skill's duration.
  7476. ud->attackabletime =
  7477. ud->canact_tick =
  7478. ud->canmove_tick = tick + skill_time;
  7479. }
  7480. }
  7481. break;
  7482. case NPC_REBIRTH:
  7483. if( md && md->state.rebirth )
  7484. break; // only works once
  7485. sc_start(src,bl,type,100,skill_lv,-1);
  7486. break;
  7487. case NPC_DARKBLESSING:
  7488. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7489. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7490. break;
  7491. case NPC_LICK:
  7492. status_zap(bl, 0, 100);
  7493. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7494. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7495. break;
  7496. case NPC_SUICIDE:
  7497. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7498. status_kill(src); //When suiciding, neither exp nor drops is given.
  7499. break;
  7500. case NPC_SUMMONSLAVE:
  7501. case NPC_SUMMONMONSTER:
  7502. if(md && md->skill_idx >= 0)
  7503. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7504. break;
  7505. case NPC_CALLSLAVE:
  7506. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7507. break;
  7508. case NPC_RANDOMMOVE:
  7509. if (md) {
  7510. md->next_walktime = tick - 1;
  7511. mob_randomwalk(md,tick);
  7512. }
  7513. break;
  7514. case NPC_SPEEDUP:
  7515. {
  7516. // or does it increase casting rate? just a guess xD
  7517. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7518. if (i_type > SC_ASPDPOTION3)
  7519. i_type = SC_ASPDPOTION3;
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7521. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7522. }
  7523. break;
  7524. case NPC_REVENGE:
  7525. // not really needed... but adding here anyway ^^
  7526. if (md && md->master_id > 0) {
  7527. struct block_list *mbl, *tbl;
  7528. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7529. (tbl = battle_gettargeted(mbl)) == NULL)
  7530. break;
  7531. md->state.provoke_flag = tbl->id;
  7532. mob_target(md, tbl, sstatus->rhw.range);
  7533. }
  7534. break;
  7535. case NPC_RUN:
  7536. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7537. mob_unlocktarget(md, tick);
  7538. break;
  7539. case NPC_TRANSFORMATION:
  7540. case NPC_METAMORPHOSIS:
  7541. if(md && md->skill_idx >= 0) {
  7542. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7543. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7544. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7545. if (class_) mob_class_change(md, class_);
  7546. }
  7547. break;
  7548. case NPC_EMOTION_ON:
  7549. case NPC_EMOTION:
  7550. //val[0] is the emotion to use.
  7551. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7552. //val[1] 'sets' the mode
  7553. //val[2] adds to the current mode
  7554. //val[3] removes from the current mode
  7555. //val[4] if set, asks to delete the previous mode change.
  7556. if(md && md->skill_idx >= 0 && tsc)
  7557. {
  7558. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7559. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7560. status_change_end(bl, type, INVALID_TIMER);
  7561. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7562. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7563. mob_unlocktarget(md,tick);
  7564. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7565. sc_start4(src,src, type, 100, skill_lv,
  7566. md->db->skill[md->skill_idx].val[1],
  7567. md->db->skill[md->skill_idx].val[2],
  7568. md->db->skill[md->skill_idx].val[3],
  7569. skill_get_time(skill_id, skill_lv));
  7570. //Reset aggressive state depending on resulting mode
  7571. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7572. }
  7573. break;
  7574. case NPC_POWERUP:
  7575. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7576. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7577. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7578. break;
  7579. case NPC_AGIUP:
  7580. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7581. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7582. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7583. break;
  7584. case NPC_INVISIBLE:
  7585. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7586. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7587. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7588. break;
  7589. case NPC_SIEGEMODE:
  7590. // not sure what it does
  7591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7592. break;
  7593. case WE_MALE: {
  7594. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7595. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7596. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7597. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7598. }
  7599. }
  7600. break;
  7601. case WE_FEMALE: {
  7602. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7603. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7604. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7605. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7606. }
  7607. }
  7608. break;
  7609. // parent-baby skills
  7610. case WE_BABY:
  7611. if(sd){
  7612. struct map_session_data *f_sd = pc_get_father(sd);
  7613. struct map_session_data *m_sd = pc_get_mother(sd);
  7614. if( (!f_sd && !m_sd) // if neither was found
  7615. || (sd->status.party_id != 0 && //not in same party
  7616. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7617. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7618. ))
  7619. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7620. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7621. ) {
  7622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7623. map_freeblock_unlock();
  7624. return 0;
  7625. }
  7626. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7627. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7628. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7629. }
  7630. break;
  7631. case WE_CALLALLFAMILY:
  7632. if (sd) {
  7633. struct map_session_data *p_sd = pc_get_partner(sd);
  7634. struct map_session_data *c_sd = pc_get_child(sd);
  7635. if (!p_sd && !c_sd) { // Fail if no family members are found
  7636. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7637. map_freeblock_unlock();
  7638. return 1;
  7639. }
  7640. // Partner must be on the same map and in same party
  7641. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  7642. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7643. // Child must be on the same map and in same party as the parent casting
  7644. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  7645. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7646. }
  7647. break;
  7648. case WE_ONEFOREVER:
  7649. if (sd) {
  7650. struct map_session_data *p_sd = pc_get_partner(sd);
  7651. struct map_session_data *c_sd = pc_get_child(sd);
  7652. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  7653. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7654. map_freeblock_unlock();
  7655. return 1;
  7656. }
  7657. if ((map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)) { // No reviving in WoE grounds!
  7658. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7659. break;
  7660. }
  7661. if (status_isdead(bl)) {
  7662. int per = 30, sper = 0;
  7663. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  7664. break;
  7665. if (tsc && tsc->data[SC_HELLPOWER])
  7666. break;
  7667. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  7668. break;
  7669. if (dstsd->special_state.restart_full_recover)
  7670. per = sper = 100;
  7671. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  7672. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7673. }
  7674. }
  7675. break;
  7676. case WE_CHEERUP:
  7677. if (sd) {
  7678. struct map_session_data *f_sd = pc_get_father(sd);
  7679. struct map_session_data *m_sd = pc_get_mother(sd);
  7680. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  7681. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7682. map_freeblock_unlock();
  7683. return 1;
  7684. }
  7685. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  7686. if (dstsd == f_sd || dstsd == m_sd)
  7687. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7688. } else
  7689. 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);
  7690. }
  7691. break;
  7692. case PF_HPCONVERSION:
  7693. {
  7694. int hp, sp;
  7695. hp = sstatus->max_hp/10;
  7696. sp = hp * 10 * skill_lv / 100;
  7697. if (!status_charge(src,hp,0)) {
  7698. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7699. break;
  7700. }
  7701. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7702. status_heal(bl,0,sp,2);
  7703. }
  7704. break;
  7705. case MA_REMOVETRAP:
  7706. case HT_REMOVETRAP:
  7707. {
  7708. struct skill_unit* su;
  7709. struct skill_unit_group* sg = NULL;
  7710. su = BL_CAST(BL_SKILL, bl);
  7711. // Mercenaries can remove any trap
  7712. // Players can only remove their own traps or traps on Vs maps.
  7713. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7714. {
  7715. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7716. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7717. { // prevent picking up expired traps
  7718. if( battle_config.skill_removetrap_type )
  7719. { // get back all items used to deploy the trap
  7720. for( i = 0; i < 10; i++ )
  7721. {
  7722. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7723. {
  7724. int flag2;
  7725. struct item item_tmp;
  7726. memset(&item_tmp,0,sizeof(item_tmp));
  7727. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7728. item_tmp.identify = 1;
  7729. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7730. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7731. clif_additem(sd,0,0,flag2);
  7732. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7733. }
  7734. }
  7735. }
  7736. }
  7737. else
  7738. { // get back 1 trap
  7739. struct item item_tmp;
  7740. memset(&item_tmp,0,sizeof(item_tmp));
  7741. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7742. item_tmp.identify = 1;
  7743. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7744. {
  7745. clif_additem(sd,0,0,flag);
  7746. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7747. }
  7748. }
  7749. }
  7750. skill_delunit(su);
  7751. }else if(sd)
  7752. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7753. }
  7754. break;
  7755. case HT_SPRINGTRAP:
  7756. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7757. {
  7758. struct skill_unit *su=NULL;
  7759. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7760. switch(su->group->unit_id){
  7761. case UNT_ANKLESNARE: // ankle snare
  7762. if (su->group->val2 != 0)
  7763. // if it is already trapping something don't spring it,
  7764. // remove trap should be used instead
  7765. break;
  7766. // otherwise fallthrough to below
  7767. case UNT_BLASTMINE:
  7768. case UNT_SKIDTRAP:
  7769. case UNT_LANDMINE:
  7770. case UNT_SHOCKWAVE:
  7771. case UNT_SANDMAN:
  7772. case UNT_FLASHER:
  7773. case UNT_FREEZINGTRAP:
  7774. case UNT_CLAYMORETRAP:
  7775. case UNT_TALKIEBOX:
  7776. su->group->unit_id = UNT_USED_TRAPS;
  7777. clif_changetraplook(bl, UNT_USED_TRAPS);
  7778. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7779. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7780. }
  7781. }
  7782. }
  7783. break;
  7784. case BD_ENCORE:
  7785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7786. if(sd)
  7787. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7788. break;
  7789. case AS_SPLASHER:
  7790. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7791. // Renewal dropped the 3/4 hp requirement
  7792. #ifndef RENEWAL
  7793. || tstatus-> hp > tstatus->max_hp*3/4
  7794. #endif
  7795. ) {
  7796. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7797. map_freeblock_unlock();
  7798. return 1;
  7799. }
  7800. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7801. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7802. #ifndef RENEWAL
  7803. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7804. #endif
  7805. break;
  7806. case PF_MINDBREAKER:
  7807. {
  7808. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7809. map_freeblock_unlock();
  7810. return 1;
  7811. }
  7812. if (tsce)
  7813. { //HelloKitty2 (?) explained that this silently fails when target is
  7814. //already inflicted. [Skotlex]
  7815. map_freeblock_unlock();
  7816. return 1;
  7817. }
  7818. //Has a 55% + skill_lv*5% success chance.
  7819. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7820. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7821. {
  7822. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7823. map_freeblock_unlock();
  7824. return 0;
  7825. }
  7826. unit_skillcastcancel(bl,0);
  7827. if(tsc && tsc->count){
  7828. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7829. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7830. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7831. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7832. }
  7833. if (dstmd)
  7834. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7835. }
  7836. break;
  7837. case PF_SOULCHANGE:
  7838. {
  7839. unsigned int sp1 = 0, sp2 = 0;
  7840. if (dstmd) {
  7841. if (dstmd->state.soul_change_flag) {
  7842. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7843. break;
  7844. }
  7845. dstmd->state.soul_change_flag = 1;
  7846. sp2 = sstatus->max_sp * 3 /100;
  7847. status_heal(src, 0, sp2, 2);
  7848. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7849. break;
  7850. }
  7851. sp1 = sstatus->sp;
  7852. sp2 = tstatus->sp;
  7853. #ifdef RENEWAL
  7854. sp1 = sp1 / 2;
  7855. sp2 = sp2 / 2;
  7856. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7857. sp1 = tstatus->sp;
  7858. #endif
  7859. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7860. sp1 = tstatus->sp;
  7861. status_set_sp(src, sp2, 3);
  7862. status_set_sp(bl, sp1, 3);
  7863. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7864. }
  7865. break;
  7866. // Slim Pitcher
  7867. case CR_SLIMPITCHER:
  7868. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7869. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7870. break;
  7871. if (potion_hp || potion_sp) {
  7872. int hp = potion_hp, sp = potion_sp;
  7873. hp = hp * (100 + (tstatus->vit<<1))/100;
  7874. sp = sp * (100 + (tstatus->int_<<1))/100;
  7875. if (dstsd) {
  7876. if (hp)
  7877. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7878. if (sp)
  7879. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7880. }
  7881. if (tsc && tsc->count) {
  7882. uint8 penalty = 0;
  7883. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7884. hp += hp / 10;
  7885. sp += sp / 10;
  7886. }
  7887. if (tsc->data[SC_CRITICALWOUND])
  7888. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7889. if (tsc->data[SC_DEATHHURT])
  7890. penalty += 20;
  7891. if (tsc->data[SC_NORECOVER_STATE])
  7892. penalty = 100;
  7893. if (penalty > 0) {
  7894. hp -= hp * penalty / 100;
  7895. sp -= sp * penalty / 100;
  7896. }
  7897. }
  7898. if(hp > 0)
  7899. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7900. if(sp > 0)
  7901. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7902. status_heal(bl,hp,sp,0);
  7903. }
  7904. break;
  7905. // Full Chemical Protection
  7906. case CR_FULLPROTECTION:
  7907. {
  7908. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7909. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7910. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7911. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7912. continue;
  7913. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7914. s++;
  7915. }
  7916. if( sd && !s ){
  7917. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7918. map_freeblock_unlock(); // Don't consume item requirements
  7919. return 0;
  7920. }
  7921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7922. }
  7923. break;
  7924. case RG_CLEANER: //AppleGirl
  7925. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7926. break;
  7927. case CG_LONGINGFREEDOM:
  7928. {
  7929. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7930. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7931. {
  7932. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7933. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7934. }
  7935. }
  7936. break;
  7937. case CG_TAROTCARD:
  7938. {
  7939. int card = -1;
  7940. if (tsc && tsc->data[SC_TAROTCARD]) {
  7941. //Target currently has the SUN tarot card effect and is immune to any other effect
  7942. map_freeblock_unlock();
  7943. return 0;
  7944. }
  7945. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7946. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7947. if( sd )
  7948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7949. map_freeblock_unlock();
  7950. return 0;
  7951. }
  7952. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7953. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7954. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  7955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7956. }
  7957. break;
  7958. case SL_ALCHEMIST:
  7959. case SL_ASSASIN:
  7960. case SL_BARDDANCER:
  7961. case SL_BLACKSMITH:
  7962. case SL_CRUSADER:
  7963. case SL_HUNTER:
  7964. case SL_KNIGHT:
  7965. case SL_MONK:
  7966. case SL_PRIEST:
  7967. case SL_ROGUE:
  7968. case SL_SAGE:
  7969. case SL_SOULLINKER:
  7970. case SL_STAR:
  7971. case SL_SUPERNOVICE:
  7972. case SL_WIZARD:
  7973. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7974. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7975. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7976. break;
  7977. }
  7978. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7979. { //Erase death count 1% of the casts
  7980. dstsd->die_counter = 0;
  7981. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7982. clif_specialeffect(bl, EF_ANGEL2, AREA);
  7983. //SC_SPIRIT invokes status_calc_pc for us.
  7984. }
  7985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7986. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7987. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7988. break;
  7989. case SL_HIGH:
  7990. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7992. break;
  7993. }
  7994. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7995. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7996. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7997. break;
  7998. case SL_SWOO:
  7999. if (tsce) {
  8000. if(sd)
  8001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8002. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8003. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8004. break;
  8005. }
  8006. case SL_SKA: // [marquis007]
  8007. case SL_SKE:
  8008. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8010. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8011. break;
  8012. }
  8013. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8014. if (skill_id == SL_SKE)
  8015. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8016. break;
  8017. // New guild skills [Celest]
  8018. case GD_BATTLEORDER:
  8019. if(flag&1) {
  8020. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8021. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8022. } else if (status_get_guild_id(src)) {
  8023. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8024. map_foreachinallrange(skill_area_sub, src,
  8025. skill_get_splash(skill_id, skill_lv), BL_PC,
  8026. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8027. skill_castend_nodamage_id);
  8028. if (sd)
  8029. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8030. }
  8031. break;
  8032. case GD_REGENERATION:
  8033. if(flag&1) {
  8034. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8035. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8036. } else if (status_get_guild_id(src)) {
  8037. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8038. map_foreachinallrange(skill_area_sub, src,
  8039. skill_get_splash(skill_id, skill_lv), BL_PC,
  8040. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8041. skill_castend_nodamage_id);
  8042. if (sd)
  8043. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8044. }
  8045. break;
  8046. case GD_RESTORE:
  8047. if(flag&1) {
  8048. if (status_get_guild_id(src) == status_get_guild_id(bl))
  8049. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8050. } else if (status_get_guild_id(src)) {
  8051. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8052. map_foreachinallrange(skill_area_sub, src,
  8053. skill_get_splash(skill_id, skill_lv), BL_PC,
  8054. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8055. skill_castend_nodamage_id);
  8056. if (sd)
  8057. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8058. }
  8059. break;
  8060. case GD_EMERGENCYCALL:
  8061. case GD_ITEMEMERGENCYCALL:
  8062. {
  8063. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8064. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8065. uint8 j = 0, calls = 0, called = 0;
  8066. struct guild *g;
  8067. // i don't know if it actually summons in a circle, but oh well. ;P
  8068. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8069. if (!g)
  8070. break;
  8071. if (skill_id == GD_ITEMEMERGENCYCALL)
  8072. switch (skill_lv) {
  8073. case 1: calls = 7; break;
  8074. case 2: calls = 12; break;
  8075. case 3: calls = 20; break;
  8076. default: calls = 0; break;
  8077. }
  8078. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8079. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8080. if (j > 8)
  8081. j = 0;
  8082. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8083. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  8084. continue;
  8085. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8086. continue;
  8087. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8088. dx[j] = dy[j] = 0;
  8089. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8090. called++;
  8091. }
  8092. }
  8093. if (sd)
  8094. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8095. }
  8096. break;
  8097. case SG_FEEL:
  8098. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8099. if (sd) {
  8100. if(!sd->feel_map[skill_lv-1].index)
  8101. clif_feel_req(sd->fd,sd, skill_lv);
  8102. else
  8103. clif_feel_info(sd, skill_lv-1, 1);
  8104. }
  8105. break;
  8106. case SG_HATE:
  8107. if (sd) {
  8108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8109. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8110. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8111. }
  8112. break;
  8113. case GS_GLITTERING:
  8114. if(sd) {
  8115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8116. if(rnd()%100 < (20+10*skill_lv))
  8117. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8118. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8119. pc_delspiritball(sd,1,0);
  8120. }
  8121. break;
  8122. case GS_CRACKER:
  8123. /* per official standards, this skill works on players and mobs. */
  8124. if (sd && (dstsd || dstmd))
  8125. {
  8126. i =65 -5*distance_bl(src,bl); //Base rate
  8127. if (i < 30) i = 30;
  8128. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8129. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8130. }
  8131. break;
  8132. case AM_CALLHOMUN: //[orn]
  8133. if (sd && !hom_call(sd))
  8134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8135. break;
  8136. case AM_REST:
  8137. if (sd) {
  8138. if (hom_vaporize(sd,HOM_ST_REST))
  8139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8140. else
  8141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8142. }
  8143. break;
  8144. case HAMI_CASTLE: //[orn]
  8145. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8146. int x = src->x, y = src->y;
  8147. if (hd)
  8148. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8149. // Move source
  8150. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8151. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8152. clif_blown(src);
  8153. // Move target
  8154. if (unit_movepos(bl,x,y,0,0)) {
  8155. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8156. clif_blown(bl);
  8157. }
  8158. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8159. }
  8160. }
  8161. else if (hd && hd->master) // Failed
  8162. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8163. else if (sd)
  8164. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8165. break;
  8166. case HVAN_CHAOTIC: //[orn]
  8167. {
  8168. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8169. int r = rnd()%100;
  8170. i = (skill_lv-1)%5;
  8171. if(r<per[i][0]) //Self
  8172. bl = src;
  8173. else if(r<per[i][1]) //Master
  8174. bl = battle_get_master(src);
  8175. else //Enemy
  8176. bl = map_id2bl(battle_gettarget(src));
  8177. if (!bl) bl = src;
  8178. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8179. //Eh? why double skill packet?
  8180. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8181. clif_skill_nodamage(src,bl,skill_id,i,1);
  8182. status_heal(bl, i, 0, 0);
  8183. }
  8184. break;
  8185. //Homun single-target support skills [orn]
  8186. case HAMI_BLOODLUST:
  8187. case HFLI_FLEET:
  8188. case HFLI_SPEED:
  8189. case HLIF_CHANGE:
  8190. case MH_ANGRIFFS_MODUS:
  8191. case MH_GOLDENE_FERSE:
  8192. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8193. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8194. if (hd)
  8195. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8196. break;
  8197. case NPC_DRAGONFEAR:
  8198. if (flag&1) {
  8199. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8200. int j;
  8201. j = i = rnd()%ARRAYLENGTH(sc);
  8202. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8203. i++;
  8204. if ( i == ARRAYLENGTH(sc) )
  8205. i = 0;
  8206. if (i == j)
  8207. break;
  8208. }
  8209. break;
  8210. }
  8211. case NPC_WIDEBLEEDING:
  8212. case NPC_WIDECONFUSE:
  8213. case NPC_WIDECURSE:
  8214. case NPC_WIDEFREEZE:
  8215. case NPC_WIDESLEEP:
  8216. case NPC_WIDESILENCE:
  8217. case NPC_WIDESTONE:
  8218. case NPC_WIDESTUN:
  8219. case NPC_SLOWCAST:
  8220. case NPC_WIDEHELLDIGNITY:
  8221. case NPC_WIDEHEALTHFEAR:
  8222. case NPC_WIDEBODYBURNNING:
  8223. case NPC_WIDEFROSTMISTY:
  8224. case NPC_WIDECOLD:
  8225. case NPC_WIDE_DEEP_SLEEP:
  8226. case NPC_WIDESIREN:
  8227. if (flag&1){
  8228. switch ( type ) {
  8229. case SC_BURNING:
  8230. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8231. break;
  8232. case SC_VOICEOFSIREN:
  8233. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8234. break;
  8235. default:
  8236. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8237. }
  8238. }
  8239. else {
  8240. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8241. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8242. map_foreachinallrange(skill_area_sub, bl,
  8243. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8244. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8245. skill_castend_nodamage_id);
  8246. }
  8247. break;
  8248. case NPC_WIDESOULDRAIN:
  8249. if (flag&1)
  8250. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8251. else {
  8252. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8254. map_foreachinallrange(skill_area_sub, bl,
  8255. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8256. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8257. skill_castend_nodamage_id);
  8258. }
  8259. break;
  8260. case ALL_PARTYFLEE:
  8261. if( sd && !(flag&1) ) {
  8262. if( !sd->status.party_id ) {
  8263. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8264. break;
  8265. }
  8266. 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);
  8267. } else
  8268. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8269. break;
  8270. case NPC_TALK:
  8271. case ALL_WEWISH:
  8272. case ALL_CATCRY:
  8273. case ALL_DREAM_SUMMERNIGHT:
  8274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8275. break;
  8276. case ALL_BUYING_STORE:
  8277. if( sd )
  8278. {// players only, skill allows 5 buying slots
  8279. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8280. }
  8281. break;
  8282. case RK_ENCHANTBLADE:
  8283. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8284. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8285. break;
  8286. case RK_DRAGONHOWLING:
  8287. if( flag&1)
  8288. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8289. else
  8290. {
  8291. skill_area_temp[2] = 0;
  8292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8293. map_foreachinallrange(skill_area_sub, src,
  8294. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8295. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8296. skill_castend_nodamage_id);
  8297. }
  8298. break;
  8299. case RK_IGNITIONBREAK:
  8300. case LG_EARTHDRIVE:
  8301. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8302. i = skill_get_splash(skill_id,skill_lv);
  8303. if( skill_id == LG_EARTHDRIVE ) {
  8304. int dummy = 1;
  8305. 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);
  8306. }
  8307. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  8308. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8309. break;
  8310. case RK_GIANTGROWTH:
  8311. case RK_STONEHARDSKIN:
  8312. case RK_VITALITYACTIVATION:
  8313. case RK_ABUNDANCE:
  8314. case RK_CRUSHSTRIKE:
  8315. case RK_REFRESH:
  8316. case RK_MILLENNIUMSHIELD:
  8317. if (sd) {
  8318. uint8 rune_level = 1; // RK_GIANTGROWTH
  8319. if (skill_id == RK_VITALITYACTIVATION)
  8320. rune_level = 2;
  8321. else if (skill_id == RK_STONEHARDSKIN)
  8322. rune_level = 4;
  8323. else if (skill_id == RK_ABUNDANCE)
  8324. rune_level = 6;
  8325. else if (skill_id == RK_CRUSHSTRIKE)
  8326. rune_level = 7;
  8327. else if (skill_id == RK_REFRESH)
  8328. rune_level = 8;
  8329. else if (skill_id == RK_MILLENNIUMSHIELD)
  8330. rune_level = 9;
  8331. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8332. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8333. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8334. else if (skill_id == RK_STONEHARDSKIN)
  8335. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8336. } else
  8337. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8338. }
  8339. break;
  8340. case RK_FIGHTINGSPIRIT: {
  8341. // val1: ATKBonus: Caster: 70 + 7 * PartyMember. Member: 70 + 7 * PartyMember / 2
  8342. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8343. if( flag&1 ) {
  8344. if( skill_area_temp[1] == bl->id )
  8345. sc_start2(src,bl,type,100,70 + 7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8346. else
  8347. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8348. } else {
  8349. if( sd && sd->status.party_id ) {
  8350. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8351. skill_area_temp[1] = src->id;
  8352. skill_area_temp[3] = 70 + 7 * skill_area_temp[0] / 2;
  8353. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8354. 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);
  8355. }
  8356. else
  8357. sc_start2(src,bl,type,100,77,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8358. clif_skill_nodamage(src,bl,skill_id,1,1);
  8359. }
  8360. }
  8361. break;
  8362. case RK_LUXANIMA:
  8363. {
  8364. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8365. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8366. if (src->id == bl->id) // Don't give it back to the RK
  8367. break;
  8368. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8369. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8370. } else if (sd) { // Find which SC is going to be given
  8371. int recent = 0, result = -1;
  8372. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8373. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8374. recent = sd->sc.data[runes[i]]->timer;
  8375. result = i;
  8376. }
  8377. }
  8378. if (result != -1) {
  8379. skill_area_temp[5] = result;
  8380. status_change_end(src, runes[result], INVALID_TIMER);
  8381. 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);
  8382. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8383. }
  8384. }
  8385. }
  8386. break;
  8387. case GC_ROLLINGCUTTER:
  8388. {
  8389. short count = 1;
  8390. skill_area_temp[2] = 0;
  8391. 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);
  8392. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8393. { // Every time the skill is casted the status change is reseted adding a counter.
  8394. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8395. if( count > 10 )
  8396. count = 10; // Max coounter
  8397. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8398. }
  8399. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8400. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8401. }
  8402. break;
  8403. case GC_WEAPONBLOCKING:
  8404. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8405. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8406. else
  8407. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8409. break;
  8410. case GC_CREATENEWPOISON:
  8411. if( sd )
  8412. {
  8413. clif_skill_produce_mix_list(sd,skill_id,25);
  8414. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8415. }
  8416. break;
  8417. case GC_POISONINGWEAPON:
  8418. if( sd ) {
  8419. clif_poison_list(sd,skill_lv);
  8420. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8421. }
  8422. break;
  8423. case GC_ANTIDOTE:
  8424. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8425. if( tsc )
  8426. {
  8427. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8428. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8429. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8430. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8431. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8432. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8433. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8434. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8435. }
  8436. break;
  8437. case GC_PHANTOMMENACE:
  8438. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8440. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8441. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8442. break;
  8443. case GC_HALLUCINATIONWALK:
  8444. {
  8445. int heal = status_get_max_hp(bl) / 10;
  8446. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8447. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8448. break;
  8449. }
  8450. if( !status_charge(bl,heal,0) )
  8451. {
  8452. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8453. break;
  8454. }
  8455. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8456. }
  8457. break;
  8458. case AB_ANCILLA:
  8459. if( sd ) {
  8460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8461. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8462. }
  8463. break;
  8464. case AB_CLEMENTIA:
  8465. case AB_CANTO:
  8466. {
  8467. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8468. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8469. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8470. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8471. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8472. else if( sd )
  8473. 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);
  8474. }
  8475. break;
  8476. case AB_PRAEFATIO:
  8477. if( !sd || sd->status.party_id == 0 || flag&1 )
  8478. 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)));
  8479. else if( sd )
  8480. 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);
  8481. break;
  8482. case AB_CHEAL:
  8483. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8484. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8485. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8486. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8487. if( partycount > 1 )
  8488. i += (i / 100) * (partycount * 10) / 4;
  8489. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8490. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8491. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8492. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8493. i = ~i + 1;
  8494. status_heal(bl, i, 0, 0);
  8495. }
  8496. } else if( sd )
  8497. 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);
  8498. break;
  8499. case AB_ORATIO:
  8500. if( flag&1 )
  8501. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8502. else {
  8503. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8504. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8505. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8506. }
  8507. break;
  8508. case AB_LAUDAAGNUS:
  8509. if( flag&1 || !sd || !sd->status.party_id ) {
  8510. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8511. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8512. // Success Chance: (40 + 10 * Skill Level) %
  8513. if( rnd()%100 > 40+10*skill_lv ) break;
  8514. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8515. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8516. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8517. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8518. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8519. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8520. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8521. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8522. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8523. } else if( sd )
  8524. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8525. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8526. break;
  8527. case AB_LAUDARAMUS:
  8528. if( flag&1 || !sd || !sd->status.party_id ) {
  8529. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8530. // Success Chance: (40 + 10 * Skill Level) %
  8531. if( rnd()%100 > 40+10*skill_lv ) break;
  8532. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8533. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8534. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8535. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8536. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8537. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8538. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8539. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8540. } else if( sd )
  8541. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8542. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8543. break;
  8544. case AB_CLEARANCE:
  8545. 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]
  8546. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8547. break;
  8548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8549. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8550. if (sd)
  8551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8552. break;
  8553. }
  8554. if(status_isimmune(bl))
  8555. break;
  8556. //Remove bonus_script by Clearance
  8557. if (dstsd)
  8558. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8559. if(!tsc || !tsc->count)
  8560. break;
  8561. for( i = 0; i < SC_MAX; i++ ) {
  8562. if (!tsc->data[i])
  8563. continue;
  8564. switch (i) {
  8565. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8566. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8567. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8568. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8569. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8570. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8571. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8572. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8573. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8574. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8575. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8576. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8577. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8578. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8579. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8580. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8581. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8582. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8583. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8584. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8585. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8586. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8587. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8588. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8589. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8590. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8591. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8592. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8593. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8594. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8595. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8596. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8597. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8598. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8599. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8600. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8601. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8602. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8603. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8604. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8605. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8606. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8607. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8608. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8609. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8610. case SC_P_ALTER: case SC_E_CHAIN:
  8611. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8612. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8613. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8614. #ifdef RENEWAL
  8615. case SC_EXTREMITYFIST2:
  8616. #endif
  8617. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8618. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8619. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8620. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8621. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8622. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8623. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8624. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8625. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8626. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8627. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8628. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  8629. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8630. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8631. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8632. case SC_DAILYSENDMAILCNT:
  8633. continue;
  8634. case SC_ASSUMPTIO:
  8635. if( bl->type == BL_MOB )
  8636. continue;
  8637. break;
  8638. }
  8639. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8640. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8641. }
  8642. break;
  8643. }
  8644. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8645. break;
  8646. case AB_SILENTIUM:
  8647. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8648. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8649. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8650. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8651. break;
  8652. case WL_STASIS:
  8653. if (flag&1)
  8654. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8655. else {
  8656. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8657. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8658. }
  8659. break;
  8660. case WL_CHAINLIGHTNING:
  8661. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  8662. break;
  8663. case WL_WHITEIMPRISON:
  8664. 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.
  8665. {
  8666. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8667. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8668. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8669. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8670. if( sd )
  8671. skill_blockpc_start(sd,skill_id,4000);
  8672. if( !(tsc && tsc->data[type]) ){
  8673. 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));
  8674. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8675. if( !i )
  8676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8677. }
  8678. }else
  8679. if( sd )
  8680. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8681. break;
  8682. case WL_FROSTMISTY:
  8683. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8684. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8685. break;
  8686. case WL_JACKFROST:
  8687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8688. 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);
  8689. break;
  8690. case WL_SIENNAEXECRATE:
  8691. if( status_isimmune(bl) || !tsc )
  8692. break;
  8693. if( flag&1 ) {
  8694. if( bl->id == skill_area_temp[1] )
  8695. break; // Already work on this target
  8696. if( tsc && tsc->data[type] )
  8697. status_change_end(bl,type,INVALID_TIMER);
  8698. else
  8699. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8700. } else {
  8701. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8702. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8703. if( rnd()%100 < rate ) { // Success on First Target
  8704. if( !tsc->data[type] )
  8705. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8706. else {
  8707. rate = 1;
  8708. status_change_end(bl,type,INVALID_TIMER);
  8709. }
  8710. if( rate ) {
  8711. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8712. skill_area_temp[1] = bl->id;
  8713. 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);
  8714. }
  8715. // Doesn't send failure packet if it fails on defense.
  8716. }
  8717. else if( sd ) // Failure on Rate
  8718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8719. }
  8720. break;
  8721. case WL_SUMMONFB:
  8722. case WL_SUMMONBL:
  8723. case WL_SUMMONWB:
  8724. case WL_SUMMONSTONE:
  8725. {
  8726. short element = 0, sctype = 0, pos = -1;
  8727. struct status_change *sc = status_get_sc(src);
  8728. if( !sc )
  8729. break;
  8730. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8731. if( !sctype && !sc->data[i] )
  8732. sctype = i; // Take the free SC
  8733. if( sc->data[i] )
  8734. pos = max(sc->data[i]->val2,pos);
  8735. }
  8736. if( !sctype ) {
  8737. if( sd ) // No free slots to put SC
  8738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8739. break;
  8740. }
  8741. pos++; // Used in val2 for SC. Indicates the order of this ball
  8742. switch( skill_id ) { // Set val1. The SC element for this ball
  8743. case WL_SUMMONFB: element = WLS_FIRE; break;
  8744. case WL_SUMMONBL: element = WLS_WIND; break;
  8745. case WL_SUMMONWB: element = WLS_WATER; break;
  8746. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8747. }
  8748. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8749. clif_skill_nodamage(src,bl,skill_id,0,0);
  8750. }
  8751. break;
  8752. case WL_READING_SB:
  8753. if( sd ) {
  8754. struct status_change *sc = status_get_sc(bl);
  8755. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8756. if( sc && !sc->data[i] )
  8757. break;
  8758. if( i == SC_MAXSPELLBOOK ) {
  8759. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8760. break;
  8761. }
  8762. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8763. clif_spellbook_list(sd);
  8764. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8765. }
  8766. break;
  8767. case RA_FEARBREEZE:
  8768. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8769. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8770. break;
  8771. case RA_WUGMASTERY:
  8772. if( sd ) {
  8773. if( !pc_iswug(sd) )
  8774. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8775. else
  8776. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8778. }
  8779. break;
  8780. case RA_WUGRIDER:
  8781. if( sd ) {
  8782. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8783. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8784. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8785. } else if( pc_isridingwug(sd) ) {
  8786. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8787. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8788. }
  8789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8790. }
  8791. break;
  8792. case RA_WUGDASH:
  8793. if( tsce ) {
  8794. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8795. map_freeblock_unlock();
  8796. return 0;
  8797. }
  8798. if( sd && pc_isridingwug(sd) ) {
  8799. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8800. clif_walkok(sd);
  8801. }
  8802. break;
  8803. case RA_SENSITIVEKEEN:
  8804. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8805. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8806. 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);
  8807. break;
  8808. case NC_F_SIDESLIDE:
  8809. case NC_B_SIDESLIDE:
  8810. {
  8811. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8812. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  8813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8814. }
  8815. break;
  8816. case NC_SELFDESTRUCTION:
  8817. if( sd ) {
  8818. if( pc_ismadogear(sd) )
  8819. pc_setmadogear(sd, 0);
  8820. skill_area_temp[1] = 0;
  8821. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8822. 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);
  8823. status_set_sp(src, 0, 0);
  8824. skill_clear_unitgroup(src);
  8825. }
  8826. break;
  8827. case NC_ANALYZE:
  8828. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8829. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8830. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8831. if( sd ) pc_overheat(sd,1);
  8832. break;
  8833. case NC_MAGNETICFIELD:
  8834. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8835. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8836. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8837. 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);
  8838. if (sd)
  8839. pc_overheat(sd,1);
  8840. break;
  8841. case NC_REPAIR:
  8842. if( sd ) {
  8843. int heal, hp = 0;
  8844. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8846. break;
  8847. }
  8848. switch(skill_lv) {
  8849. case 1: hp = 4; break;
  8850. case 2: hp = 7; break;
  8851. case 3: hp = 13; break;
  8852. case 4: hp = 17; break;
  8853. case 5: default: hp = 23; break;
  8854. }
  8855. heal = dstsd->status.max_hp * hp / 100;
  8856. status_heal(bl,heal,0,2);
  8857. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8858. }
  8859. break;
  8860. case NC_DISJOINT:
  8861. {
  8862. if( bl->type != BL_MOB ) break;
  8863. md = map_id2md(bl->id);
  8864. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8865. status_kill(bl);
  8866. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8867. }
  8868. break;
  8869. case SC_AUTOSHADOWSPELL:
  8870. if( sd ) {
  8871. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8872. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8873. {
  8874. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8875. clif_autoshadowspell_list(sd);
  8876. clif_skill_nodamage(src,bl,skill_id,1,1);
  8877. }
  8878. else
  8879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8880. }
  8881. break;
  8882. case SC_SHADOWFORM:
  8883. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8884. 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))) )
  8885. dstsd->shadowform_id = src->id;
  8886. }
  8887. else if( sd )
  8888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8889. break;
  8890. case SC_BODYPAINT:
  8891. if( flag&1 ) {
  8892. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8893. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8894. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8895. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8896. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8897. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8898. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8899. }
  8900. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8901. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8902. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8903. } else {
  8904. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8905. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8906. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8907. }
  8908. break;
  8909. case SC_ENERVATION:
  8910. case SC_GROOMY:
  8911. case SC_LAZINESS:
  8912. case SC_UNLUCKY:
  8913. case SC_WEAKNESS:
  8914. if( !(tsc && tsc->data[type]) ) {
  8915. int rate;
  8916. if (status_get_class_(bl) == CLASS_BOSS)
  8917. break;
  8918. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8919. - (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));
  8920. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8921. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8922. } else if( sd )
  8923. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8924. break;
  8925. case SC_IGNORANCE:
  8926. if( !(tsc && tsc->data[type]) ) {
  8927. int rate;
  8928. if (status_get_class_(bl) == CLASS_BOSS)
  8929. break;
  8930. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8931. - (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));
  8932. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8933. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8934. int sp = 100 * skill_lv;
  8935. if( dstmd )
  8936. sp = dstmd->level;
  8937. if( !dstmd )
  8938. status_zap(bl, 0, sp);
  8939. status_heal(src, 0, sp / 2, 3);
  8940. } else if( sd )
  8941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8942. } else if( sd )
  8943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8944. break;
  8945. case LG_TRAMPLE:
  8946. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  8947. if (rnd()%100 < (25 + 25 * skill_lv))
  8948. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8949. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8950. break;
  8951. case LG_REFLECTDAMAGE:
  8952. if( tsc && tsc->data[type] )
  8953. status_change_end(bl,type,INVALID_TIMER);
  8954. else
  8955. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8956. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8957. break;
  8958. case LG_SHIELDSPELL:
  8959. if (sd) {
  8960. int opt = 0;
  8961. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8962. struct item_data *shield_data = NULL;
  8963. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8964. shield_data = sd->inventory_data[index];
  8965. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8966. shield_def = shield_mdef = shield_refine = 10;
  8967. else {
  8968. shield_def = shield_data->def;
  8969. shield_mdef = sd->bonus.shieldmdef;
  8970. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8971. }
  8972. if (flag&1) {
  8973. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8974. break;
  8975. }
  8976. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8977. switch(skill_lv) {
  8978. case 1: { // DEF Based
  8979. int splashrange = 0;
  8980. #ifdef RENEWAL
  8981. if (shield_def >= 0 && shield_def <= 40)
  8982. #else
  8983. if (shield_def >= 0 && shield_def <= 4)
  8984. #endif
  8985. splashrange = 1;
  8986. #ifdef RENEWAL
  8987. else if (shield_def >= 41 && shield_def <= 80)
  8988. #else
  8989. else if (shield_def >= 5 && shield_def <= 9)
  8990. #endif
  8991. splashrange = 2;
  8992. else
  8993. splashrange = 3;
  8994. switch(opt) {
  8995. case 1: // Splash AoE ATK
  8996. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8997. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8998. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8999. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9000. break;
  9001. case 2: // % Damage Reflecting Increase
  9002. #ifdef RENEWAL
  9003. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9004. #else
  9005. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9006. #endif
  9007. break;
  9008. case 3: // Equipment Attack Increase
  9009. #ifdef RENEWAL
  9010. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9011. #else
  9012. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9013. #endif
  9014. break;
  9015. }
  9016. }
  9017. break;
  9018. case 2: { // MDEF Based
  9019. int splashrange = 0;
  9020. if (shield_mdef >= 1 && shield_mdef <= 3)
  9021. splashrange = 1;
  9022. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9023. splashrange = 2;
  9024. else
  9025. splashrange = 3;
  9026. switch(opt) {
  9027. case 1: // Splash AoE MATK
  9028. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  9029. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9030. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9031. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9032. break;
  9033. case 2: // Splash AoE Lex Divina
  9034. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9035. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  9036. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9037. break;
  9038. case 3: // Casts Magnificat.
  9039. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9040. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9041. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9042. break;
  9043. }
  9044. }
  9045. break;
  9046. case 3: // Refine Based
  9047. switch(opt) {
  9048. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9049. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9050. break;
  9051. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9052. #ifdef RENEWAL
  9053. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9054. #else
  9055. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9056. #endif
  9057. break;
  9058. case 3: // Recovers HP depending on Shield refine rate.
  9059. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  9060. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9061. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9062. break;
  9063. }
  9064. break;
  9065. }
  9066. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9067. }
  9068. break;
  9069. case LG_PIETY:
  9070. if( flag&1 )
  9071. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9072. else {
  9073. skill_area_temp[2] = 0;
  9074. 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);
  9075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9076. }
  9077. break;
  9078. case LG_INSPIRATION:
  9079. if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
  9080. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9081. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9082. break;
  9083. case SR_CURSEDCIRCLE:
  9084. if( flag&1 ) {
  9085. if( status_get_class_(bl) == CLASS_BOSS )
  9086. break;
  9087. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9088. if( bl->type == BL_MOB )
  9089. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9090. clif_bladestop(src, bl->id, 1);
  9091. map_freeblock_unlock();
  9092. return 1;
  9093. }
  9094. } else {
  9095. int count = 0;
  9096. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9097. 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
  9098. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9099. if( sd ) pc_delspiritball(sd, count, 0);
  9100. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9101. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9102. }
  9103. break;
  9104. case SR_RAISINGDRAGON:
  9105. if( sd ) {
  9106. short max = 5 + skill_lv;
  9107. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9108. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9109. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9110. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9111. }
  9112. break;
  9113. case SR_ASSIMILATEPOWER:
  9114. if (flag&1) {
  9115. i = 0;
  9116. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9117. if (dstsd->spiritball > 0) {
  9118. i = dstsd->spiritball;
  9119. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9120. }
  9121. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9122. i += dstsd->spiritcharm;
  9123. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9124. }
  9125. }
  9126. if (i)
  9127. status_percent_heal(src, 0, i);
  9128. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9129. } else {
  9130. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9131. 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);
  9132. }
  9133. break;
  9134. case SR_POWERVELOCITY:
  9135. if( !dstsd )
  9136. break;
  9137. if( sd && dstsd->spiritball <= 5 ) {
  9138. for(i = 0; i <= 5; i++) {
  9139. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9140. pc_delspiritball(sd, sd->spiritball, 0);
  9141. }
  9142. }
  9143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9144. break;
  9145. case SR_GENTLETOUCH_CURE:
  9146. {
  9147. unsigned int heal;
  9148. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9149. heal = 0;
  9150. else {
  9151. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9152. status_heal(bl, heal, 0, 0);
  9153. }
  9154. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9155. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9156. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9157. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9158. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9159. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9160. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9161. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9162. }
  9163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9164. }
  9165. break;
  9166. case SR_GENTLETOUCH_ENERGYGAIN:
  9167. case SR_GENTLETOUCH_CHANGE:
  9168. case SR_GENTLETOUCH_REVITALIZE:
  9169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9170. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9171. break;
  9172. case SR_FLASHCOMBO: {
  9173. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9174. const int delay[] = { 0, 250, 500, 2000 };
  9175. if (sd) // Disable attacking/acting/moving for skill's duration.
  9176. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9177. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9178. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9179. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9180. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9181. }
  9182. break;
  9183. case WA_SWING_DANCE:
  9184. case WA_MOONLIT_SERENADE:
  9185. case WA_SYMPHONY_OF_LOVER:
  9186. case MI_RUSH_WINDMILL:
  9187. case MI_ECHOSONG:
  9188. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9189. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9190. 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));
  9191. } else if( sd ) {
  9192. 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);
  9193. 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));
  9194. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9195. }
  9196. break;
  9197. case MI_HARMONIZE:
  9198. if( src != bl )
  9199. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9200. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9201. break;
  9202. case WM_DEADHILLHERE:
  9203. if( bl->type == BL_PC ) {
  9204. if( !status_isdead(bl) )
  9205. break;
  9206. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9207. int heal = tstatus->sp;
  9208. if( heal <= 0 )
  9209. heal = 1;
  9210. tstatus->hp = heal;
  9211. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9212. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9213. pc_revive((TBL_PC*)bl,heal,0);
  9214. clif_resurrection(bl,1);
  9215. }
  9216. }
  9217. break;
  9218. case WM_SIRCLEOFNATURE:
  9219. if( flag&1 )
  9220. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9221. else {
  9222. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9223. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9224. }
  9225. break;
  9226. case WM_VOICEOFSIREN:
  9227. if (flag&1)
  9228. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9229. else {
  9230. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9231. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9232. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9233. 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);
  9234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9235. }
  9236. break;
  9237. case WM_GLOOMYDAY:
  9238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9239. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9240. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9241. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9242. {
  9243. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9244. break;
  9245. }
  9246. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9247. break;
  9248. case WM_SATURDAY_NIGHT_FEVER:
  9249. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9250. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9251. break;
  9252. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9253. } else if( flag&2 ) {
  9254. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9255. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9256. } else if( sd ) {
  9257. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9258. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9260. break;
  9261. }
  9262. if( map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9263. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9264. flag |= 2;
  9265. else
  9266. flag |= 1;
  9267. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9268. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9269. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9270. if( flag&2 ) // Dealed here to prevent conflicts
  9271. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9272. }
  9273. break;
  9274. case WM_SONG_OF_MANA:
  9275. case WM_DANCE_WITH_WUG:
  9276. case WM_LERADS_DEW:
  9277. case WM_UNLIMITED_HUMMING_VOICE:
  9278. if( flag&1 ) { // These affect to to all party members near the caster.
  9279. struct status_change *sc = status_get_sc(src);
  9280. if( sc && sc->data[type] ) {
  9281. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9282. }
  9283. } else if( sd ) {
  9284. if( sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv)) )
  9285. 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);
  9286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9287. }
  9288. break;
  9289. case WM_MELODYOFSINK:
  9290. case WM_BEYOND_OF_WARCRY:
  9291. if( flag&1 ) {
  9292. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9293. } else { // These affect to all targets arround the caster.
  9294. if( rnd()%100 < 15 + 5 * skill_lv * 5 * battle_calc_chorusbonus(sd) ) {
  9295. 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);
  9296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9297. }
  9298. }
  9299. break;
  9300. case WM_RANDOMIZESPELL:
  9301. if (!skill_improvise_count) {
  9302. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9303. break;
  9304. }
  9305. else {
  9306. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9307. do {
  9308. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9309. improv_skill_id = skill_improvise_db[i].skill_id;
  9310. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9311. if (!skill_get_index(improv_skill_id)) {
  9312. if (sd)
  9313. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9314. break;
  9315. }
  9316. improv_skill_lv = 4 + skill_lv;
  9317. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9318. if( sd ) {
  9319. sd->state.abra_flag = 2;
  9320. sd->skillitem = improv_skill_id;
  9321. sd->skillitemlv = improv_skill_lv;
  9322. sd->skillitem_keep_requirement = false;
  9323. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9324. } else {
  9325. struct unit_data *ud = unit_bl2ud(src);
  9326. int inf = skill_get_inf(improv_skill_id);
  9327. if (!ud) break;
  9328. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9329. if (src->type == BL_PET)
  9330. bl = (struct block_list*)((TBL_PET*)src)->master;
  9331. if (!bl) bl = src;
  9332. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9333. } else {
  9334. int target_id = 0;
  9335. if (ud->target)
  9336. target_id = ud->target;
  9337. else switch (src->type) {
  9338. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9339. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9340. }
  9341. if (!target_id)
  9342. break;
  9343. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9344. bl = map_id2bl(target_id);
  9345. if (!bl) bl = src;
  9346. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9347. } else
  9348. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9349. }
  9350. }
  9351. }
  9352. break;
  9353. case RETURN_TO_ELDICASTES:
  9354. case ALL_GUARDIAN_RECALL:
  9355. case ECLAGE_RECALL:
  9356. if( sd )
  9357. {
  9358. short x=0, y=0; // Destiny position.
  9359. unsigned short mapindex=0;
  9360. switch(skill_id){
  9361. default:
  9362. case RETURN_TO_ELDICASTES:
  9363. x = 198;
  9364. y = 187;
  9365. mapindex = mapindex_name2id(MAP_DICASTES);
  9366. break;
  9367. case ALL_GUARDIAN_RECALL:
  9368. x = 44;
  9369. y = 151;
  9370. mapindex = mapindex_name2id(MAP_MORA);
  9371. break;
  9372. case ECLAGE_RECALL:
  9373. x = 47;
  9374. y = 31;
  9375. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9376. break;
  9377. }
  9378. if(!mapindex)
  9379. { //Given map not found?
  9380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9381. map_freeblock_unlock();
  9382. return 0;
  9383. }
  9384. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9385. }
  9386. break;
  9387. case ECL_SNOWFLIP:
  9388. case ECL_PEONYMAMY:
  9389. case ECL_SADAGUI:
  9390. case ECL_SEQUOIADUST:
  9391. switch(skill_id){
  9392. case ECL_SNOWFLIP:
  9393. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9394. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9395. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9396. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9397. break;
  9398. case ECL_PEONYMAMY:
  9399. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9400. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9401. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9402. break;
  9403. case ECL_SADAGUI:
  9404. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9405. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9406. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9407. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9408. break;
  9409. case ECL_SEQUOIADUST:
  9410. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9411. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9412. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9413. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9414. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9415. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9416. break;
  9417. }
  9418. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SKILL);
  9419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9420. break;
  9421. case GM_SANDMAN:
  9422. if( tsc ) {
  9423. if( tsc->opt1 == OPT1_SLEEP )
  9424. tsc->opt1 = 0;
  9425. else
  9426. tsc->opt1 = OPT1_SLEEP;
  9427. clif_changeoption(bl);
  9428. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9429. }
  9430. break;
  9431. case SO_ARRULLO:
  9432. {
  9433. 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;
  9434. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9435. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9436. }
  9437. break;
  9438. case WM_LULLABY_DEEPSLEEP:
  9439. if (flag&1) {
  9440. 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);
  9441. 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
  9442. sc_start(src, bl, type, rate, skill_lv, duration);
  9443. } else {
  9444. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9445. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9446. }
  9447. break;
  9448. case SO_SUMMON_AGNI:
  9449. case SO_SUMMON_AQUA:
  9450. case SO_SUMMON_VENTUS:
  9451. case SO_SUMMON_TERA:
  9452. if( sd ) {
  9453. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9454. // Remove previous elemental first.
  9455. if( sd->ed )
  9456. elemental_delete(sd->ed);
  9457. // Summoning the new one.
  9458. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9460. break;
  9461. }
  9462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9463. }
  9464. break;
  9465. case SO_EL_CONTROL:
  9466. if( sd ) {
  9467. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9468. if( !sd->ed ) break;
  9469. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9470. elemental_delete(sd->ed);
  9471. break;
  9472. }
  9473. switch( skill_lv ) {// Select mode bassed on skill level used.
  9474. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9475. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9476. }
  9477. if( !elemental_change_mode(sd->ed,mode) ) {
  9478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9479. break;
  9480. }
  9481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9482. }
  9483. break;
  9484. case SO_EL_ACTION:
  9485. if( sd ) {
  9486. int duration = 3000;
  9487. if( !sd->ed )
  9488. break;
  9489. switch(sd->ed->db->class_) {
  9490. case 2115:case 2124:
  9491. case 2118:case 2121:
  9492. duration = 6000;
  9493. break;
  9494. case 2116:case 2119:
  9495. case 2122:case 2125:
  9496. duration = 9000;
  9497. break;
  9498. }
  9499. sd->skill_id_old = skill_id;
  9500. elemental_action(sd->ed, bl, tick);
  9501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9502. skill_blockpc_start(sd, skill_id, duration);
  9503. }
  9504. break;
  9505. case SO_EL_CURE:
  9506. if( sd ) {
  9507. struct elemental_data *ed = sd->ed;
  9508. int s_hp, s_sp;
  9509. if( !ed )
  9510. break;
  9511. s_hp = sd->battle_status.hp * 10 / 100;
  9512. s_sp = sd->battle_status.sp * 10 / 100;
  9513. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9515. break;
  9516. }
  9517. status_heal(&ed->bl,s_hp,s_sp,3);
  9518. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9519. }
  9520. break;
  9521. case GN_CHANGEMATERIAL:
  9522. case SO_EL_ANALYSIS:
  9523. if( sd ) {
  9524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9525. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9526. }
  9527. break;
  9528. case GN_BLOOD_SUCKER:
  9529. {
  9530. struct status_change *sc = status_get_sc(src);
  9531. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9532. if( tsc && tsc->data[type] ){
  9533. (sc->bs_counter)--;
  9534. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9535. }
  9536. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9537. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9538. (sc->bs_counter)++;
  9539. } else if( sd ) {
  9540. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9541. break;
  9542. }
  9543. }
  9544. break;
  9545. case GN_MANDRAGORA:
  9546. if( flag&1 ) {
  9547. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9548. if (rate < 10)
  9549. rate = 10;
  9550. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9551. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9552. if (rnd()%100 < rate) {
  9553. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9554. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9555. }
  9556. } else {
  9557. 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);
  9558. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9559. }
  9560. break;
  9561. case GN_SLINGITEM:
  9562. if( sd ) {
  9563. short ammo_id;
  9564. i = sd->equip_index[EQI_AMMO];
  9565. if( i < 0 )
  9566. break; // No ammo.
  9567. ammo_id = sd->inventory_data[i]->nameid;
  9568. if( ammo_id <= 0 )
  9569. break;
  9570. sd->itemid = ammo_id;
  9571. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9572. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9573. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9574. 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);
  9575. else
  9576. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9577. } else //Otherwise, it fails, shows animation and removes items.
  9578. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9579. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id))
  9580. if (dstsd)
  9581. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9582. }
  9583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9584. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9585. break;
  9586. case GN_MIX_COOKING:
  9587. case GN_MAKEBOMB:
  9588. case GN_S_PHARMACY:
  9589. if( sd ) {
  9590. int qty = 1;
  9591. sd->skill_id_old = skill_id;
  9592. sd->skill_lv_old = skill_lv;
  9593. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9594. qty = 10;
  9595. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9597. }
  9598. break;
  9599. case EL_CIRCLE_OF_FIRE:
  9600. case EL_PYROTECHNIC:
  9601. case EL_HEATER:
  9602. case EL_TROPIC:
  9603. case EL_AQUAPLAY:
  9604. case EL_COOLER:
  9605. case EL_CHILLY_AIR:
  9606. case EL_GUST:
  9607. case EL_BLAST:
  9608. case EL_WILD_STORM:
  9609. case EL_PETROLOGY:
  9610. case EL_CURSED_SOIL:
  9611. case EL_UPHEAVAL:
  9612. case EL_FIRE_CLOAK:
  9613. case EL_WATER_DROP:
  9614. case EL_WIND_CURTAIN:
  9615. case EL_SOLID_SKIN:
  9616. case EL_STONE_SHIELD:
  9617. case EL_WIND_STEP: {
  9618. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9619. if( ele ) {
  9620. sc_type type2 = (sc_type)(type-1);
  9621. struct status_change *sc = status_get_sc(&ele->bl);
  9622. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9623. elemental_clean_single_effect(ele, skill_id);
  9624. } else {
  9625. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9626. 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_SKILL);
  9627. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9628. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9629. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9630. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9631. }
  9632. }
  9633. }
  9634. break;
  9635. case EL_FIRE_MANTLE:
  9636. case EL_WATER_BARRIER:
  9637. case EL_ZEPHYR:
  9638. case EL_POWER_OF_GAIA:
  9639. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9640. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9641. break;
  9642. case EL_WATER_SCREEN: {
  9643. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9644. if( ele ) {
  9645. struct status_change *sc = status_get_sc(&ele->bl);
  9646. sc_type type2 = (sc_type)(type-1);
  9647. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9648. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9649. elemental_clean_single_effect(ele, skill_id);
  9650. } else {
  9651. // This not heals at the end.
  9652. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9653. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9654. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9655. }
  9656. }
  9657. }
  9658. break;
  9659. case KO_KAHU_ENTEN:
  9660. case KO_HYOUHU_HUBUKI:
  9661. case KO_KAZEHU_SEIRAN:
  9662. case KO_DOHU_KOUKAI:
  9663. if (sd) {
  9664. int ele_type = skill_get_ele(skill_id,skill_lv);
  9665. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9666. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9667. }
  9668. break;
  9669. case KO_ZANZOU:
  9670. if(sd){
  9671. struct mob_data *md2;
  9672. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9673. if( md2 )
  9674. {
  9675. md2->master_id = src->id;
  9676. md2->special_state.ai = AI_ZANZOU;
  9677. if( md2->deletetimer != INVALID_TIMER )
  9678. delete_timer(md2->deletetimer, mob_timer_delete);
  9679. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9680. mob_spawn( md2 );
  9681. pc_setinvincibletimer(sd,500);// unlock target lock
  9682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9683. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  9684. }
  9685. }
  9686. break;
  9687. case KO_KYOUGAKU:
  9688. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9689. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9690. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9691. }else if( sd )
  9692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9693. break;
  9694. case KO_JYUSATSU:
  9695. if( dstsd && tsc && !tsc->data[type] &&
  9696. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9697. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9698. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9699. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9700. if( status_get_lv(bl) <= status_get_lv(src) )
  9701. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9702. }else if( sd )
  9703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9704. break;
  9705. case KO_GENWAKU:
  9706. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9707. int x = src->x, y = src->y;
  9708. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9710. break;
  9711. }
  9712. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9713. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9714. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9715. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9716. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9717. clif_blown(src);
  9718. if (!unit_blown_immune(bl, 0x1)) {
  9719. unit_movepos(bl,x,y,0,0);
  9720. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9721. clif_sitting(bl); //Avoid sitting sync problem
  9722. clif_blown(bl);
  9723. }
  9724. }
  9725. }
  9726. break;
  9727. case OB_AKAITSUKI:
  9728. case OB_OBOROGENSOU:
  9729. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9730. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9732. break;
  9733. }
  9734. case KO_IZAYOI:
  9735. case OB_ZANGETSU:
  9736. case KG_KYOMU:
  9737. case KG_KAGEMUSYA:
  9738. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9739. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9740. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9741. break;
  9742. case KG_KAGEHUMI:
  9743. if( flag&1 ){
  9744. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9745. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9746. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9747. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9748. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9749. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9750. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9751. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9752. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9753. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9754. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9755. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9756. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9757. }
  9758. if( skill_area_temp[2] == 1 ){
  9759. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  9760. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9761. }
  9762. }else{
  9763. skill_area_temp[2] = 0;
  9764. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9765. }
  9766. break;
  9767. case MH_SILENT_BREEZE:
  9768. {
  9769. int heal = 5 * status_get_lv(&hd->bl) +
  9770. #ifdef RENEWAL
  9771. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9772. #else
  9773. status_base_matk_min(&hd->battle_status);
  9774. #endif
  9775. //Silences the homunculus and target
  9776. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9777. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9778. //Recover the target's HP
  9779. status_heal(bl,heal,0,3);
  9780. //Removes these SC from target
  9781. if (tsc) {
  9782. const enum sc_type scs[] = {
  9783. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9784. };
  9785. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9786. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9787. }
  9788. if (hd)
  9789. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9790. }
  9791. break;
  9792. case MH_OVERED_BOOST:
  9793. if (hd && battle_get_master(src)) {
  9794. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9795. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9796. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9797. }
  9798. break;
  9799. case MH_GRANITIC_ARMOR:
  9800. case MH_PYROCLASTIC:
  9801. if(hd) {
  9802. struct block_list *s_bl = battle_get_master(src);
  9803. 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
  9804. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9805. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9806. }
  9807. break;
  9808. case MH_LIGHT_OF_REGENE: //self
  9809. if(hd) {
  9810. struct block_list *s_bl = battle_get_master(src);
  9811. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9812. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9813. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9814. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9815. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9816. }
  9817. break;
  9818. case MH_STYLE_CHANGE:
  9819. if(hd){
  9820. struct status_change_entry *sce;
  9821. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9822. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9823. else sce->val1 = MH_MD_FIGHTING;
  9824. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  9825. // char output[128];
  9826. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9827. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  9828. //}
  9829. }
  9830. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9831. }
  9832. break;
  9833. case MH_MAGMA_FLOW:
  9834. case MH_PAIN_KILLER:
  9835. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9836. if (hd)
  9837. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9838. break;
  9839. case MH_SUMMON_LEGION: {
  9840. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9841. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9842. struct mob_data *sum_md;
  9843. int i_slave,c=0;
  9844. int maxcount = qty[skill_lv-1];
  9845. 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);
  9846. if(c >= maxcount) {
  9847. map_freeblock_unlock();
  9848. return 0; //max qty already spawned
  9849. }
  9850. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9851. 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);
  9852. if (sum_md) {
  9853. sum_md->master_id = src->id;
  9854. sum_md->special_state.ai = AI_LEGION;
  9855. if (sum_md->deletetimer != INVALID_TIMER)
  9856. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9857. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9858. mob_spawn(sum_md); //Now it is ready for spawning.
  9859. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9860. }
  9861. }
  9862. if (hd)
  9863. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9864. }
  9865. break;
  9866. case RL_RICHS_COIN:
  9867. if (sd) {
  9868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9869. for (i = 0; i < 10; i++)
  9870. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9871. }
  9872. break;
  9873. case RL_C_MARKER:
  9874. if (sd) {
  9875. // If marked by someone else remove it
  9876. if (tsce && tsce->val2 != src->id)
  9877. status_change_end(bl, type, INVALID_TIMER);
  9878. // Check if marked before
  9879. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9880. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9881. // Find empty slot
  9882. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9883. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9885. break;
  9886. }
  9887. }
  9888. sd->c_marker[i] = bl->id;
  9889. 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);
  9890. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9891. }
  9892. // If mob casts this, at least SC_C_MARKER as debuff
  9893. else {
  9894. 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);
  9895. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9896. }
  9897. break;
  9898. case RL_D_TAIL:
  9899. 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|SD_ANIMATION|1, skill_castend_damage_id);
  9900. break;
  9901. case RL_QD_SHOT:
  9902. if (sd) {
  9903. skill_area_temp[1] = bl->id;
  9904. // Check surrounding
  9905. 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);
  9906. if (skill_area_temp[0])
  9907. 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);
  9908. // Main target always receives damage
  9909. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9910. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9911. if (tsc && tsc->data[SC_C_MARKER])
  9912. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9913. }
  9914. else {
  9915. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9916. 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);
  9917. }
  9918. skill_area_temp[0] = 0;
  9919. skill_area_temp[1] = 0;
  9920. break;
  9921. case RL_FLICKER:
  9922. if (sd) {
  9923. sd->flicker = true;
  9924. skill_area_temp[1] = 0;
  9925. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9926. // Detonate RL_B_TRAP
  9927. if (pc_checkskill(sd, RL_B_TRAP))
  9928. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9929. // Detonate RL_H_MINE
  9930. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9931. 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);
  9932. sd->flicker = false;
  9933. }
  9934. break;
  9935. case SO_ELEMENTAL_SHIELD:
  9936. if (!sd || sd->status.party_id == 0 || flag&1) {
  9937. if (sd && sd->status.party_id == 0) {
  9938. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9939. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9940. elemental_delete(sd->ed);
  9941. }
  9942. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9943. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9944. }
  9945. else {
  9946. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9947. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9948. elemental_delete(sd->ed);
  9949. 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);
  9950. }
  9951. break;
  9952. case SU_HIDE:
  9953. if (tsce) {
  9954. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9955. status_change_end(bl, type, INVALID_TIMER);
  9956. map_freeblock_unlock();
  9957. return 0;
  9958. }
  9959. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9960. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9961. break;
  9962. case SU_STOOP:
  9963. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9964. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9965. break;
  9966. case SU_SV_ROOTTWIST:
  9967. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9968. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  9969. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9970. break;
  9971. }
  9972. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  9973. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9974. else {
  9975. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9976. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  9977. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  9978. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  9979. }
  9980. break;
  9981. case SU_TUNABELLY:
  9982. {
  9983. unsigned int heal = 0;
  9984. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9985. heal = 0;
  9986. else if (status_get_hp(bl) != status_get_max_hp(bl))
  9987. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  9988. status_heal(bl, heal, 0, 1|2|4);
  9989. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9990. }
  9991. break;
  9992. case SU_BUNCHOFSHRIMP:
  9993. case SU_HISS:
  9994. case SU_PURRING:
  9995. case SU_SHRIMPARTY:
  9996. case SU_MEOWMEOW:
  9997. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  9998. int duration = skill_get_time(skill_id, skill_lv);
  9999. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10000. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10001. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10002. } else if (sd) {
  10003. if (skill_id == SU_SHRIMPARTY)
  10004. sc_start(src, bl, SC_SHRIMPBLESSING, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  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. }
  10007. break;
  10008. case SU_POWEROFFLOCK:
  10009. if (flag&1) {
  10010. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10011. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10012. } else {
  10013. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10014. if (battle_config.skill_wall_check)
  10015. 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);
  10016. else
  10017. 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);
  10018. }
  10019. break;
  10020. default:
  10021. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10023. map_freeblock_unlock();
  10024. return 1;
  10025. }
  10026. if (skill_id != SR_CURSEDCIRCLE) {
  10027. struct status_change *sc = status_get_sc(src);
  10028. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10029. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10030. }
  10031. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10032. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10033. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10034. }
  10035. if( sd && !(flag&1) )
  10036. {// ensure that the skill last-cast tick is recorded
  10037. sd->canskill_tick = gettick();
  10038. if( sd->state.arrow_atk )
  10039. {// consume arrow on last invocation to this skill.
  10040. battle_consume_ammo(sd, skill_id, skill_lv);
  10041. }
  10042. skill_onskillusage(sd, bl, skill_id, tick);
  10043. // perform skill requirement consumption
  10044. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10045. }
  10046. map_freeblock_unlock();
  10047. return 0;
  10048. }
  10049. /**
  10050. * Checking that causing skill failed
  10051. * @param src Caster
  10052. * @param target Target
  10053. * @param skill_id
  10054. * @param skill_lv
  10055. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10056. **/
  10057. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10058. int inf = skill_get_inf(skill_id);
  10059. int inf2 = skill_get_inf2(skill_id);
  10060. struct status_change *tsc = status_get_sc(target);
  10061. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10062. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10063. switch (skill_id) {
  10064. case AL_HEAL:
  10065. case AL_INCAGI:
  10066. case AL_DECAGI:
  10067. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10068. case AB_RENOVATIO:
  10069. case AB_HIGHNESSHEAL:
  10070. if (tsc && tsc->option&OPTION_MADOGEAR)
  10071. return USESKILL_FAIL_TOTARGET;
  10072. break;
  10073. case RG_BACKSTAP:
  10074. {
  10075. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  10076. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  10077. return USESKILL_FAIL_MAX;
  10078. }
  10079. break;
  10080. case PR_TURNUNDEAD:
  10081. {
  10082. struct status_data *tstatus = status_get_status_data(target);
  10083. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10084. return USESKILL_FAIL_MAX;
  10085. }
  10086. break;
  10087. case PR_LEXDIVINA:
  10088. case MER_LEXDIVINA:
  10089. {
  10090. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10091. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10092. return USESKILL_FAIL_LEVEL;
  10093. else
  10094. return -1; //Works on silenced allies
  10095. }
  10096. break;
  10097. case RA_WUGSTRIKE:
  10098. // Check if path can be reached
  10099. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10100. return USESKILL_FAIL_MAX;
  10101. break;
  10102. case MG_NAPALMBEAT:
  10103. case MG_FIREBALL:
  10104. case HT_BLITZBEAT:
  10105. case AS_GRIMTOOTH:
  10106. case MO_COMBOFINISH:
  10107. case NC_VULCANARM:
  10108. case SR_TIGERCANNON:
  10109. // These can damage traps, but can't target traps directly
  10110. if (target->type == BL_SKILL) {
  10111. TBL_SKILL *su = (TBL_SKILL*)target;
  10112. if (!su || !su->group)
  10113. return USESKILL_FAIL_MAX;
  10114. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  10115. return USESKILL_FAIL_MAX;
  10116. }
  10117. break;
  10118. case RL_D_TAIL:
  10119. if (src) {
  10120. int count = 0;
  10121. if (battle_config.skill_wall_check)
  10122. count = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, 0, BCT_ENEMY, skill_area_sub_count);
  10123. else
  10124. count = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, 0, BCT_ENEMY, skill_area_sub_count);
  10125. if (!count) {
  10126. return USESKILL_FAIL_LEVEL;
  10127. }
  10128. }
  10129. break;
  10130. }
  10131. if (inf&INF_ATTACK_SKILL ||
  10132. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  10133. ) // Casted through combo.
  10134. inf = BCT_ENEMY; //Offensive skill.
  10135. else if (inf2&INF2_NO_ENEMY)
  10136. inf = BCT_NOENEMY;
  10137. else
  10138. inf = 0;
  10139. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  10140. inf |=
  10141. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  10142. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  10143. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10144. inf &= ~BCT_NEUTRAL;
  10145. }
  10146. switch (skill_id) {
  10147. // Cannot be casted to Emperium
  10148. case WZ_ESTIMATION:
  10149. case SL_SKE:
  10150. case SL_SKA:
  10151. case RK_PHANTOMTHRUST:
  10152. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10153. return USESKILL_FAIL_MAX;
  10154. break;
  10155. }
  10156. if (inf && battle_check_target(src, target, inf) <= 0) {
  10157. switch(skill_id) {
  10158. case RK_PHANTOMTHRUST:
  10159. case AB_CLEARANCE:
  10160. return USESKILL_FAIL_TOTARGET;
  10161. default:
  10162. return USESKILL_FAIL_LEVEL;
  10163. }
  10164. }
  10165. // Fogwall makes all offensive-type targetted skills fail at 75%
  10166. // Jump Kick can still fail even though you can jump to friendly targets.
  10167. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10168. return USESKILL_FAIL_LEVEL;
  10169. return -1;
  10170. }
  10171. /**
  10172. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10173. * @param tid
  10174. * @param tick
  10175. * @param data
  10176. **/
  10177. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  10178. {
  10179. struct block_list *target, *src;
  10180. struct map_session_data *sd;
  10181. struct mob_data *md;
  10182. struct unit_data *ud;
  10183. struct status_change *sc = NULL;
  10184. int flag = 0;
  10185. src = map_id2bl(id);
  10186. if( src == NULL )
  10187. {
  10188. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10189. return 0;// not found
  10190. }
  10191. ud = unit_bl2ud(src);
  10192. if( ud == NULL )
  10193. {
  10194. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10195. return 0;// ???
  10196. }
  10197. sd = BL_CAST(BL_PC, src);
  10198. md = BL_CAST(BL_MOB, src);
  10199. if( src->prev == NULL ) {
  10200. ud->skilltimer = INVALID_TIMER;
  10201. return 0;
  10202. }
  10203. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10204. if( ud->skilltimer != tid ) {
  10205. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10206. ud->skilltimer = INVALID_TIMER;
  10207. return 0;
  10208. }
  10209. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10210. {// restore original walk speed
  10211. ud->skilltimer = INVALID_TIMER;
  10212. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10213. } else
  10214. ud->skilltimer = INVALID_TIMER;
  10215. }
  10216. if (ud->skilltarget == id)
  10217. target = src;
  10218. else
  10219. target = map_id2bl(ud->skilltarget);
  10220. // Use a do so that you can break out of it when the skill fails.
  10221. do {
  10222. bool fail = false;
  10223. int8 res = USESKILL_FAIL_LEVEL;
  10224. if (!target || target->prev == NULL)
  10225. break;
  10226. if (src->m != target->m || status_isdead(src))
  10227. break;
  10228. //These should become skill_castend_pos
  10229. switch (ud->skill_id) {
  10230. case WE_CALLPARTNER:
  10231. if (sd)
  10232. clif_callpartner(sd);
  10233. case WE_CALLPARENT:
  10234. if (sd) {
  10235. struct map_session_data *f_sd = pc_get_father(sd);
  10236. struct map_session_data *m_sd = pc_get_mother(sd);
  10237. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10238. fail = true;
  10239. break;
  10240. }
  10241. }
  10242. case WE_CALLBABY:
  10243. if (sd) {
  10244. struct map_session_data *c_sd = pc_get_child(sd);
  10245. if (c_sd && c_sd->state.autotrade) {
  10246. fail = true;
  10247. break;
  10248. }
  10249. }
  10250. case AM_RESURRECTHOMUN:
  10251. case PF_SPIDERWEB:
  10252. {
  10253. //Find a random spot to place the skill. [Skotlex]
  10254. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10255. ud->skillx = target->x + splash;
  10256. ud->skilly = target->y + splash;
  10257. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10258. ud->skillx = target->x;
  10259. ud->skilly = target->y;
  10260. }
  10261. ud->skilltimer = tid;
  10262. return skill_castend_pos(tid,tick,id,data);
  10263. }
  10264. case GN_WALLOFTHORN:
  10265. case SC_ESCAPE:
  10266. case SU_CN_POWDERING:
  10267. ud->skillx = target->x;
  10268. ud->skilly = target->y;
  10269. ud->skilltimer = tid;
  10270. return skill_castend_pos(tid,tick,id,data);
  10271. }
  10272. // Failing
  10273. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10274. if (sd && res != USESKILL_FAIL_MAX)
  10275. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10276. break;
  10277. }
  10278. //Avoid doing double checks for instant-cast skills.
  10279. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10280. break;
  10281. if(md) {
  10282. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10283. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10284. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10285. }
  10286. if (src != target && battle_config.skill_add_range &&
  10287. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10288. {
  10289. if (sd) {
  10290. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10291. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10292. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10293. }
  10294. break;
  10295. }
  10296. #ifdef OFFICIAL_WALKPATH
  10297. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10298. {
  10299. if (sd) {
  10300. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10301. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10302. }
  10303. break;
  10304. }
  10305. #endif
  10306. if( sd )
  10307. {
  10308. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10309. break;
  10310. else {
  10311. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10312. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10313. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10314. break; // Show a skill fail message (Damage type consumes requirements)
  10315. }
  10316. }
  10317. }
  10318. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10319. break;
  10320. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10321. ud->state.running = 0;
  10322. status_change_end(src, SC_RUN, INVALID_TIMER);
  10323. flag = 1;
  10324. }
  10325. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10326. unit_stop_walking(src,1);
  10327. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10328. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10329. if (sd) { //Cooldown application
  10330. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10331. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10332. }
  10333. if( battle_config.display_status_timers && sd )
  10334. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10335. if( sd )
  10336. {
  10337. switch( ud->skill_id )
  10338. {
  10339. case GS_DESPERADO:
  10340. case RL_FIREDANCE:
  10341. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10342. break;
  10343. case CR_GRANDCROSS:
  10344. case NPC_GRANDDARKNESS:
  10345. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10346. {
  10347. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10348. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10349. break;
  10350. }
  10351. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10352. break;
  10353. }
  10354. }
  10355. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10356. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10357. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10358. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10359. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10360. map_freeblock_lock();
  10361. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10362. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10363. else
  10364. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10365. sc = status_get_sc(src);
  10366. if(sc && sc->count) {
  10367. if (ud->skill_id != RA_CAMOUFLAGE)
  10368. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10369. if(sc->data[SC_SPIRIT] &&
  10370. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10371. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10372. ud->skill_id != WZ_WATERBALL)
  10373. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10374. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10375. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10376. }
  10377. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10378. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10379. if (ud->skilltimer == INVALID_TIMER) {
  10380. if(md) md->skill_idx = -1;
  10381. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10382. ud->skill_lv = ud->skilltarget = 0;
  10383. }
  10384. map_freeblock_unlock();
  10385. return 1;
  10386. } while(0);
  10387. //Skill failed.
  10388. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10389. { //When Asura fails... (except when it fails from Wall of Fog)
  10390. //Consume SP/spheres
  10391. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10392. status_set_sp(src, 0, 0);
  10393. sc = &sd->sc;
  10394. if (sc->count)
  10395. { //End states
  10396. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10397. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10398. #ifdef RENEWAL
  10399. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10400. #endif
  10401. }
  10402. if( target && target->m == src->m ) { //Move character to target anyway.
  10403. short x, y;
  10404. short dir = map_calc_dir(src,target->x,target->y);
  10405. //Move 3 cells (From Caster)
  10406. if( dir > 0 && dir < 4 )
  10407. x = -3;
  10408. else if( dir > 4 )
  10409. x = 3;
  10410. else
  10411. x = 0;
  10412. if( dir > 2 && dir < 6 )
  10413. y = -3;
  10414. else if( dir == 7 || dir < 2 )
  10415. y = 3;
  10416. else
  10417. y = 0;
  10418. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10419. clif_blown(src);
  10420. clif_spiritball(src);
  10421. }
  10422. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10423. }
  10424. }
  10425. ud->skill_id = ud->skilltarget = 0;
  10426. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10427. ud->canact_tick = tick;
  10428. //You can't place a skill failed packet here because it would be
  10429. //sent in ALL cases, even cases where skill_check_condition fails
  10430. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10431. if(sd)
  10432. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10433. else if(md)
  10434. md->skill_idx = -1;
  10435. return 0;
  10436. }
  10437. /*==========================================
  10438. *
  10439. *------------------------------------------*/
  10440. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10441. {
  10442. struct block_list* src = map_id2bl(id);
  10443. struct map_session_data *sd;
  10444. struct unit_data *ud = unit_bl2ud(src);
  10445. struct mob_data *md;
  10446. nullpo_ret(ud);
  10447. sd = BL_CAST(BL_PC , src);
  10448. md = BL_CAST(BL_MOB, src);
  10449. if( src->prev == NULL ) {
  10450. ud->skilltimer = INVALID_TIMER;
  10451. return 0;
  10452. }
  10453. if( ud->skilltimer != tid )
  10454. {
  10455. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10456. ud->skilltimer = INVALID_TIMER;
  10457. return 0;
  10458. }
  10459. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10460. {// restore original walk speed
  10461. ud->skilltimer = INVALID_TIMER;
  10462. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10463. } else
  10464. ud->skilltimer = INVALID_TIMER;
  10465. do {
  10466. int maxcount=0;
  10467. if( status_isdead(src) )
  10468. break;
  10469. if( !(src->type&battle_config.skill_reiteration) &&
  10470. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10471. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10472. )
  10473. {
  10474. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10475. break;
  10476. }
  10477. if( skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10478. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10479. )
  10480. {
  10481. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10482. break;
  10483. }
  10484. if( src->type&battle_config.land_skill_limit &&
  10485. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10486. ) {
  10487. int i;
  10488. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10489. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10490. maxcount--;
  10491. }
  10492. if( maxcount == 0 )
  10493. {
  10494. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10495. break;
  10496. }
  10497. }
  10498. if(tid != INVALID_TIMER)
  10499. { //Avoid double checks on instant cast skills. [Skotlex]
  10500. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10501. break;
  10502. if (battle_config.skill_add_range &&
  10503. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10504. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10505. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10506. break;
  10507. }
  10508. }
  10509. if( sd )
  10510. {
  10511. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10512. break;
  10513. else
  10514. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10515. }
  10516. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10517. break;
  10518. if(md) {
  10519. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10520. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10521. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10522. }
  10523. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10524. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10525. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10526. if (ud->walktimer != INVALID_TIMER)
  10527. unit_stop_walking(src,1);
  10528. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10529. ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10530. if (sd) { //Cooldown application
  10531. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10532. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10533. }
  10534. if( battle_config.display_status_timers && sd )
  10535. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10536. // if( sd )
  10537. // {
  10538. // switch( ud->skill_id )
  10539. // {
  10540. // case ????:
  10541. // sd->canequip_tick = tick + ????;
  10542. // break;
  10543. // }
  10544. // }
  10545. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10546. map_freeblock_lock();
  10547. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10548. if (ud->skill_id != RA_CAMOUFLAGE)
  10549. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10550. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10551. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10552. if (ud->skilltimer == INVALID_TIMER) {
  10553. if (md) md->skill_idx = -1;
  10554. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10555. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10556. }
  10557. map_freeblock_unlock();
  10558. return 1;
  10559. } while(0);
  10560. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10561. ud->canact_tick = tick;
  10562. ud->skill_id = ud->skill_lv = 0;
  10563. if(sd)
  10564. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10565. else if(md)
  10566. md->skill_idx = -1;
  10567. return 0;
  10568. }
  10569. /* skill count without self */
  10570. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10571. struct block_list* src = va_arg(ap, struct block_list*);
  10572. if( src->id != bl->id ) {
  10573. return 1;
  10574. }
  10575. return 0;
  10576. }
  10577. /*==========================================
  10578. *
  10579. *------------------------------------------*/
  10580. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10581. {
  10582. struct map_session_data* sd;
  10583. struct status_change* sc;
  10584. struct status_change_entry *sce;
  10585. struct skill_unit_group* sg;
  10586. enum sc_type type;
  10587. int i;
  10588. //if(skill_lv <= 0) return 0;
  10589. if(skill_id > 0 && !skill_lv) return 0; // celest
  10590. nullpo_ret(src);
  10591. if(status_isdead(src))
  10592. return 0;
  10593. sd = BL_CAST(BL_PC, src);
  10594. sc = status_get_sc(src);
  10595. type = status_skill2sc(skill_id);
  10596. sce = (sc && type != -1)?sc->data[type]:NULL;
  10597. switch (skill_id) { //Skill effect.
  10598. case WZ_METEOR:
  10599. case WZ_ICEWALL:
  10600. case MO_BODYRELOCATION:
  10601. case CR_CULTIVATION:
  10602. case HW_GANBANTEIN:
  10603. case LG_EARTHDRIVE:
  10604. case SC_ESCAPE:
  10605. case SU_CN_METEOR:
  10606. break; //Effect is displayed on respective switch case.
  10607. default:
  10608. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10609. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10610. else
  10611. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10612. }
  10613. switch(skill_id)
  10614. {
  10615. case PR_BENEDICTIO:
  10616. skill_area_temp[1] = src->id;
  10617. i = skill_get_splash(skill_id, skill_lv);
  10618. map_foreachinallarea(skill_area_sub,
  10619. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10620. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10621. skill_castend_nodamage_id);
  10622. map_foreachinallarea(skill_area_sub,
  10623. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10624. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10625. skill_castend_damage_id);
  10626. break;
  10627. case BS_HAMMERFALL:
  10628. i = skill_get_splash(skill_id, skill_lv);
  10629. map_foreachinallarea(skill_area_sub,
  10630. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10631. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10632. skill_castend_nodamage_id);
  10633. break;
  10634. case HT_DETECTING:
  10635. i = skill_get_splash(skill_id, skill_lv);
  10636. map_foreachinallarea( status_change_timer_sub,
  10637. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10638. src,NULL,SC_SIGHT,tick);
  10639. skill_reveal_trap_inarea(src, i, x, y);
  10640. break;
  10641. case SR_RIDEINLIGHTNING:
  10642. i = skill_get_splash(skill_id, skill_lv);
  10643. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10644. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10645. break;
  10646. case SA_VOLCANO:
  10647. case SA_DELUGE:
  10648. case SA_VIOLENTGALE:
  10649. { //Does not consumes if the skill is already active. [Skotlex]
  10650. struct skill_unit_group *sg2;
  10651. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10652. {
  10653. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10654. {
  10655. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10656. return 0; // not to consume items
  10657. }
  10658. else
  10659. sg2->limit = 0; //Disable it.
  10660. }
  10661. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10662. break;
  10663. }
  10664. // Skill Unit Setting
  10665. case MG_SAFETYWALL:
  10666. case MG_FIREWALL:
  10667. case MG_THUNDERSTORM:
  10668. case AL_PNEUMA:
  10669. case WZ_FIREPILLAR:
  10670. case WZ_QUAGMIRE:
  10671. case WZ_VERMILION:
  10672. case WZ_STORMGUST:
  10673. case WZ_HEAVENDRIVE:
  10674. case PR_SANCTUARY:
  10675. case PR_MAGNUS:
  10676. case CR_GRANDCROSS:
  10677. case NPC_GRANDDARKNESS:
  10678. case HT_SKIDTRAP:
  10679. case MA_SKIDTRAP:
  10680. case HT_LANDMINE:
  10681. case MA_LANDMINE:
  10682. case HT_ANKLESNARE:
  10683. case HT_SHOCKWAVE:
  10684. case HT_SANDMAN:
  10685. case MA_SANDMAN:
  10686. case HT_FLASHER:
  10687. case HT_FREEZINGTRAP:
  10688. case MA_FREEZINGTRAP:
  10689. case HT_BLASTMINE:
  10690. case HT_CLAYMORETRAP:
  10691. case AS_VENOMDUST:
  10692. case AM_DEMONSTRATION:
  10693. case PF_FOGWALL:
  10694. case PF_SPIDERWEB:
  10695. case HT_TALKIEBOX:
  10696. case WE_CALLPARTNER:
  10697. case WE_CALLPARENT:
  10698. case WE_CALLBABY:
  10699. case SA_LANDPROTECTOR:
  10700. case BD_LULLABY:
  10701. case BD_RICHMANKIM:
  10702. case BD_ETERNALCHAOS:
  10703. case BD_DRUMBATTLEFIELD:
  10704. case BD_RINGNIBELUNGEN:
  10705. case BD_ROKISWEIL:
  10706. case BD_INTOABYSS:
  10707. case BD_SIEGFRIED:
  10708. case BA_DISSONANCE:
  10709. case BA_POEMBRAGI:
  10710. case BA_WHISTLE:
  10711. case BA_ASSASSINCROSS:
  10712. case BA_APPLEIDUN:
  10713. case DC_UGLYDANCE:
  10714. case DC_HUMMING:
  10715. case DC_DONTFORGETME:
  10716. case DC_FORTUNEKISS:
  10717. case DC_SERVICEFORYOU:
  10718. case CG_MOONLIT:
  10719. case GS_DESPERADO:
  10720. case NJ_KAENSIN:
  10721. case NJ_BAKUENRYU:
  10722. case NJ_SUITON:
  10723. case NJ_HYOUSYOURAKU:
  10724. case NJ_RAIGEKISAI:
  10725. case NJ_KAMAITACHI:
  10726. #ifdef RENEWAL
  10727. case NJ_HUUMA:
  10728. #endif
  10729. case NPC_EVILLAND:
  10730. case NPC_VENOMFOG:
  10731. case RA_ELECTRICSHOCKER:
  10732. case RA_CLUSTERBOMB:
  10733. case RA_MAGENTATRAP:
  10734. case RA_COBALTTRAP:
  10735. case RA_MAIZETRAP:
  10736. case RA_VERDURETRAP:
  10737. case RA_FIRINGTRAP:
  10738. case RA_ICEBOUNDTRAP:
  10739. case SC_MANHOLE:
  10740. case SC_DIMENSIONDOOR:
  10741. case SC_CHAOSPANIC:
  10742. case SC_MAELSTROM:
  10743. case SC_BLOODYLUST:
  10744. case WM_REVERBERATION:
  10745. case WM_POEMOFNETHERWORLD:
  10746. case SO_PSYCHIC_WAVE:
  10747. case SO_VACUUM_EXTREME:
  10748. case GN_THORNS_TRAP:
  10749. case GN_DEMONIC_FIRE:
  10750. case GN_HELLS_PLANT:
  10751. case SO_EARTHGRAVE:
  10752. case SO_DIAMONDDUST:
  10753. case SO_FIRE_INSIGNIA:
  10754. case SO_WATER_INSIGNIA:
  10755. case SO_WIND_INSIGNIA:
  10756. case SO_EARTH_INSIGNIA:
  10757. case KO_HUUMARANKA:
  10758. case KO_BAKURETSU:
  10759. case KO_ZENKAI:
  10760. case MH_LAVA_SLIDE:
  10761. case MH_VOLCANIC_ASH:
  10762. case MH_POISON_MIST:
  10763. case MH_STEINWAND:
  10764. case MH_XENO_SLASHER:
  10765. case LG_KINGS_GRACE:
  10766. case RL_B_TRAP:
  10767. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10768. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10769. case GN_WALLOFTHORN:
  10770. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10771. break;
  10772. case WZ_ICEWALL:
  10773. flag|=1;
  10774. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10775. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10776. break;
  10777. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10778. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10779. flag|=1;
  10780. break;
  10781. case HP_BASILICA:
  10782. if( sc->data[SC_BASILICA] ) {
  10783. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10784. return 0;
  10785. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10786. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10787. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10788. return 0;
  10789. }
  10790. skill_clear_unitgroup(src);
  10791. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10792. flag|=1;
  10793. }
  10794. break;
  10795. case CG_HERMODE:
  10796. skill_clear_unitgroup(src);
  10797. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10798. sc_start4(src,src,SC_DANCING,100,
  10799. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10800. flag|=1;
  10801. break;
  10802. case RG_CLEANER: // [Valaris]
  10803. i = skill_get_splash(skill_id, skill_lv);
  10804. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10805. break;
  10806. case SO_WARMER:
  10807. case SO_CLOUD_KILL:
  10808. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10809. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10810. break;
  10811. case SU_CN_POWDERING:
  10812. case SU_NYANGGRASS:
  10813. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  10814. if (skill_id == SU_CN_POWDERING)
  10815. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  10816. else
  10817. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10818. }
  10819. flag |= 1;
  10820. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10821. break;
  10822. case WZ_METEOR:
  10823. case SU_CN_METEOR: {
  10824. int area = skill_get_splash(skill_id, skill_lv);
  10825. short tmpx = 0, tmpy = 0;
  10826. if (sd && skill_id == SU_CN_METEOR) {
  10827. short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
  10828. if (item_idx >= 0) {
  10829. pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
  10830. flag |= 1;
  10831. }
  10832. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  10833. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  10834. }
  10835. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10836. // Creates a random Cell in the Splash Area
  10837. tmpx = x - area + rnd()%(area * 2 + 1);
  10838. tmpy = y - area + rnd()%(area * 2 + 1);
  10839. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10840. }
  10841. }
  10842. break;
  10843. case AL_WARP:
  10844. if(sd)
  10845. {
  10846. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10847. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10848. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10849. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10850. );
  10851. }
  10852. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10853. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10854. return 0; // not to consume item.
  10855. case MO_BODYRELOCATION:
  10856. if (unit_movepos(src, x, y, 2, 1)) {
  10857. #if PACKETVER >= 20111005
  10858. clif_snap(src, src->x, src->y);
  10859. #else
  10860. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10861. #endif
  10862. if (sd)
  10863. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10864. }
  10865. break;
  10866. case NJ_SHADOWJUMP:
  10867. 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.
  10868. clif_blown(src);
  10869. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10870. break;
  10871. case AM_SPHEREMINE:
  10872. case AM_CANNIBALIZE:
  10873. {
  10874. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10875. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10876. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10877. struct mob_data *md;
  10878. // Correct info, don't change any of this! [celest]
  10879. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10880. if (md) {
  10881. md->master_id = src->id;
  10882. md->special_state.ai = ai;
  10883. if( md->deletetimer != INVALID_TIMER )
  10884. delete_timer(md->deletetimer, mob_timer_delete);
  10885. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10886. mob_spawn (md); //Now it is ready for spawning.
  10887. }
  10888. }
  10889. break;
  10890. // Slim Pitcher [Celest]
  10891. case CR_SLIMPITCHER:
  10892. if (sd) {
  10893. int i_lv = 0, j = 0;
  10894. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10895. i_lv = skill_lv%11 - 1;
  10896. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10897. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  10898. {
  10899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10900. return 1;
  10901. }
  10902. potion_flag = 1;
  10903. potion_hp = 0;
  10904. potion_sp = 0;
  10905. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10906. potion_flag = 0;
  10907. //Apply skill bonuses
  10908. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10909. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10910. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10911. + pc_skillheal_bonus(sd, skill_id);
  10912. potion_hp = potion_hp * (100+i_lv)/100;
  10913. potion_sp = potion_sp * (100+i_lv)/100;
  10914. if(potion_hp > 0 || potion_sp > 0) {
  10915. i_lv = skill_get_splash(skill_id, skill_lv);
  10916. map_foreachinallarea(skill_area_sub,
  10917. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10918. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10919. skill_castend_nodamage_id);
  10920. }
  10921. } else {
  10922. int id = skill_get_itemid(skill_id, skill_lv);
  10923. struct item_data *item;
  10924. item = itemdb_search(id);
  10925. potion_flag = 1;
  10926. potion_hp = 0;
  10927. potion_sp = 0;
  10928. run_script(item->script,0,src->id,0);
  10929. potion_flag = 0;
  10930. id = skill_get_max(CR_SLIMPITCHER)*10;
  10931. potion_hp = potion_hp * (100+id)/100;
  10932. potion_sp = potion_sp * (100+id)/100;
  10933. if(potion_hp > 0 || potion_sp > 0) {
  10934. id = skill_get_splash(skill_id, skill_lv);
  10935. map_foreachinallarea(skill_area_sub,
  10936. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10937. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10938. skill_castend_nodamage_id);
  10939. }
  10940. }
  10941. break;
  10942. case HW_GANBANTEIN:
  10943. if (rnd()%100 < 80) {
  10944. int dummy = 1;
  10945. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10946. i = skill_get_splash(skill_id, skill_lv);
  10947. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10948. } else {
  10949. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10950. return 1;
  10951. }
  10952. break;
  10953. case HW_GRAVITATION:
  10954. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10955. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10956. flag|=1;
  10957. break;
  10958. // Plant Cultivation [Celest]
  10959. case CR_CULTIVATION:
  10960. if (sd) {
  10961. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10962. {
  10963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10964. return 1;
  10965. }
  10966. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10967. if (rnd()%100 < 50) {
  10968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10969. } else {
  10970. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10971. int t;
  10972. if (!md) break;
  10973. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10974. {
  10975. if( md->deletetimer != INVALID_TIMER )
  10976. delete_timer(md->deletetimer, mob_timer_delete);
  10977. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10978. }
  10979. mob_spawn (md);
  10980. }
  10981. }
  10982. break;
  10983. case SG_SUN_WARM:
  10984. case SG_MOON_WARM:
  10985. case SG_STAR_WARM:
  10986. skill_clear_unitgroup(src);
  10987. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10988. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10989. flag|=1;
  10990. break;
  10991. case PA_GOSPEL:
  10992. if (sce && sce->val4 == BCT_SELF)
  10993. {
  10994. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10995. return 0;
  10996. }
  10997. else
  10998. {
  10999. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11000. if (!sg) break;
  11001. if (sce)
  11002. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11003. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11004. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11005. }
  11006. break;
  11007. case NJ_TATAMIGAESHI:
  11008. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11009. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11010. break;
  11011. case AM_RESURRECTHOMUN: //[orn]
  11012. if (sd)
  11013. {
  11014. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11015. {
  11016. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11017. break;
  11018. }
  11019. }
  11020. break;
  11021. case RK_WINDCUTTER:
  11022. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11023. case AC_SHOWER:
  11024. if (skill_id == AC_SHOWER)
  11025. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11026. case MA_SHOWER:
  11027. case NC_COLDSLOWER:
  11028. case RK_DRAGONBREATH:
  11029. case RK_DRAGONBREATH_WATER:
  11030. // Cast center might be relevant later (e.g. for knockback direction)
  11031. skill_area_temp[4] = x;
  11032. skill_area_temp[5] = y;
  11033. i = skill_get_splash(skill_id,skill_lv);
  11034. 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);
  11035. break;
  11036. case SO_ARRULLO:
  11037. i = skill_get_splash(skill_id,skill_lv);
  11038. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11039. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11040. break;
  11041. case GC_POISONSMOKE:
  11042. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11043. if( sd )
  11044. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11045. return 0;
  11046. }
  11047. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  11048. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11049. break;
  11050. case AB_EPICLESIS:
  11051. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11052. i = skill_get_splash(skill_id, skill_lv);
  11053. 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);
  11054. }
  11055. break;
  11056. case WL_COMET:
  11057. if( sc ) {
  11058. sc->comet_x = x;
  11059. sc->comet_y = y;
  11060. }
  11061. i = skill_get_splash(skill_id,skill_lv);
  11062. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11063. break;
  11064. case WL_EARTHSTRAIN:
  11065. {
  11066. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11067. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11068. for( w = 1; w <= wave; w++ )
  11069. {
  11070. switch( dir ){
  11071. case 0: case 1: case 7: sy = y + w; break;
  11072. case 3: case 4: case 5: sy = y - w; break;
  11073. case 2: sx = x - w; break;
  11074. case 6: sx = x + w; break;
  11075. }
  11076. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11077. }
  11078. }
  11079. break;
  11080. case RA_DETONATOR:
  11081. i = skill_get_splash(skill_id, skill_lv);
  11082. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11083. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
  11084. break;
  11085. case NC_NEUTRALBARRIER:
  11086. case NC_STEALTHFIELD:
  11087. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11088. skill_clear_unitgroup(src);
  11089. return 0;
  11090. }
  11091. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11092. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11093. 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));
  11094. if( sd ) pc_overheat(sd,1);
  11095. }
  11096. break;
  11097. case NC_SILVERSNIPER:
  11098. {
  11099. struct mob_data *md;
  11100. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11101. if( md ) {
  11102. md->master_id = src->id;
  11103. md->special_state.ai = AI_FAW;
  11104. if( md->deletetimer != INVALID_TIMER )
  11105. delete_timer(md->deletetimer, mob_timer_delete);
  11106. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11107. mob_spawn(md);
  11108. }
  11109. }
  11110. break;
  11111. case NC_MAGICDECOY:
  11112. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11113. break;
  11114. case SC_FEINTBOMB: {
  11115. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11116. if( group == NULL || group->unit == NULL ) {
  11117. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11118. return 1;
  11119. }
  11120. // Release all targets against the caster.
  11121. map_foreachinallrange(skill_mob_releasetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl);
  11122. 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
  11123. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  11124. }
  11125. break;
  11126. case SC_ESCAPE:
  11127. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11128. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_NONE);
  11129. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11130. flag |= 1;
  11131. break;
  11132. case LG_OVERBRAND: {
  11133. int dir = map_calc_dir(src,x,y);
  11134. int sx = src->x, sy = src->y;
  11135. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11136. for( i = 0; i < layout->count; i++ )
  11137. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11138. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11139. }
  11140. break;
  11141. case LG_BANDING:
  11142. if( sc && sc->data[SC_BANDING] )
  11143. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11144. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11145. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11146. if( sd ) pc_banding(sd,skill_lv);
  11147. }
  11148. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11149. break;
  11150. case LG_RAYOFGENESIS:
  11151. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  11152. i = skill_get_splash(skill_id,skill_lv);
  11153. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  11154. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11155. } else if( sd )
  11156. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11157. break;
  11158. case WM_DOMINION_IMPULSE:
  11159. i = skill_get_splash(skill_id, skill_lv);
  11160. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11161. break;
  11162. case WM_GREAT_ECHO:
  11163. case WM_SOUND_OF_DESTRUCTION:
  11164. i = skill_get_splash(skill_id,skill_lv);
  11165. 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);
  11166. break;
  11167. case WM_SEVERE_RAINSTORM:
  11168. flag |= 1;
  11169. if (sd)
  11170. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11171. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11172. break;
  11173. case GN_CRAZYWEED: {
  11174. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11175. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11176. int x1 = x - area + rnd()%(area * 2 + 1);
  11177. int y1 = y - area + rnd()%(area * 2 + 1);
  11178. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11179. }
  11180. }
  11181. break;
  11182. case GN_FIRE_EXPANSION: {
  11183. int i_su;
  11184. struct unit_data *ud = unit_bl2ud(src);
  11185. if( !ud ) break;
  11186. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  11187. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  11188. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  11189. switch( skill_lv ) {
  11190. case 1:
  11191. ud->skillunit[i_su]->unit->val2 = skill_lv;
  11192. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  11193. break;
  11194. case 2:
  11195. map_foreachinallarea(skill_area_sub,src->m,
  11196. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  11197. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11198. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11199. skill_delunit(ud->skillunit[i_su]->unit);
  11200. break;
  11201. case 3:
  11202. skill_delunit(ud->skillunit[i_su]->unit);
  11203. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11204. flag |= 1;
  11205. break;
  11206. case 4:
  11207. skill_delunit(ud->skillunit[i_su]->unit);
  11208. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11209. flag |= 1;
  11210. break;
  11211. case 5: {
  11212. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11213. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  11214. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11215. map_foreachinallarea(skill_area_sub, src->m,
  11216. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  11217. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  11218. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11219. skill_delunit(ud->skillunit[i_su]->unit);
  11220. }
  11221. break;
  11222. }
  11223. }
  11224. }
  11225. }
  11226. break;
  11227. case SO_FIREWALK:
  11228. case SO_ELECTRICWALK:
  11229. if( sc && sc->data[type] )
  11230. status_change_end(src,type,INVALID_TIMER);
  11231. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11232. break;
  11233. case KO_MAKIBISHI:
  11234. for( i = 0; i < (skill_lv+2); i++ ) {
  11235. x = src->x - 1 + rnd()%3;
  11236. y = src->y - 1 + rnd()%3;
  11237. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11238. }
  11239. break;
  11240. case KO_MUCHANAGE: {
  11241. struct status_data *sstatus;
  11242. int rate = 0;
  11243. sstatus = status_get_status_data(src);
  11244. i = skill_get_splash(skill_id,skill_lv);
  11245. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11246. if( rate < 0 )
  11247. rate = 0;
  11248. 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);
  11249. if( rnd()%100 < rate )
  11250. 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);
  11251. }
  11252. break;
  11253. case RL_FALLEN_ANGEL:
  11254. if (unit_movepos(src,x,y,1,1)) {
  11255. clif_snap(src, src->x, src->y);
  11256. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11257. } else {
  11258. if (sd)
  11259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11260. }
  11261. break;
  11262. case RL_FIRE_RAIN: {
  11263. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11264. int sx = x = src->x, sy = y = src->y;
  11265. for (w = 0; w <= wave; w++) {
  11266. switch (dir) {
  11267. case DIR_NORTH:
  11268. case DIR_NORTHWEST:
  11269. case DIR_NORTHEAST:
  11270. sy = y + w;
  11271. break;
  11272. case DIR_WEST:
  11273. sx = x - w;
  11274. break;
  11275. case DIR_SOUTHWEST:
  11276. case DIR_SOUTH:
  11277. case DIR_SOUTHEAST:
  11278. sy = y - w;
  11279. break;
  11280. case DIR_EAST:
  11281. sx = x + w;
  11282. break;
  11283. }
  11284. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11285. }
  11286. }
  11287. break;
  11288. case NC_MAGMA_ERUPTION:
  11289. // 1st, AoE 'slam' damage
  11290. i = skill_get_splash(skill_id, skill_lv);
  11291. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11292. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11293. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11294. // 2nd, AoE 'eruption' unit
  11295. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11296. }
  11297. break;
  11298. case SU_LOPE:
  11299. {
  11300. uint8 dir = map_calc_dir(src, x, y);
  11301. // Fails on noteleport maps, except for GvG and BG maps
  11302. if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
  11303. x = src->x;
  11304. y = src->y;
  11305. } else if (dir%2) { // Diagonal
  11306. x += dirx[dir] * (skill_lv * 4) / 3;
  11307. y += diry[dir] * (skill_lv * 4) / 3;
  11308. } else {
  11309. x += dirx[dir] * skill_lv * 2;
  11310. y += diry[dir] * skill_lv * 2;
  11311. }
  11312. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11313. 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))
  11314. clif_blown(src);
  11315. }
  11316. break;
  11317. default:
  11318. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11319. return 1;
  11320. }
  11321. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11322. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11323. if( sd )
  11324. {// ensure that the skill last-cast tick is recorded
  11325. sd->canskill_tick = gettick();
  11326. if( sd->state.arrow_atk && !(flag&1) )
  11327. {// consume arrow if this is a ground skill
  11328. battle_consume_ammo(sd, skill_id, skill_lv);
  11329. }
  11330. skill_onskillusage(sd, NULL, skill_id, tick);
  11331. // perform skill requirement consumption
  11332. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11333. }
  11334. return 0;
  11335. }
  11336. /*==========================================
  11337. *
  11338. *------------------------------------------*/
  11339. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11340. {
  11341. nullpo_ret(sd);
  11342. //Simplify skill_failed code.
  11343. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11344. if(skill_id != sd->menuskill_id)
  11345. return 0;
  11346. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11347. skill_failed(sd);
  11348. return 0;
  11349. }
  11350. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11351. skill_failed(sd);
  11352. return 0;
  11353. }
  11354. pc_stop_attack(sd);
  11355. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11356. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11357. if(strcmp(mapname,"cancel")==0) {
  11358. skill_failed(sd);
  11359. return 0;
  11360. }
  11361. switch(skill_id)
  11362. {
  11363. case AL_TELEPORT:
  11364. case ALL_ODINS_RECALL:
  11365. //The storage window is closed automatically by the client when there's
  11366. //any kind of map change, so we need to restore it automatically
  11367. //bugreport:8027
  11368. if(strcmp(mapname,"Random") == 0)
  11369. pc_randomwarp(sd,CLR_TELEPORT);
  11370. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11371. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11372. clif_refresh_storagewindow(sd);
  11373. break;
  11374. case AL_WARP:
  11375. {
  11376. const struct point *p[4];
  11377. struct skill_unit_group *group;
  11378. int i, lv, wx, wy;
  11379. int maxcount=0;
  11380. int x,y;
  11381. unsigned short mapindex;
  11382. mapindex = mapindex_name2id((char*)mapname);
  11383. if(!mapindex) { //Given map not found?
  11384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11385. skill_failed(sd);
  11386. return 0;
  11387. }
  11388. p[0] = &sd->status.save_point;
  11389. p[1] = &sd->status.memo_point[0];
  11390. p[2] = &sd->status.memo_point[1];
  11391. p[3] = &sd->status.memo_point[2];
  11392. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11393. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11394. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11395. maxcount--;
  11396. }
  11397. if(!maxcount) {
  11398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11399. skill_failed(sd);
  11400. return 0;
  11401. }
  11402. }
  11403. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11404. wx = sd->menuskill_val>>16;
  11405. wy = sd->menuskill_val&0xffff;
  11406. if( lv <= 0 ) return 0;
  11407. if( lv > 4 ) lv = 4; // crash prevention
  11408. // check if the chosen map exists in the memo list
  11409. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11410. if( i < lv ) {
  11411. x=p[i]->x;
  11412. y=p[i]->y;
  11413. } else {
  11414. skill_failed(sd);
  11415. return 0;
  11416. }
  11417. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11418. { // This checks versus skill_id/skill_lv...
  11419. skill_failed(sd);
  11420. return 0;
  11421. }
  11422. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11423. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11424. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11425. skill_failed(sd);
  11426. return 0;
  11427. }
  11428. group->val1 = (group->val1<<16)|(short)0;
  11429. // record the destination coordinates
  11430. group->val2 = (x<<16)|y;
  11431. group->val3 = mapindex;
  11432. }
  11433. break;
  11434. }
  11435. sd->menuskill_id = sd->menuskill_val = 0;
  11436. return 0;
  11437. #undef skill_failed
  11438. }
  11439. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11440. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11441. {
  11442. struct skill_unit* target = (struct skill_unit*)bl;
  11443. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11444. int flag = va_arg(ap, int);
  11445. if (src == target)
  11446. return 0;
  11447. if (!target->group || !(target->group->state.song_dance&0x1))
  11448. return 0;
  11449. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11450. return 0;
  11451. if (flag) //Set dissonance
  11452. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11453. else //Remove dissonance
  11454. target->val2 &= ~UF_ENSEMBLE;
  11455. skill_getareachar_skillunit_visibilty(target, AREA);
  11456. return 1;
  11457. }
  11458. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11459. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11460. //When 1, this unit has been positioned, so start the cancel effect.
  11461. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11462. {
  11463. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11464. return 0;
  11465. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11466. return 0; //Nothing to remove, this unit is not overlapped.
  11467. if (unit->val1 != unit->group->skill_id)
  11468. { //Reset state
  11469. unit->val1 = unit->group->skill_id;
  11470. unit->val2 &= ~UF_ENSEMBLE;
  11471. }
  11472. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11473. }
  11474. /**
  11475. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11476. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11477. * @param flag 0 Convert
  11478. * @param flag 1 Revert
  11479. * @return true success
  11480. * @TODO: This should be completely removed later and rewritten
  11481. * The entire execution of the overlapping songs instances is dirty and hacked together
  11482. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11483. */
  11484. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11485. {
  11486. static int prevflag = 1; // by default the backup is empty
  11487. static struct skill_unit_group backup;
  11488. struct skill_unit_group* group;
  11489. if( unit == NULL || (group = unit->group) == NULL )
  11490. return false;
  11491. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11492. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11493. return false;
  11494. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11495. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11496. flag ? "read an empty backup" : "write to a full backup",
  11497. group->skill_id, group->skill_lv, group->src_id);
  11498. return false;
  11499. }
  11500. prevflag = flag;
  11501. if (!flag) { //Transform
  11502. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11503. // backup
  11504. backup.skill_id = group->skill_id;
  11505. backup.skill_lv = group->skill_lv;
  11506. backup.unit_id = group->unit_id;
  11507. backup.target_flag = group->target_flag;
  11508. backup.bl_flag = group->bl_flag;
  11509. backup.interval = group->interval;
  11510. // replace
  11511. group->skill_id = skill_id;
  11512. group->skill_lv = 1;
  11513. group->unit_id = skill_get_unit_id(skill_id,0);
  11514. group->target_flag = skill_get_unit_target(skill_id);
  11515. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11516. group->interval = skill_get_unit_interval(skill_id);
  11517. } else { //Restore
  11518. group->skill_id = backup.skill_id;
  11519. group->skill_lv = backup.skill_lv;
  11520. group->unit_id = backup.unit_id;
  11521. group->target_flag = backup.target_flag;
  11522. group->bl_flag = backup.bl_flag;
  11523. group->interval = backup.interval;
  11524. }
  11525. return true;
  11526. }
  11527. /**
  11528. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11529. * @param src Object that triggers the skill
  11530. * @param skill_id Skill ID
  11531. * @param skill_lv Skill level of used skill
  11532. * @param x Position x
  11533. * @param y Position y
  11534. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11535. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11536. * @return skill_unit_group
  11537. */
  11538. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11539. {
  11540. struct skill_unit_group *group;
  11541. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11542. int link_group_id = 0;
  11543. int target, interval, range, unit_flag, req_item = 0;
  11544. struct s_skill_unit_layout *layout;
  11545. struct map_session_data *sd;
  11546. struct status_data *status;
  11547. struct status_change *sc;
  11548. int active_flag = 1;
  11549. int subunt = 0;
  11550. bool hidden = false;
  11551. nullpo_retr(NULL, src);
  11552. limit = skill_get_time(skill_id,skill_lv);
  11553. range = skill_get_unit_range(skill_id,skill_lv);
  11554. interval = skill_get_unit_interval(skill_id);
  11555. target = skill_get_unit_target(skill_id);
  11556. unit_flag = skill_get_unit_flag(skill_id);
  11557. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11558. sd = BL_CAST(BL_PC, src);
  11559. status = status_get_status_data(src);
  11560. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11561. hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11562. switch( skill_id ) {
  11563. case MH_STEINWAND:
  11564. val2 = 4 + skill_lv;
  11565. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11566. break;
  11567. case MG_SAFETYWALL:
  11568. #ifdef RENEWAL
  11569. val2 = status_get_max_hp(src) * 3;
  11570. #else
  11571. val2 = skill_lv+1;
  11572. #endif
  11573. break;
  11574. case MG_FIREWALL:
  11575. if(sc && sc->data[SC_VIOLENTGALE])
  11576. limit = limit*3/2;
  11577. val2 = 4+skill_lv;
  11578. break;
  11579. case AL_WARP:
  11580. val1=skill_lv+6;
  11581. if(!(flag&1))
  11582. limit=2000;
  11583. else // previous implementation (not used anymore)
  11584. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11585. if( src->type != BL_SKILL ) return NULL;
  11586. group = ((TBL_SKILL*)src)->group;
  11587. src = map_id2bl(group->src_id);
  11588. if( !src ) return NULL;
  11589. val2 = group->val2; //Copy the (x,y) position you warp to
  11590. val3 = group->val3; //as well as the mapindex to warp to.
  11591. }
  11592. break;
  11593. case HP_BASILICA:
  11594. val1 = src->id; // Store caster id.
  11595. break;
  11596. case PR_SANCTUARY:
  11597. case NPC_EVILLAND:
  11598. val1=skill_lv+3;
  11599. break;
  11600. case WZ_METEOR:
  11601. case SU_CN_METEOR:
  11602. limit = flag - (flag&1);
  11603. val1 = (flag&1);
  11604. flag = 0; // Flag should not influence anything else for these skills
  11605. break;
  11606. case WZ_FIREPILLAR:
  11607. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11608. return NULL;
  11609. if((flag&1)!=0)
  11610. limit=1000;
  11611. val1=skill_lv+2;
  11612. break;
  11613. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11614. case AM_DEMONSTRATION:
  11615. case GN_HELLS_PLANT:
  11616. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11617. return NULL;
  11618. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11619. && (src->type&battle_config.vs_traps_bctall))
  11620. target = BCT_ALL;
  11621. break;
  11622. case HT_SKIDTRAP:
  11623. case MA_SKIDTRAP:
  11624. //Save position of caster
  11625. val1 = ((src->x)<<16)|(src->y);
  11626. case HT_ANKLESNARE:
  11627. case HT_SHOCKWAVE:
  11628. case HT_SANDMAN:
  11629. case MA_SANDMAN:
  11630. case HT_CLAYMORETRAP:
  11631. case HT_LANDMINE:
  11632. case MA_LANDMINE:
  11633. case HT_FLASHER:
  11634. case HT_FREEZINGTRAP:
  11635. case MA_FREEZINGTRAP:
  11636. case HT_BLASTMINE:
  11637. case RA_ELECTRICSHOCKER:
  11638. case RA_CLUSTERBOMB:
  11639. case RA_MAGENTATRAP:
  11640. case RA_COBALTTRAP:
  11641. case RA_MAIZETRAP:
  11642. case RA_VERDURETRAP:
  11643. case RA_FIRINGTRAP:
  11644. case RA_ICEBOUNDTRAP:
  11645. case RL_B_TRAP:
  11646. case SC_ESCAPE:
  11647. {
  11648. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11649. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11650. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11651. req_item = req.itemid[i];
  11652. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  11653. break;
  11654. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11655. target = BCT_ALL;
  11656. }
  11657. break;
  11658. case SA_LANDPROTECTOR:
  11659. case SA_VOLCANO:
  11660. case SA_DELUGE:
  11661. case SA_VIOLENTGALE:
  11662. case SC_CHAOSPANIC:
  11663. {
  11664. struct skill_unit_group *old_sg;
  11665. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11666. { //HelloKitty confirmed that these are interchangeable,
  11667. //so you can change element and not consume gemstones.
  11668. if ((
  11669. old_sg->skill_id == SA_VOLCANO ||
  11670. old_sg->skill_id == SA_DELUGE ||
  11671. old_sg->skill_id == SA_VIOLENTGALE
  11672. ) && old_sg->limit > 0)
  11673. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11674. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11675. if (limit < 0) //This can happen...
  11676. limit = skill_get_time(skill_id,skill_lv);
  11677. }
  11678. skill_clear_group(src,1);
  11679. }
  11680. break;
  11681. }
  11682. case BA_WHISTLE:
  11683. #ifdef RENEWAL
  11684. val1 = 3 * skill_lv + status->agi / 15; // Flee increase
  11685. #else
  11686. val1 = skill_lv + status->agi / 10; // Flee increase
  11687. #endif
  11688. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  11689. if (sd) {
  11690. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11691. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  11692. }
  11693. break;
  11694. case DC_HUMMING:
  11695. #ifdef RENEWAL
  11696. val1 = 20 + 2 * skill_lv + status->dex / 15; // Hit increase
  11697. #else
  11698. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  11699. #endif
  11700. if (sd)
  11701. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11702. break;
  11703. case BA_POEMBRAGI:
  11704. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  11705. //For some reason at level 10 the base delay reduction is 50%.
  11706. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  11707. if (sd) {
  11708. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  11709. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  11710. }
  11711. break;
  11712. case DC_DONTFORGETME:
  11713. #ifdef RENEWAL
  11714. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  11715. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  11716. #else
  11717. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  11718. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11719. #endif
  11720. if (sd) {
  11721. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11722. #ifdef RENEWAL
  11723. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11724. #else
  11725. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  11726. #endif
  11727. }
  11728. val1 *= 10; //Because 10 is actually 1% aspd
  11729. break;
  11730. case DC_SERVICEFORYOU:
  11731. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  11732. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  11733. if (sd) {
  11734. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11735. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11736. }
  11737. break;
  11738. case BA_ASSASSINCROSS:
  11739. if (sd)
  11740. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11741. #ifdef RENEWAL // ASPD increase
  11742. val1 += skill_lv + (status->agi / 20);
  11743. #else
  11744. val1 += 5 + skill_lv + (status->agi / 20);
  11745. val1 *= 10; // ASPD works with 1000 as 100%
  11746. #endif
  11747. break;
  11748. case DC_FORTUNEKISS:
  11749. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  11750. val1 *= 10; //Because every 10 crit is an actual cri point.
  11751. if (sd)
  11752. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  11753. break;
  11754. case BD_DRUMBATTLEFIELD:
  11755. #ifdef RENEWAL
  11756. val1 = (skill_lv+5)*25; //Atk increase
  11757. val2 = skill_lv*10; //Def increase
  11758. #else
  11759. val1 = (skill_lv+1)*25; //Atk increase
  11760. val2 = (skill_lv+1)*2; //Def increase
  11761. #endif
  11762. break;
  11763. case BD_RINGNIBELUNGEN:
  11764. val1 = (skill_lv+2)*25; //Atk increase
  11765. break;
  11766. case BD_RICHMANKIM:
  11767. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11768. break;
  11769. case BD_SIEGFRIED:
  11770. val1 = 55 + skill_lv*5; //Elemental Resistance
  11771. val2 = skill_lv*10; //Status ailment resistance
  11772. break;
  11773. case WE_CALLPARTNER:
  11774. if (sd) val1 = sd->status.partner_id;
  11775. break;
  11776. case WE_CALLPARENT:
  11777. if (sd) {
  11778. val1 = sd->status.father;
  11779. val2 = sd->status.mother;
  11780. }
  11781. break;
  11782. case WE_CALLBABY:
  11783. if (sd) val1 = sd->status.child;
  11784. break;
  11785. case NJ_KAENSIN:
  11786. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11787. val2 = (skill_lv+1)/2 + 4;
  11788. break;
  11789. case NJ_SUITON:
  11790. skill_clear_group(src, 1);
  11791. break;
  11792. case GS_GROUNDDRIFT:
  11793. {
  11794. // Ground Drift Element is decided when it's placed.
  11795. int ele = skill_get_ele(skill_id, skill_lv);
  11796. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11797. if (ele == -3)
  11798. val1 = element[rnd()%5]; // Use random from available unit visual?
  11799. else if (ele == -2)
  11800. val1 = status_get_attack_sc_element(src,sc);
  11801. else if (ele == -1) {
  11802. val1 = status->rhw.ele;
  11803. if (sc && sc->data[SC_ENCHANTARMS])
  11804. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11805. }
  11806. switch (val1) {
  11807. case ELE_FIRE:
  11808. subunt++;
  11809. case ELE_WATER:
  11810. subunt++;
  11811. case ELE_POISON:
  11812. subunt++;
  11813. case ELE_DARK:
  11814. subunt++;
  11815. case ELE_WIND:
  11816. break;
  11817. default:
  11818. subunt = rnd()%5;
  11819. break;
  11820. }
  11821. break;
  11822. }
  11823. case GC_POISONSMOKE:
  11824. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11825. return NULL;
  11826. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11827. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11828. limit = skill_get_time(skill_id, skill_lv);
  11829. break;
  11830. case GD_LEADERSHIP:
  11831. case GD_GLORYWOUNDS:
  11832. case GD_SOULCOLD:
  11833. case GD_HAWKEYES:
  11834. limit = 1000000;//it doesn't matter
  11835. break;
  11836. case LG_BANDING:
  11837. limit = -1;
  11838. break;
  11839. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11840. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11841. target = BCT_ALL;
  11842. case WM_SEVERE_RAINSTORM:
  11843. case SO_WATER_INSIGNIA:
  11844. case SO_FIRE_INSIGNIA:
  11845. case SO_WIND_INSIGNIA:
  11846. case SO_EARTH_INSIGNIA:
  11847. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11848. return NULL;
  11849. break;
  11850. case SO_CLOUD_KILL:
  11851. skill_clear_group(src, 4);
  11852. break;
  11853. case SO_WARMER:
  11854. skill_clear_group(src, 8);
  11855. break;
  11856. case SO_FIREWALK:
  11857. case SO_ELECTRICWALK:
  11858. limit = skill_get_time2(skill_id, skill_lv);
  11859. break;
  11860. case GN_WALLOFTHORN:
  11861. // Turns to Firewall
  11862. if( flag&1 )
  11863. limit = 3000;
  11864. val3 = (x<<16)|y;
  11865. break;
  11866. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11867. case GN_FIRE_EXPANSION_TEAR_GAS:
  11868. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11869. break;
  11870. case KO_ZENKAI:
  11871. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11872. val1 = sd->spiritcharm;
  11873. val2 = sd->spiritcharm_type;
  11874. limit = 6000 * val1;
  11875. subunt = sd->spiritcharm_type - 1;
  11876. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11877. }
  11878. break;
  11879. case HW_GRAVITATION:
  11880. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11881. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11882. break;
  11883. case SO_VACUUM_EXTREME:
  11884. // Coordinates
  11885. val1 = x;
  11886. val2 = y;
  11887. val3 = 0; // Suck target at n seconds.
  11888. break;
  11889. case NC_MAGMA_ERUPTION:
  11890. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11891. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11892. limit = interval * 10;
  11893. break;
  11894. case MH_VOLCANIC_ASH:
  11895. if (!map_flag_vs(src->m))
  11896. target = BCT_ENEMY;
  11897. break;
  11898. }
  11899. // Init skill unit group
  11900. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11901. group->val1 = val1;
  11902. group->val2 = val2;
  11903. group->val3 = val3;
  11904. group->link_group_id = link_group_id;
  11905. group->target_flag = target;
  11906. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11907. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11908. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  11909. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11910. group->item_id = req_item;
  11911. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11912. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11913. active_flag = 0;
  11914. // Put message for Talkie Box & Graffiti
  11915. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11916. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11917. if (sd)
  11918. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11919. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11920. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11921. }
  11922. // Dance skill
  11923. if (group->state.song_dance) {
  11924. if(sd) {
  11925. sd->skill_id_dance = skill_id;
  11926. sd->skill_lv_dance = skill_lv;
  11927. }
  11928. if (
  11929. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11930. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11931. )
  11932. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11933. }
  11934. // Set skill unit
  11935. limit = group->limit;
  11936. for( i = 0; i < layout->count; i++ ) {
  11937. struct skill_unit *unit;
  11938. int ux = x + layout->dx[i];
  11939. int uy = y + layout->dy[i];
  11940. int unit_val1 = skill_lv;
  11941. int unit_val2 = 0;
  11942. int alive = 1;
  11943. // are the coordinates out of range?
  11944. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11945. continue;
  11946. }
  11947. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11948. continue; // don't place skill units on walls (except for songs/dances/encores)
  11949. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  11950. continue; // no path between cell and caster
  11951. switch( skill_id ) {
  11952. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11953. case HT_LANDMINE:
  11954. case MA_LANDMINE:
  11955. case HT_ANKLESNARE:
  11956. case HT_SHOCKWAVE:
  11957. case HT_SANDMAN:
  11958. case MA_SANDMAN:
  11959. case HT_FLASHER:
  11960. case HT_FREEZINGTRAP:
  11961. case MA_FREEZINGTRAP:
  11962. case HT_SKIDTRAP:
  11963. case MA_SKIDTRAP:
  11964. case HT_CLAYMORETRAP:
  11965. case HT_BLASTMINE:
  11966. case SC_ESCAPE:
  11967. unit_val1 = 3500;
  11968. break;
  11969. case MG_FIREWALL:
  11970. case NJ_KAENSIN:
  11971. unit_val2 = group->val2;
  11972. break;
  11973. case WZ_ICEWALL:
  11974. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11975. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11976. break;
  11977. case WZ_WATERBALL:
  11978. //Check if there are cells that can be turned into waterball units
  11979. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11980. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  11981. break; //Turn water, deluge or suiton into waterball cell
  11982. continue;
  11983. case GS_DESPERADO:
  11984. unit_val1 = abs(layout->dx[i]);
  11985. unit_val2 = abs(layout->dy[i]);
  11986. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11987. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11988. if (unit_val1) unit_val1--;
  11989. unit_val1 = 36 -12*unit_val1;
  11990. } else //Diagonal edges
  11991. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11992. if (unit_val1 < 1) unit_val1 = 1;
  11993. unit_val2 = 0;
  11994. break;
  11995. case WM_REVERBERATION:
  11996. unit_val1 = 1 + skill_lv;
  11997. break;
  11998. case WM_POEMOFNETHERWORLD:
  11999. unit_val1 = 1 + skill_lv;
  12000. break;
  12001. case GN_WALLOFTHORN:
  12002. if (flag&1) // Turned become Firewall
  12003. break;
  12004. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12005. unit_val2 = 20; // Max hits
  12006. break;
  12007. case RL_B_TRAP:
  12008. unit_val1 = 3500;
  12009. unit_val2 = 0;
  12010. break;
  12011. default:
  12012. if (group->state.song_dance&0x1)
  12013. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  12014. break;
  12015. }
  12016. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  12017. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  12018. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12019. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12020. // Check active cell to failing or remove current unit
  12021. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12022. if( !alive )
  12023. continue;
  12024. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12025. unit->limit = limit;
  12026. unit->range = range;
  12027. if (skill_id == PF_FOGWALL && alive == 2)
  12028. { //Double duration of cells on top of Deluge/Suiton
  12029. unit->limit *= 2;
  12030. group->limit = unit->limit;
  12031. }
  12032. // Execute on all targets standing on this cell
  12033. if (range == 0 && active_flag)
  12034. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12035. }
  12036. if (!group->alive_count)
  12037. { //No cells? Something that was blocked completely by Land Protector?
  12038. skill_delunitgroup(group);
  12039. return NULL;
  12040. }
  12041. //success, unit created.
  12042. switch( skill_id ) {
  12043. case NJ_TATAMIGAESHI: //Store number of tiles.
  12044. group->val1 = group->alive_count;
  12045. break;
  12046. }
  12047. return group;
  12048. }
  12049. /*==========================================
  12050. *
  12051. *------------------------------------------*/
  12052. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12053. {
  12054. skill_unit_onplace(unit, bl, tick);
  12055. }
  12056. /**
  12057. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12058. * while skill unit initialized or moved (such by knock back).
  12059. * As a follow of skill_unit_effect flag &1
  12060. * @param unit
  12061. * @param bl Target
  12062. * @param tick
  12063. */
  12064. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12065. {
  12066. struct skill_unit_group *sg;
  12067. struct block_list *ss; // Actual source that cast the skill unit
  12068. struct status_change *sc;
  12069. struct status_change_entry *sce;
  12070. struct status_data *tstatus;
  12071. enum sc_type type;
  12072. uint16 skill_id;
  12073. nullpo_ret(unit);
  12074. nullpo_ret(bl);
  12075. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12076. return 0;
  12077. nullpo_ret(sg = unit->group);
  12078. nullpo_ret(ss = map_id2bl(sg->src_id));
  12079. tstatus = status_get_status_data(bl);
  12080. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  12081. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12082. return 0; //AoE skills are ineffective. [Skotlex]
  12083. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12084. return 0; //Songs don't work in Basilica
  12085. sc = status_get_sc(bl);
  12086. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  12087. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12088. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12089. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12090. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  12091. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12092. type = status_skill2sc(sg->skill_id);
  12093. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12094. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12095. switch (sg->unit_id) {
  12096. case UNT_SPIDERWEB:
  12097. if (sc) {
  12098. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12099. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12100. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12101. const struct TimerData* td;
  12102. if (map_flag_vs(bl->m))
  12103. sec /= 2;
  12104. if (sc->data[type]) {
  12105. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12106. //Already triple affected, immune
  12107. sg->limit = DIFF_TICK(tick, sg->tick);
  12108. break;
  12109. }
  12110. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12111. if (map_flag_vs(bl->m) && sc->data[type]->val1 < 3)
  12112. sec *= (sc->data[type]->val1 + 1);
  12113. else if(!map_flag_vs(bl->m) && sc->data[type]->val1 < 2)
  12114. sec *= (sc->data[type]->val1 + 1);
  12115. //Add group id to status change
  12116. if (sc->data[type]->val2 == 0)
  12117. sc->data[type]->val2 = sg->group_id;
  12118. else if (sc->data[type]->val3 == 0)
  12119. sc->data[type]->val3 = sg->group_id;
  12120. else if (sc->data[type]->val4 == 0)
  12121. sc->data[type]->val4 = sg->group_id;
  12122. //Overwrite status change with new duration
  12123. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12124. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12125. max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12126. }
  12127. else {
  12128. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12129. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12130. if (td)
  12131. sec = DIFF_TICK(td->tick, tick);
  12132. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12133. clif_fixpos(bl);
  12134. }
  12135. else
  12136. sec = 3000; //Couldn't trap it?
  12137. }
  12138. sg->val2 = bl->id;
  12139. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12140. }
  12141. break;
  12142. case UNT_SAFETYWALL:
  12143. if (!sce)
  12144. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12145. break;
  12146. case UNT_BLOODYLUST:
  12147. if (sg->src_id == bl->id)
  12148. break; //Does not affect the caster.
  12149. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12150. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12151. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12152. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12153. break;
  12154. case UNT_PNEUMA:
  12155. if (!sce)
  12156. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12157. break;
  12158. case UNT_CHAOSPANIC:
  12159. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12160. break;
  12161. case UNT_WARP_WAITING: {
  12162. int working = sg->val1&0xffff;
  12163. if(bl->type==BL_PC && !working){
  12164. struct map_session_data *sd = (struct map_session_data *)bl;
  12165. if((!sd->chatID || battle_config.chat_warpportal)
  12166. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12167. {
  12168. int x = sg->val2>>16;
  12169. int y = sg->val2&0xffff;
  12170. int count = sg->val1>>16;
  12171. unsigned short m = sg->val3;
  12172. if( --count <= 0 )
  12173. skill_delunitgroup(sg);
  12174. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12175. working = 1;/* we break it because officials break it, lovely stuff. */
  12176. sg->val1 = (count<<16)|working;
  12177. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12178. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12179. }
  12180. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12181. int16 m = map_mapindex2mapid(sg->val3);
  12182. if (m < 0) break; //Map not available on this map-server.
  12183. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12184. }
  12185. }
  12186. break;
  12187. case UNT_QUAGMIRE:
  12188. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12189. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12190. break;
  12191. case UNT_VOLCANO:
  12192. case UNT_DELUGE:
  12193. case UNT_VIOLENTGALE:
  12194. case UNT_FIRE_INSIGNIA:
  12195. case UNT_WATER_INSIGNIA:
  12196. case UNT_WIND_INSIGNIA:
  12197. case UNT_EARTH_INSIGNIA:
  12198. if(!sce)
  12199. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12200. break;
  12201. case UNT_WATER_BARRIER:
  12202. case UNT_ZEPHYR:
  12203. case UNT_POWER_OF_GAIA:
  12204. if (bl->id == ss->id)
  12205. break; // Doesn't affect the Elemental
  12206. if (!sce)
  12207. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12208. break;
  12209. case UNT_SUITON:
  12210. if(!sce)
  12211. sc_start4(ss, bl,type,100,sg->skill_lv,
  12212. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12213. 0,0,sg->limit);
  12214. break;
  12215. case UNT_HERMODE:
  12216. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12217. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12218. case UNT_RICHMANKIM:
  12219. case UNT_ETERNALCHAOS:
  12220. case UNT_DRUMBATTLEFIELD:
  12221. case UNT_RINGNIBELUNGEN:
  12222. case UNT_ROKISWEIL:
  12223. case UNT_INTOABYSS:
  12224. case UNT_SIEGFRIED:
  12225. //Needed to check when a dancer/bard leaves their ensemble area.
  12226. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12227. return skill_id;
  12228. if (!sce)
  12229. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12230. break;
  12231. case UNT_WHISTLE:
  12232. case UNT_ASSASSINCROSS:
  12233. case UNT_POEMBRAGI:
  12234. case UNT_APPLEIDUN:
  12235. case UNT_HUMMING:
  12236. case UNT_DONTFORGETME:
  12237. case UNT_FORTUNEKISS:
  12238. case UNT_SERVICEFORYOU:
  12239. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12240. return 0;
  12241. if (!sc) return 0;
  12242. if (!sce)
  12243. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12244. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12245. sce->val4 = 0; //remove the mark that we stepped out
  12246. delete_timer(sce->timer, status_change_timer);
  12247. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12248. }
  12249. break;
  12250. case UNT_FOGWALL:
  12251. if (!sce)
  12252. {
  12253. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12254. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12255. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12256. }
  12257. break;
  12258. case UNT_GRAVITATION:
  12259. if (!sce)
  12260. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12261. break;
  12262. case UNT_BASILICA:
  12263. {
  12264. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12265. if (i > 0) {
  12266. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12267. break;
  12268. }
  12269. if (!sce && i <= 0)
  12270. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12271. }
  12272. break;
  12273. // officially, icewall has no problems existing on occupied cells [ultramage]
  12274. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  12275. // unit->val1 = 0;
  12276. // if(unit->limit + sg->tick > tick + 700)
  12277. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  12278. // break;
  12279. case UNT_MOONLIT:
  12280. //Knockback out of area if affected char isn't in Moonlit effect
  12281. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12282. break;
  12283. if (ss == bl) //Also needed to prevent infinite loop crash.
  12284. break;
  12285. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12286. break;
  12287. case UNT_REVERBERATION:
  12288. if (sg->src_id == bl->id)
  12289. break; //Does not affect the caster.
  12290. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12291. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12292. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12293. sg->unit_id = UNT_USED_TRAPS;
  12294. break;
  12295. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12296. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12297. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12298. break;
  12299. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12300. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12301. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12302. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12303. break;
  12304. case UNT_VOLCANIC_ASH:
  12305. if (!sce)
  12306. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12307. break;
  12308. case UNT_KINGS_GRACE:
  12309. if (!sce) {
  12310. int state = 0;
  12311. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12312. state |= BCT_GUILD;
  12313. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12314. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12315. }
  12316. break;
  12317. case UNT_STEALTHFIELD:
  12318. if( bl->id == sg->src_id )
  12319. break; // Doesn't work on self (video shows that)
  12320. if (!sce)
  12321. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12322. break;
  12323. case UNT_NEUTRALBARRIER:
  12324. if (!sce)
  12325. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12326. break;
  12327. case UNT_CLOUD_KILL:
  12328. if(!sce) {
  12329. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12330. status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  12331. }
  12332. break;
  12333. case UNT_WARMER:
  12334. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12335. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12336. break;
  12337. case UNT_CATNIPPOWDER:
  12338. if (sg->src_id == bl->id)
  12339. break; // Does not affect the caster or Boss.
  12340. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12341. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12342. break;
  12343. case UNT_NYANGGRASS:
  12344. if (!sce)
  12345. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12346. break;
  12347. case UNT_GD_LEADERSHIP:
  12348. case UNT_GD_GLORYWOUNDS:
  12349. case UNT_GD_SOULCOLD:
  12350. case UNT_GD_HAWKEYES:
  12351. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12352. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12353. break;
  12354. }
  12355. return skill_id;
  12356. }
  12357. /**
  12358. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12359. * @param unit Skill unit
  12360. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12361. * @param tick
  12362. */
  12363. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12364. {
  12365. struct skill_unit_group *sg;
  12366. struct block_list *ss;
  12367. TBL_PC* tsd;
  12368. struct status_data *tstatus;
  12369. struct status_change *sc, *tsc;
  12370. struct skill_unit_group_tickset *ts;
  12371. enum sc_type type;
  12372. uint16 skill_id;
  12373. int diff = 0;
  12374. nullpo_ret(unit);
  12375. nullpo_ret(bl);
  12376. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12377. return 0;
  12378. nullpo_ret(sg = unit->group);
  12379. nullpo_ret(ss = map_id2bl(sg->src_id));
  12380. tsd = BL_CAST(BL_PC, bl);
  12381. tsc = status_get_sc(bl);
  12382. sc = status_get_sc(ss);
  12383. tstatus = status_get_status_data(bl);
  12384. type = status_skill2sc(sg->skill_id);
  12385. skill_id = sg->skill_id;
  12386. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && (skill_get_inf2(skill_id)&INF2_TRAP))
  12387. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12388. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12389. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12390. if (sg->interval == -1) {
  12391. switch (sg->unit_id) {
  12392. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12393. case UNT_FIREPILLAR_ACTIVE:
  12394. case UNT_ELECTRICSHOCKER:
  12395. case UNT_MANHOLE:
  12396. return 0;
  12397. default:
  12398. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12399. return 0;
  12400. }
  12401. }
  12402. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12403. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12404. diff = DIFF_TICK(tick,ts->tick);
  12405. if (diff < 0)
  12406. return 0;
  12407. ts->tick = tick+sg->interval;
  12408. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12409. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12410. }
  12411. // Wall of Thorn damaged by Fire element unit [Cydh]
  12412. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12413. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12414. struct skill_unit *su = (struct skill_unit *)bl;
  12415. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12416. 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);
  12417. su->group->limit = sg->limit = 0;
  12418. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12419. return skill_id;
  12420. }
  12421. }
  12422. switch (sg->unit_id) {
  12423. // Units that deals simple attack
  12424. case UNT_GRAVITATION:
  12425. case UNT_EARTHSTRAIN:
  12426. case UNT_FIREWALK:
  12427. case UNT_ELECTRICWALK:
  12428. case UNT_PSYCHIC_WAVE:
  12429. case UNT_MAGMA_ERUPTION:
  12430. case UNT_MAKIBISHI:
  12431. case UNT_VENOMFOG:
  12432. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12433. break;
  12434. case UNT_DUMMYSKILL:
  12435. switch (sg->skill_id) {
  12436. case SG_SUN_WARM: //SG skills [Komurka]
  12437. case SG_MOON_WARM:
  12438. case SG_STAR_WARM: {
  12439. int count = 0;
  12440. const int x = bl->x, y = bl->y;
  12441. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12442. do {
  12443. if( bl->type == BL_PC )
  12444. status_zap(bl, 0, 15); // sp damage to players
  12445. else // mobs
  12446. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12447. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12448. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12449. } else { //should end when out of sp.
  12450. sg->limit = DIFF_TICK(tick,sg->tick);
  12451. break;
  12452. }
  12453. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12454. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12455. }
  12456. break;
  12457. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12458. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12459. if (tsc)
  12460. tsc->sg_counter++; //SG hit counter.
  12461. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12462. tsc->sg_counter=0; //Attack absorbed.
  12463. break;
  12464. #endif
  12465. case GS_DESPERADO:
  12466. if (rnd()%100 < unit->val1)
  12467. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12468. break;
  12469. case SU_CN_METEOR:
  12470. if (sg->val1)
  12471. skill_area_temp[3] = 1;
  12472. else
  12473. skill_area_temp[3] = 0;
  12474. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12475. break;
  12476. default:
  12477. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12478. }
  12479. break;
  12480. case UNT_FIREWALL:
  12481. case UNT_KAEN: {
  12482. int count = 0;
  12483. const int x = bl->x, y = bl->y;
  12484. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12485. break;
  12486. //Take into account these hit more times than the timer interval can handle.
  12487. do
  12488. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12489. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12490. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12491. if (unit->val2 <= 0)
  12492. skill_delunit(unit);
  12493. }
  12494. break;
  12495. case UNT_SANCTUARY:
  12496. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12497. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12498. 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) )
  12499. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12500. } else {
  12501. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12502. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12503. #ifdef RENEWAL
  12504. if (md && md->mob_id == MOBID_EMPERIUM)
  12505. break;
  12506. #endif
  12507. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12508. break;
  12509. if( tstatus->hp >= tstatus->max_hp )
  12510. break;
  12511. if( status_isimmune(bl) )
  12512. heal = 0;
  12513. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12514. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12515. heal = ~heal + 1;
  12516. status_heal(bl, heal, 0, 0);
  12517. }
  12518. break;
  12519. case UNT_EVILLAND:
  12520. //Will heal demon and undead element monsters, but not players.
  12521. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12522. { //Damage enemies
  12523. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12524. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12525. } else {
  12526. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12527. if (tstatus->hp >= tstatus->max_hp)
  12528. break;
  12529. if (status_isimmune(bl))
  12530. heal = 0;
  12531. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12532. status_heal(bl, heal, 0, 0);
  12533. }
  12534. break;
  12535. case UNT_MAGNUS:
  12536. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12537. break;
  12538. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12539. break;
  12540. case UNT_FIREPILLAR_WAITING:
  12541. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12542. skill_delunit(unit);
  12543. break;
  12544. case UNT_SKIDTRAP: {
  12545. //Knockback away from position of user during placement [Playtester]
  12546. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12547. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12548. sg->unit_id = UNT_USED_TRAPS;
  12549. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12550. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12551. //Target will be stopped for 3 seconds
  12552. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12553. }
  12554. break;
  12555. case UNT_ANKLESNARE:
  12556. case UNT_MANHOLE:
  12557. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12558. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12559. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12560. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12561. if( td )
  12562. sec = DIFF_TICK(td->tick, tick);
  12563. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12564. || !unit_blown_immune(bl,0x1) )
  12565. {
  12566. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12567. clif_fixpos(bl);
  12568. }
  12569. sg->val2 = bl->id;
  12570. } else
  12571. sec = 3000; //Couldn't trap it?
  12572. if (sg->unit_id == UNT_ANKLESNARE) {
  12573. clif_skillunit_update(&unit->bl);
  12574. /**
  12575. * If you're snared from a trap that was invisible this makes the trap be
  12576. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12577. * bugreport:3961
  12578. **/
  12579. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12580. }
  12581. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12582. sg->interval = -1;
  12583. unit->range = 0;
  12584. }
  12585. break;
  12586. case UNT_ELECTRICSHOCKER:
  12587. if( bl->id != ss->id ) {
  12588. if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) )
  12589. break;
  12590. 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) ) {
  12591. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12592. clif_fixpos(bl);
  12593. }
  12594. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12595. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12596. }
  12597. break;
  12598. case UNT_VENOMDUST:
  12599. if(tsc && !tsc->data[type])
  12600. 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);
  12601. break;
  12602. case UNT_LANDMINE:
  12603. //Land Mine only hits single target
  12604. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12605. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12606. sg->limit = 1500;
  12607. break;
  12608. case UNT_MAGENTATRAP:
  12609. case UNT_COBALTTRAP:
  12610. case UNT_MAIZETRAP:
  12611. case UNT_VERDURETRAP:
  12612. if( bl->type == BL_PC )// it won't work on players
  12613. break;
  12614. case UNT_FIRINGTRAP:
  12615. case UNT_ICEBOUNDTRAP:
  12616. case UNT_CLUSTERBOMB:
  12617. if( bl->id == ss->id )// it won't trigger on caster
  12618. break;
  12619. case UNT_BLASTMINE:
  12620. case UNT_SHOCKWAVE:
  12621. case UNT_SANDMAN:
  12622. case UNT_FLASHER:
  12623. case UNT_FREEZINGTRAP:
  12624. case UNT_FIREPILLAR_ACTIVE:
  12625. case UNT_CLAYMORETRAP:
  12626. {
  12627. int bl_flag = sg->bl_flag;
  12628. if (tsc && tsc->data[SC__MANHOLE])
  12629. break;
  12630. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12631. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12632. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12633. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12634. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12635. sg->limit = DIFF_TICK(tick, sg->tick) +
  12636. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12637. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12638. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12639. }
  12640. break;
  12641. case UNT_TALKIEBOX:
  12642. if (sg->src_id == bl->id)
  12643. break;
  12644. if (sg->val2 == 0) {
  12645. clif_talkiebox(&unit->bl, sg->valstr);
  12646. sg->unit_id = UNT_USED_TRAPS;
  12647. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12648. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12649. sg->val2 = -1;
  12650. }
  12651. break;
  12652. case UNT_LULLABY:
  12653. if (ss->id == bl->id)
  12654. break;
  12655. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12656. break;
  12657. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12658. if (ss->id != bl->id)
  12659. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12660. break;
  12661. case UNT_DISSONANCE:
  12662. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12663. break;
  12664. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12665. int heal;
  12666. #ifdef RENEWAL
  12667. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12668. if (md && md->mob_id == MOBID_EMPERIUM)
  12669. break;
  12670. #endif
  12671. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12672. break; // affects self only when soullinked
  12673. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12674. if (tsc->data[SC_AKAITSUKI] && heal)
  12675. heal = ~heal + 1;
  12676. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12677. status_heal(bl, heal, 0, 0);
  12678. }
  12679. break;
  12680. case UNT_TATAMIGAESHI:
  12681. case UNT_DEMONSTRATION:
  12682. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12683. break;
  12684. case UNT_GOSPEL:
  12685. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  12686. break;
  12687. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  12688. { // Support Effect only on party, not guild
  12689. int heal;
  12690. int i = rnd() % 13; // Positive buff count
  12691. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12692. switch (i)
  12693. {
  12694. case 0: // Heal 1000~9999 HP
  12695. heal = rnd() % 9000 + 1000;
  12696. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  12697. status_heal(bl, heal, 0, 0);
  12698. break;
  12699. case 1: // End all negative status
  12700. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  12701. if (tsd) clif_gospel_info(tsd, 0x15);
  12702. break;
  12703. case 2: // Immunity to all status
  12704. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  12705. if (tsd) clif_gospel_info(tsd, 0x16);
  12706. break;
  12707. case 3: // MaxHP +100%
  12708. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  12709. if (tsd) clif_gospel_info(tsd, 0x17);
  12710. break;
  12711. case 4: // MaxSP +100%
  12712. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  12713. if (tsd) clif_gospel_info(tsd, 0x18);
  12714. break;
  12715. case 5: // All stats +20
  12716. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  12717. if (tsd) clif_gospel_info(tsd, 0x19);
  12718. break;
  12719. case 6: // Level 10 Blessing
  12720. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  12721. break;
  12722. case 7: // Level 10 Increase AGI
  12723. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  12724. break;
  12725. case 8: // Enchant weapon with Holy element
  12726. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  12727. if (tsd) clif_gospel_info(tsd, 0x1c);
  12728. break;
  12729. case 9: // Enchant armor with Holy element
  12730. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  12731. if (tsd) clif_gospel_info(tsd, 0x1d);
  12732. break;
  12733. case 10: // DEF +25%
  12734. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  12735. if (tsd) clif_gospel_info(tsd, 0x1e);
  12736. break;
  12737. case 11: // ATK +100%
  12738. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  12739. if (tsd) clif_gospel_info(tsd, 0x1f);
  12740. break;
  12741. case 12: // HIT/Flee +50
  12742. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  12743. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  12744. if (tsd) clif_gospel_info(tsd, 0x20);
  12745. break;
  12746. }
  12747. }
  12748. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12749. { // Offensive Effect
  12750. int i = rnd() % 10; // Negative buff count
  12751. switch (i)
  12752. {
  12753. case 0: // Deal 3000~7999 damage reduced by DEF
  12754. case 1: // Deal 1500~5499 damage unreducable
  12755. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  12756. break;
  12757. case 2: // Curse
  12758. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  12759. break;
  12760. case 3: // Blind
  12761. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  12762. break;
  12763. case 4: // Poison
  12764. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  12765. break;
  12766. case 5: // Level 10 Provoke
  12767. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, -1)); //Infinite
  12768. break;
  12769. case 6: // DEF -100%
  12770. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  12771. break;
  12772. case 7: // ATK -100%
  12773. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  12774. break;
  12775. case 8: // Flee -100%
  12776. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  12777. break;
  12778. case 9: // Speed/ASPD -25%
  12779. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  12780. break;
  12781. }
  12782. }
  12783. break;
  12784. case UNT_BASILICA:
  12785. {
  12786. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12787. if (i > 0) {
  12788. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12789. break;
  12790. }
  12791. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12792. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12793. }
  12794. break;
  12795. case UNT_GROUNDDRIFT_WIND:
  12796. case UNT_GROUNDDRIFT_DARK:
  12797. case UNT_GROUNDDRIFT_POISON:
  12798. case UNT_GROUNDDRIFT_WATER:
  12799. case UNT_GROUNDDRIFT_FIRE:
  12800. map_foreachinrange(skill_trap_splash,&unit->bl,
  12801. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12802. &unit->bl,tick);
  12803. sg->unit_id = UNT_USED_TRAPS;
  12804. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12805. sg->limit=DIFF_TICK(tick,sg->tick);
  12806. break;
  12807. case UNT_POISONSMOKE:
  12808. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12809. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12810. break;
  12811. case UNT_EPICLESIS:
  12812. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12813. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12814. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12815. int hp, sp;
  12816. switch( sg->skill_lv ) {
  12817. case 1: case 2: hp = 3; sp = 2; break;
  12818. case 3: case 4: hp = 4; sp = 3; break;
  12819. case 5: default: hp = 5; sp = 4; break;
  12820. }
  12821. hp = tstatus->max_hp * hp / 100;
  12822. sp = tstatus->max_sp * sp / 100;
  12823. if (tstatus->hp < tstatus->max_hp)
  12824. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12825. if (tstatus->sp < tstatus->max_sp)
  12826. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12827. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12828. hp = ~hp + 1;
  12829. status_heal(bl, hp, sp, 3);
  12830. }
  12831. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12832. // Doesn't remove Invisibility or Chase Walk.
  12833. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12834. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12835. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12836. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12837. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12838. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12839. }
  12840. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12841. }
  12842. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12843. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12844. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12845. break;
  12846. case UNT_DIMENSIONDOOR:
  12847. if( tsd && !map[bl->m].flag.noteleport )
  12848. pc_randomwarp(tsd,CLR_TELEPORT);
  12849. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12850. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12851. break;
  12852. case UNT_REVERBERATION:
  12853. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12854. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12855. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12856. sg->unit_id = UNT_USED_TRAPS;
  12857. break;
  12858. case UNT_SEVERE_RAINSTORM:
  12859. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12860. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12861. break;
  12862. case UNT_NETHERWORLD:
  12863. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12864. if (!(tsc && tsc->data[type])) {
  12865. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12866. sg->limit = DIFF_TICK(tick,sg->tick);
  12867. sg->unit_id = UNT_USED_TRAPS;
  12868. }
  12869. }
  12870. break;
  12871. case UNT_THORNS_TRAP:
  12872. if( tsc ) {
  12873. if( !sg->val2 ) {
  12874. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12875. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12876. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12877. if( td )
  12878. sec = DIFF_TICK(td->tick, tick);
  12879. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12880. clif_fixpos(bl);
  12881. sg->val2 = bl->id;
  12882. } else
  12883. sec = 3000; // Couldn't trap it?
  12884. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12885. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12886. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12887. }
  12888. break;
  12889. case UNT_WALLOFTHORN:
  12890. if (unit->val2-- <= 0) // Max hit reached
  12891. break;
  12892. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12893. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12894. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, BLOWN_NONE);
  12895. 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);
  12896. break;
  12897. case UNT_DEMONIC_FIRE:
  12898. switch( sg->val2 ) {
  12899. case 1:
  12900. default:
  12901. 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));
  12902. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12903. break;
  12904. }
  12905. break;
  12906. case UNT_HELLS_PLANT:
  12907. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  12908. break;
  12909. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12910. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12911. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12912. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12913. break;
  12914. case UNT_ZEPHYR:
  12915. if (ss == bl)
  12916. break; // Doesn't affect the Elemental
  12917. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12918. break;
  12919. case UNT_VACUUM_EXTREME:
  12920. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12921. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  12922. return 0;
  12923. else
  12924. // Apply effect and suck targets one-by-one each n seconds
  12925. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12926. break;
  12927. case UNT_BANDING:
  12928. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12929. 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));
  12930. break;
  12931. case UNT_FIRE_MANTLE:
  12932. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12933. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12934. break;
  12935. case UNT_ZENKAI_WATER:
  12936. case UNT_ZENKAI_LAND:
  12937. case UNT_ZENKAI_FIRE:
  12938. case UNT_ZENKAI_WIND:
  12939. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12940. switch( sg->unit_id ) {
  12941. case UNT_ZENKAI_WATER:
  12942. switch (rnd()%2 + 1) {
  12943. case 1:
  12944. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12945. break;
  12946. case 2:
  12947. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12948. break;
  12949. }
  12950. break;
  12951. case UNT_ZENKAI_LAND:
  12952. switch (rnd()%2 + 1) {
  12953. case 1:
  12954. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12955. break;
  12956. case 2:
  12957. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12958. break;
  12959. }
  12960. break;
  12961. case UNT_ZENKAI_FIRE:
  12962. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  12963. break;
  12964. case UNT_ZENKAI_WIND:
  12965. switch (rnd()%3 + 1) {
  12966. case 1:
  12967. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12968. break;
  12969. case 2:
  12970. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12971. break;
  12972. case 3:
  12973. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12974. break;
  12975. }
  12976. break;
  12977. }
  12978. } else
  12979. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12980. break;
  12981. case UNT_LAVA_SLIDE:
  12982. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12983. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12984. sg->limit = DIFF_TICK(tick, sg->tick);
  12985. break;
  12986. case UNT_POISON_MIST:
  12987. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12988. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12989. break;
  12990. case UNT_CHAOSPANIC:
  12991. if (tsc && tsc->data[type])
  12992. break;
  12993. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12994. break;
  12995. case UNT_B_TRAP:
  12996. if (tsc && tsc->data[type])
  12997. break;
  12998. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12999. unit->val2++; // Mark as ever been used
  13000. break;
  13001. case UNT_FIRE_RAIN:
  13002. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13003. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13004. 1,sg->skill_id,sg->skill_lv,DMG_SKILL);
  13005. break;
  13006. }
  13007. if (bl->type == BL_MOB && ss != bl)
  13008. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13009. return skill_id;
  13010. }
  13011. /**
  13012. * Triggered when a char steps out of a skill unit
  13013. * @param src Skill unit from char moved out
  13014. * @param bl Char
  13015. * @param tick
  13016. */
  13017. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  13018. {
  13019. struct skill_unit_group *sg;
  13020. struct status_change *sc;
  13021. struct status_change_entry *sce;
  13022. enum sc_type type;
  13023. nullpo_ret(src);
  13024. nullpo_ret(bl);
  13025. nullpo_ret(sg=src->group);
  13026. sc = status_get_sc(bl);
  13027. type = status_skill2sc(sg->skill_id);
  13028. sce = (sc && type != -1)?sc->data[type]:NULL;
  13029. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13030. return 0;
  13031. switch(sg->unit_id){
  13032. case UNT_SAFETYWALL:
  13033. case UNT_PNEUMA:
  13034. case UNT_EPICLESIS://Arch Bishop
  13035. if (sce)
  13036. status_change_end(bl, type, INVALID_TIMER);
  13037. break;
  13038. case UNT_BASILICA:
  13039. if (sce && sce->val4 != bl->id)
  13040. status_change_end(bl, type, INVALID_TIMER);
  13041. break;
  13042. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13043. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13044. status_change_end(bl, type, INVALID_TIMER);
  13045. break;
  13046. case UNT_DISSONANCE:
  13047. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13048. {
  13049. short i;
  13050. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13051. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  13052. type = status_skill2sc(i);
  13053. sce = (sc && type != -1)?sc->data[type]:NULL;
  13054. if(sce)
  13055. return i;
  13056. }
  13057. }
  13058. }
  13059. case UNT_WHISTLE:
  13060. case UNT_ASSASSINCROSS:
  13061. case UNT_POEMBRAGI:
  13062. case UNT_APPLEIDUN:
  13063. case UNT_HUMMING:
  13064. case UNT_DONTFORGETME:
  13065. case UNT_FORTUNEKISS:
  13066. case UNT_SERVICEFORYOU:
  13067. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13068. return -1;
  13069. }
  13070. return sg->skill_id;
  13071. }
  13072. /**
  13073. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13074. * @param skill_id Skill ID
  13075. * @param bl A char
  13076. * @param tick
  13077. */
  13078. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  13079. {
  13080. struct status_change *sc;
  13081. struct status_change_entry *sce;
  13082. enum sc_type type;
  13083. sc = status_get_sc(bl);
  13084. if (sc && !sc->count)
  13085. sc = NULL;
  13086. type = status_skill2sc(skill_id);
  13087. sce = (sc && type != -1)?sc->data[type]:NULL;
  13088. switch (skill_id)
  13089. {
  13090. case WZ_QUAGMIRE:
  13091. if (bl->type==BL_MOB)
  13092. break;
  13093. if (sce)
  13094. status_change_end(bl, type, INVALID_TIMER);
  13095. break;
  13096. case BD_LULLABY:
  13097. case BD_RICHMANKIM:
  13098. case BD_ETERNALCHAOS:
  13099. case BD_DRUMBATTLEFIELD:
  13100. case BD_RINGNIBELUNGEN:
  13101. case BD_ROKISWEIL:
  13102. case BD_INTOABYSS:
  13103. case BD_SIEGFRIED:
  13104. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13105. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13106. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13107. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13108. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13109. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13110. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13111. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13112. }
  13113. case MH_STEINWAND:
  13114. case MG_SAFETYWALL:
  13115. case AL_PNEUMA:
  13116. case SA_VOLCANO:
  13117. case SA_DELUGE:
  13118. case SA_VIOLENTGALE:
  13119. case CG_HERMODE:
  13120. case HW_GRAVITATION:
  13121. case HP_BASILICA:
  13122. case NJ_SUITON:
  13123. case SC_MAELSTROM:
  13124. case EL_WATER_BARRIER:
  13125. case EL_ZEPHYR:
  13126. case EL_POWER_OF_GAIA:
  13127. case SO_CLOUD_KILL:
  13128. case SO_WARMER:
  13129. case SO_FIRE_INSIGNIA:
  13130. case SO_WATER_INSIGNIA:
  13131. case SO_WIND_INSIGNIA:
  13132. case SO_EARTH_INSIGNIA:
  13133. case SC_BLOODYLUST:
  13134. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13135. case GN_FIRE_EXPANSION_TEAR_GAS:
  13136. case LG_KINGS_GRACE:
  13137. case NC_STEALTHFIELD:
  13138. case NC_NEUTRALBARRIER:
  13139. case SU_NYANGGRASS:
  13140. if (sce)
  13141. status_change_end(bl, type, INVALID_TIMER);
  13142. break;
  13143. case BA_DISSONANCE:
  13144. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13145. {
  13146. short i;
  13147. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13148. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  13149. type = status_skill2sc(i);
  13150. sce = (sc && type != -1)?sc->data[type]:NULL;
  13151. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13152. delete_timer(sce->timer, status_change_timer);
  13153. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13154. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13155. }
  13156. }
  13157. }
  13158. }
  13159. break;
  13160. case BA_POEMBRAGI:
  13161. case BA_WHISTLE:
  13162. case BA_ASSASSINCROSS:
  13163. case BA_APPLEIDUN:
  13164. case DC_HUMMING:
  13165. case DC_DONTFORGETME:
  13166. case DC_FORTUNEKISS:
  13167. case DC_SERVICEFORYOU:
  13168. if (sce)
  13169. {
  13170. delete_timer(sce->timer, status_change_timer);
  13171. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13172. //not possible on our current implementation.
  13173. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13174. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13175. }
  13176. break;
  13177. case PF_FOGWALL:
  13178. if (sce)
  13179. {
  13180. status_change_end(bl, type, INVALID_TIMER);
  13181. if ((sce=sc->data[SC_BLIND]))
  13182. {
  13183. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13184. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13185. else {
  13186. delete_timer(sce->timer, status_change_timer);
  13187. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13188. }
  13189. }
  13190. }
  13191. break;
  13192. case GD_LEADERSHIP:
  13193. case GD_GLORYWOUNDS:
  13194. case GD_SOULCOLD:
  13195. case GD_HAWKEYES:
  13196. if( !(sce && sce->val4) )
  13197. status_change_end(bl, type, INVALID_TIMER);
  13198. break;
  13199. }
  13200. return skill_id;
  13201. }
  13202. /*==========================================
  13203. * Invoked when a unit cell has been placed/removed/deleted.
  13204. * flag values:
  13205. * flag&1: Invoke onplace function (otherwise invoke onout)
  13206. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13207. * flag&8: Recursive
  13208. *------------------------------------------*/
  13209. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13210. {
  13211. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13212. struct skill_unit_group* group = unit->group;
  13213. unsigned int tick = va_arg(ap,unsigned int);
  13214. unsigned int flag = va_arg(ap,unsigned int);
  13215. uint16 skill_id;
  13216. bool dissonance = false;
  13217. bool isTarget = false;
  13218. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13219. return 0;
  13220. nullpo_ret(group);
  13221. if( !(flag&8) ) {
  13222. dissonance = skill_dance_switch(unit, 0);
  13223. //Target-type check.
  13224. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13225. }
  13226. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13227. skill_id = group->skill_id;
  13228. if( isTarget ){
  13229. if( flag&1 )
  13230. skill_unit_onplace(unit,bl,tick);
  13231. else {
  13232. if( skill_unit_onout(unit,bl,tick) == -1 )
  13233. return 0; // Don't let a Bard/Dancer update their own song timer
  13234. }
  13235. if( flag&4 )
  13236. skill_unit_onleft(skill_id, bl, tick);
  13237. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13238. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13239. if( dissonance ) {
  13240. skill_dance_switch(unit, 1);
  13241. //we placed a dissonance, let's update
  13242. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13243. }
  13244. return 0;
  13245. }
  13246. /**
  13247. * Check skill unit while receiving damage
  13248. * @param unit Skill unit
  13249. * @param damage Received damage
  13250. * @return Damage
  13251. */
  13252. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13253. {
  13254. struct skill_unit_group *sg;
  13255. nullpo_ret(unit);
  13256. nullpo_ret(sg = unit->group);
  13257. switch( sg->unit_id ) {
  13258. case UNT_BLASTMINE:
  13259. case UNT_SKIDTRAP:
  13260. case UNT_LANDMINE:
  13261. case UNT_SHOCKWAVE:
  13262. case UNT_SANDMAN:
  13263. case UNT_FLASHER:
  13264. case UNT_CLAYMORETRAP:
  13265. case UNT_FREEZINGTRAP:
  13266. case UNT_ANKLESNARE:
  13267. case UNT_ICEWALL:
  13268. case UNT_WALLOFTHORN:
  13269. case UNT_REVERBERATION:
  13270. case UNT_NETHERWORLD:
  13271. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13272. break;
  13273. default:
  13274. damage = 0;
  13275. break;
  13276. }
  13277. return damage;
  13278. }
  13279. /**
  13280. * Check char condition around the skill caster
  13281. * @param bl Char around area
  13282. * @param *c Counter for 'valid' condition found
  13283. * @param *p_sd Stores 'rid' of char found
  13284. * @param skill_id Skill ID
  13285. * @param skill_lv Level of used skill
  13286. */
  13287. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13288. {
  13289. int *c, skill_id, inf2;
  13290. struct block_list *src;
  13291. struct map_session_data *sd;
  13292. struct map_session_data *tsd;
  13293. int *p_sd; //Contains the list of characters found.
  13294. nullpo_ret(bl);
  13295. nullpo_ret(tsd=(struct map_session_data*)bl);
  13296. nullpo_ret(src=va_arg(ap,struct block_list *));
  13297. nullpo_ret(sd=(struct map_session_data*)src);
  13298. c=va_arg(ap,int *);
  13299. p_sd = va_arg(ap, int *);
  13300. skill_id = va_arg(ap,int);
  13301. inf2 = skill_get_inf2(skill_id);
  13302. if (skill_id == PR_BENEDICTIO) {
  13303. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13304. return 0;
  13305. }
  13306. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
  13307. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13308. return 0;
  13309. }
  13310. else if (*c >= 1) // Check for one companion for all other cases.
  13311. return 0;
  13312. if (bl == src)
  13313. return 0;
  13314. if(pc_isdead(tsd))
  13315. return 0;
  13316. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13317. return 0;
  13318. if( inf2&INF2_CHORUS_SKILL ) {
  13319. if( tsd->status.party_id && sd->status.party_id &&
  13320. tsd->status.party_id == sd->status.party_id &&
  13321. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13322. p_sd[(*c)++] = tsd->bl.id;
  13323. return 1;
  13324. } else {
  13325. switch(skill_id) {
  13326. case PR_BENEDICTIO: {
  13327. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13328. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13329. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13330. && sd->status.sp >= 10)
  13331. p_sd[(*c)++]=tsd->bl.id;
  13332. return 1;
  13333. }
  13334. case AB_ADORAMUS:
  13335. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13336. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13337. p_sd[(*c)++] = tsd->bl.id;
  13338. return 1;
  13339. case WL_COMET:
  13340. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13341. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13342. p_sd[(*c)++] = tsd->bl.id;
  13343. return 1;
  13344. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13345. {
  13346. uint16 skill_lv;
  13347. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13348. return 0;
  13349. if (sd->status.sex != tsd->status.sex &&
  13350. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13351. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13352. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13353. sd->status.party_id && tsd->status.party_id &&
  13354. sd->status.party_id == tsd->status.party_id &&
  13355. !tsd->sc.data[SC_DANCING])
  13356. {
  13357. p_sd[(*c)++]=tsd->bl.id;
  13358. return skill_lv;
  13359. }
  13360. }
  13361. break;
  13362. }
  13363. }
  13364. return 0;
  13365. }
  13366. /**
  13367. * Checks and stores partners for ensemble skills [Skotlex]
  13368. * Max partners is 2.
  13369. * @param sd Caster
  13370. * @param skill_id
  13371. * @param skill_lv
  13372. * @param range Area range to check
  13373. * @param cast_flag Special handle
  13374. */
  13375. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13376. {
  13377. static int c=0;
  13378. static int p_sd[MAX_PARTY];
  13379. int i;
  13380. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) != 0;
  13381. if (!sd)
  13382. return 0;
  13383. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13384. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13385. if (cast_flag) { //Execute the skill on the partners.
  13386. struct map_session_data* tsd;
  13387. switch (skill_id) {
  13388. case PR_BENEDICTIO:
  13389. for (i = 0; i < c; i++) {
  13390. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13391. status_charge(&tsd->bl, 0, 10);
  13392. }
  13393. return c;
  13394. case AB_ADORAMUS:
  13395. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13396. i = 2 * (*skill_lv);
  13397. status_charge(&tsd->bl, 0, i);
  13398. }
  13399. break;
  13400. default: //Warning: Assuming Ensemble skills here (for speed)
  13401. if( is_chorus )
  13402. break;//Chorus skills are not to be parsed as ensambles
  13403. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13404. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13405. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13406. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13407. tsd->skill_id_dance = skill_id;
  13408. tsd->skill_lv_dance = *skill_lv;
  13409. }
  13410. return c;
  13411. }
  13412. }
  13413. //Else: new search for partners.
  13414. c = 0;
  13415. memset (p_sd, 0, sizeof(p_sd));
  13416. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13417. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13418. *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.
  13419. return c;
  13420. }
  13421. /**
  13422. * Sub function to count how many spawned mob is around.
  13423. * Some skills check with matched AI.
  13424. * @param rid Source ID
  13425. * @param mob_class Monster ID
  13426. * @param skill_id Used skill
  13427. * @param *c Counter for found monster
  13428. */
  13429. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13430. {
  13431. int *c,src_id,mob_class,skill;
  13432. uint16 ai;
  13433. struct mob_data *md;
  13434. md=(struct mob_data*)bl;
  13435. src_id=va_arg(ap,int);
  13436. mob_class=va_arg(ap,int);
  13437. skill=va_arg(ap,int);
  13438. c=va_arg(ap,int *);
  13439. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13440. if( md->master_id != src_id || md->special_state.ai != ai)
  13441. return 0; //Non alchemist summoned mobs have nothing to do here.
  13442. if(md->mob_id==mob_class)
  13443. (*c)++;
  13444. return 1;
  13445. }
  13446. /**
  13447. * Determines if a given skill should be made to consume ammo
  13448. * when used by the player. [Skotlex]
  13449. * @param sd Player
  13450. * @param skill_id Skill ID
  13451. * @return True if skill is need ammo; False otherwise.
  13452. */
  13453. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13454. {
  13455. return (
  13456. battle_config.arrow_decrement == 2 &&
  13457. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13458. skill_id != HT_PHANTASMIC &&
  13459. skill_get_type(skill_id) == BF_WEAPON &&
  13460. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13461. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13462. );
  13463. }
  13464. /**
  13465. * Check SC required to cast a skill
  13466. * @param sc
  13467. * @param skill_id
  13468. * @return True if condition is met, False otherwise
  13469. **/
  13470. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13471. uint8 c = 0;
  13472. struct status_change *sc = NULL;
  13473. if (!require->status_count)
  13474. return true;
  13475. nullpo_ret(sd);
  13476. if (!require || !skill_get_index(skill_id))
  13477. return false;
  13478. if (!(sc = &sd->sc)) {
  13479. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13480. return false;
  13481. }
  13482. /* May has multiple requirements */
  13483. for (c = 0; c < require->status_count; c++) {
  13484. enum sc_type req_sc = require->status[c];
  13485. if (req_sc == SC_NONE)
  13486. continue;
  13487. switch (req_sc) {
  13488. /* Official fail msg */
  13489. case SC_PUSH_CART:
  13490. if (!sc->data[SC_PUSH_CART]) {
  13491. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13492. return false;
  13493. }
  13494. break;
  13495. case SC_POISONINGWEAPON:
  13496. if (!sc->data[SC_POISONINGWEAPON]) {
  13497. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13498. return false;
  13499. }
  13500. break;
  13501. default:
  13502. if (!sc->data[req_sc]) {
  13503. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13504. return false;
  13505. }
  13506. break;
  13507. }
  13508. }
  13509. return true;
  13510. }
  13511. /**
  13512. * Check skill condition when cast begin
  13513. * For ammo, only check if the skill need ammo
  13514. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13515. * @param sd Player who uses skill
  13516. * @param skill_id ID of used skill
  13517. * @param skill_lv Level of used skill
  13518. * @return true: All condition passed, false: Failed
  13519. */
  13520. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13521. {
  13522. struct status_data *status;
  13523. struct status_change *sc;
  13524. struct skill_condition require;
  13525. int i;
  13526. uint32 inf2, inf3;
  13527. nullpo_retr(false,sd);
  13528. if (sd->chatID)
  13529. return false;
  13530. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13531. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13532. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13533. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13534. return true;
  13535. }
  13536. switch( sd->menuskill_id ) {
  13537. case AM_PHARMACY:
  13538. switch( skill_id ) {
  13539. case AM_PHARMACY:
  13540. case AC_MAKINGARROW:
  13541. case BS_REPAIRWEAPON:
  13542. case AM_TWILIGHT1:
  13543. case AM_TWILIGHT2:
  13544. case AM_TWILIGHT3:
  13545. return false;
  13546. }
  13547. break;
  13548. case GN_MIX_COOKING:
  13549. case GN_MAKEBOMB:
  13550. case GN_S_PHARMACY:
  13551. case GN_CHANGEMATERIAL:
  13552. if( sd->menuskill_id != skill_id )
  13553. return false;
  13554. break;
  13555. }
  13556. status = &sd->battle_status;
  13557. sc = &sd->sc;
  13558. if( !sc->count )
  13559. sc = NULL;
  13560. if( sd->skillitem == skill_id )
  13561. {
  13562. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13563. sd->state.abra_flag = 0;
  13564. else
  13565. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13566. if( (i = sd->itemindex) == -1 ||
  13567. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13568. sd->inventory_data[i] == NULL ||
  13569. !sd->inventory_data[i]->flag.delay_consume ||
  13570. sd->inventory.u.items_inventory[i].amount < 1
  13571. )
  13572. { //Something went wrong, item exploit?
  13573. sd->itemid = sd->itemindex = -1;
  13574. return false;
  13575. }
  13576. //Consume
  13577. sd->itemid = sd->itemindex = -1;
  13578. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  13579. ; //Do not consume item.
  13580. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13581. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13582. }
  13583. if(!sd->skillitem_keep_requirement)
  13584. return true;
  13585. }
  13586. if( pc_is90overweight(sd) ) {
  13587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13588. return false;
  13589. }
  13590. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13591. return false;
  13592. //Checks if disabling skill - in which case no SP requirements are necessary
  13593. if( sc && skill_disable_check(sc,skill_id))
  13594. return true;
  13595. inf3 = skill_get_inf3(skill_id);
  13596. // Check the skills that can be used while mounted on a warg
  13597. if( pc_isridingwug(sd) ) {
  13598. if(!(inf3&INF3_USABLE_WARG))
  13599. return false; // in official there is no message.
  13600. }
  13601. if( pc_ismadogear(sd) ) {
  13602. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13603. //Only Mechanic exlcusive skill can be used.
  13604. if(inf3&INF3_DIS_MADO){
  13605. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13606. return false;
  13607. }
  13608. }
  13609. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13610. // return false;
  13611. require = skill_get_requirement(sd,skill_id,skill_lv);
  13612. //Can only update state when weapon/arrow info is checked.
  13613. sd->state.arrow_atk = require.ammo?1:0;
  13614. // perform skill-group checks
  13615. inf2 = skill_get_inf2(skill_id);
  13616. if(inf2&INF2_CHORUS_SKILL) {
  13617. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13619. return false;
  13620. }
  13621. }
  13622. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13623. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13625. return false;
  13626. }
  13627. }
  13628. // perform skill-specific checks (and actions)
  13629. switch( skill_id ) {
  13630. case RG_GRAFFITI:
  13631. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13633. return false;
  13634. }
  13635. break;
  13636. case SO_SPELLFIST:
  13637. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13639. return false;
  13640. }
  13641. case SA_CASTCANCEL:
  13642. if(sd->ud.skilltimer == INVALID_TIMER) {
  13643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13644. return false;
  13645. }
  13646. break;
  13647. case AS_CLOAKING:
  13648. {
  13649. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13650. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13651. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13652. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13653. int di;
  13654. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13655. if( di == 8 ) {
  13656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13657. return false;
  13658. }
  13659. }
  13660. break;
  13661. }
  13662. case AL_WARP:
  13663. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13664. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13665. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13666. return false;
  13667. }
  13668. break;
  13669. case MO_CALLSPIRITS:
  13670. if(sc && sc->data[SC_RAISINGDRAGON])
  13671. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13672. if(sd->spiritball >= skill_lv) {
  13673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13674. return false;
  13675. }
  13676. break;
  13677. case MO_FINGEROFFENSIVE:
  13678. case GS_FLING:
  13679. case SR_RAMPAGEBLASTER:
  13680. case SR_RIDEINLIGHTNING:
  13681. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13682. sd->spiritball_old = require.spiritball = sd->spiritball;
  13683. else
  13684. sd->spiritball_old = require.spiritball;
  13685. break;
  13686. case MO_CHAINCOMBO:
  13687. if(!sc)
  13688. return false;
  13689. if(sc->data[SC_BLADESTOP])
  13690. break;
  13691. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13692. break;
  13693. return false;
  13694. case MO_COMBOFINISH:
  13695. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13696. return false;
  13697. break;
  13698. case CH_TIGERFIST:
  13699. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13700. return false;
  13701. break;
  13702. case CH_CHAINCRUSH:
  13703. if(!(sc && sc->data[SC_COMBO]))
  13704. return false;
  13705. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13706. return false;
  13707. break;
  13708. case MO_EXTREMITYFIST:
  13709. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13710. // return false;
  13711. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13712. break;
  13713. if( sc && sc->data[SC_COMBO] ) {
  13714. switch(sc->data[SC_COMBO]->val1) {
  13715. case MO_COMBOFINISH:
  13716. case CH_TIGERFIST:
  13717. case CH_CHAINCRUSH:
  13718. break;
  13719. default:
  13720. return false;
  13721. }
  13722. }
  13723. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13725. return false;
  13726. }
  13727. break;
  13728. case TK_MISSION:
  13729. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13731. return false;
  13732. }
  13733. break;
  13734. case TK_READYCOUNTER:
  13735. case TK_READYDOWN:
  13736. case TK_READYSTORM:
  13737. case TK_READYTURN:
  13738. case TK_JUMPKICK:
  13739. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13741. return false;
  13742. }
  13743. break;
  13744. case TK_TURNKICK:
  13745. case TK_STORMKICK:
  13746. case TK_DOWNKICK:
  13747. case TK_COUNTER:
  13748. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13749. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13750. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13751. return false; //Combo needs to be ready
  13752. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13753. //Do not repeat a kick.
  13754. if (sc->data[SC_COMBO]->val3 != skill_id)
  13755. break;
  13756. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13757. return false;
  13758. }
  13759. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13760. unit_cancel_combo(&sd->bl);
  13761. return false;
  13762. }
  13763. break; //Combo ready.
  13764. case BD_ADAPTATION:
  13765. {
  13766. int time;
  13767. if(!(sc && sc->data[SC_DANCING])) {
  13768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13769. return false;
  13770. }
  13771. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13772. if (skill_get_time(
  13773. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13774. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13775. - time < skill_get_time2(skill_id,skill_lv))
  13776. {
  13777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13778. return false;
  13779. }
  13780. }
  13781. break;
  13782. case PR_BENEDICTIO:
  13783. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13785. return false;
  13786. }
  13787. break;
  13788. case SL_SMA:
  13789. if(!(sc && sc->data[SC_SMA]))
  13790. return false;
  13791. break;
  13792. case HT_POWER:
  13793. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13794. return false;
  13795. break;
  13796. case CG_HERMODE:
  13797. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13799. return false;
  13800. }
  13801. break;
  13802. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13803. {
  13804. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13805. int size = range*2+1;
  13806. for (s=0;s<size*size;s++) {
  13807. int x = sd->bl.x+(s%size-range);
  13808. int y = sd->bl.y+(s/size-range);
  13809. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13811. return false;
  13812. }
  13813. }
  13814. }
  13815. break;
  13816. case PR_REDEMPTIO:
  13817. case LG_INSPIRATION:
  13818. {
  13819. unsigned int exp, exp_needp = 0;
  13820. switch (skill_id) {
  13821. case PR_REDEMPTIO:
  13822. exp_needp = battle_config.exp_cost_redemptio;
  13823. break;
  13824. case LG_INSPIRATION:
  13825. exp_needp = battle_config.exp_cost_inspiration;
  13826. break;
  13827. }
  13828. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13829. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13830. return false;
  13831. }
  13832. break;
  13833. }
  13834. case HP_BASILICA:
  13835. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13836. if( sd ) {
  13837. // When castbegin, needs 7x7 clear area
  13838. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13839. int size = range*2+1;
  13840. for( s=0;s<size*size;s++ ) {
  13841. int x = sd->bl.x+(s%size-range);
  13842. int y = sd->bl.y+(s/size-range);
  13843. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13844. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13845. return false;
  13846. }
  13847. }
  13848. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13849. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13850. return false;
  13851. }
  13852. }
  13853. }
  13854. break;
  13855. case AM_TWILIGHT2:
  13856. case AM_TWILIGHT3:
  13857. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13859. return false;
  13860. }
  13861. break;
  13862. case SG_SUN_WARM:
  13863. case SG_MOON_WARM:
  13864. case SG_STAR_WARM:
  13865. if (sc && sc->data[SC_MIRACLE])
  13866. break;
  13867. i = skill_id-SG_SUN_WARM;
  13868. if (sd->bl.m == sd->feel_map[i].m)
  13869. break;
  13870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13871. return false;
  13872. break;
  13873. case SG_SUN_COMFORT:
  13874. case SG_MOON_COMFORT:
  13875. case SG_STAR_COMFORT:
  13876. if (sc && sc->data[SC_MIRACLE])
  13877. break;
  13878. i = skill_id-SG_SUN_COMFORT;
  13879. if (sd->bl.m == sd->feel_map[i].m &&
  13880. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13881. break;
  13882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13883. return false;
  13884. case SG_FUSION:
  13885. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13886. break;
  13887. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13888. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13889. if( require.sp > 0 ) {
  13890. if (status->sp < (unsigned int)require.sp)
  13891. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13892. else
  13893. status_zap(&sd->bl, 0, require.sp);
  13894. }
  13895. return false;
  13896. case GD_BATTLEORDER:
  13897. case GD_REGENERATION:
  13898. case GD_RESTORE:
  13899. if (!map_flag_gvg2(sd->bl.m)) {
  13900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13901. return false;
  13902. }
  13903. case GD_EMERGENCYCALL:
  13904. case GD_ITEMEMERGENCYCALL:
  13905. // other checks were already done in skill_isNotOk()
  13906. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13907. return false;
  13908. break;
  13909. case GS_GLITTERING:
  13910. case RL_RICHS_COIN:
  13911. if(sd->spiritball >= 10) {
  13912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13913. return false;
  13914. }
  13915. break;
  13916. case NJ_ISSEN:
  13917. #ifdef RENEWAL
  13918. if (status->hp < (status->hp/100)) {
  13919. #else
  13920. if (status->hp < 2) {
  13921. #endif
  13922. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13923. return false;
  13924. }
  13925. case NJ_BUNSINJYUTSU:
  13926. if (!(sc && sc->data[SC_NEN])) {
  13927. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13928. return false;
  13929. }
  13930. break;
  13931. case NJ_ZENYNAGE:
  13932. case KO_MUCHANAGE:
  13933. if(sd->status.zeny < require.zeny) {
  13934. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13935. return false;
  13936. }
  13937. break;
  13938. case PF_HPCONVERSION:
  13939. if (status->sp == status->max_sp)
  13940. return false; //Unusable when at full SP.
  13941. break;
  13942. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13943. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13945. return false;
  13946. }
  13947. break;
  13948. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13949. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13951. return false;
  13952. }
  13953. break;
  13954. case AB_ANCILLA: {
  13955. int count = 0;
  13956. for( i = 0; i < MAX_INVENTORY; i++ )
  13957. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  13958. count += sd->inventory.u.items_inventory[i].amount;
  13959. if( count >= 3 ) {
  13960. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13961. return false;
  13962. }
  13963. }
  13964. break;
  13965. /**
  13966. * Keeping as a note:
  13967. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13968. */
  13969. //case AB_LAUDAAGNUS:
  13970. //case AB_LAUDARAMUS:
  13971. // if( !sd->status.party_id ) {
  13972. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13973. // return false;
  13974. // }
  13975. // break;
  13976. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13977. case WL_COMET:
  13978. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13979. && sd->special_state.no_gemstone == 0
  13980. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  13981. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13982. return false;
  13983. }
  13984. break;
  13985. case WL_SUMMONFB:
  13986. case WL_SUMMONBL:
  13987. case WL_SUMMONWB:
  13988. case WL_SUMMONSTONE:
  13989. if( sc ) {
  13990. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13991. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13993. return false;
  13994. }
  13995. }
  13996. break;
  13997. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13998. if( sc ) {
  13999. int j = 0;
  14000. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14001. if( sc->data[i] ) {
  14002. j++;
  14003. }
  14004. if( j < 4 ) { // Need 4 spheres minimum
  14005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14006. return false;
  14007. }
  14008. }
  14009. else { // no status at all? no spheres present
  14010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14011. return false;
  14012. }
  14013. break;
  14014. case GC_HALLUCINATIONWALK:
  14015. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14016. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14017. return false;
  14018. }
  14019. break;
  14020. case GC_COUNTERSLASH:
  14021. case GC_WEAPONCRUSH:
  14022. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  14023. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14024. return false;
  14025. }
  14026. break;
  14027. case RA_WUGMASTERY:
  14028. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14030. return false;
  14031. }
  14032. break;
  14033. case RA_WUGSTRIKE:
  14034. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14036. return false;
  14037. }
  14038. break;
  14039. case RA_WUGRIDER:
  14040. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14041. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14042. return false;
  14043. }
  14044. break;
  14045. case RA_WUGDASH:
  14046. if(!pc_isridingwug(sd)) {
  14047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14048. return false;
  14049. }
  14050. else {
  14051. int16 sx = sd->bl.x;
  14052. int16 sy = sd->bl.y;
  14053. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14054. switch (dir) {
  14055. case 0: case 8: sy++; break;
  14056. case 1: sx--; sy++; break;
  14057. case 2: sx--; break;
  14058. case 3: sx--; sy--; break;
  14059. case 4: sy--; break;
  14060. case 5: sx++; sy--; break;
  14061. case 6: sx++; break;
  14062. case 7: sx++; sy++; break;
  14063. }
  14064. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14065. return false;
  14066. }
  14067. }
  14068. break;
  14069. case LG_BANDING:
  14070. if( sc && sc->data[SC_INSPIRATION] ) {
  14071. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14072. return false;
  14073. }
  14074. break;
  14075. case LG_PRESTIGE:
  14076. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14078. return false;
  14079. }
  14080. break;
  14081. case LG_RAGEBURST:
  14082. if( sd->spiritball == 0 ) {
  14083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14084. return false;
  14085. }
  14086. sd->spiritball_old = require.spiritball = sd->spiritball;
  14087. break;
  14088. case LG_SHIELDSPELL: {
  14089. short index = sd->equip_index[EQI_HAND_L];
  14090. struct item_data *shield_data = NULL;
  14091. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14092. shield_data = sd->inventory_data[index];
  14093. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14095. break;
  14096. }
  14097. }
  14098. break;
  14099. case LG_RAYOFGENESIS:
  14100. case LG_HESPERUSLIT:
  14101. if (sc && sc->data[SC_INSPIRATION])
  14102. return true; // Don't check for partner.
  14103. if (!(sc && sc->data[SC_BANDING])) {
  14104. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14105. return false;
  14106. }
  14107. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  14108. return false; // Just fails, no msg here.
  14109. break;
  14110. case SR_FALLENEMPIRE:
  14111. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14112. return false;
  14113. break;
  14114. case SR_CRESCENTELBOW:
  14115. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14116. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14117. return false;
  14118. }
  14119. break;
  14120. case SR_CURSEDCIRCLE:
  14121. if (map_flag_gvg2(sd->bl.m)) {
  14122. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14123. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14124. char output[128];
  14125. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14126. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14127. return false;
  14128. }
  14129. }
  14130. if( sd->spiritball > 0 )
  14131. sd->spiritball_old = require.spiritball = sd->spiritball;
  14132. else {
  14133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14134. return false;
  14135. }
  14136. break;
  14137. case SR_GATEOFHELL:
  14138. if( sd->spiritball > 0 )
  14139. sd->spiritball_old = require.spiritball;
  14140. break;
  14141. case SC_MANHOLE:
  14142. case SC_DIMENSIONDOOR:
  14143. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14145. return false;
  14146. }
  14147. break;
  14148. case SC_FEINTBOMB:
  14149. 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) ) {
  14150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14151. return false;
  14152. }
  14153. break;
  14154. case WM_GREAT_ECHO: {
  14155. int count;
  14156. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14157. if( count < 1 ) {
  14158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14159. return false;
  14160. } else
  14161. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14162. }
  14163. break;
  14164. case SO_FIREWALK:
  14165. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14166. if( sc && sc->data[SC_PROPERTYWALK] &&
  14167. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14169. return false;
  14170. }
  14171. break;
  14172. case SO_EL_CONTROL:
  14173. if( !sd->status.ele_id || !sd->ed ) {
  14174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14175. return false;
  14176. }
  14177. break;
  14178. case RETURN_TO_ELDICASTES:
  14179. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  14180. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14181. return false;
  14182. }
  14183. break;
  14184. case KO_JYUMONJIKIRI:
  14185. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14186. return true;
  14187. else {
  14188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14189. return false;
  14190. }
  14191. break;
  14192. case KO_KAHU_ENTEN:
  14193. case KO_HYOUHU_HUBUKI:
  14194. case KO_KAZEHU_SEIRAN:
  14195. case KO_DOHU_KOUKAI:
  14196. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14198. return false;
  14199. }
  14200. break;
  14201. case KO_KAIHOU:
  14202. case KO_ZENKAI:
  14203. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14205. return false;
  14206. }
  14207. break;
  14208. }
  14209. /* check state required */
  14210. switch (require.state) {
  14211. case ST_HIDDEN:
  14212. if(!pc_ishiding(sd)) {
  14213. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14214. return false;
  14215. }
  14216. break;
  14217. case ST_RIDING:
  14218. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14220. return false;
  14221. }
  14222. break;
  14223. case ST_FALCON:
  14224. if(!pc_isfalcon(sd)) {
  14225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14226. return false;
  14227. }
  14228. break;
  14229. case ST_CART:
  14230. if(!pc_iscarton(sd)) {
  14231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14232. return false;
  14233. }
  14234. break;
  14235. case ST_SHIELD:
  14236. if(sd->status.shield <= 0) {
  14237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14238. return false;
  14239. }
  14240. break;
  14241. case ST_RECOV_WEIGHT_RATE:
  14242. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  14243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14244. return false;
  14245. }
  14246. break;
  14247. case ST_MOVE_ENABLE:
  14248. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14249. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14250. if (!unit_can_move(&sd->bl)) {
  14251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14252. return false;
  14253. }
  14254. break;
  14255. case ST_WATER:
  14256. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14257. break;
  14258. 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))
  14259. break;
  14260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14261. return false;
  14262. case ST_RIDINGDRAGON:
  14263. if( !pc_isridingdragon(sd) ) {
  14264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14265. return false;
  14266. }
  14267. break;
  14268. case ST_WUG:
  14269. if( !pc_iswug(sd) ) {
  14270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14271. return false;
  14272. }
  14273. break;
  14274. case ST_RIDINGWUG:
  14275. if( !pc_isridingwug(sd) ) {
  14276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14277. return false;
  14278. }
  14279. break;
  14280. case ST_MADO:
  14281. if( !pc_ismadogear(sd) ) {
  14282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14283. return false;
  14284. }
  14285. break;
  14286. case ST_ELEMENTALSPIRIT:
  14287. case ST_ELEMENTALSPIRIT2:
  14288. if(!sd->ed) {
  14289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14290. return false;
  14291. }
  14292. break;
  14293. case ST_PECO:
  14294. if(!pc_isriding(sd)) {
  14295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14296. return false;
  14297. }
  14298. break;
  14299. }
  14300. /* check the status required */
  14301. if (require.status_count) {
  14302. switch (skill_id) {
  14303. // Being checked later in skill_check_condition_castend()
  14304. case WZ_SIGHTRASHER:
  14305. break;
  14306. default:
  14307. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14308. return false;
  14309. break;
  14310. }
  14311. }
  14312. // Check for equipped item(s)
  14313. if (require.eqItem_count) {
  14314. uint8 count = require.eqItem_count;
  14315. for (i = 0; i < require.eqItem_count; i++) {
  14316. uint16 reqeqit = require.eqItem[i];
  14317. if (!reqeqit)
  14318. break; // Skill has no required item(s); get out of here
  14319. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14320. case NC_PILEBUNKER:
  14321. case RL_P_ALTER:
  14322. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14323. count--;
  14324. if (!count) {
  14325. if( skill_id == RL_P_ALTER ){
  14326. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14327. }else{
  14328. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14329. }
  14330. return false;
  14331. } else
  14332. continue;
  14333. }
  14334. break;
  14335. default:
  14336. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14337. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  14338. return false;
  14339. }
  14340. break;
  14341. }
  14342. }
  14343. }
  14344. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14345. //mhp is the max-hp-requirement, that is,
  14346. //you must have this % or less of HP to cast it.
  14347. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14348. return false;
  14349. }
  14350. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14351. switch(skill_id) {
  14352. case RA_AIMEDBOLT:
  14353. break;
  14354. default:
  14355. if (require.weapon&(1<<W_REVOLVER))
  14356. clif_msg(sd, SKILL_NEED_REVOLVER);
  14357. else if (require.weapon&(1<<W_RIFLE))
  14358. clif_msg(sd, SKILL_NEED_RIFLE);
  14359. else if (require.weapon&(1<<W_GATLING))
  14360. clif_msg(sd, SKILL_NEED_GATLING);
  14361. else if (require.weapon&(1<<W_SHOTGUN))
  14362. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14363. else if (require.weapon&(1<<W_GRENADE))
  14364. clif_msg(sd, SKILL_NEED_GRENADE);
  14365. else
  14366. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14367. return false;
  14368. }
  14369. }
  14370. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14372. return false;
  14373. }
  14374. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14376. return false;
  14377. }
  14378. if ((require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14379. (require.spiritball == -1 && sd->spiritball < 1)) {
  14380. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14381. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14382. else
  14383. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14384. return false;
  14385. }
  14386. return true;
  14387. }
  14388. /**
  14389. * Check skill condition when cast end.
  14390. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14391. * @param sd Player who uses skill
  14392. * @param skill_id ID of used skill
  14393. * @param skill_lv Level of used skill
  14394. * @return true: All condition passed, false: Failed
  14395. */
  14396. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14397. {
  14398. struct skill_condition require;
  14399. struct status_data *status;
  14400. int i;
  14401. short index[MAX_SKILL_ITEM_REQUIRE];
  14402. nullpo_retr(false,sd);
  14403. if( sd->chatID )
  14404. return false;
  14405. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14406. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14407. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14408. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14409. return true;
  14410. }
  14411. switch( sd->menuskill_id ) { // Cast start or cast end??
  14412. case AM_PHARMACY:
  14413. switch( skill_id ) {
  14414. case AM_PHARMACY:
  14415. case AC_MAKINGARROW:
  14416. case BS_REPAIRWEAPON:
  14417. case AM_TWILIGHT1:
  14418. case AM_TWILIGHT2:
  14419. case AM_TWILIGHT3:
  14420. return false;
  14421. }
  14422. break;
  14423. case GN_MIX_COOKING:
  14424. case GN_MAKEBOMB:
  14425. case GN_S_PHARMACY:
  14426. case GN_CHANGEMATERIAL:
  14427. if( sd->menuskill_id != skill_id )
  14428. return false;
  14429. break;
  14430. }
  14431. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14432. return true;
  14433. if( pc_is90overweight(sd) ) {
  14434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14435. return false;
  14436. }
  14437. // perform skill-specific checks (and actions)
  14438. switch( skill_id ) {
  14439. case PR_BENEDICTIO:
  14440. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14441. break;
  14442. case AM_CANNIBALIZE:
  14443. case AM_SPHEREMINE: {
  14444. int c=0;
  14445. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14446. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14447. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14448. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14449. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14450. if(c >= maxcount ||
  14451. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14452. { //Fails when: exceed max limit. There are other plant types already out.
  14453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14454. return false;
  14455. }
  14456. }
  14457. break;
  14458. }
  14459. case NC_SILVERSNIPER:
  14460. case NC_MAGICDECOY: {
  14461. int c = 0;
  14462. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14463. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14464. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14465. if( skill_id == NC_MAGICDECOY ) {
  14466. int j;
  14467. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14468. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14469. } else
  14470. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14471. if( c >= maxcount ) {
  14472. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14473. return false;
  14474. }
  14475. }
  14476. }
  14477. break;
  14478. case KO_ZANZOU: {
  14479. int c = 0;
  14480. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14481. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14482. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14483. return false;
  14484. }
  14485. }
  14486. break;
  14487. }
  14488. status = &sd->battle_status;
  14489. require = skill_get_requirement(sd,skill_id,skill_lv);
  14490. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14491. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14492. return false;
  14493. }
  14494. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14496. return false;
  14497. }
  14498. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14499. uint8 extra_ammo = 0;
  14500. #ifdef RENEWAL
  14501. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14502. case WM_SEVERE_RAINSTORM:
  14503. case RL_R_TRIP:
  14504. case RL_FIRE_RAIN:
  14505. extra_ammo = 1;
  14506. break;
  14507. default:
  14508. break;
  14509. }
  14510. #endif
  14511. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14512. clif_arrow_fail(sd,0);
  14513. return false;
  14514. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14515. char e_msg[100];
  14516. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14518. return false;
  14519. }
  14520. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14522. return false;
  14523. }
  14524. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14525. skill_get_desc(skill_id),
  14526. require.ammo_qty,
  14527. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14528. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  14529. return false;
  14530. }
  14531. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14532. //which is the closest we have to wrong ammo type. [Skotlex]
  14533. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14534. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14535. return false;
  14536. }
  14537. }
  14538. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14539. if( !require.itemid[i] )
  14540. continue;
  14541. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14542. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14543. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14545. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14547. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14549. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14551. else if( require.itemid[i] == ITEMID_ANCILLA )
  14552. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14553. else if(skill_id == RL_SLUGSHOT) {
  14554. if (i < MAX_SKILL_ITEM_REQUIRE - 1) // Check all Slug types
  14555. continue;
  14556. else
  14557. clif_skill_fail(sd, RL_SLUGSHOT, USESKILL_FAIL_NEED_MORE_BULLET, 0); // Bullet is required.
  14558. } else {
  14559. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, ( require.itemid[i] << 16 ) | require.amount[i] ); // [%s] required '%d' amount.
  14560. }
  14561. return false;
  14562. } else if (skill_id == RL_SLUGSHOT) // Slug found - simulate priority and cancel the loop
  14563. break;
  14564. }
  14565. /* check the status required */
  14566. if (require.status_count) {
  14567. switch (skill_id) {
  14568. case WZ_SIGHTRASHER:
  14569. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14570. return false;
  14571. break;
  14572. default:
  14573. break;
  14574. }
  14575. }
  14576. return true;
  14577. }
  14578. /** Consume skill requirement
  14579. * @param sd Player who uses the skill
  14580. * @param skill_id ID of used skill
  14581. * @param skill_lv Level of used skill
  14582. * @param type Consume type
  14583. * type&1: consume the others (before skill was used);
  14584. * type&2: consume items (after skill was used)
  14585. */
  14586. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14587. {
  14588. struct skill_condition require;
  14589. nullpo_retv(sd);
  14590. require = skill_get_requirement(sd,skill_id,skill_lv);
  14591. if( type&1 ) {
  14592. switch( skill_id ) {
  14593. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14594. case MC_IDENTIFY:
  14595. require.sp = 0;
  14596. break;
  14597. case MO_KITRANSLATION:
  14598. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14599. require.spiritball = 0;
  14600. //Fall through
  14601. default:
  14602. if(sd->state.autocast)
  14603. require.sp = 0;
  14604. break;
  14605. }
  14606. if(require.hp || require.sp)
  14607. status_zap(&sd->bl, require.hp, require.sp);
  14608. if(require.spiritball > 0)
  14609. pc_delspiritball(sd,require.spiritball,0);
  14610. else if(require.spiritball == -1) {
  14611. sd->spiritball_old = sd->spiritball;
  14612. pc_delspiritball(sd,sd->spiritball,0);
  14613. }
  14614. if(require.zeny > 0)
  14615. {
  14616. if( skill_id == NJ_ZENYNAGE )
  14617. require.zeny = 0; //Zeny is reduced on skill_attack.
  14618. if( sd->status.zeny < require.zeny )
  14619. require.zeny = sd->status.zeny;
  14620. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14621. }
  14622. }
  14623. if( type&2 ) {
  14624. struct status_change *sc = &sd->sc;
  14625. int n,i;
  14626. if( !sc->count )
  14627. sc = NULL;
  14628. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14629. {
  14630. if( !require.itemid[i] )
  14631. continue;
  14632. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14633. continue; //Gemstones are checked, but not substracted from inventory.
  14634. switch( skill_id ){
  14635. case SA_SEISMICWEAPON:
  14636. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14637. continue;
  14638. break;
  14639. case SA_FLAMELAUNCHER:
  14640. case SA_VOLCANO:
  14641. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14642. continue;
  14643. break;
  14644. case SA_FROSTWEAPON:
  14645. case SA_DELUGE:
  14646. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14647. continue;
  14648. break;
  14649. case SA_LIGHTNINGLOADER:
  14650. case SA_VIOLENTGALE:
  14651. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14652. continue;
  14653. break;
  14654. }
  14655. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14656. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14657. if (skill_id == RL_SLUGSHOT && n > -1) // Slug found - simulate priority and cancel the loop
  14658. break;
  14659. }
  14660. }
  14661. }
  14662. /**
  14663. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14664. * @param sd Player's that will be checked
  14665. * @param skill_id Skill that's being used
  14666. * @param skill_lv Skill level of used skill
  14667. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14668. */
  14669. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14670. {
  14671. struct skill_condition req;
  14672. struct status_data *status;
  14673. struct status_change *sc;
  14674. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14675. uint16 idx;
  14676. bool level_dependent = false;
  14677. memset(&req,0,sizeof(req));
  14678. if( !sd )
  14679. return req;
  14680. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14681. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14682. sc = &sd->sc;
  14683. if( !sc->count )
  14684. sc = NULL;
  14685. //Checks if disabling skill - in which case no SP requirements are necessary
  14686. if( sc && skill_disable_check(sc,skill_id) )
  14687. return req;
  14688. idx = skill_get_index(skill_id);
  14689. if( idx == 0 ) // invalid skill id
  14690. return req;
  14691. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14692. status = &sd->battle_status;
  14693. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14694. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14695. if(hp_rate > 0)
  14696. req.hp += (status->hp * hp_rate)/100;
  14697. else
  14698. req.hp += (status->max_hp * (-hp_rate))/100;
  14699. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14700. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14701. req.sp /= 2;
  14702. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14703. if(sp_rate > 0)
  14704. req.sp += (status->sp * sp_rate)/100;
  14705. else
  14706. req.sp += (status->max_sp * (-sp_rate))/100;
  14707. if( sd->dsprate != 100 )
  14708. req.sp = req.sp * sd->dsprate / 100;
  14709. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14710. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14711. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14712. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14713. if( i < ARRAYLENGTH(sd->skillusesp) )
  14714. req.sp -= sd->skillusesp[i].val;
  14715. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14716. if( sc ) {
  14717. if( sc->data[SC__LAZINESS] )
  14718. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14719. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14720. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14721. if( sc->data[SC_RECOGNIZEDSPELL] )
  14722. req.sp += req.sp / 4;
  14723. if( sc->data[SC_OFFERTORIUM])
  14724. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14725. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14726. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14727. }
  14728. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14729. if( sc && sc->data[SC__UNLUCKY] ) {
  14730. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14731. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14732. else
  14733. req.zeny += 1000;
  14734. }
  14735. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14736. req.state = skill_db[idx]->require.state;
  14737. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14738. req.weapon = skill_db[idx]->require.weapon;
  14739. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14740. if (req.ammo_qty)
  14741. req.ammo = skill_db[idx]->require.ammo;
  14742. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14743. { //Assume this skill is using the weapon, therefore it requires arrows.
  14744. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14745. req.ammo_qty = 1;
  14746. }
  14747. req.status_count = skill_db[idx]->require.status_count;
  14748. req.status = skill_db[idx]->require.status;
  14749. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14750. req.eqItem = skill_db[idx]->require.eqItem;
  14751. switch( skill_id ) {
  14752. /* Skill level-dependent checks */
  14753. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14754. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14755. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14756. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14757. case KO_MAKIBISHI:
  14758. case GN_FIRE_EXPANSION:
  14759. case SO_SUMMON_AGNI:
  14760. case SO_SUMMON_AQUA:
  14761. case SO_SUMMON_VENTUS:
  14762. case SO_SUMMON_TERA:
  14763. case SO_WATER_INSIGNIA:
  14764. case SO_FIRE_INSIGNIA:
  14765. case SO_WIND_INSIGNIA:
  14766. case SO_EARTH_INSIGNIA:
  14767. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14768. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14769. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14770. level_dependent = true;
  14771. /* Normal skill requirements and gemstone checks */
  14772. default:
  14773. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14774. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14775. if (!level_dependent) {
  14776. switch( skill_id ) {
  14777. case AM_POTIONPITCHER:
  14778. case CR_SLIMPITCHER:
  14779. case CR_CULTIVATION:
  14780. if (i != skill_lv%11 - 1)
  14781. continue;
  14782. break;
  14783. case AM_CALLHOMUN:
  14784. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14785. continue;
  14786. break;
  14787. case AB_ADORAMUS:
  14788. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14789. continue;
  14790. break;
  14791. case WL_COMET:
  14792. if( itemdb_group_item_exists(IG_GEMSTONE, skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14793. continue;
  14794. break;
  14795. }
  14796. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14797. req.amount[i] = skill_db[idx]->require.amount[i];
  14798. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14799. int16 itIndex;
  14800. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14801. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14802. req.itemid[i] = ITEMID_TRAP;
  14803. else
  14804. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14805. req.amount[i] = 1;
  14806. }
  14807. break;
  14808. }
  14809. }
  14810. // Check requirement for gemstone.
  14811. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14812. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14813. req.itemid[i] = req.amount[i] = 0;
  14814. else {
  14815. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  14816. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14817. if( skill_id != SA_ABRACADABRA )
  14818. req.itemid[i] = req.amount[i] = 0;
  14819. else if( --req.amount[i] < 1 )
  14820. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14821. }
  14822. }
  14823. }
  14824. // Check requirement for Magic Gear Fuel
  14825. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14826. if (sd->special_state.no_mado_fuel)
  14827. {
  14828. req.itemid[i] = req.amount[i] = 0;
  14829. }
  14830. }
  14831. }
  14832. break;
  14833. }
  14834. // Check for cost reductions due to skills & SCs
  14835. switch(skill_id) {
  14836. case MC_MAMMONITE:
  14837. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14838. req.zeny -= req.zeny*10/100;
  14839. break;
  14840. case AL_HOLYLIGHT:
  14841. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14842. req.sp *= 5;
  14843. break;
  14844. case SL_SMA:
  14845. case SL_STUN:
  14846. case SL_STIN:
  14847. {
  14848. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14849. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14850. break;
  14851. if(sd->status.base_level>=90)
  14852. req.sp -= req.sp*7*kaina_lv/100;
  14853. else if(sd->status.base_level>=80)
  14854. req.sp -= req.sp*5*kaina_lv/100;
  14855. else if(sd->status.base_level>=70)
  14856. req.sp -= req.sp*3*kaina_lv/100;
  14857. }
  14858. break;
  14859. case MO_CHAINCOMBO:
  14860. case MO_COMBOFINISH:
  14861. case CH_TIGERFIST:
  14862. case CH_CHAINCRUSH:
  14863. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14864. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14865. break;
  14866. case MO_BODYRELOCATION:
  14867. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14868. req.spiritball = 0;
  14869. break;
  14870. case MO_EXTREMITYFIST:
  14871. if( sc ) {
  14872. if( sc->data[SC_BLADESTOP] )
  14873. req.spiritball--;
  14874. else if( sc->data[SC_COMBO] ) {
  14875. switch( sc->data[SC_COMBO]->val1 ) {
  14876. case MO_COMBOFINISH:
  14877. req.spiritball = 4;
  14878. break;
  14879. case CH_TIGERFIST:
  14880. req.spiritball = 3;
  14881. break;
  14882. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14883. req.spiritball = sd->spiritball?sd->spiritball:1;
  14884. break;
  14885. }
  14886. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14887. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14888. }
  14889. break;
  14890. case SR_RAMPAGEBLASTER:
  14891. req.spiritball = sd->spiritball?sd->spiritball:15;
  14892. break;
  14893. case LG_RAGEBURST:
  14894. req.spiritball = sd->spiritball?sd->spiritball:1;
  14895. break;
  14896. case SR_GATEOFHELL:
  14897. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14898. req.sp -= req.sp * 10 / 100;
  14899. break;
  14900. case SO_SUMMON_AGNI:
  14901. case SO_SUMMON_AQUA:
  14902. case SO_SUMMON_VENTUS:
  14903. case SO_SUMMON_TERA: {
  14904. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14905. if( spirit_sympathy )
  14906. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14907. }
  14908. break;
  14909. case SO_PSYCHIC_WAVE:
  14910. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14911. req.sp += req.sp / 2; // 1.5x SP cost
  14912. break;
  14913. }
  14914. //Check if player is using the copied skill [Cydh]
  14915. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14916. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14917. if (req_opt&0x0001) req.hp = 0;
  14918. if (req_opt&0x0002) req.mhp = 0;
  14919. if (req_opt&0x0004) req.sp = 0;
  14920. if (req_opt&0x0008) req.hp_rate = 0;
  14921. if (req_opt&0x0010) req.sp_rate = 0;
  14922. if (req_opt&0x0020) req.zeny = 0;
  14923. if (req_opt&0x0040) req.weapon = 0;
  14924. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14925. if (req_opt&0x0100) req.state = ST_NONE;
  14926. if (req_opt&0x0200) req.status_count = 0;
  14927. if (req_opt&0x0400) req.spiritball = 0;
  14928. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14929. if (req_opt&0x1000) req.eqItem_count = 0;
  14930. }
  14931. return req;
  14932. }
  14933. /*==========================================
  14934. * Does cast-time reductions based on dex, item bonuses and config setting
  14935. *------------------------------------------*/
  14936. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14937. double time = skill_get_cast(skill_id, skill_lv);
  14938. nullpo_ret(bl);
  14939. #ifndef RENEWAL_CAST
  14940. {
  14941. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14942. struct status_change *sc = status_get_sc(bl);
  14943. int reduce_cast_rate = 0;
  14944. uint8 flag = skill_get_castnodex(skill_id);
  14945. // Calculate base cast time (reduced by dex)
  14946. if (!(flag&1)) {
  14947. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14948. if (scale > 0) // not instant cast
  14949. time = time * (float)scale / battle_config.castrate_dex_scale;
  14950. else
  14951. return 0; // instant cast
  14952. }
  14953. // Calculate cast time reduced by item/card bonuses
  14954. if (sd) {
  14955. int i;
  14956. if (!(flag&4) && sd->castrate != 100)
  14957. reduce_cast_rate += 100 - sd->castrate;
  14958. // Skill-specific reductions work regardless of flag
  14959. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14960. if (sd->skillcastrate[i].id == skill_id) {
  14961. time += time * sd->skillcastrate[i].val / 100;
  14962. break;
  14963. }
  14964. }
  14965. }
  14966. // These cast time reductions are processed even if the skill fails
  14967. if (sc && sc->count) {
  14968. // Magic Strings stacks additively with item bonuses
  14969. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  14970. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14971. // Foresight halves the cast time, it does not stack additively
  14972. if (sc->data[SC_MEMORIZE]) {
  14973. if(!(flag&2))
  14974. time -= time * 50 / 100;
  14975. // Foresight counter gets reduced even if the skill is not affected by it
  14976. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14977. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14978. }
  14979. }
  14980. time = time * (1 - (float)reduce_cast_rate / 100);
  14981. }
  14982. #endif
  14983. // config cast time multiplier
  14984. if (battle_config.cast_rate != 100)
  14985. time = time * battle_config.cast_rate / 100;
  14986. // return final cast time
  14987. time = max(time, 0);
  14988. //ShowInfo("Castime castfix = %f\n",time);
  14989. return (int)time;
  14990. }
  14991. #ifndef RENEWAL_CAST
  14992. /**
  14993. * Get the skill cast time for Pre-Re cast
  14994. * @param bl: The caster
  14995. * @param time: Cast time before Status Change addition or reduction
  14996. * @return time: Modified castime after status change addition or reduction
  14997. */
  14998. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  14999. {
  15000. struct status_change *sc = status_get_sc(bl);
  15001. if (time < 0)
  15002. return 0;
  15003. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15004. return (int)time;
  15005. if (sc && sc->count) {
  15006. if (!(flag&2)) {
  15007. if (sc->data[SC_SLOWCAST])
  15008. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15009. if (sc->data[SC_PARALYSIS])
  15010. time += sc->data[SC_PARALYSIS]->val3;
  15011. if (sc->data[SC_IZAYOI])
  15012. time -= time * 50 / 100;
  15013. }
  15014. if (sc->data[SC_SUFFRAGIUM]) {
  15015. if(!(flag&2))
  15016. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15017. //Suffragium ends even if the skill is not affected by it
  15018. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15019. }
  15020. }
  15021. time = max(time, 0);
  15022. //ShowInfo("Castime castfix_sc = %f\n",time);
  15023. return (int)time;
  15024. }
  15025. #else
  15026. /**
  15027. * Get the skill cast time for RENEWAL_CAST.
  15028. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15029. * Additive value:
  15030. * Variable CastTime : time += value
  15031. * Fixed CastTime : fixed += value
  15032. * Multipicative value
  15033. * Variable CastTime : VARCAST_REDUCTION(value)
  15034. * Fixed CastTime : FIXEDCASTRATE2(value)
  15035. * @param bl: The caster
  15036. * @param time: Cast time without reduction
  15037. * @param skill_id: Skill ID of the casted skill
  15038. * @param skill_lv: Skill level of the casted skill
  15039. * @return time: Modified castime after status and bonus addition or reduction
  15040. */
  15041. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15042. {
  15043. struct status_change *sc = status_get_sc(bl);
  15044. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15045. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15046. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  15047. nullpo_ret(bl);
  15048. if (time < 0)
  15049. return 0;
  15050. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15051. return (int)time;
  15052. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  15053. fixed = 0;
  15054. else if (fixed == 0) {
  15055. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15056. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15057. }
  15058. // Additive Variable Cast bonus adjustments by items
  15059. if (sd && !(flag&4)) {
  15060. if (sd->bonus.varcastrate != 0)
  15061. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15062. if (sd->bonus.fixcastrate != 0)
  15063. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15064. if (sd->bonus.add_varcast != 0)
  15065. time += sd->bonus.add_varcast; // bonus bVariableCast
  15066. if (sd->bonus.add_fixcast != 0)
  15067. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15068. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  15069. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  15070. fixed += sd->skillfixcast[i].val;
  15071. break;
  15072. }
  15073. }
  15074. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  15075. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  15076. time += sd->skillvarcast[i].val;
  15077. break;
  15078. }
  15079. }
  15080. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  15081. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  15082. reduce_cast_rate += sd->skillcastrate[i].val;
  15083. break;
  15084. }
  15085. }
  15086. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  15087. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  15088. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  15089. break;
  15090. }
  15091. }
  15092. }
  15093. // Adjusted by active statuses
  15094. if (sc && sc->count && !(flag&2)) {
  15095. // Multiplicative Variable CastTime values
  15096. if (sc->data[SC_SLOWCAST])
  15097. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15098. if (sc->data[SC__LAZINESS])
  15099. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15100. if (sc->data[SC_SUFFRAGIUM]) {
  15101. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15102. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15103. }
  15104. if (sc->data[SC_MEMORIZE]) {
  15105. reduce_cast_rate += 50;
  15106. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15107. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15108. }
  15109. if (sc->data[SC_POEMBRAGI])
  15110. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15111. if (sc->data[SC_IZAYOI])
  15112. VARCAST_REDUCTION(50);
  15113. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15114. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15115. if (sc->data[SC_TELEKINESIS_INTENSE])
  15116. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15117. // Multiplicative Fixed CastTime values
  15118. if (sc->data[SC_SECRAMENT])
  15119. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15120. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15121. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15122. if (sc->data[SC_DANCEWITHWUG])
  15123. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15124. if (sc->data[SC_HEAT_BARREL])
  15125. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15126. // Additive Fixed CastTime values
  15127. if (sc->data[SC_MANDRAGORA])
  15128. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15129. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15130. fixed -= 1000;
  15131. if (sc->data[SC_IZAYOI])
  15132. fixed = 0;
  15133. }
  15134. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15135. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15136. if (varcast_r < 0)
  15137. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15138. // Apply Variable CastTime calculation by INT & DEX
  15139. if (!(flag&1))
  15140. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15141. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15142. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15143. return (int)time;
  15144. }
  15145. #endif
  15146. /*==========================================
  15147. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15148. *------------------------------------------*/
  15149. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15150. {
  15151. int delaynodex = skill_get_delaynodex(skill_id);
  15152. int time = skill_get_delay(skill_id, skill_lv);
  15153. struct map_session_data *sd;
  15154. struct status_change *sc = status_get_sc(bl);
  15155. nullpo_ret(bl);
  15156. sd = BL_CAST(BL_PC, bl);
  15157. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15158. return 0; //Will use picked skill's delay.
  15159. if (bl->type&battle_config.no_skill_delay)
  15160. return battle_config.min_skill_delay_limit;
  15161. if (time < 0)
  15162. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15163. // Delay reductions
  15164. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15165. case MO_TRIPLEATTACK:
  15166. case MO_CHAINCOMBO:
  15167. case MO_COMBOFINISH:
  15168. case CH_TIGERFIST:
  15169. case CH_CHAINCRUSH:
  15170. case SR_DRAGONCOMBO:
  15171. case SR_FALLENEMPIRE:
  15172. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15173. if (time == 0)
  15174. time = 1000;
  15175. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15176. break;
  15177. case HP_BASILICA:
  15178. if (sc && !sc->data[SC_BASILICA])
  15179. time = 0; // There is no Delay on Basilica creation, only on cancel
  15180. break;
  15181. default:
  15182. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15183. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15184. if (scale > 0)
  15185. time = time * scale / battle_config.castrate_dex_scale;
  15186. else //To be capped later to minimum.
  15187. time = 0;
  15188. }
  15189. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15190. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15191. if (scale > 0)
  15192. time = time * scale / battle_config.castrate_dex_scale;
  15193. else //To be capped later to minimum.
  15194. time = 0;
  15195. }
  15196. }
  15197. if (sc && sc->data[SC_SPIRIT]) {
  15198. switch (skill_id) {
  15199. case CR_SHIELDBOOMERANG:
  15200. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15201. time /= 2;
  15202. break;
  15203. case AS_SONICBLOW:
  15204. if (!map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15205. time /= 2;
  15206. break;
  15207. }
  15208. }
  15209. if (!(delaynodex&2)) {
  15210. if (sc && sc->count) {
  15211. if (sc->data[SC_POEMBRAGI])
  15212. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15213. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15214. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15215. }
  15216. }
  15217. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  15218. time = time * sd->delayrate / 100;
  15219. if (battle_config.delay_rate != 100)
  15220. time = time * battle_config.delay_rate / 100;
  15221. //ShowInfo("Delay delayfix = %d\n",time);
  15222. return max(time,0);
  15223. }
  15224. /*==========================================
  15225. * Weapon Repair [Celest/DracoRPG]
  15226. *------------------------------------------*/
  15227. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15228. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15229. struct item *item;
  15230. struct map_session_data *target_sd;
  15231. nullpo_retv(sd);
  15232. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15233. return;
  15234. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15235. return;
  15236. if( idx < 0 || idx >= MAX_INVENTORY )
  15237. return; //Invalid index??
  15238. item = &target_sd->inventory.u.items_inventory[idx];
  15239. if( !item->nameid || !item->attribute )
  15240. return; //Again invalid item....
  15241. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15242. clif_item_repaireffect(sd, idx, 1);
  15243. return;
  15244. }
  15245. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15246. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15247. else
  15248. material = materials [2]; // Armors consume 1 Steel
  15249. if ( pc_search_inventory(sd,material) < 0 ) {
  15250. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15251. return;
  15252. }
  15253. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15254. item->attribute = 0;/* clear broken state */
  15255. clif_equiplist(target_sd);
  15256. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15257. clif_item_repaireffect(sd,idx,0);
  15258. if( sd != target_sd )
  15259. clif_item_repaireffect(target_sd,idx,0);
  15260. }
  15261. /*==========================================
  15262. * Item Appraisal
  15263. *------------------------------------------*/
  15264. void skill_identify(struct map_session_data *sd, int idx)
  15265. {
  15266. int flag=1;
  15267. nullpo_retv(sd);
  15268. sd->state.workinprogress = WIP_DISABLE_NONE;
  15269. if(idx >= 0 && idx < MAX_INVENTORY) {
  15270. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15271. flag=0;
  15272. sd->inventory.u.items_inventory[idx].identify = 1;
  15273. }
  15274. }
  15275. clif_item_identified(sd,idx,flag);
  15276. }
  15277. /*==========================================
  15278. * Weapon Refine [Celest]
  15279. *------------------------------------------*/
  15280. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15281. {
  15282. nullpo_retv(sd);
  15283. if (idx >= 0 && idx < MAX_INVENTORY)
  15284. {
  15285. struct item *item;
  15286. struct item_data *ditem = sd->inventory_data[idx];
  15287. item = &sd->inventory.u.items_inventory[idx];
  15288. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15289. int i = 0, per;
  15290. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15291. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15292. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15293. return;
  15294. }
  15295. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15296. clif_upgrademessage(sd->fd, 2, item->nameid);
  15297. return;
  15298. }
  15299. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15300. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15301. return;
  15302. }
  15303. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  15304. if( sd->class_&JOBL_THIRD )
  15305. per += 10;
  15306. else
  15307. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15308. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15309. if (per > rnd() % 100) {
  15310. int ep=0;
  15311. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15312. item->refine++;
  15313. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15314. if(item->equip) {
  15315. ep = item->equip;
  15316. pc_unequipitem(sd,idx,3);
  15317. }
  15318. clif_delitem(sd,idx,1,3);
  15319. clif_upgrademessage(sd->fd, 0, item->nameid);
  15320. clif_inventorylist(sd);
  15321. clif_refine(sd->fd,0,idx,item->refine);
  15322. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  15323. if (ep)
  15324. pc_equipitem(sd,idx,ep);
  15325. clif_misceffect(&sd->bl,3);
  15326. if(item->refine == 10 &&
  15327. item->card[0] == CARD0_FORGE &&
  15328. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15329. { // Fame point system [DracoRPG]
  15330. switch(ditem->wlv){
  15331. case 1:
  15332. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15333. break;
  15334. case 2:
  15335. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15336. break;
  15337. case 3:
  15338. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15339. break;
  15340. }
  15341. }
  15342. } else {
  15343. item->refine = 0;
  15344. if(item->equip)
  15345. pc_unequipitem(sd,idx,3);
  15346. clif_upgrademessage(sd->fd, 1, item->nameid);
  15347. clif_refine(sd->fd,1,idx,item->refine);
  15348. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  15349. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15350. clif_misceffect(&sd->bl,2);
  15351. clif_emotion(&sd->bl, ET_HUK);
  15352. }
  15353. }
  15354. }
  15355. }
  15356. /*==========================================
  15357. *
  15358. *------------------------------------------*/
  15359. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15360. {
  15361. uint16 skill_lv;
  15362. uint16 idx = 0;
  15363. int maxlv=1,lv;
  15364. nullpo_ret(sd);
  15365. skill_lv = sd->menuskill_val;
  15366. if ((idx = skill_get_index2(skill_id)) == 0)
  15367. return 0;
  15368. if (SKILL_CHK_GUILD(skill_id))
  15369. return 0;
  15370. lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15371. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15372. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15373. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15374. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15375. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15376. else if(skill_lv==2) maxlv=1;
  15377. else if(skill_lv==3) maxlv=2;
  15378. else if(skill_lv>=4) maxlv=3;
  15379. }
  15380. else if(skill_id==MG_SOULSTRIKE){
  15381. if(skill_lv==5) maxlv=1;
  15382. else if(skill_lv==6) maxlv=2;
  15383. else if(skill_lv>=7) maxlv=3;
  15384. }
  15385. else if(skill_id==MG_FIREBALL){
  15386. if(skill_lv==8) maxlv=1;
  15387. else if(skill_lv>=9) maxlv=2;
  15388. }
  15389. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15390. else return 0;
  15391. if(maxlv > lv)
  15392. maxlv = lv;
  15393. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15394. skill_get_time(SA_AUTOSPELL,skill_lv));
  15395. return 0;
  15396. }
  15397. /*==========================================
  15398. * Sitting skills functions.
  15399. *------------------------------------------*/
  15400. static int skill_sit_count(struct block_list *bl, va_list ap)
  15401. {
  15402. struct map_session_data *sd;
  15403. int type =va_arg(ap,int);
  15404. sd=(struct map_session_data*)bl;
  15405. if(!pc_issit(sd))
  15406. return 0;
  15407. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15408. return 1;
  15409. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15410. return 1;
  15411. return 0;
  15412. }
  15413. static int skill_sit_in (struct block_list *bl, va_list ap)
  15414. {
  15415. struct map_session_data *sd;
  15416. int type = va_arg(ap,int);
  15417. sd = (struct map_session_data*)bl;
  15418. if(!pc_issit(sd))
  15419. return 0;
  15420. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15421. sd->state.gangsterparadise = 1;
  15422. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15423. sd->state.rest = 1;
  15424. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15425. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15426. }
  15427. return 0;
  15428. }
  15429. static int skill_sit_out (struct block_list *bl, va_list ap)
  15430. {
  15431. struct map_session_data *sd;
  15432. int type = va_arg(ap,int);
  15433. sd = (struct map_session_data*)bl;
  15434. if(sd->state.gangsterparadise && type&1)
  15435. sd->state.gangsterparadise = 0;
  15436. if(sd->state.rest && type&2) {
  15437. sd->state.rest = 0;
  15438. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15439. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15440. }
  15441. return 0;
  15442. }
  15443. int skill_sit (struct map_session_data *sd, int type)
  15444. {
  15445. int flag = 0;
  15446. int range = 0, lv;
  15447. nullpo_ret(sd);
  15448. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15449. flag |= 1;
  15450. range = skill_get_splash(RG_GANGSTER, lv);
  15451. }
  15452. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15453. flag |= 2;
  15454. range = skill_get_splash(TK_HPTIME, lv);
  15455. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15456. flag |= 2;
  15457. range = skill_get_splash(TK_SPTIME, lv);
  15458. }
  15459. if (type)
  15460. clif_status_load(&sd->bl, SI_SIT, 1);
  15461. else
  15462. clif_status_load(&sd->bl, SI_SIT, 0);
  15463. if (!flag) return 0;
  15464. if(type) {
  15465. if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15466. map_foreachinallrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15467. } else {
  15468. if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15469. map_foreachinallrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15470. }
  15471. return 0;
  15472. }
  15473. /*==========================================
  15474. * Do Forstjoke/Scream effect
  15475. *------------------------------------------*/
  15476. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15477. {
  15478. struct block_list *src;
  15479. uint16 skill_id,skill_lv;
  15480. unsigned int tick;
  15481. nullpo_ret(bl);
  15482. nullpo_ret(src = va_arg(ap,struct block_list*));
  15483. skill_id = va_arg(ap,int);
  15484. skill_lv = va_arg(ap,int);
  15485. if(!skill_lv)
  15486. return 0;
  15487. tick = va_arg(ap,unsigned int);
  15488. if (src == bl || status_isdead(bl))
  15489. return 0;
  15490. if (bl->type == BL_PC) {
  15491. struct map_session_data *sd = (struct map_session_data *)bl;
  15492. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15493. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15494. }
  15495. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15496. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15497. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15498. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15499. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15500. return 0;
  15501. }
  15502. /**
  15503. * Set map cell flag as skill unit effect
  15504. * @param src Skill unit
  15505. * @param skill_id
  15506. * @param skill_lv
  15507. * @param cell Cell type cell_t
  15508. * @param flag 0/1
  15509. */
  15510. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15511. {
  15512. int range = skill_get_unit_range(skill_id,skill_lv);
  15513. int x, y;
  15514. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15515. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15516. map_setcell(src->bl.m, x, y, cell, flag);
  15517. }
  15518. /**
  15519. * Do skill attack area (such splash effect) around the 'first' target.
  15520. * First target will skip skill condition, always receive damage. But,
  15521. * around it, still need target/condition validation by
  15522. * battle_check_target and status_check_skilluse
  15523. * @param bl
  15524. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15525. */
  15526. int skill_attack_area(struct block_list *bl, va_list ap)
  15527. {
  15528. struct block_list *src,*dsrc;
  15529. int atk_type,skill_id,skill_lv,flag,type;
  15530. unsigned int tick;
  15531. if(status_isdead(bl))
  15532. return 0;
  15533. atk_type = va_arg(ap,int);
  15534. src = va_arg(ap,struct block_list*);
  15535. dsrc = va_arg(ap,struct block_list*);
  15536. skill_id = va_arg(ap,int);
  15537. skill_lv = va_arg(ap,int);
  15538. tick = va_arg(ap,unsigned int);
  15539. flag = va_arg(ap,int);
  15540. type = va_arg(ap,int);
  15541. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15542. switch (skill_id) {
  15543. case LG_CANNONSPEAR:
  15544. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15545. default:
  15546. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15547. }
  15548. }
  15549. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15550. !status_check_skilluse(NULL, bl, skill_id, 2))
  15551. return 0;
  15552. switch (skill_id) {
  15553. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15554. if (src->x == bl->x && src->y == bl->y)
  15555. return 0; //Does not hit current cell
  15556. //Fall through
  15557. case NPC_ACIDBREATH:
  15558. case NPC_DARKNESSBREATH:
  15559. case NPC_FIREBREATH:
  15560. case NPC_ICEBREATH:
  15561. case NPC_THUNDERBREATH:
  15562. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15563. default:
  15564. //Area-splash, disable skill animation.
  15565. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15566. }
  15567. }
  15568. /**
  15569. * Clear skill unit group
  15570. * @param bl
  15571. * @param flag &1
  15572. */
  15573. int skill_clear_group(struct block_list *bl, int flag)
  15574. {
  15575. struct unit_data *ud = NULL;
  15576. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15577. int i, count = 0;
  15578. nullpo_ret(bl);
  15579. if (!(ud = unit_bl2ud(bl)))
  15580. return 0;
  15581. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15582. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15583. switch (ud->skillunit[i]->skill_id) {
  15584. case SA_DELUGE:
  15585. case SA_VOLCANO:
  15586. case SA_VIOLENTGALE:
  15587. case SA_LANDPROTECTOR:
  15588. case NJ_SUITON:
  15589. case NJ_KAENSIN:
  15590. case SC_CHAOSPANIC:
  15591. if (flag&1)
  15592. group[count++] = ud->skillunit[i];
  15593. break;
  15594. case SO_CLOUD_KILL:
  15595. if( flag&4 )
  15596. group[count++] = ud->skillunit[i];
  15597. break;
  15598. case SO_WARMER:
  15599. if( flag&8 )
  15600. group[count++] = ud->skillunit[i];
  15601. break;
  15602. default:
  15603. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15604. group[count++] = ud->skillunit[i];
  15605. break;
  15606. }
  15607. }
  15608. for (i = 0; i < count; i++)
  15609. skill_delunitgroup(group[i]);
  15610. return count;
  15611. }
  15612. /**
  15613. * Returns the first element field found [Skotlex]
  15614. * @param bl
  15615. * @return skill_unit_group
  15616. */
  15617. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15618. {
  15619. struct unit_data *ud = NULL;
  15620. int i;
  15621. nullpo_ret(bl);
  15622. if (!(ud = unit_bl2ud(bl)))
  15623. return NULL;
  15624. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15625. switch (ud->skillunit[i]->skill_id) {
  15626. case SA_DELUGE:
  15627. case SA_VOLCANO:
  15628. case SA_VIOLENTGALE:
  15629. case SA_LANDPROTECTOR:
  15630. case NJ_SUITON:
  15631. case SO_CLOUD_KILL:
  15632. case SO_WARMER:
  15633. case SC_CHAOSPANIC:
  15634. return ud->skillunit[i];
  15635. }
  15636. }
  15637. return NULL;
  15638. }
  15639. /// Graffiti cleaner [Valaris]
  15640. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15641. {
  15642. struct skill_unit *unit = NULL;
  15643. int remove = va_arg(ap, int);
  15644. nullpo_retr(0, bl);
  15645. nullpo_retr(0, ap);
  15646. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15647. return 0;
  15648. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15649. if (remove == 1)
  15650. skill_delunit(unit);
  15651. return 1;
  15652. }
  15653. return 0;
  15654. }
  15655. /// Greed effect
  15656. int skill_greed(struct block_list *bl, va_list ap)
  15657. {
  15658. struct block_list *src;
  15659. struct map_session_data *sd = NULL;
  15660. struct flooritem_data *fitem = NULL;
  15661. nullpo_ret(bl);
  15662. nullpo_ret(src = va_arg(ap, struct block_list *));
  15663. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15664. pc_takeitem(sd, fitem);
  15665. return 0;
  15666. }
  15667. /// Ranger's Detonator [Jobbie/3CeAM]
  15668. int skill_detonator(struct block_list *bl, va_list ap)
  15669. {
  15670. struct skill_unit *unit = NULL;
  15671. struct block_list *src;
  15672. int unit_id;
  15673. nullpo_ret(bl);
  15674. nullpo_ret(ap);
  15675. src = va_arg(ap,struct block_list *);
  15676. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15677. return 0;
  15678. if( unit->group->src_id != src->id )
  15679. return 0;
  15680. unit_id = unit->group->unit_id;
  15681. switch( unit_id )
  15682. { //List of Hunter and Ranger Traps that can be detonate.
  15683. case UNT_BLASTMINE:
  15684. case UNT_SANDMAN:
  15685. case UNT_CLAYMORETRAP:
  15686. case UNT_TALKIEBOX:
  15687. case UNT_CLUSTERBOMB:
  15688. case UNT_FIRINGTRAP:
  15689. case UNT_ICEBOUNDTRAP:
  15690. switch(unit_id) {
  15691. case UNT_TALKIEBOX:
  15692. clif_talkiebox(bl,unit->group->valstr);
  15693. unit->group->val2 = -1;
  15694. break;
  15695. case UNT_CLAYMORETRAP:
  15696. case UNT_FIRINGTRAP:
  15697. case UNT_ICEBOUNDTRAP:
  15698. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15699. break;
  15700. default:
  15701. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15702. break;
  15703. }
  15704. clif_changetraplook(bl, UNT_USED_TRAPS);
  15705. unit->group->unit_id = UNT_USED_TRAPS;
  15706. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15707. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15708. break;
  15709. }
  15710. return 0;
  15711. }
  15712. /**
  15713. * Rebellion's Bind Trap explosion
  15714. * @author [Cydh]
  15715. */
  15716. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15717. struct skill_unit *su = NULL;
  15718. struct block_list *src = NULL;
  15719. nullpo_ret(bl);
  15720. nullpo_ret(ap);
  15721. src = va_arg(ap,struct block_list *);
  15722. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15723. return 0;
  15724. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  15725. return 0;
  15726. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15727. clif_changetraplook(bl, UNT_USED_TRAPS);
  15728. su->group->unit_id = UNT_USED_TRAPS;
  15729. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15730. return 1;
  15731. }
  15732. /**
  15733. * Release monsters that are targetting the caster and change target.
  15734. * @param bl: Monster data
  15735. * @param src: Player data
  15736. * @param skill: Skill unit group data
  15737. */
  15738. static int skill_mob_releasetarget(struct block_list *bl, va_list ap)
  15739. {
  15740. struct block_list *src = NULL, *skill = NULL;
  15741. struct mob_data *md = NULL;
  15742. nullpo_ret(bl);
  15743. nullpo_ret(ap);
  15744. nullpo_ret(src = va_arg(ap, struct block_list *));
  15745. nullpo_ret(skill = va_arg(ap, struct block_list *));
  15746. if (bl->type != BL_MOB)
  15747. return 0;
  15748. md = map_id2md(bl->id);
  15749. if (md && md->target_id == src->id) {
  15750. struct unit_data *ud = unit_bl2ud(bl);
  15751. md->attacked_id = 0;
  15752. md->target_id = skill->id;
  15753. ud->target_to = skill->id;
  15754. }
  15755. return 1;
  15756. }
  15757. /*==========================================
  15758. * Check new skill unit cell when overlapping in other skill unit cell.
  15759. * Catched skill in cell value pushed to *unit pointer.
  15760. * Set (*alive) to 0 will ends 'new unit' check
  15761. *------------------------------------------*/
  15762. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15763. {
  15764. uint16 skill_id;
  15765. int *alive;
  15766. struct skill_unit *unit;
  15767. skill_id = va_arg(ap,int);
  15768. alive = va_arg(ap,int *);
  15769. unit = (struct skill_unit *)bl;
  15770. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15771. return 0;
  15772. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15773. return 0;
  15774. switch (skill_id) {
  15775. case SA_LANDPROTECTOR:
  15776. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15777. (*alive) = 0;
  15778. skill_delunit(unit);
  15779. return 1;
  15780. }
  15781. //It deletes everything except traps and barriers
  15782. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15783. skill_delunit(unit);
  15784. return 1;
  15785. }
  15786. break;
  15787. case GN_CRAZYWEED_ATK:
  15788. if (skill_get_unit_flag(unit->group->skill_id)&UF_CRAZYWEED_IMMUNE)
  15789. break;
  15790. case HW_GANBANTEIN:
  15791. case LG_EARTHDRIVE:
  15792. // Officially songs/dances are removed
  15793. skill_delunit(unit);
  15794. return 1;
  15795. case SA_VOLCANO:
  15796. case SA_DELUGE:
  15797. case SA_VIOLENTGALE:
  15798. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15799. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15800. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15801. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
  15802. {
  15803. (*alive) = 0;
  15804. return 1;
  15805. }
  15806. /*
  15807. switch (unit->group->skill_id)
  15808. { //These cannot override each other.
  15809. case SA_VOLCANO:
  15810. case SA_DELUGE:
  15811. case SA_VIOLENTGALE:
  15812. (*alive) = 0;
  15813. return 1;
  15814. }
  15815. */
  15816. break;
  15817. case PF_FOGWALL:
  15818. switch(unit->group->skill_id) {
  15819. case SA_VOLCANO: //Can't be placed on top of these
  15820. case SA_VIOLENTGALE:
  15821. (*alive) = 0;
  15822. return 1;
  15823. case SA_DELUGE:
  15824. case NJ_SUITON:
  15825. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15826. (*alive) = 2;
  15827. break;
  15828. }
  15829. break;
  15830. case WZ_WATERBALL:
  15831. switch (unit->group->skill_id) {
  15832. case SA_DELUGE:
  15833. case NJ_SUITON:
  15834. //Consumes deluge/suiton
  15835. skill_delunit(unit);
  15836. return 1;
  15837. }
  15838. break;
  15839. case WZ_ICEWALL:
  15840. case HP_BASILICA:
  15841. case HW_GRAVITATION:
  15842. //These can't be placed on top of themselves (duration can't be refreshed)
  15843. if (unit->group->skill_id == skill_id)
  15844. {
  15845. (*alive) = 0;
  15846. return 1;
  15847. }
  15848. break;
  15849. case RL_FIRE_RAIN:
  15850. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15851. skill_delunit(unit);
  15852. return 1;
  15853. }
  15854. break;
  15855. }
  15856. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15857. (*alive) = 0;
  15858. return 1;
  15859. }
  15860. return 0;
  15861. }
  15862. /*==========================================
  15863. * Splash effect for skill unit 'trap type'.
  15864. * Chance triggered when damaged, timeout, or char step on it.
  15865. *------------------------------------------*/
  15866. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15867. {
  15868. struct block_list *src = va_arg(ap,struct block_list *);
  15869. struct skill_unit *unit = NULL;
  15870. int tick = va_arg(ap,int);
  15871. struct skill_unit_group *sg;
  15872. struct block_list *ss; //Skill src bl
  15873. nullpo_ret(src);
  15874. unit = (struct skill_unit *)src;
  15875. if (!unit || !unit->alive || bl->prev == NULL)
  15876. return 0;
  15877. nullpo_ret(sg = unit->group);
  15878. nullpo_ret(ss = map_id2bl(sg->src_id));
  15879. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15880. return 0;
  15881. switch (sg->unit_id) {
  15882. case UNT_B_TRAP:
  15883. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15884. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15885. break;
  15886. case UNT_SHOCKWAVE:
  15887. case UNT_SANDMAN:
  15888. case UNT_FLASHER:
  15889. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15890. break;
  15891. case UNT_GROUNDDRIFT_WIND:
  15892. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15893. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  15894. break;
  15895. case UNT_GROUNDDRIFT_DARK:
  15896. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15897. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  15898. break;
  15899. case UNT_GROUNDDRIFT_POISON:
  15900. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15901. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  15902. break;
  15903. case UNT_GROUNDDRIFT_WATER:
  15904. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15905. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  15906. break;
  15907. case UNT_GROUNDDRIFT_FIRE:
  15908. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15909. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  15910. break;
  15911. case UNT_ELECTRICSHOCKER:
  15912. if (bl->id != ss->id) {
  15913. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  15914. break;
  15915. 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)) {
  15916. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15917. clif_fixpos(bl);
  15918. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  15919. }
  15920. }
  15921. break;
  15922. case UNT_MAGENTATRAP:
  15923. case UNT_COBALTTRAP:
  15924. case UNT_MAIZETRAP:
  15925. case UNT_VERDURETRAP:
  15926. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  15927. struct status_data *status = status_get_status_data(bl);
  15928. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  15929. status->ele_lv = (unsigned char)sg->skill_lv;
  15930. }
  15931. break;
  15932. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15933. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15934. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15935. break;
  15936. case UNT_FIRINGTRAP:
  15937. case UNT_ICEBOUNDTRAP:
  15938. if( src->id == bl->id ) break;
  15939. if( bl->type == BL_SKILL ) {
  15940. struct skill_unit *su = (struct skill_unit *)bl;
  15941. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15942. break;
  15943. }
  15944. case UNT_CLUSTERBOMB:
  15945. if( ss != bl )
  15946. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15947. break;
  15948. case UNT_CLAYMORETRAP:
  15949. if( src->id == bl->id ) break;
  15950. if( bl->type == BL_SKILL ) {
  15951. struct skill_unit *su = (struct skill_unit *)bl;
  15952. if (!su)
  15953. return 0;
  15954. switch(su->group->unit_id) {
  15955. case UNT_CLAYMORETRAP:
  15956. case UNT_LANDMINE:
  15957. case UNT_BLASTMINE:
  15958. case UNT_SHOCKWAVE:
  15959. case UNT_SANDMAN:
  15960. case UNT_FLASHER:
  15961. case UNT_FREEZINGTRAP:
  15962. case UNT_FIRINGTRAP:
  15963. case UNT_ICEBOUNDTRAP:
  15964. clif_changetraplook(bl, UNT_USED_TRAPS);
  15965. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15966. su->group->unit_id = UNT_USED_TRAPS;
  15967. break;
  15968. }
  15969. }
  15970. default:
  15971. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15972. break;
  15973. }
  15974. return 1;
  15975. }
  15976. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15977. {
  15978. uint16 skill_id, skill_lv;
  15979. struct skill_unit *unit;
  15980. nullpo_ret(bl);
  15981. skill_id = va_arg(ap,int);
  15982. skill_lv = va_arg(ap,int);
  15983. unit = (struct skill_unit *)bl;
  15984. if( unit == NULL || unit->group == NULL )
  15985. return 0;
  15986. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15987. return 0;
  15988. if( unit->group->skill_id == SC_MAELSTROM ) {
  15989. struct block_list *src;
  15990. if( (src = map_id2bl(unit->group->src_id)) ){
  15991. int sp = unit->group->skill_lv * skill_lv;
  15992. if( src->type == BL_PC )
  15993. sp += ((TBL_PC*)src)->status.job_level / 5;
  15994. status_heal(src, 0, sp/2, 1);
  15995. }
  15996. }
  15997. return 0;
  15998. }
  15999. /**
  16000. * Remove current enchanted element for new element
  16001. * @param bl Char
  16002. * @param type New element
  16003. */
  16004. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16005. {
  16006. struct status_change *sc;
  16007. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  16008. int i;
  16009. nullpo_retv(bl);
  16010. nullpo_retv(sc= status_get_sc(bl));
  16011. if (!sc->count)
  16012. return;
  16013. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16014. if (type != scs[i] && sc->data[scs[i]])
  16015. status_change_end(bl, scs[i], INVALID_TIMER);
  16016. }
  16017. /**
  16018. * Check cloaking condition
  16019. * @param bl
  16020. * @param sce
  16021. * @return True if near wall; False otherwise
  16022. */
  16023. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16024. {
  16025. bool wall = true;
  16026. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16027. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16028. { //Check for walls.
  16029. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16030. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16031. int i;
  16032. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16033. if( i == 8 )
  16034. wall = false;
  16035. }
  16036. if( sce ) {
  16037. if( !wall ) {
  16038. if( sce->val1 < 3 ) //End cloaking.
  16039. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16040. else if( sce->val4&1 ) { //Remove wall bonus
  16041. sce->val4&=~1;
  16042. status_calc_bl(bl,SCB_SPEED);
  16043. }
  16044. } else {
  16045. if( !(sce->val4&1) ) { //Add wall speed bonus
  16046. sce->val4|=1;
  16047. status_calc_bl(bl,SCB_SPEED);
  16048. }
  16049. }
  16050. }
  16051. return wall;
  16052. }
  16053. /** Check Shadow Form on the target
  16054. * @param bl: Target
  16055. * @param damage: Damage amount
  16056. * @param hit
  16057. * @return true - in Shadow Form state; false - otherwise
  16058. */
  16059. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16060. {
  16061. struct status_change *sc;
  16062. nullpo_retr(false,bl);
  16063. if (!damage)
  16064. return false;
  16065. sc = status_get_sc(bl);
  16066. if( sc && sc->data[SC__SHADOWFORM] ) {
  16067. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16068. if( !src || src->m != bl->m ) {
  16069. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16070. return false;
  16071. }
  16072. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16073. if( src->type == BL_PC )
  16074. ((TBL_PC*)src)->shadowform_id = 0;
  16075. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16076. return false;
  16077. }
  16078. 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);
  16079. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16080. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16081. if( src->type == BL_PC )
  16082. ((TBL_PC*)src)->shadowform_id = 0;
  16083. }
  16084. return true;
  16085. }
  16086. return false;
  16087. }
  16088. /**
  16089. * Check camouflage condition
  16090. * @param bl
  16091. * @param sce
  16092. * @return True if near wall; False otherwise
  16093. * @TODO: Seems wrong
  16094. */
  16095. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16096. {
  16097. bool wall = true;
  16098. if( bl->type == BL_PC ) { //Check for walls.
  16099. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16100. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16101. int i;
  16102. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16103. if( i == 8 )
  16104. wall = false;
  16105. }
  16106. if( sce ) {
  16107. if( !wall && sce->val1 < 3 ) //End camouflage.
  16108. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16109. status_calc_bl(bl,SCB_SPEED);
  16110. }
  16111. return wall;
  16112. }
  16113. /**
  16114. * Process skill unit visibilty for single BL in area
  16115. * @param bl
  16116. * @param ap
  16117. * @author [Cydh]
  16118. **/
  16119. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16120. struct skill_unit *su = NULL;
  16121. struct block_list *src = NULL;
  16122. unsigned int party1 = 0;
  16123. bool visible = true;
  16124. nullpo_ret(bl);
  16125. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16126. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16127. party1 = va_arg(ap, unsigned int);
  16128. if (src != bl) {
  16129. unsigned int party2 = status_get_party_id(bl);
  16130. if (!party1 || !party2 || party1 != party2)
  16131. visible = false;
  16132. }
  16133. clif_getareachar_skillunit(bl, su, SELF, visible);
  16134. return 1;
  16135. }
  16136. /**
  16137. * Check for skill unit visibilty in area on
  16138. * - skill first placement
  16139. * - skill moved (knocked back, moved dance)
  16140. * @param su Skill unit
  16141. * @param target Affected target for this visibility @see enum send_target
  16142. * @author [Cydh]
  16143. **/
  16144. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16145. nullpo_retv(su);
  16146. if (!su->hidden) // It's not hidden, just do this!
  16147. clif_getareachar_skillunit(&su->bl, su, target, true);
  16148. else {
  16149. struct block_list *src = battle_get_master(&su->bl);
  16150. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16151. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16152. }
  16153. }
  16154. /**
  16155. * Check for skill unit visibilty on single BL on insight/spawn action
  16156. * @param su Skill unit
  16157. * @param bl Block list
  16158. * @author [Cydh]
  16159. **/
  16160. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16161. bool visible = true;
  16162. struct block_list *src = NULL;
  16163. nullpo_retv(bl);
  16164. nullpo_retv(su);
  16165. nullpo_retv((src = battle_get_master(&su->bl)));
  16166. if (su->hidden && src != bl) {
  16167. unsigned int party1 = status_get_party_id(src);
  16168. unsigned int party2 = status_get_party_id(bl);
  16169. if (!party1 || !party2 || party1 != party2)
  16170. visible = false;
  16171. }
  16172. clif_getareachar_skillunit(bl, su, SELF, visible);
  16173. }
  16174. /**
  16175. * Initialize new skill unit for skill unit group.
  16176. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16177. * @param group Skill unit group
  16178. * @param idx
  16179. * @param x
  16180. * @param y
  16181. * @param val1
  16182. * @param val2
  16183. */
  16184. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16185. {
  16186. struct skill_unit *unit;
  16187. nullpo_retr(NULL, group);
  16188. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16189. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16190. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16191. return unit;
  16192. if(!unit->alive)
  16193. group->alive_count++;
  16194. unit->bl.id = map_get_new_object_id();
  16195. unit->bl.type = BL_SKILL;
  16196. unit->bl.m = group->map;
  16197. unit->bl.x = x;
  16198. unit->bl.y = y;
  16199. unit->group = group;
  16200. unit->alive = 1;
  16201. unit->val1 = val1;
  16202. unit->val2 = val2;
  16203. unit->hidden = hidden;
  16204. // Stores new skill unit
  16205. idb_put(skillunit_db, unit->bl.id, unit);
  16206. map_addiddb(&unit->bl);
  16207. if(map_addblock(&unit->bl))
  16208. return NULL;
  16209. // Perform oninit actions
  16210. switch (group->skill_id) {
  16211. case WZ_ICEWALL:
  16212. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16213. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16214. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16215. break;
  16216. case SA_LANDPROTECTOR:
  16217. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16218. break;
  16219. case HP_BASILICA:
  16220. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16221. break;
  16222. case SC_MAELSTROM:
  16223. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16224. break;
  16225. default:
  16226. if (group->state.song_dance&0x1) //Check for dissonance.
  16227. skill_dance_overlap(unit, 1);
  16228. break;
  16229. }
  16230. skill_getareachar_skillunit_visibilty(unit, AREA);
  16231. return unit;
  16232. }
  16233. /**
  16234. * Remove unit
  16235. * @param unit
  16236. */
  16237. int skill_delunit(struct skill_unit* unit)
  16238. {
  16239. struct skill_unit_group *group;
  16240. nullpo_ret(unit);
  16241. if( !unit->alive )
  16242. return 0;
  16243. unit->alive = 0;
  16244. nullpo_ret(group = unit->group);
  16245. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16246. skill_dance_overlap(unit, 0);
  16247. // invoke onout event
  16248. if( !unit->range )
  16249. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16250. // perform ondelete actions
  16251. switch (group->skill_id) {
  16252. case HT_ANKLESNARE:
  16253. case SC_ESCAPE:
  16254. {
  16255. struct block_list* target = map_id2bl(group->val2);
  16256. enum sc_type type = status_skill2sc(group->skill_id);
  16257. if( target )
  16258. status_change_end(target, type, INVALID_TIMER);
  16259. }
  16260. break;
  16261. case WZ_ICEWALL:
  16262. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16263. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16264. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16265. break;
  16266. case SA_LANDPROTECTOR:
  16267. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16268. break;
  16269. case HP_BASILICA:
  16270. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16271. break;
  16272. case RA_ELECTRICSHOCKER: {
  16273. struct block_list* target = map_id2bl(group->val2);
  16274. if( target )
  16275. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16276. }
  16277. break;
  16278. case SC_MAELSTROM:
  16279. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16280. break;
  16281. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16282. if( group->val2 ) { // Someone Traped
  16283. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16284. if( tsc && tsc->data[SC__MANHOLE] )
  16285. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16286. }
  16287. break;
  16288. }
  16289. clif_skill_delunit(unit);
  16290. unit->group=NULL;
  16291. map_delblock(&unit->bl); // don't free yet
  16292. map_deliddb(&unit->bl);
  16293. idb_remove(skillunit_db, unit->bl.id);
  16294. if(--group->alive_count==0)
  16295. skill_delunitgroup(group);
  16296. return 0;
  16297. }
  16298. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16299. /// Returns the target skill_unit_group or NULL if not found.
  16300. struct skill_unit_group* skill_id2group(int group_id) {
  16301. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16302. }
  16303. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16304. /**
  16305. * Returns a new group_id that isn't being used in skillunit_group_db.
  16306. * Fatal error if nothing is available.
  16307. */
  16308. static int skill_get_new_group_id(void)
  16309. {
  16310. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16311. return skill_unit_group_newid++;// available
  16312. {// find next id
  16313. int base_id = skill_unit_group_newid;
  16314. while( base_id != ++skill_unit_group_newid )
  16315. {
  16316. if( skill_unit_group_newid < MAX_SKILL )
  16317. skill_unit_group_newid = MAX_SKILL;
  16318. if( skill_id2group(skill_unit_group_newid) == NULL )
  16319. return skill_unit_group_newid++;// available
  16320. }
  16321. // full loop, nothing available
  16322. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16323. exit(1);
  16324. }
  16325. }
  16326. /**
  16327. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16328. * @param src Object that cast the skill
  16329. * @param count How many 'cells' used that needed. Related with skill layout
  16330. * @param skill_id ID of used skill
  16331. * @param skill_lv Skill level of used skill
  16332. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16333. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16334. * @param interval Time interval
  16335. * @return skill_unit_group
  16336. */
  16337. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  16338. {
  16339. struct unit_data* ud = unit_bl2ud( src );
  16340. struct skill_unit_group* group;
  16341. int i;
  16342. if(!(skill_id && skill_lv)) return 0;
  16343. nullpo_retr(NULL, src);
  16344. nullpo_retr(NULL, ud);
  16345. // Find a free spot to store the new unit group
  16346. // TODO: Make this flexible maybe by changing this fixed array?
  16347. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16348. if(i == MAX_SKILLUNITGROUP) {
  16349. // Array is full, make room by discarding oldest group
  16350. int j = 0;
  16351. unsigned maxdiff = 0, tick = gettick();
  16352. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16353. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16354. if(x > maxdiff){
  16355. maxdiff = x;
  16356. j = i;
  16357. }
  16358. }
  16359. skill_delunitgroup(ud->skillunit[j]);
  16360. // Since elements must have shifted, we use the last slot.
  16361. i = MAX_SKILLUNITGROUP-1;
  16362. }
  16363. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16364. group->src_id = src->id;
  16365. group->party_id = status_get_party_id(src);
  16366. group->guild_id = status_get_guild_id(src);
  16367. group->bg_id = bg_team_get_id(src);
  16368. group->group_id = skill_get_new_group_id();
  16369. group->link_group_id = 0;
  16370. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16371. group->unit_count = count;
  16372. group->alive_count = 0;
  16373. group->val1 = 0;
  16374. group->val2 = 0;
  16375. group->val3 = 0;
  16376. group->skill_id = skill_id;
  16377. group->skill_lv = skill_lv;
  16378. group->unit_id = unit_id;
  16379. group->map = src->m;
  16380. group->limit = limit;
  16381. group->interval = interval;
  16382. group->tick = gettick();
  16383. group->valstr = NULL;
  16384. ud->skillunit[i] = group;
  16385. // Stores this new group to DBMap
  16386. idb_put(skillunit_group_db, group->group_id, group);
  16387. return group;
  16388. }
  16389. /**
  16390. * Remove skill unit group
  16391. * @param group
  16392. * @param file
  16393. * @param line
  16394. * @param *func
  16395. */
  16396. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16397. {
  16398. struct block_list* src;
  16399. struct unit_data *ud;
  16400. short i, j;
  16401. int link_group_id;
  16402. if( group == NULL ) {
  16403. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16404. return 0;
  16405. }
  16406. src = map_id2bl(group->src_id);
  16407. ud = unit_bl2ud(src);
  16408. if (!src || !ud) {
  16409. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16410. return 0;
  16411. }
  16412. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16413. switch( group->skill_id ) {
  16414. case BA_DISSONANCE:
  16415. case BA_POEMBRAGI:
  16416. case BA_WHISTLE:
  16417. case BA_ASSASSINCROSS:
  16418. case BA_APPLEIDUN:
  16419. case DC_UGLYDANCE:
  16420. case DC_HUMMING:
  16421. case DC_DONTFORGETME:
  16422. case DC_FORTUNEKISS:
  16423. case DC_SERVICEFORYOU:
  16424. case NC_NEUTRALBARRIER:
  16425. case NC_STEALTHFIELD:
  16426. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16427. break;
  16428. }
  16429. }
  16430. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16431. struct status_change* sc = status_get_sc(src);
  16432. if (sc && sc->data[SC_DANCING]) {
  16433. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16434. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16435. }
  16436. }
  16437. // End SC from the master when the skill group is deleted
  16438. i = SC_NONE;
  16439. switch (group->unit_id) {
  16440. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16441. case UNT_BASILICA: i = SC_BASILICA; break;
  16442. }
  16443. if (i != SC_NONE) {
  16444. struct status_change *sc = status_get_sc(src);
  16445. if (sc && sc->data[i]) {
  16446. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16447. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16448. }
  16449. }
  16450. switch( group->skill_id ) {
  16451. case PF_SPIDERWEB:
  16452. {
  16453. struct block_list* target = map_id2bl(group->val2);
  16454. struct status_change *sc;
  16455. bool removed = true;
  16456. //Clear group id from status change
  16457. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16458. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16459. sc->data[SC_SPIDERWEB]->val2 = 0;
  16460. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16461. sc->data[SC_SPIDERWEB]->val3 = 0;
  16462. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16463. sc->data[SC_SPIDERWEB]->val4 = 0;
  16464. else //Group was already removed in status_change_end, don't call it again!
  16465. removed = false;
  16466. //The last group was cleared, end status change
  16467. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  16468. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  16469. }
  16470. }
  16471. case SG_SUN_WARM:
  16472. case SG_MOON_WARM:
  16473. case SG_STAR_WARM:
  16474. {
  16475. struct status_change *sc = NULL;
  16476. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16477. sc->data[SC_WARM]->val4 = 0;
  16478. status_change_end(src, SC_WARM, INVALID_TIMER);
  16479. }
  16480. }
  16481. break;
  16482. case NC_NEUTRALBARRIER:
  16483. {
  16484. struct status_change *sc = NULL;
  16485. if( (sc = status_get_sc(src)) != NULL ) {
  16486. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16487. {
  16488. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16489. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16490. }
  16491. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  16492. }
  16493. }
  16494. break;
  16495. case NC_STEALTHFIELD:
  16496. {
  16497. struct status_change *sc = NULL;
  16498. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16499. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16500. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16501. }
  16502. }
  16503. break;
  16504. case LG_BANDING:
  16505. {
  16506. struct status_change *sc = NULL;
  16507. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16508. sc->data[SC_BANDING]->val4 = 0;
  16509. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16510. }
  16511. }
  16512. break;
  16513. }
  16514. if (src->type==BL_PC && group->state.ammo_consume)
  16515. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16516. group->alive_count=0;
  16517. // remove all unit cells
  16518. if(group->unit != NULL)
  16519. for( i = 0; i < group->unit_count; i++ )
  16520. skill_delunit(&group->unit[i]);
  16521. // clear Talkie-box string
  16522. if( group->valstr != NULL ) {
  16523. aFree(group->valstr);
  16524. group->valstr = NULL;
  16525. }
  16526. idb_remove(skillunit_group_db, group->group_id);
  16527. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16528. group->unit = NULL;
  16529. group->group_id = 0;
  16530. group->unit_count = 0;
  16531. link_group_id = group->link_group_id;
  16532. group->link_group_id = 0;
  16533. // locate this group, swap with the last entry and delete it
  16534. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16535. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16536. j--;
  16537. if( i < MAX_SKILLUNITGROUP ) {
  16538. ud->skillunit[i] = ud->skillunit[j];
  16539. ud->skillunit[j] = NULL;
  16540. ers_free(skill_unit_ers, group);
  16541. } else
  16542. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16543. if(link_group_id) {
  16544. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16545. if(group_cur)
  16546. skill_delunitgroup(group_cur);
  16547. }
  16548. return 1;
  16549. }
  16550. /**
  16551. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16552. * @param src
  16553. */
  16554. void skill_clear_unitgroup(struct block_list *src)
  16555. {
  16556. struct unit_data *ud;
  16557. nullpo_retv(src);
  16558. nullpo_retv((ud = unit_bl2ud(src)));
  16559. while (ud->skillunit[0])
  16560. skill_delunitgroup(ud->skillunit[0]);
  16561. }
  16562. /**
  16563. * Search tickset for skill unit in skill unit group
  16564. * @param bl Block List for skill_unit
  16565. * @param group Skill unit group
  16566. * @param tick
  16567. * @return skill_unit_group_tickset if found
  16568. */
  16569. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16570. {
  16571. int i, j = -1, s, id;
  16572. struct unit_data *ud;
  16573. struct skill_unit_group_tickset *set;
  16574. nullpo_ret(bl);
  16575. if (group->interval == -1)
  16576. return NULL;
  16577. ud = unit_bl2ud(bl);
  16578. if (!ud)
  16579. return NULL;
  16580. set = ud->skillunittick;
  16581. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16582. id = s = group->skill_id;
  16583. else
  16584. id = s = group->group_id;
  16585. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16586. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16587. if (set[k].id == id)
  16588. return &set[k];
  16589. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16590. j=k;
  16591. }
  16592. if (j == -1) {
  16593. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16594. j = id % MAX_SKILLUNITGROUPTICKSET;
  16595. }
  16596. set[j].id = id;
  16597. set[j].tick = tick;
  16598. return &set[j];
  16599. }
  16600. /*==========================================
  16601. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16602. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16603. *------------------------------------------*/
  16604. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16605. {
  16606. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16607. struct skill_unit_group* group = NULL;
  16608. unsigned int tick = va_arg(ap,unsigned int);
  16609. nullpo_ret(unit);
  16610. if( !unit->alive || bl->prev == NULL )
  16611. return 0;
  16612. nullpo_ret(group = unit->group);
  16613. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16614. return 0; //AoE skills are ineffective. [Skotlex]
  16615. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16616. return 0;
  16617. skill_unit_onplace_timer(unit,bl,tick);
  16618. return 1;
  16619. }
  16620. /**
  16621. * @see DBApply
  16622. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16623. */
  16624. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16625. {
  16626. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16627. struct skill_unit_group* group = NULL;
  16628. unsigned int tick = va_arg(ap,unsigned int);
  16629. bool dissonance;
  16630. struct block_list* bl = &unit->bl;
  16631. nullpo_ret(unit);
  16632. if( !unit->alive )
  16633. return 0;
  16634. nullpo_ret(group = unit->group);
  16635. // Check for expiration
  16636. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16637. {// skill unit expired (inlined from skill_unit_onlimit())
  16638. switch( group->unit_id ) {
  16639. case UNT_BLASTMINE:
  16640. #ifdef RENEWAL
  16641. case UNT_CLAYMORETRAP:
  16642. #endif
  16643. case UNT_GROUNDDRIFT_WIND:
  16644. case UNT_GROUNDDRIFT_DARK:
  16645. case UNT_GROUNDDRIFT_POISON:
  16646. case UNT_GROUNDDRIFT_WATER:
  16647. case UNT_GROUNDDRIFT_FIRE:
  16648. group->unit_id = UNT_USED_TRAPS;
  16649. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16650. group->limit=DIFF_TICK(tick+1500,group->tick);
  16651. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16652. break;
  16653. case UNT_ANKLESNARE:
  16654. case UNT_ELECTRICSHOCKER:
  16655. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16656. skill_delunit(unit);
  16657. break;
  16658. }
  16659. case UNT_SKIDTRAP:
  16660. case UNT_LANDMINE:
  16661. case UNT_SHOCKWAVE:
  16662. case UNT_SANDMAN:
  16663. case UNT_FLASHER:
  16664. case UNT_FREEZINGTRAP:
  16665. #ifndef RENEWAL
  16666. case UNT_CLAYMORETRAP:
  16667. #endif
  16668. case UNT_TALKIEBOX:
  16669. case UNT_CLUSTERBOMB:
  16670. case UNT_MAGENTATRAP:
  16671. case UNT_COBALTTRAP:
  16672. case UNT_MAIZETRAP:
  16673. case UNT_VERDURETRAP:
  16674. case UNT_FIRINGTRAP:
  16675. case UNT_ICEBOUNDTRAP:
  16676. {
  16677. struct block_list* src;
  16678. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16679. { // revert unit back into a trap
  16680. struct item item_tmp;
  16681. memset(&item_tmp,0,sizeof(item_tmp));
  16682. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16683. item_tmp.identify = 1;
  16684. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16685. }
  16686. skill_delunit(unit);
  16687. }
  16688. break;
  16689. case UNT_WARP_ACTIVE:
  16690. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16691. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16692. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16693. // restart timers
  16694. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16695. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16696. // apply effect to all units standing on it
  16697. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16698. break;
  16699. case UNT_CALLFAMILY:
  16700. {
  16701. struct map_session_data *sd = NULL;
  16702. if(group->val1) {
  16703. sd = map_charid2sd(group->val1);
  16704. group->val1 = 0;
  16705. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16706. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16707. }
  16708. if(group->val2) {
  16709. sd = map_charid2sd(group->val2);
  16710. group->val2 = 0;
  16711. if (sd && !map[sd->bl.m].flag.nowarp && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16712. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16713. }
  16714. skill_delunit(unit);
  16715. }
  16716. break;
  16717. case UNT_REVERBERATION:
  16718. case UNT_NETHERWORLD:
  16719. if( unit->val1 <= 0 ) { // If it was deactivated.
  16720. skill_delunit(unit);
  16721. break;
  16722. }
  16723. clif_changetraplook(bl,UNT_USED_TRAPS);
  16724. if (group->unit_id == UNT_REVERBERATION)
  16725. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16726. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16727. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16728. group->unit_id = UNT_USED_TRAPS;
  16729. break;
  16730. case UNT_FEINTBOMB: {
  16731. struct block_list *src = map_id2bl(group->src_id);
  16732. if (src)
  16733. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16734. skill_delunit(unit);
  16735. }
  16736. break;
  16737. case UNT_BANDING:
  16738. {
  16739. struct block_list *src = map_id2bl(group->src_id);
  16740. struct status_change *sc;
  16741. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16742. skill_delunit(unit);
  16743. break;
  16744. }
  16745. // This unit isn't removed while SC_BANDING is active.
  16746. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16747. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16748. }
  16749. break;
  16750. case UNT_B_TRAP:
  16751. {
  16752. struct block_list* src;
  16753. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16754. struct item item_tmp;
  16755. memset(&item_tmp, 0, sizeof(item_tmp));
  16756. item_tmp.nameid = group->item_id;
  16757. item_tmp.identify = 1;
  16758. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16759. }
  16760. skill_delunit(unit);
  16761. }
  16762. break;
  16763. default:
  16764. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR)) {
  16765. // Deal damage before expiration
  16766. break;
  16767. }
  16768. skill_delunit(unit);
  16769. break;
  16770. }
  16771. } else {// skill unit is still active
  16772. switch( group->unit_id ) {
  16773. case UNT_ICEWALL:
  16774. // icewall loses 50 hp every second
  16775. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16776. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16777. unit->limit = DIFF_TICK(tick+700,group->tick);
  16778. break;
  16779. case UNT_BLASTMINE:
  16780. case UNT_SKIDTRAP:
  16781. case UNT_LANDMINE:
  16782. case UNT_SHOCKWAVE:
  16783. case UNT_SANDMAN:
  16784. case UNT_FLASHER:
  16785. case UNT_CLAYMORETRAP:
  16786. case UNT_FREEZINGTRAP:
  16787. case UNT_TALKIEBOX:
  16788. case UNT_ANKLESNARE:
  16789. case UNT_B_TRAP:
  16790. if( unit->val1 <= 0 ) {
  16791. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16792. skill_delunit(unit);
  16793. else {
  16794. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16795. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16796. group->unit_id = UNT_USED_TRAPS;
  16797. }
  16798. }
  16799. break;
  16800. case UNT_REVERBERATION:
  16801. case UNT_NETHERWORLD:
  16802. if (unit->val1 <= 0) {
  16803. clif_changetraplook(bl,UNT_USED_TRAPS);
  16804. if (group->unit_id == UNT_REVERBERATION)
  16805. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16806. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16807. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16808. group->unit_id = UNT_USED_TRAPS;
  16809. }
  16810. break;
  16811. case UNT_WALLOFTHORN:
  16812. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16813. skill_delunitgroup(group);
  16814. break;
  16815. }
  16816. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16817. skill_delunit(unit);
  16818. break;
  16819. case UNT_SANCTUARY:
  16820. if (group->val1 <= 0) {
  16821. skill_delunitgroup(group);
  16822. }
  16823. break;
  16824. default:
  16825. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16826. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  16827. // Unit will expire the next interval, start dropping Meteor
  16828. struct block_list* src;
  16829. if ((src = map_id2bl(group->src_id)) != NULL) {
  16830. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  16831. group->val2 = 1;
  16832. }
  16833. }
  16834. // No damage until expiration
  16835. return 0;
  16836. }
  16837. break;
  16838. }
  16839. }
  16840. //Don't continue if unit or even group is expired and has been deleted.
  16841. if( !group || !unit->alive )
  16842. return 0;
  16843. dissonance = skill_dance_switch(unit, 0);
  16844. if( unit->range >= 0 && group->interval != -1 )
  16845. {
  16846. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16847. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16848. group->unit_id = UNT_USED_TRAPS;
  16849. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16850. unit->range = -1; //Disable processed cell.
  16851. if (--group->val1 <= 0) { // number of live cells
  16852. //All tiles were processed, disable skill.
  16853. group->target_flag=BCT_NOONE;
  16854. group->bl_flag= BL_NUL;
  16855. }
  16856. }
  16857. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR) {
  16858. skill_delunit(unit);
  16859. return 0;
  16860. }
  16861. }
  16862. if( dissonance )
  16863. skill_dance_switch(unit, 1);
  16864. return 0;
  16865. }
  16866. /*==========================================
  16867. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16868. *------------------------------------------*/
  16869. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16870. {
  16871. map_freeblock_lock();
  16872. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16873. map_freeblock_unlock();
  16874. return 0;
  16875. }
  16876. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16877. /*==========================================
  16878. * flag :
  16879. * 1 : store that skill_unit in array
  16880. * 2 : clear that skill_unit
  16881. * 4 : call_on_left
  16882. *------------------------------------------*/
  16883. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16884. {
  16885. struct skill_unit* unit = (struct skill_unit *)bl;
  16886. struct skill_unit_group* group = NULL;
  16887. struct block_list* target = va_arg(ap,struct block_list*);
  16888. unsigned int tick = va_arg(ap,unsigned int);
  16889. int flag = va_arg(ap,int);
  16890. bool dissonance;
  16891. uint16 skill_id;
  16892. int i;
  16893. nullpo_ret(unit);
  16894. nullpo_ret(target);
  16895. if( !unit->alive || target->prev == NULL )
  16896. return 0;
  16897. nullpo_ret(group = unit->group);
  16898. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16899. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16900. dissonance = skill_dance_switch(unit, 0);
  16901. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16902. skill_id = group->skill_id;
  16903. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16904. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16905. if( dissonance ) {
  16906. skill_dance_switch(unit, 1);
  16907. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16908. }
  16909. return 0;
  16910. }
  16911. //Target-type check.
  16912. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16913. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16914. if( flag&1 ) {
  16915. if( flag&2 ) { //Clear this skill id.
  16916. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16917. if( i < ARRAYLENGTH(skill_unit_temp) )
  16918. skill_unit_temp[i] = 0;
  16919. }
  16920. } else {
  16921. if( flag&2 ) { //Store this skill id.
  16922. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16923. if( i < ARRAYLENGTH(skill_unit_temp) )
  16924. skill_unit_temp[i] = skill_id;
  16925. else
  16926. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16927. }
  16928. }
  16929. if( flag&4 )
  16930. skill_unit_onleft(skill_id,target,tick);
  16931. }
  16932. if( dissonance )
  16933. skill_dance_switch(unit, 1);
  16934. return 0;
  16935. } else {
  16936. if( flag&1 ) {
  16937. int result = skill_unit_onplace(unit,target,tick);
  16938. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16939. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16940. if( i < ARRAYLENGTH(skill_unit_temp) )
  16941. skill_unit_temp[i] = 0;
  16942. }
  16943. } else {
  16944. int result = skill_unit_onout(unit,target,tick);
  16945. if( flag&2 && result ) { //Store this unit id.
  16946. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16947. if( i < ARRAYLENGTH(skill_unit_temp) )
  16948. skill_unit_temp[i] = skill_id;
  16949. else
  16950. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16951. }
  16952. }
  16953. //TODO: Normally, this is dangerous since the unit and group could be freed
  16954. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16955. //cells do not get deleted within them. [Skotlex]
  16956. if( dissonance )
  16957. skill_dance_switch(unit, 1);
  16958. if( flag&4 )
  16959. skill_unit_onleft(skill_id,target,tick);
  16960. return 1;
  16961. }
  16962. }
  16963. /*==========================================
  16964. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16965. * Flag values:
  16966. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16967. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16968. * units to figure out when they have left a group.
  16969. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16970. *------------------------------------------*/
  16971. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16972. {
  16973. nullpo_ret(bl);
  16974. if( bl->prev == NULL )
  16975. return 0;
  16976. if( flag&2 && !(flag&1) ) //Onout, clear data
  16977. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16978. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16979. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16980. int i;
  16981. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16982. if( skill_unit_temp[i] )
  16983. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16984. }
  16985. return 0;
  16986. }
  16987. /*==========================================
  16988. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16989. * @param bl Skill unit
  16990. * @param m Map
  16991. * @param dx
  16992. * @param dy
  16993. *------------------------------------------*/
  16994. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16995. unsigned int tick = gettick();
  16996. struct skill_unit *su;
  16997. if (bl->type != BL_SKILL)
  16998. return;
  16999. if (!(su = (struct skill_unit *)bl))
  17000. return;
  17001. if (!su->alive)
  17002. return;
  17003. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  17004. return; //Ensembles may not be moved around.
  17005. if (!bl->prev) {
  17006. bl->x = dx;
  17007. bl->y = dy;
  17008. return;
  17009. }
  17010. map_moveblock(bl, dx, dy, tick);
  17011. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17012. skill_getareachar_skillunit_visibilty(su, AREA);
  17013. return;
  17014. }
  17015. /**
  17016. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17017. * @param group Skill Group
  17018. * @param m Map
  17019. * @param dx
  17020. * @param dy
  17021. */
  17022. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17023. {
  17024. int i, j;
  17025. unsigned int tick = gettick();
  17026. int *m_flag;
  17027. struct skill_unit *unit1;
  17028. struct skill_unit *unit2;
  17029. if (group == NULL)
  17030. return;
  17031. if (group->unit_count <= 0)
  17032. return;
  17033. if (group->unit == NULL)
  17034. return;
  17035. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  17036. return; //Ensembles may not be moved around.
  17037. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17038. // m_flag
  17039. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17040. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17041. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17042. // 3: Both 1+2.
  17043. for(i = 0; i < group->unit_count; i++) {
  17044. unit1 =& group->unit[i];
  17045. if (!unit1->alive || unit1->bl.m != m)
  17046. continue;
  17047. for(j = 0; j < group->unit_count; j++) {
  17048. unit2 = &group->unit[j];
  17049. if (!unit2->alive)
  17050. continue;
  17051. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17052. m_flag[i] |= 0x1;
  17053. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17054. m_flag[i] |= 0x2;
  17055. }
  17056. }
  17057. j = 0;
  17058. for (i = 0; i < group->unit_count; i++) {
  17059. unit1 = &group->unit[i];
  17060. if (!unit1->alive)
  17061. continue;
  17062. if (!(m_flag[i]&0x2)) {
  17063. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17064. skill_dance_overlap(unit1, 0);
  17065. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17066. }
  17067. //Move Cell using "smart" criteria (avoid useless moving around)
  17068. switch(m_flag[i]) {
  17069. case 0:
  17070. //Cell moves independently, safely move it.
  17071. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17072. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17073. break;
  17074. case 1:
  17075. //Cell moves unto another cell, look for a replacement cell that won't collide
  17076. //and has no cell moving into it (flag == 2)
  17077. for(; j < group->unit_count; j++) {
  17078. int dx2, dy2;
  17079. if(m_flag[j] != 2 || !group->unit[j].alive)
  17080. continue;
  17081. //Move to where this cell would had moved.
  17082. unit2 = &group->unit[j];
  17083. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17084. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17085. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17086. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17087. j++; //Skip this cell as we have used it.
  17088. break;
  17089. }
  17090. break;
  17091. case 2:
  17092. case 3:
  17093. break; //Don't move the cell as a cell will end on this tile anyway.
  17094. }
  17095. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17096. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17097. skill_dance_overlap(unit1, 1);
  17098. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17099. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17100. }
  17101. }
  17102. aFree(m_flag);
  17103. }
  17104. /**
  17105. * Checking product requirement in player's inventory.
  17106. * Checking if player has the item or not, the amount, and the weight limit.
  17107. * @param sd Player
  17108. * @param nameid Product requested
  17109. * @param trigger Trigger criteria to match will 'ItemLv'
  17110. * @param qty Amount of item will be created
  17111. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17112. */
  17113. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17114. {
  17115. short i, j;
  17116. nullpo_ret(sd);
  17117. if (!nameid || !itemdb_exists(nameid))
  17118. return 0;
  17119. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17120. if (skill_produce_db[i].nameid == nameid) {
  17121. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17122. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17123. continue; // must iterate again to check other skills that produce it. [malufett]
  17124. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17125. continue; // special case
  17126. break;
  17127. }
  17128. }
  17129. if (i >= MAX_SKILL_PRODUCE_DB)
  17130. return 0;
  17131. // Cannot carry the produced stuff
  17132. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17133. return 0;
  17134. // Matching the requested produce list
  17135. if (trigger >= 0) {
  17136. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17137. if (skill_produce_db[i].itemlv != trigger)
  17138. return 0;
  17139. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17140. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17141. return 0;
  17142. } else { // Weapon (itemlv must be higher or equal)
  17143. if (skill_produce_db[i].itemlv > trigger)
  17144. return 0;
  17145. }
  17146. }
  17147. // Check on player's inventory
  17148. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17149. unsigned short nameid_produce;
  17150. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17151. continue;
  17152. if (skill_produce_db[i].mat_amount[j] == 0) {
  17153. if (pc_search_inventory(sd,nameid_produce) < 0)
  17154. return 0;
  17155. } else {
  17156. unsigned short idx, amt;
  17157. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17158. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17159. amt += sd->inventory.u.items_inventory[idx].amount;
  17160. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17161. return 0;
  17162. }
  17163. }
  17164. return i + 1;
  17165. }
  17166. /**
  17167. * Attempt to produce an item
  17168. * @param sd Player
  17169. * @param skill_id Skill used
  17170. * @param nameid Requested product
  17171. * @param slot1
  17172. * @param slot2
  17173. * @param slot3
  17174. * @param qty Amount of requested item
  17175. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17176. * @return True is success, False if failed
  17177. */
  17178. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17179. {
  17180. int slot[3];
  17181. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17182. int num = -1; // exclude the recipe
  17183. struct status_data *status;
  17184. struct item_data* data;
  17185. nullpo_ret(sd);
  17186. status = status_get_status_data(&sd->bl);
  17187. if( sd->skill_id_old == skill_id )
  17188. skill_lv = sd->skill_lv_old;
  17189. if (produce_idx == -1) {
  17190. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17191. return false;
  17192. idx--;
  17193. }
  17194. else
  17195. idx = produce_idx;
  17196. if (qty < 1)
  17197. qty = 1;
  17198. if (!skill_id) //A skill can be specified for some override cases.
  17199. skill_id = skill_produce_db[idx].req_skill;
  17200. if( skill_id == GC_RESEARCHNEWPOISON )
  17201. skill_id = GC_CREATENEWPOISON;
  17202. slot[0] = slot1;
  17203. slot[1] = slot2;
  17204. slot[2] = slot3;
  17205. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17206. short j;
  17207. if (slot[i] <= 0)
  17208. continue;
  17209. j = pc_search_inventory(sd,slot[i]);
  17210. if (j < 0)
  17211. continue;
  17212. if (slot[i] == ITEMID_STAR_CRUMB) {
  17213. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17214. sc++;
  17215. }
  17216. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17217. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17218. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17219. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17220. }
  17221. }
  17222. if (skill_id == RK_RUNEMASTERY) {
  17223. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17224. data = itemdb_search(nameid);
  17225. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17226. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  17227. else temp_qty = 1;
  17228. if (data->stack.inventory) {
  17229. for (i = 0; i < MAX_INVENTORY; i++) {
  17230. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17231. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17232. clif_msg(sd,RUNE_CANT_CREATE);
  17233. return 0;
  17234. } else {
  17235. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17236. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17237. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17238. }
  17239. break;
  17240. }
  17241. }
  17242. }
  17243. qty = temp_qty;
  17244. }
  17245. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17246. short id, x, j;
  17247. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17248. continue;
  17249. num++;
  17250. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17251. do {
  17252. int y = 0;
  17253. j = pc_search_inventory(sd,id);
  17254. if (j >= 0) {
  17255. y = sd->inventory.u.items_inventory[j].amount;
  17256. if (y > x)
  17257. y = x;
  17258. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17259. } else {
  17260. ShowError("skill_produce_mix: material item error\n");
  17261. return false;
  17262. }
  17263. x -= y;
  17264. } while( j >= 0 && x > 0 );
  17265. }
  17266. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17267. wlv = itemdb_wlv(nameid);
  17268. if (!equip) {
  17269. switch (skill_id) {
  17270. case BS_IRON:
  17271. case BS_STEEL:
  17272. case BS_ENCHANTEDSTONE:
  17273. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17274. i = pc_checkskill(sd,skill_id);
  17275. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17276. switch (nameid) {
  17277. case ITEMID_IRON:
  17278. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17279. break;
  17280. case ITEMID_STEEL:
  17281. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17282. break;
  17283. case ITEMID_STAR_CRUMB:
  17284. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17285. break;
  17286. default: // Enchanted Stones
  17287. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17288. break;
  17289. }
  17290. break;
  17291. case ASC_CDP:
  17292. make_per = (2000 + 40*status->dex + 20*status->luk);
  17293. break;
  17294. case AL_HOLYWATER:
  17295. case AB_ANCILLA:
  17296. make_per = 100000; //100% success
  17297. break;
  17298. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17299. case AM_TWILIGHT1:
  17300. case AM_TWILIGHT2:
  17301. case AM_TWILIGHT3:
  17302. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17303. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17304. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17305. if (hom_is_active(sd->hd)) {//Player got a homun
  17306. int skill;
  17307. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17308. make_per += skill*100; //+1% bonus per level
  17309. }
  17310. switch(nameid){
  17311. case ITEMID_RED_POTION:
  17312. case ITEMID_YELLOW_POTION:
  17313. case ITEMID_WHITE_POTION:
  17314. make_per += (1+rnd()%100)*10 + 2000;
  17315. break;
  17316. case ITEMID_ALCOHOL:
  17317. make_per += (1+rnd()%100)*10 + 1000;
  17318. break;
  17319. case ITEMID_FIRE_BOTTLE:
  17320. case ITEMID_ACID_BOTTLE:
  17321. case ITEMID_MAN_EATER_BOTTLE:
  17322. case ITEMID_MINI_BOTTLE:
  17323. make_per += (1+rnd()%100)*10;
  17324. break;
  17325. case ITEMID_YELLOW_SLIM_POTION:
  17326. make_per -= (1+rnd()%50)*10;
  17327. break;
  17328. case ITEMID_WHITE_SLIM_POTION:
  17329. case ITEMID_COATING_BOTTLE:
  17330. make_per -= (1+rnd()%100)*10;
  17331. break;
  17332. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17333. case ITEMID_BLUE_POTION:
  17334. case ITEMID_RED_SLIM_POTION:
  17335. case ITEMID_ANODYNE:
  17336. case ITEMID_ALOEBERA:
  17337. default:
  17338. break;
  17339. }
  17340. if (battle_config.pp_rate != 100)
  17341. make_per = make_per * battle_config.pp_rate / 100;
  17342. break;
  17343. case SA_CREATECON: // Elemental Converter Creation
  17344. make_per = 100000; // should be 100% success rate
  17345. break;
  17346. case RK_RUNEMASTERY: {
  17347. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17348. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17349. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17350. int D = 0;
  17351. switch (nameid) { //rune rank it_diff 9 craftable rune
  17352. case ITEMID_BERKANA:
  17353. D = -2000;
  17354. break; //Rank S
  17355. case ITEMID_NAUTHIZ:
  17356. case ITEMID_URUZ:
  17357. D = -1500;
  17358. break; //Rank A
  17359. case ITEMID_ISA:
  17360. case ITEMID_WYRD:
  17361. D = -1000;
  17362. break; //Rank B
  17363. case ITEMID_RAIDO:
  17364. case ITEMID_THURISAZ:
  17365. case ITEMID_HAGALAZ:
  17366. case ITEMID_OTHILA:
  17367. D = -500;
  17368. break; //Rank C
  17369. default:
  17370. D = -1500;
  17371. break; //not specified =-15%
  17372. }
  17373. make_per = A + B + C + D;
  17374. }
  17375. break;
  17376. case GC_CREATENEWPOISON:
  17377. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17378. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17379. break;
  17380. case GN_CHANGEMATERIAL:
  17381. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17382. if (skill_changematerial_db[i].nameid == nameid) {
  17383. make_per = skill_changematerial_db[i].rate * 10;
  17384. break;
  17385. }
  17386. }
  17387. break;
  17388. case GN_S_PHARMACY:
  17389. {
  17390. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17391. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  17392. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  17393. switch(nameid){// difficulty factor
  17394. case ITEMID_HP_INCREASE_POTION_SMALL:
  17395. case ITEMID_SP_INCREASE_POTION_SMALL:
  17396. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17397. difficulty += 10;
  17398. break;
  17399. case ITEMID_BOMB_MUSHROOM_SPORE:
  17400. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17401. difficulty += 15;
  17402. break;
  17403. case ITEMID_BANANA_BOMB:
  17404. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17405. case ITEMID_SP_INCREASE_POTION_LARGE:
  17406. case ITEMID_VITATA500:
  17407. difficulty += 20;
  17408. break;
  17409. case ITEMID_SEED_OF_HORNY_PLANT:
  17410. case ITEMID_BLOODSUCK_PLANT_SEED:
  17411. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17412. difficulty += 30;
  17413. break;
  17414. case ITEMID_HP_INCREASE_POTION_LARGE:
  17415. case ITEMID_CURE_FREE:
  17416. difficulty += 40;
  17417. break;
  17418. }
  17419. if( make_per >= 400 && make_per > difficulty)
  17420. qty = 10;
  17421. else if( make_per >= 300 && make_per > difficulty)
  17422. qty = 7;
  17423. else if( make_per >= 100 && make_per > difficulty)
  17424. qty = 6;
  17425. else if( make_per >= 1 && make_per > difficulty)
  17426. qty = 5;
  17427. else
  17428. qty = 4;
  17429. make_per = 10000;
  17430. }
  17431. break;
  17432. case GN_MAKEBOMB:
  17433. case GN_MIX_COOKING:
  17434. {
  17435. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17436. 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)
  17437. qty = ~(5 + rnd()%5) + 1;
  17438. switch(nameid){// difficulty factor
  17439. case ITEMID_APPLE_BOMB:
  17440. difficulty += 5;
  17441. break;
  17442. case ITEMID_COCONUT_BOMB:
  17443. case ITEMID_MELON_BOMB:
  17444. difficulty += 10;
  17445. break;
  17446. case ITEMID_SAVAGE_FULL_ROAST:
  17447. case ITEMID_COCKTAIL_WARG_BLOOD:
  17448. case ITEMID_MINOR_STEW:
  17449. case ITEMID_SIROMA_ICED_TEA:
  17450. case ITEMID_DROSERA_HERB_SALAD:
  17451. case ITEMID_PETITE_TAIL_NOODLES:
  17452. case ITEMID_PINEAPPLE_BOMB:
  17453. difficulty += 15;
  17454. break;
  17455. case ITEMID_BANANA_BOMB:
  17456. difficulty += 20;
  17457. break;
  17458. }
  17459. if( make_per >= 30 && make_per > difficulty)
  17460. qty = 10 + rnd()%2;
  17461. else if( make_per >= 10 && make_per > difficulty)
  17462. qty = 10;
  17463. else if( make_per == 10 && make_per > difficulty)
  17464. qty = 8;
  17465. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17466. ;// Food/Bomb creation fails.
  17467. else if( make_per >= 30 && make_per < difficulty)
  17468. qty = 5;
  17469. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17470. qty = ~qty + 1;
  17471. make_per = 0;
  17472. }
  17473. else
  17474. make_per = 10000;
  17475. qty = (skill_lv > 1 ? qty : 1);
  17476. }
  17477. break;
  17478. default:
  17479. if (sd->menuskill_id == AM_PHARMACY &&
  17480. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17481. { //Assume Cooking Dish
  17482. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17483. make_per = 10000; //100% Success
  17484. else
  17485. make_per = 1200 * (sd->menuskill_val - 10)
  17486. + 20 * (sd->status.base_level + 1)
  17487. + 20 * (status->dex + 1)
  17488. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17489. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17490. - 10 * (100 - status->luk + 1)
  17491. - 500 * (num - 1)
  17492. - 100 * (rnd()%4 + 1);
  17493. break;
  17494. }
  17495. make_per = 5000;
  17496. break;
  17497. }
  17498. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17499. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17500. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17501. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  17502. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  17503. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17504. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17505. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17506. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17507. if (battle_config.wp_rate != 100)
  17508. make_per = make_per * battle_config.wp_rate / 100;
  17509. }
  17510. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17511. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17512. if (make_per < 1) make_per = 1;
  17513. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17514. struct item tmp_item;
  17515. memset(&tmp_item,0,sizeof(tmp_item));
  17516. tmp_item.nameid = nameid;
  17517. tmp_item.amount = 1;
  17518. tmp_item.identify = 1;
  17519. if (equip) {
  17520. tmp_item.card[0] = CARD0_FORGE;
  17521. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17522. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17523. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17524. } else {
  17525. //Flag is only used on the end, so it can be used here. [Skotlex]
  17526. switch (skill_id) {
  17527. case BS_DAGGER:
  17528. case BS_SWORD:
  17529. case BS_TWOHANDSWORD:
  17530. case BS_AXE:
  17531. case BS_MACE:
  17532. case BS_KNUCKLE:
  17533. case BS_SPEAR:
  17534. flag = battle_config.produce_item_name_input&0x1;
  17535. break;
  17536. case AM_PHARMACY:
  17537. case AM_TWILIGHT1:
  17538. case AM_TWILIGHT2:
  17539. case AM_TWILIGHT3:
  17540. flag = battle_config.produce_item_name_input&0x2;
  17541. break;
  17542. case AL_HOLYWATER:
  17543. case AB_ANCILLA:
  17544. flag = battle_config.produce_item_name_input&0x8;
  17545. break;
  17546. case ASC_CDP:
  17547. flag = battle_config.produce_item_name_input&0x10;
  17548. break;
  17549. default:
  17550. flag = battle_config.produce_item_name_input&0x80;
  17551. break;
  17552. }
  17553. if (flag) {
  17554. tmp_item.card[0] = CARD0_CREATE;
  17555. tmp_item.card[1] = 0;
  17556. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17557. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17558. }
  17559. }
  17560. // if(log_config.produce > 0)
  17561. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17562. //TODO update PICKLOG
  17563. if (equip) {
  17564. clif_produceeffect(sd,0,nameid);
  17565. clif_misceffect(&sd->bl,3);
  17566. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17567. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17568. } else {
  17569. int fame = 0;
  17570. tmp_item.amount = 0;
  17571. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17572. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17573. tmp_item.amount = qty;
  17574. break;
  17575. }
  17576. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17577. tmp_item.amount++;
  17578. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17579. continue;
  17580. if (skill_id != AM_PHARMACY &&
  17581. skill_id != AM_TWILIGHT1 &&
  17582. skill_id != AM_TWILIGHT2 &&
  17583. skill_id != AM_TWILIGHT3)
  17584. continue;
  17585. //Add fame as needed.
  17586. switch(++sd->potion_success_counter) {
  17587. case 3:
  17588. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17589. break;
  17590. case 5:
  17591. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17592. break;
  17593. case 7:
  17594. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17595. break;
  17596. case 10:
  17597. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17598. sd->potion_success_counter = 0;
  17599. break;
  17600. }
  17601. } else //Failure
  17602. sd->potion_success_counter = 0;
  17603. }
  17604. if (fame)
  17605. pc_addfame(sd,fame);
  17606. //Visual effects and the like.
  17607. switch (skill_id) {
  17608. case AM_PHARMACY:
  17609. case AM_TWILIGHT1:
  17610. case AM_TWILIGHT2:
  17611. case AM_TWILIGHT3:
  17612. case ASC_CDP:
  17613. case GC_CREATENEWPOISON:
  17614. clif_produceeffect(sd,2,nameid);
  17615. clif_misceffect(&sd->bl,5);
  17616. break;
  17617. case BS_IRON:
  17618. case BS_STEEL:
  17619. case BS_ENCHANTEDSTONE:
  17620. clif_produceeffect(sd,0,nameid);
  17621. clif_misceffect(&sd->bl,3);
  17622. break;
  17623. case RK_RUNEMASTERY:
  17624. clif_produceeffect(sd,4,nameid);
  17625. clif_misceffect(&sd->bl,5);
  17626. break;
  17627. default: //Those that don't require a skill?
  17628. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17629. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  17630. if (sd->cook_mastery < 1999)
  17631. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17632. }
  17633. break;
  17634. }
  17635. }
  17636. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17637. int j, k = 0, l;
  17638. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17639. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17640. if (skill_changematerial_db[i].nameid == nameid){
  17641. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17642. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17643. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17644. tmp_item.amount = (isStackable ? total_qty : 1);
  17645. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17646. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17647. clif_additem(sd,0,0,flag);
  17648. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17649. }
  17650. }
  17651. k++;
  17652. }
  17653. }
  17654. break;
  17655. }
  17656. }
  17657. if (k) {
  17658. clif_produceeffect(sd,6,nameid);
  17659. clif_misceffect(&sd->bl,5);
  17660. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17661. return true;
  17662. }
  17663. } else if (tmp_item.amount) { //Success
  17664. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17665. clif_additem(sd,0,0,flag);
  17666. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17667. }
  17668. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17669. clif_produceeffect(sd,6,nameid);
  17670. clif_misceffect(&sd->bl,5);
  17671. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17672. }
  17673. return true;
  17674. }
  17675. }
  17676. //Failure
  17677. // if(log_config.produce)
  17678. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17679. //TODO update PICKLOG
  17680. if (equip) {
  17681. clif_produceeffect(sd,1,nameid);
  17682. clif_misceffect(&sd->bl,2);
  17683. } else {
  17684. switch (skill_id) {
  17685. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17686. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17687. case AM_PHARMACY:
  17688. case AM_TWILIGHT1:
  17689. case AM_TWILIGHT2:
  17690. case AM_TWILIGHT3:
  17691. case GC_CREATENEWPOISON:
  17692. clif_produceeffect(sd,3,nameid);
  17693. clif_misceffect(&sd->bl,6);
  17694. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17695. break;
  17696. case BS_IRON:
  17697. case BS_STEEL:
  17698. case BS_ENCHANTEDSTONE:
  17699. clif_produceeffect(sd,1,nameid);
  17700. clif_misceffect(&sd->bl,2);
  17701. break;
  17702. case RK_RUNEMASTERY:
  17703. clif_produceeffect(sd,5,nameid);
  17704. clif_misceffect(&sd->bl,6);
  17705. break;
  17706. case GN_MIX_COOKING:
  17707. {
  17708. struct item tmp_item;
  17709. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17710. int rate = rnd()%500;
  17711. memset(&tmp_item,0,sizeof(tmp_item));
  17712. if (rate < 50) i = 4;
  17713. else if (rate < 100) i = 2+rnd()%1;
  17714. else if (rate < 250) i = 1;
  17715. else if (rate < 500) i = 0;
  17716. tmp_item.nameid = compensation[i];
  17717. tmp_item.amount = qty;
  17718. tmp_item.identify = 1;
  17719. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17720. clif_additem(sd,0,0,flag);
  17721. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17722. }
  17723. clif_produceeffect(sd,7,nameid);
  17724. clif_misceffect(&sd->bl,6);
  17725. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17726. }
  17727. break;
  17728. case GN_MAKEBOMB:
  17729. case GN_S_PHARMACY:
  17730. case GN_CHANGEMATERIAL:
  17731. clif_produceeffect(sd,7,nameid);
  17732. clif_misceffect(&sd->bl,6);
  17733. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17734. break;
  17735. default:
  17736. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17737. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  17738. if (sd->cook_mastery > 0)
  17739. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17740. }
  17741. break;
  17742. }
  17743. }
  17744. return false;
  17745. }
  17746. /**
  17747. * Attempt to create arrow by specified material
  17748. * @param sd Player
  17749. * @param nameid Item ID of material
  17750. * @return True if created, False is failed
  17751. */
  17752. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17753. {
  17754. short i, j, idx = -1;
  17755. struct item tmp_item;
  17756. nullpo_ret(sd);
  17757. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17758. return false;
  17759. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17760. if (nameid == skill_arrow_db[i].nameid) {
  17761. idx = i;
  17762. break;
  17763. }
  17764. }
  17765. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17766. return false;
  17767. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17768. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17769. char flag = 0;
  17770. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17771. continue;
  17772. memset(&tmp_item,0,sizeof(tmp_item));
  17773. tmp_item.identify = 1;
  17774. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17775. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17776. if (battle_config.produce_item_name_input&0x4) {
  17777. tmp_item.card[0] = CARD0_CREATE;
  17778. tmp_item.card[1] = 0;
  17779. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17780. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17781. }
  17782. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17783. clif_additem(sd,0,0,flag);
  17784. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17785. }
  17786. }
  17787. return true;
  17788. }
  17789. /**
  17790. * Enchant weapon with poison
  17791. * @param sd Player
  17792. * @nameid Item ID of poison type
  17793. */
  17794. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17795. {
  17796. sc_type type;
  17797. int chance, i, val4 = 0;
  17798. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17799. char output[CHAT_SIZE_MAX];
  17800. const char *msg;
  17801. nullpo_ret(sd);
  17802. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17803. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17804. return 0;
  17805. }
  17806. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17807. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17808. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17809. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17810. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17811. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17812. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17813. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17814. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17815. default:
  17816. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17817. return 0;
  17818. }
  17819. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  17820. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17821. 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
  17822. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17823. sprintf(output, msg_txt(sd,721), msg);
  17824. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  17825. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17826. clif_msg(sd,msg);
  17827. #endif*/
  17828. return 0;
  17829. }
  17830. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17831. {
  17832. struct status_change *sc = status_get_sc(bl);
  17833. // non-offensive and non-magic skills do not affect the status
  17834. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17835. return;
  17836. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17837. if (sc->data[SC_MAGICPOWER]->val4) {
  17838. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17839. } else {
  17840. sc->data[SC_MAGICPOWER]->val4 = 1;
  17841. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17842. #ifndef RENEWAL
  17843. if(bl->type == BL_PC){// update current display.
  17844. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17845. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17846. }
  17847. #endif
  17848. }
  17849. }
  17850. }
  17851. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17852. int x, y, i, class_, skill;
  17853. struct mob_data *md;
  17854. nullpo_ret(sd);
  17855. skill = sd->menuskill_val;
  17856. 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) ) {
  17857. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17858. return 0;
  17859. }
  17860. // Spawn Position
  17861. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17862. x = sd->sc.comet_x;
  17863. y = sd->sc.comet_y;
  17864. sd->sc.comet_x = 0;
  17865. sd->sc.comet_y = 0;
  17866. sd->menuskill_val = 0;
  17867. // Item picked decides the mob class
  17868. switch(nameid) {
  17869. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17870. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17871. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17872. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17873. default:
  17874. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17875. return 0;
  17876. }
  17877. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17878. if( md ) {
  17879. struct unit_data *ud = unit_bl2ud(&md->bl);
  17880. md->master_id = sd->bl.id;
  17881. md->special_state.ai = AI_FAW;
  17882. if(ud) {
  17883. ud->skill_id = NC_MAGICDECOY;
  17884. ud->skill_lv = skill;
  17885. }
  17886. if( md->deletetimer != INVALID_TIMER )
  17887. delete_timer(md->deletetimer, mob_timer_delete);
  17888. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17889. mob_spawn(md);
  17890. }
  17891. return 0;
  17892. }
  17893. // Warlock Spellbooks. [LimitLine/3CeAM]
  17894. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17895. int i, max_preserve, skill_id, point;
  17896. struct status_change *sc;
  17897. nullpo_retv(sd);
  17898. sc = status_get_sc(&sd->bl);
  17899. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17900. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17901. if( sc && !sc->data[i] )
  17902. break;
  17903. }
  17904. if( i > SC_MAXSPELLBOOK ) {
  17905. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17906. return;
  17907. }
  17908. if (!skill_spellbook_count)
  17909. return;
  17910. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17911. if( i == MAX_SKILL_SPELLBOOK_DB )
  17912. return;
  17913. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17914. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17915. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17916. return;
  17917. }
  17918. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17919. point = skill_spellbook_db[i].point;
  17920. if( sc && sc->data[SC_FREEZE_SP] ) {
  17921. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17922. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17923. return;
  17924. }
  17925. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17926. if( !sc->data[i] ){
  17927. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17928. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17929. break;
  17930. }
  17931. }
  17932. } else {
  17933. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17934. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17935. }
  17936. // Reading Spell Book SP cost same as the sealed spell.
  17937. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17938. }
  17939. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17940. int lv, prob, aslvl = 0;
  17941. uint16 id, sk_idx = 0;
  17942. nullpo_ret(sd);
  17943. if (sd->sc.data[SC_STOP]) {
  17944. aslvl = sd->sc.data[SC_STOP]->val1;
  17945. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17946. }
  17947. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17948. return 0;
  17949. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17950. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17951. return 0;
  17952. }
  17953. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17954. lv = min(lv,sd->status.skill[sk_idx].lv);
  17955. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17956. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17957. return 0;
  17958. }
  17959. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17960. int i;
  17961. nullpo_ret(sd);
  17962. nullpo_ret(item_list);
  17963. if( n <= 0 )
  17964. return 1;
  17965. for( i = 0; i < n; i++ ) {
  17966. unsigned short nameid;
  17967. int add_amount, del_amount, idx, product;
  17968. struct item tmp_item;
  17969. idx = item_list[i*2+0]-2;
  17970. del_amount = item_list[i*2+1];
  17971. if( skill_lv == 2 )
  17972. del_amount -= (del_amount % 10);
  17973. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17974. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  17975. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17976. return 1;
  17977. }
  17978. switch( nameid ) {
  17979. // Level 1
  17980. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17981. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17982. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17983. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17984. // Level 2
  17985. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17986. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17987. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17988. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17989. default:
  17990. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17991. return 1;
  17992. }
  17993. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17994. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17995. return 1;
  17996. }
  17997. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17998. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17999. return 1;
  18000. }
  18001. memset(&tmp_item,0,sizeof(tmp_item));
  18002. tmp_item.nameid = product;
  18003. tmp_item.amount = add_amount;
  18004. tmp_item.identify = 1;
  18005. if( tmp_item.amount ) {
  18006. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18007. if( flag != 0 ) {
  18008. clif_additem(sd,0,0,flag);
  18009. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18010. }
  18011. }
  18012. }
  18013. return 0;
  18014. }
  18015. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18016. int i, j, k, c, p = 0, amount;
  18017. unsigned short nameid;
  18018. nullpo_ret(sd);
  18019. nullpo_ret(item_list);
  18020. // Search for objects that can be created.
  18021. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18022. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18023. p = 0;
  18024. do {
  18025. c = 0;
  18026. // Verification of overlap between the objects required and the list submitted.
  18027. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18028. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18029. for( k = 0; k < n; k++ ) {
  18030. int idx = item_list[k*2+0]-2;
  18031. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18032. amount = item_list[k*2+1];
  18033. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18034. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18035. return 0;
  18036. }
  18037. 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]
  18038. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18039. c++; // match
  18040. }
  18041. }
  18042. else
  18043. break; // No more items required
  18044. }
  18045. p++;
  18046. } while(n == j && c == n);
  18047. p--;
  18048. if ( p > 0 ) {
  18049. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18050. return 1;
  18051. }
  18052. }
  18053. }
  18054. if( p == 0)
  18055. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18056. return 0;
  18057. }
  18058. /**
  18059. * For Royal Guard's LG_TRAMPLE
  18060. */
  18061. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18062. {
  18063. struct skill_unit *su = (struct skill_unit *)bl;
  18064. struct skill_unit_group *sg = NULL;
  18065. unsigned int tick;
  18066. nullpo_ret(su);
  18067. tick = va_arg(ap, unsigned int);
  18068. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  18069. switch( sg->unit_id ) {
  18070. case UNT_CLAYMORETRAP:
  18071. case UNT_FIRINGTRAP:
  18072. case UNT_ICEBOUNDTRAP:
  18073. 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);
  18074. break;
  18075. case UNT_LANDMINE:
  18076. case UNT_BLASTMINE:
  18077. case UNT_SHOCKWAVE:
  18078. case UNT_SANDMAN:
  18079. case UNT_FLASHER:
  18080. case UNT_FREEZINGTRAP:
  18081. case UNT_CLUSTERBOMB:
  18082. if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
  18083. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18084. else
  18085. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18086. break;
  18087. }
  18088. // Traps aren't recovered.
  18089. skill_delunit(su);
  18090. }
  18091. return 0;
  18092. }
  18093. /*==========================================
  18094. *
  18095. *------------------------------------------*/
  18096. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18097. int i;
  18098. nullpo_retr(-1, sd);
  18099. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18100. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18101. }
  18102. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  18103. struct map_session_data *sd = map_id2sd(id);
  18104. int i = (int)data;
  18105. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18106. return 0;
  18107. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18108. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18109. return 0;
  18110. }
  18111. aFree(sd->scd[i]);
  18112. sd->scd[i] = NULL;
  18113. return 1;
  18114. }
  18115. /**
  18116. * Flags a singular skill as being blocked from persistent usage.
  18117. * @param sd the player the skill delay affects
  18118. * @param skill_id the skill which should be delayed
  18119. * @param tick the length of time the delay should last
  18120. * @param load whether this assignment is being loaded upon player login
  18121. * @return 0 if successful, -1 otherwise
  18122. */
  18123. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  18124. int i;
  18125. nullpo_retr(-1, sd);
  18126. if (!skill_id || tick < 1)
  18127. return -1;
  18128. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18129. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18130. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18131. aFree(sd->scd[i]);
  18132. sd->scd[i] = NULL;
  18133. }
  18134. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18135. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18136. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18137. sd->scd[i]->skill_id = skill_id;
  18138. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18139. if (battle_config.display_status_timers && tick > 0)
  18140. clif_skill_cooldown(sd, skill_id, tick);
  18141. return 1;
  18142. } else {
  18143. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18144. return 0;
  18145. }
  18146. }
  18147. int skill_blockpc_clear(struct map_session_data *sd) {
  18148. int i;
  18149. nullpo_ret(sd);
  18150. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18151. if (!sd->scd[i])
  18152. continue;
  18153. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18154. aFree(sd->scd[i]);
  18155. sd->scd[i] = NULL;
  18156. }
  18157. return 1;
  18158. }
  18159. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18160. {
  18161. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18162. if (data <= 0 || data >= SKILL_MAX_DB())
  18163. return 0;
  18164. if (hd)
  18165. hd->blockskill[data] = 0;
  18166. return 1;
  18167. }
  18168. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18169. {
  18170. uint16 idx = skill_get_index(skill_id);
  18171. nullpo_retr(-1, hd);
  18172. if (!idx)
  18173. return -1;
  18174. if (tick < 1) {
  18175. hd->blockskill[idx] = 0;
  18176. return -1;
  18177. }
  18178. hd->blockskill[idx] = 1;
  18179. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  18180. }
  18181. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  18182. {
  18183. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18184. if( data <= 0 || data >= SKILL_MAX_DB() )
  18185. return 0;
  18186. if( md )
  18187. md->blockskill[data] = 0;
  18188. return 1;
  18189. }
  18190. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18191. {
  18192. uint16 idx = skill_get_index(skill_id);
  18193. nullpo_retr(-1, md);
  18194. if( !idx )
  18195. return -1;
  18196. if( tick < 1 ) {
  18197. md->blockskill[idx] = 0;
  18198. return -1;
  18199. }
  18200. md->blockskill[idx] = 1;
  18201. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  18202. }
  18203. /**
  18204. * Adds a new skill unit entry for this player to recast after map load
  18205. * @param sd: Player
  18206. * @param skill_id: Skill ID to save
  18207. * @param skill_lv: Skill level to save
  18208. */
  18209. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18210. {
  18211. struct skill_usave *sus = NULL;
  18212. if (idb_exists(skillusave_db,sd->status.char_id))
  18213. idb_remove(skillusave_db,sd->status.char_id);
  18214. CREATE(sus, struct skill_usave, 1);
  18215. idb_put(skillusave_db, sd->status.char_id, sus);
  18216. sus->skill_id = skill_id;
  18217. sus->skill_lv = skill_lv;
  18218. }
  18219. /**
  18220. * Loads saved skill unit entries for this player after map load
  18221. * @param sd: Player
  18222. */
  18223. void skill_usave_trigger(struct map_session_data *sd)
  18224. {
  18225. struct skill_usave *sus = NULL;
  18226. struct skill_unit_group *group = NULL;
  18227. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18228. return;
  18229. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18230. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18231. 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));
  18232. idb_remove(skillusave_db, sd->status.char_id);
  18233. }
  18234. /*
  18235. *
  18236. */
  18237. int skill_split_str (char *str, char **val, int num)
  18238. {
  18239. int i;
  18240. for( i = 0; i < num && str; i++ ) {
  18241. val[i] = str;
  18242. str = strchr(str,',');
  18243. if( str )
  18244. *str++ = 0;
  18245. }
  18246. return i;
  18247. }
  18248. /**
  18249. * Split the string with ':' as separator and put each value for a skilllv
  18250. * if no more value found put the latest to fill the array
  18251. * @param str : string to split
  18252. * @param val : array of MAX_SKILL_LEVEL to put value into
  18253. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  18254. */
  18255. int skill_split_atoi (char *str, int *val)
  18256. {
  18257. int i, j, step = 1;
  18258. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  18259. if (!str) break;
  18260. val[i] = atoi(str);
  18261. str = strchr(str,':');
  18262. if (str)
  18263. *str++=0;
  18264. }
  18265. if(i==0) //No data found.
  18266. return 0;
  18267. if(i==1) { //Single value, have the whole range have the same value.
  18268. for (; i < MAX_SKILL_LEVEL; i++)
  18269. val[i] = val[i-1];
  18270. return i;
  18271. }
  18272. //Check for linear change with increasing steps until we reach half of the data acquired.
  18273. for (step = 1; step <= i/2; step++) {
  18274. int diff = val[i-1] - val[i-step-1];
  18275. for(j = i-1; j >= step; j--)
  18276. if ((val[j]-val[j-step]) != diff)
  18277. break;
  18278. if (j>=step) //No match, try next step.
  18279. continue;
  18280. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  18281. val[i] = val[i-step]+diff;
  18282. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  18283. { val[i] = 1; diff = 0; step = 1; }
  18284. }
  18285. return i;
  18286. }
  18287. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  18288. for (;i<MAX_SKILL_LEVEL; i++)
  18289. val[i] = val[i-1];
  18290. return i;
  18291. }
  18292. /*
  18293. *
  18294. */
  18295. void skill_init_unit_layout (void) {
  18296. int i,j,pos = 0;
  18297. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18298. // standard square layouts go first
  18299. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18300. int size = i*2+1;
  18301. skill_unit_layout[i].count = size*size;
  18302. for (j=0; j<size*size; j++) {
  18303. skill_unit_layout[i].dx[j] = (j%size-i);
  18304. skill_unit_layout[i].dy[j] = (j/size-i);
  18305. }
  18306. }
  18307. // afterwards add special ones
  18308. pos = i;
  18309. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18310. uint16 skill_id = 0;
  18311. if (!skill_db[i])
  18312. continue;
  18313. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  18314. continue;
  18315. skill_id = skill_idx2id(i);
  18316. if( skill_id == EL_FIRE_MANTLE ) {
  18317. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18318. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18319. skill_unit_layout[pos].count = 8;
  18320. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18321. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18322. } else {
  18323. switch (skill_id) {
  18324. case MG_FIREWALL:
  18325. case WZ_ICEWALL:
  18326. case WL_EARTHSTRAIN:
  18327. case RL_FIRE_RAIN:
  18328. // these will be handled later
  18329. break;
  18330. case PR_SANCTUARY:
  18331. case NPC_EVILLAND: {
  18332. static const int dx[] = {
  18333. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18334. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18335. static const int dy[]={
  18336. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18337. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18338. skill_unit_layout[pos].count = 21;
  18339. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18340. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18341. }
  18342. break;
  18343. case PR_MAGNUS: {
  18344. static const int dx[] = {
  18345. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18346. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18347. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18348. static const int dy[] = {
  18349. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18350. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18351. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18352. skill_unit_layout[pos].count = 33;
  18353. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18354. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18355. }
  18356. break;
  18357. case AS_VENOMDUST: {
  18358. static const int dx[] = {-1, 0, 0, 0, 1};
  18359. static const int dy[] = { 0,-1, 0, 1, 0};
  18360. skill_unit_layout[pos].count = 5;
  18361. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18362. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18363. }
  18364. break;
  18365. case CR_GRANDCROSS:
  18366. case NPC_GRANDDARKNESS: {
  18367. static const int dx[] = {
  18368. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18369. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18370. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18371. static const int dy[] = {
  18372. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18373. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18374. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18375. skill_unit_layout[pos].count = 29;
  18376. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18377. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18378. }
  18379. break;
  18380. case PF_FOGWALL: {
  18381. static const int dx[] = {
  18382. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18383. static const int dy[] = {
  18384. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18385. skill_unit_layout[pos].count = 15;
  18386. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18387. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18388. }
  18389. break;
  18390. case PA_GOSPEL: {
  18391. static const int dx[] = {
  18392. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18393. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18394. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18395. -1, 0, 1};
  18396. static const int dy[] = {
  18397. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18398. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18399. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18400. 3, 3, 3};
  18401. skill_unit_layout[pos].count = 33;
  18402. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18403. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18404. }
  18405. break;
  18406. case NJ_KAENSIN: {
  18407. 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};
  18408. 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};
  18409. skill_unit_layout[pos].count = 24;
  18410. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18411. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18412. }
  18413. break;
  18414. case NJ_TATAMIGAESHI: {
  18415. //Level 1 (count 4, cross of 3x3)
  18416. static const int dx1[] = {-1, 1, 0, 0};
  18417. static const int dy1[] = { 0, 0,-1, 1};
  18418. //Level 2-3 (count 8, cross of 5x5)
  18419. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18420. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18421. //Level 4-5 (count 12, cross of 7x7
  18422. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18423. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18424. //lv1
  18425. j = 0;
  18426. skill_unit_layout[pos].count = 4;
  18427. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18428. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18429. skill_db[i]->unit_layout_type[j] = pos;
  18430. //lv2/3
  18431. j++;
  18432. pos++;
  18433. skill_unit_layout[pos].count = 8;
  18434. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18435. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18436. skill_db[i]->unit_layout_type[j] = pos;
  18437. skill_db[i]->unit_layout_type[++j] = pos;
  18438. //lv4/5
  18439. j++;
  18440. pos++;
  18441. skill_unit_layout[pos].count = 12;
  18442. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18443. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18444. skill_db[i]->unit_layout_type[j] = pos;
  18445. skill_db[i]->unit_layout_type[++j] = pos;
  18446. //Fill in the rest using lv 5.
  18447. for (;j<MAX_SKILL_LEVEL;j++)
  18448. skill_db[i]->unit_layout_type[j] = pos;
  18449. //Skip, this way the check below will fail and continue to the next skill.
  18450. pos++;
  18451. }
  18452. break;
  18453. case GN_WALLOFTHORN: {
  18454. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18455. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18456. skill_unit_layout[pos].count = 16;
  18457. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18458. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18459. }
  18460. break;
  18461. default:
  18462. ShowError("unknown unit layout at skill %d\n",i);
  18463. break;
  18464. }
  18465. }
  18466. if (!skill_unit_layout[pos].count)
  18467. continue;
  18468. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18469. skill_db[i]->unit_layout_type[j] = pos;
  18470. pos++;
  18471. }
  18472. // firewall and icewall have 8 layouts (direction-dependent)
  18473. firewall_unit_pos = pos;
  18474. for (i=0;i<8;i++) {
  18475. if (i&1) {
  18476. skill_unit_layout[pos].count = 5;
  18477. if (i&0x2) {
  18478. int dx[] = {-1,-1, 0, 0, 1};
  18479. int dy[] = { 1, 0, 0,-1,-1};
  18480. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18481. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18482. } else {
  18483. int dx[] = { 1, 1 ,0, 0,-1};
  18484. int dy[] = { 1, 0, 0,-1,-1};
  18485. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18486. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18487. }
  18488. } else {
  18489. skill_unit_layout[pos].count = 3;
  18490. if (i%4==0) {
  18491. int dx[] = {-1, 0, 1};
  18492. int dy[] = { 0, 0, 0};
  18493. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18494. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18495. } else {
  18496. int dx[] = { 0, 0, 0};
  18497. int dy[] = {-1, 0, 1};
  18498. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18499. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18500. }
  18501. }
  18502. pos++;
  18503. }
  18504. icewall_unit_pos = pos;
  18505. for (i=0;i<8;i++) {
  18506. skill_unit_layout[pos].count = 5;
  18507. if (i&1) {
  18508. if (i&0x2) {
  18509. int dx[] = {-2,-1, 0, 1, 2};
  18510. int dy[] = { 2, 1, 0,-1,-2};
  18511. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18512. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18513. } else {
  18514. int dx[] = { 2, 1 ,0,-1,-2};
  18515. int dy[] = { 2, 1, 0,-1,-2};
  18516. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18517. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18518. }
  18519. } else {
  18520. if (i%4==0) {
  18521. int dx[] = {-2,-1, 0, 1, 2};
  18522. int dy[] = { 0, 0, 0, 0, 0};
  18523. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18524. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18525. } else {
  18526. int dx[] = { 0, 0, 0, 0, 0};
  18527. int dy[] = {-2,-1, 0, 1, 2};
  18528. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18529. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18530. }
  18531. }
  18532. pos++;
  18533. }
  18534. earthstrain_unit_pos = pos;
  18535. for( i = 0; i < 8; i++ )
  18536. { // For each Direction
  18537. skill_unit_layout[pos].count = 15;
  18538. switch( i )
  18539. {
  18540. case 0: case 1: case 3: case 4: case 5: case 7:
  18541. {
  18542. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18543. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18546. }
  18547. break;
  18548. case 2:
  18549. case 6:
  18550. {
  18551. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18552. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18553. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18554. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18555. }
  18556. break;
  18557. }
  18558. pos++;
  18559. }
  18560. firerain_unit_pos = pos;
  18561. for( i = 0; i < 8; i++ ) {
  18562. skill_unit_layout[pos].count = 3;
  18563. switch( i ) {
  18564. case 0: case 1: case 3: case 4: case 5: case 7:
  18565. {
  18566. static const int dx[] = {-1, 0, 1};
  18567. static const int dy[] = { 0, 0, 0};
  18568. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18569. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18570. }
  18571. break;
  18572. case 2:
  18573. case 6:
  18574. {
  18575. static const int dx[] = { 0, 0, 0};
  18576. static const int dy[] = {-1, 0, 1};
  18577. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18578. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18579. }
  18580. break;
  18581. }
  18582. pos++;
  18583. }
  18584. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18585. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18586. }
  18587. void skill_init_nounit_layout (void) {
  18588. int i, pos = 0;
  18589. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18590. overbrand_nounit_pos = pos;
  18591. for( i = 0; i < 8; i++ ) {
  18592. if( i&1 ) {
  18593. skill_nounit_layout[pos].count = 33;
  18594. if( i&2 ) {
  18595. if( i&4 ) { // 7
  18596. 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};
  18597. 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};
  18598. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18599. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18600. } else { // 3
  18601. 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};
  18602. 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};
  18603. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18604. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18605. }
  18606. } else {
  18607. if( i&4 ) { // 5
  18608. 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};
  18609. 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};
  18610. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18611. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18612. } else { // 1
  18613. 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};
  18614. 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};
  18615. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18616. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18617. }
  18618. }
  18619. } else {
  18620. skill_nounit_layout[pos].count = 21;
  18621. if( i&2 ) {
  18622. if( i&4 ) { // 6
  18623. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18624. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18625. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18626. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18627. } else { // 2
  18628. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18629. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18630. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18631. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18632. }
  18633. } else {
  18634. if( i&4 ) { // 4
  18635. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18636. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18637. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18638. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18639. } else { // 0
  18640. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18641. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18642. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18643. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18644. }
  18645. }
  18646. }
  18647. pos++;
  18648. }
  18649. overbrand_brandish_nounit_pos = pos;
  18650. for( i = 0; i < 8; i++ ) {
  18651. if( i&1 ) {
  18652. skill_nounit_layout[pos].count = 74;
  18653. if( i&2 ) {
  18654. if( i&4 ) { // 7
  18655. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18656. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18657. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18658. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18659. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18660. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18661. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18662. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18663. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18664. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18665. } else { // 3
  18666. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18667. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18668. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18669. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18670. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18671. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18672. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18673. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18674. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18675. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18676. }
  18677. } else {
  18678. if( i&4 ) { // 5
  18679. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18680. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18681. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18682. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18683. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18684. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18685. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18686. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18687. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18688. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18689. } else { // 1
  18690. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18691. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18692. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18693. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18694. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18695. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18696. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18697. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18698. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18699. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18700. }
  18701. }
  18702. } else {
  18703. skill_nounit_layout[pos].count = 44;
  18704. if( i&2 ) {
  18705. if( i&4 ) { // 6
  18706. 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};
  18707. 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};
  18708. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18709. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18710. } else { // 2
  18711. 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};
  18712. 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};
  18713. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18714. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18715. }
  18716. } else {
  18717. if( i&4 ) { // 4
  18718. 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};
  18719. 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};
  18720. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18721. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18722. } else { // 0
  18723. 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};
  18724. 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};
  18725. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18726. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18727. }
  18728. }
  18729. }
  18730. pos++;
  18731. }
  18732. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18733. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18734. }
  18735. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18736. int inf3 = 0;
  18737. struct status_change *sc = status_get_sc(bl);
  18738. if( !sc || !bl || !skill_id )
  18739. return 0; // Can do it
  18740. inf3 = skill_get_inf3(skill_id);
  18741. switch (type) {
  18742. case SC_ANKLE:
  18743. if (skill_id == AL_TELEPORT)
  18744. return 1;
  18745. break;
  18746. case SC_STASIS:
  18747. if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
  18748. return 1; // Can't do it.
  18749. break;
  18750. case SC_KAGEHUMI:
  18751. if( inf3&INF3_KAGEHUMI_BL)
  18752. return 1;
  18753. case SC_BITE:
  18754. if (inf3&INF3_BITE_BLOCK)
  18755. return 1;
  18756. break;
  18757. }
  18758. return 0;
  18759. }
  18760. /* Determines whether a skill is currently active or not
  18761. * Used for purposes of cancelling SP usage when disabling a skill
  18762. */
  18763. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18764. {
  18765. switch( skill_id ) { //HP & SP Consumption Check
  18766. case BS_MAXIMIZE:
  18767. case NV_TRICKDEAD:
  18768. case TF_HIDING:
  18769. case AS_CLOAKING:
  18770. case GC_CLOAKINGEXCEED:
  18771. case ST_CHASEWALK:
  18772. case CR_DEFENDER:
  18773. case CR_SHRINK:
  18774. case CR_AUTOGUARD:
  18775. case ML_DEFENDER:
  18776. case ML_AUTOGUARD:
  18777. case PA_GOSPEL:
  18778. case GS_GATLINGFEVER:
  18779. case TK_READYCOUNTER:
  18780. case TK_READYDOWN:
  18781. case TK_READYSTORM:
  18782. case TK_READYTURN:
  18783. case TK_RUN:
  18784. case SG_FUSION:
  18785. case KO_YAMIKUMO:
  18786. case RA_WUGDASH:
  18787. case RA_CAMOUFLAGE:
  18788. if( sc->data[status_skill2sc(skill_id)] )
  18789. return 1;
  18790. break;
  18791. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18792. case NC_NEUTRALBARRIER:
  18793. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18794. return 1;
  18795. break;
  18796. case NC_STEALTHFIELD:
  18797. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18798. return 1;
  18799. break;
  18800. }
  18801. return 0;
  18802. }
  18803. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18804. int type = 0;
  18805. switch( skill_id ) {
  18806. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18807. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18808. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18809. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18810. }
  18811. type += skill_lv - 1;
  18812. return type;
  18813. }
  18814. /**
  18815. * Check before do `unit_movepos` call
  18816. * @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
  18817. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18818. **/
  18819. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18820. struct status_change *sc;
  18821. nullpo_retr(false, bl);
  18822. if (check_flag&1 && map[bl->m].flag.battleground)
  18823. return false;
  18824. if (check_flag&2 && map_flag_gvg(bl->m))
  18825. return false;
  18826. if (check_flag&4 && map_flag_gvg2(bl->m))
  18827. return false;
  18828. sc = status_get_sc(bl);
  18829. if (sc && sc->data[SC_SV_ROOTTWIST])
  18830. return false;
  18831. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18832. }
  18833. /*==========================================
  18834. * sub-function of DB reading.
  18835. * skill_db.txt
  18836. *------------------------------------------*/
  18837. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18838. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18839. uint16 skill_id = atoi(split[0]);
  18840. uint16 idx = skill_get_index2(skill_id);
  18841. if (!idx) {
  18842. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18843. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18844. return false;
  18845. }
  18846. idx = skill_db_create(skill_id);
  18847. }
  18848. skill_split_atoi(split[1],skill_db[idx]->range);
  18849. skill_db[idx]->hit = atoi(split[2]);
  18850. skill_db[idx]->inf = atoi(split[3]);
  18851. skill_split_atoi(split[4],skill_db[idx]->element);
  18852. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18853. skill_split_atoi(split[6],skill_db[idx]->splash);
  18854. skill_db[idx]->max = atoi(split[7]);
  18855. skill_split_atoi(split[8],skill_db[idx]->num);
  18856. if( strcmpi(split[9],"yes") == 0 )
  18857. skill_db[idx]->castcancel = true;
  18858. else
  18859. skill_db[idx]->castcancel = false;
  18860. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18861. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18862. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18863. if( strcmpi(split[13],"weapon") == 0 )
  18864. skill_db[idx]->skill_type = BF_WEAPON;
  18865. else if( strcmpi(split[13],"magic") == 0 )
  18866. skill_db[idx]->skill_type = BF_MAGIC;
  18867. else if( strcmpi(split[13],"misc") == 0 )
  18868. skill_db[idx]->skill_type = BF_MISC;
  18869. else
  18870. skill_db[idx]->skill_type = 0;
  18871. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18872. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18873. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18874. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18875. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18876. return true;
  18877. }
  18878. /**
  18879. * Split string to int by constant value (const.txt) or atoi()
  18880. * @param *str: String input
  18881. * @param *val: Temporary storage
  18882. * @param *delim: Delimiter (for multiple value support)
  18883. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18884. * @param max: Maximum number that can be allocated
  18885. * @return count: Number of success
  18886. */
  18887. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18888. uint8 i = 0;
  18889. char *p = strtok(str, delim);
  18890. while (p != NULL) {
  18891. int n = min_value;
  18892. trim(p);
  18893. if (ISDIGIT(p[0])) // If using numeric
  18894. n = atoi(p);
  18895. else if (!script_get_constant(p, &n)) { // If using constant value
  18896. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18897. p = strtok(NULL, delim);
  18898. continue;
  18899. }
  18900. if (n > min_value) {
  18901. val[i] = n;
  18902. i++;
  18903. if (i >= max)
  18904. break;
  18905. }
  18906. p = strtok(NULL, delim);
  18907. }
  18908. return i;
  18909. }
  18910. /// Clear status data from skill requirement
  18911. static void skill_destroy_requirement(uint16 idx) {
  18912. if (skill_db[idx]->require.status_count)
  18913. aFree(skill_db[idx]->require.status);
  18914. skill_db[idx]->require.status = NULL;
  18915. skill_db[idx]->require.status_count = 0;
  18916. if (skill_db[idx]->require.eqItem_count)
  18917. aFree(skill_db[idx]->require.eqItem);
  18918. skill_db[idx]->require.eqItem = NULL;
  18919. skill_db[idx]->require.eqItem_count = 0;
  18920. }
  18921. /**
  18922. * Read skill requirement from skill_require_db.txt
  18923. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18924. */
  18925. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18926. {
  18927. char* p;
  18928. uint16 idx, i;
  18929. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18930. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18931. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18932. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18933. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18934. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18935. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18936. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18937. p = split[7];
  18938. while (p) {
  18939. int l = atoi(p);
  18940. if( l == 99 ) { // Any weapon
  18941. skill_db[idx]->require.weapon = 0;
  18942. break;
  18943. } else
  18944. skill_db[idx]->require.weapon |= 1<<l;
  18945. p = strchr(p,':');
  18946. if(!p)
  18947. break;
  18948. p++;
  18949. }
  18950. //Ammo type that required, see doc/item_db for ammo types (View column)
  18951. p = split[8];
  18952. while (p) {
  18953. int l = atoi(p);
  18954. if( l == 99 ) { // Any ammo type
  18955. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18956. break;
  18957. } else if( l ) // 0 stands for no requirement
  18958. skill_db[idx]->require.ammo |= 1<<l;
  18959. p = strchr(p,':');
  18960. if( !p )
  18961. break;
  18962. p++;
  18963. }
  18964. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18965. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18966. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18967. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18968. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18969. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18970. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18971. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18972. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18973. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18974. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18975. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18976. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18977. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18978. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18979. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18980. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18981. //Status requirements
  18982. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18983. trim(split[11]);
  18984. if (split[11][0] != '\0' || atoi(split[11])) {
  18985. int require[MAX_SKILL_STATUS_REQUIRE];
  18986. if( skill_db[idx]->require.status_count > 0 ){
  18987. aFree(skill_db[idx]->require.status);
  18988. }
  18989. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18990. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18991. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18992. //todo add a check if possible here
  18993. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18994. }
  18995. }
  18996. }
  18997. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18998. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18999. uint16 itemid = atoi(split[13 + 2 * i]);
  19000. if (itemid > 0 && !itemdb_exists(itemid) ) {
  19001. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  19002. return false;
  19003. }
  19004. skill_db[idx]->require.itemid[i] = itemid;
  19005. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  19006. }
  19007. //Equipped Item requirements.
  19008. trim(split[33]);
  19009. if (split[33][0] != '\0' || atoi(split[33])) {
  19010. int require[MAX_SKILL_EQUIP_REQUIRE];
  19011. if( skill_db[idx]->require.eqItem_count > 0 ){
  19012. aFree(skill_db[idx]->require.eqItem);
  19013. }
  19014. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  19015. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  19016. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  19017. if (require[i] > 0 && !itemdb_exists(require[i])) {
  19018. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  19019. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  19020. skill_db[idx]->require.eqItem_count = 0;
  19021. return false;
  19022. }
  19023. skill_db[idx]->require.eqItem[i] = require[i];
  19024. }
  19025. }
  19026. }
  19027. return true;
  19028. }
  19029. /** Reads skill cast db
  19030. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  19031. */
  19032. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  19033. {
  19034. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19035. skill_split_atoi(split[1],skill_db[idx]->cast);
  19036. skill_split_atoi(split[2],skill_db[idx]->delay);
  19037. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  19038. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  19039. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  19040. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  19041. #ifdef RENEWAL_CAST
  19042. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  19043. #endif
  19044. return true;
  19045. }
  19046. /** Reads skill cast no dex db
  19047. * Structure: SkillID,Cast,Delay (optional)
  19048. */
  19049. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  19050. {
  19051. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19052. skill_db[idx]->castnodex = atoi(split[1]);
  19053. if( split[2] ) // optional column
  19054. skill_db[idx]->delaynodex = atoi(split[2]);
  19055. return true;
  19056. }
  19057. /** Reads skill no cast db
  19058. * Structure: SkillID,Flag
  19059. */
  19060. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  19061. {
  19062. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19063. skill_db[idx]->nocast |= atoi(split[1]);
  19064. return true;
  19065. }
  19066. /** Reads skill unit db
  19067. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  19068. */
  19069. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  19070. {
  19071. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  19072. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  19073. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  19074. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  19075. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  19076. skill_db[idx]->unit_interval = atoi(split[5]);
  19077. trim(split[6]);
  19078. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19079. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  19080. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  19081. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  19082. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  19083. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  19084. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  19085. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  19086. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  19087. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  19088. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  19089. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  19090. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  19091. skill_db[idx]->unit_target = BCT_NOENEMY;
  19092. //By default, target just characters.
  19093. skill_db[idx]->unit_target |= BL_CHAR;
  19094. if (skill_db[idx]->unit_flag&UF_NOPC)
  19095. skill_db[idx]->unit_target &= ~BL_PC;
  19096. if (skill_db[idx]->unit_flag&UF_NOMOB)
  19097. skill_db[idx]->unit_target &= ~BL_MOB;
  19098. if (skill_db[idx]->unit_flag&UF_SKILL)
  19099. skill_db[idx]->unit_target |= BL_SKILL;
  19100. return true;
  19101. }
  19102. /** Reads Produce db
  19103. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  19104. */
  19105. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  19106. {
  19107. unsigned short x, y;
  19108. unsigned short id = atoi(split[0]);
  19109. unsigned short nameid = 0;
  19110. bool found = false;
  19111. if (id >= ARRAYLENGTH(skill_produce_db)) {
  19112. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  19113. return false;
  19114. }
  19115. // Clear previous data, for importing support
  19116. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  19117. // Import just for clearing/disabling from original data
  19118. if (!(nameid = atoi(split[1]))) {
  19119. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  19120. return true;
  19121. }
  19122. if (!itemdb_exists(nameid)) {
  19123. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  19124. return false;
  19125. }
  19126. skill_produce_db[id].nameid = nameid;
  19127. skill_produce_db[id].itemlv = atoi(split[2]);
  19128. skill_produce_db[id].req_skill = atoi(split[3]);
  19129. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  19130. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  19131. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  19132. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  19133. }
  19134. if (!found)
  19135. skill_produce_count++;
  19136. return true;
  19137. }
  19138. /** Reads create arrow db
  19139. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  19140. */
  19141. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  19142. {
  19143. unsigned short x, y, i, material_id = atoi(split[0]);
  19144. if (!(itemdb_exists(material_id))) {
  19145. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  19146. return false;
  19147. }
  19148. //search if we override something, (if not i=last idx)
  19149. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  19150. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  19151. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  19152. return false;
  19153. }
  19154. // Import just for clearing/disabling from original data
  19155. if (atoi(split[1]) == 0) {
  19156. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  19157. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  19158. return true;
  19159. }
  19160. skill_arrow_db[i].nameid = material_id;
  19161. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  19162. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  19163. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  19164. }
  19165. if (i == skill_arrow_count)
  19166. skill_arrow_count++;
  19167. return true;
  19168. }
  19169. /** Reads Spell book db
  19170. * Structure: SkillID,PreservePoints,RequiredBook
  19171. */
  19172. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  19173. {
  19174. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  19175. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  19176. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  19177. if (!skill_get_inf(skill_id))
  19178. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19179. else {
  19180. unsigned short i;
  19181. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  19182. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  19183. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  19184. return false;
  19185. }
  19186. // Import just for clearing/disabling from original data
  19187. if (points == 0) {
  19188. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  19189. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  19190. return true;
  19191. }
  19192. skill_spellbook_db[i].skill_id = skill_id;
  19193. skill_spellbook_db[i].point = points;
  19194. skill_spellbook_db[i].nameid = nameid;
  19195. if (i == skill_spellbook_count)
  19196. skill_spellbook_count++;
  19197. return true;
  19198. }
  19199. return false;
  19200. }
  19201. /** Reads improvise db
  19202. * Structure: SkillID,Rate
  19203. */
  19204. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  19205. {
  19206. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  19207. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  19208. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  19209. return false;
  19210. }
  19211. if ( !skill_get_inf(skill_id) ) {
  19212. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19213. return false;
  19214. }
  19215. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  19216. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  19217. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  19218. return false;
  19219. }
  19220. // Import just for clearing/disabling from original data
  19221. if (per == 0) {
  19222. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  19223. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  19224. return true;
  19225. }
  19226. skill_improvise_db[i].skill_id = skill_id;
  19227. skill_improvise_db[i].per = per; // Still need confirm it.
  19228. if (i == skill_improvise_count)
  19229. skill_improvise_count++;
  19230. return true;
  19231. }
  19232. /** Reads Magic mushroom db
  19233. * Structure: SkillID
  19234. */
  19235. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  19236. {
  19237. unsigned short i, skill_id = atoi(split[0]);
  19238. bool rem = (atoi(split[1]) == 1 ? true : false);
  19239. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19240. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  19241. return false;
  19242. }
  19243. if (!skill_get_inf(skill_id)) {
  19244. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19245. return false;
  19246. }
  19247. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  19248. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  19249. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  19250. return false;
  19251. }
  19252. // Import just for clearing/disabling from original data
  19253. if (rem) {
  19254. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  19255. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  19256. return true;
  19257. }
  19258. skill_magicmushroom_db[i].skill_id = skill_id;
  19259. if (i == skill_magicmushroom_count)
  19260. skill_magicmushroom_count++;
  19261. return true;
  19262. }
  19263. /** Reads db of copyable skill
  19264. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  19265. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  19266. */
  19267. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  19268. {
  19269. int16 id = 0;
  19270. uint8 option = 0;
  19271. trim(split[0]);
  19272. if (ISDIGIT(split[0][0]))
  19273. id = atoi(split[0]);
  19274. else
  19275. id = skill_name2id(split[0]);
  19276. id = skill_db_isset(id, __FUNCTION__);
  19277. if ((option = atoi(split[1])) > 3) {
  19278. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  19279. return false;
  19280. }
  19281. // Import just for clearing/disabling from original data
  19282. if (option == 0) {
  19283. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  19284. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  19285. return true;
  19286. }
  19287. skill_db[id]->copyable.option = option;
  19288. skill_db[id]->copyable.joballowed = 63;
  19289. if (atoi(split[2]))
  19290. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  19291. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  19292. return true;
  19293. }
  19294. /** Reads additional range for distance checking from NPC [Cydh]
  19295. * Structure: SkillName,AdditionalRange{,NPC Type}
  19296. * SkillID,AdditionalRange{,NPC Type}
  19297. */
  19298. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  19299. {
  19300. uint16 id = 0;
  19301. trim(split[0]);
  19302. if (ISDIGIT(split[0][0]))
  19303. id = atoi(split[0]);
  19304. else
  19305. id = skill_name2id(split[0]);
  19306. id = skill_db_isset(id, __FUNCTION__);
  19307. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  19308. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  19309. return true;
  19310. }
  19311. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  19312. * Structure: SkillID,DummyName,RatePerLvl
  19313. */
  19314. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  19315. {
  19316. unsigned short i, skill_id = atoi(split[0]);
  19317. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  19318. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  19319. return false;
  19320. }
  19321. if (!skill_get_inf(skill_id)) {
  19322. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  19323. return false;
  19324. }
  19325. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  19326. if (i >= ARRAYLENGTH(skill_abra_db)) {
  19327. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  19328. return false;
  19329. }
  19330. // Import just for clearing/disabling from original data
  19331. if (strcmp(split[1],"clear") == 0) {
  19332. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  19333. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  19334. return true;
  19335. }
  19336. skill_abra_db[i].skill_id = skill_id;
  19337. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  19338. skill_split_atoi(split[2],skill_abra_db[i].per);
  19339. if (i == skill_abra_count)
  19340. skill_abra_count++;
  19341. return true;
  19342. }
  19343. /** Reads change material db
  19344. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  19345. */
  19346. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  19347. {
  19348. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  19349. short rate = atoi(split[2]);
  19350. bool found = false;
  19351. int x, y;
  19352. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  19353. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  19354. return false;
  19355. }
  19356. // Clear previous data, for importing support
  19357. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  19358. found = true;
  19359. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19360. }
  19361. // Import just for clearing/disabling from original data
  19362. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  19363. if (nameid == 0) {
  19364. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  19365. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  19366. return true;
  19367. }
  19368. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  19369. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  19370. if (skill_produce_db[x].nameid == nameid)
  19371. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  19372. break;
  19373. }
  19374. if (x >= MAX_SKILL_PRODUCE_DB) {
  19375. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  19376. return false;
  19377. }
  19378. skill_changematerial_db[id].nameid = nameid;
  19379. skill_changematerial_db[id].rate = rate;
  19380. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19381. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19382. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19383. }
  19384. if (!found)
  19385. skill_changematerial_count++;
  19386. return true;
  19387. }
  19388. #ifdef ADJUST_SKILL_DAMAGE
  19389. /**
  19390. * Reads skill damage adjustment
  19391. * @author [Lilith]
  19392. */
  19393. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19394. {
  19395. uint16 id = 0;
  19396. trim(split[0]);
  19397. if (ISDIGIT(split[0][0]))
  19398. id = atoi(split[0]);
  19399. else
  19400. id = skill_name2id(split[0]);
  19401. id = skill_db_isset(id, __FUNCTION__);
  19402. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19403. skill_db[id]->damage.caster |= atoi(split[1]);
  19404. skill_db[id]->damage.map |= atoi(split[2]);
  19405. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19406. if (split[3])
  19407. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19408. if (split[4])
  19409. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19410. if (split[5])
  19411. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19412. return true;
  19413. }
  19414. #endif
  19415. /**
  19416. * Init dummy skill db also init Skill DB allocation
  19417. * @param skill_id
  19418. * @return Skill Index
  19419. **/
  19420. static uint16 skill_db_create(uint16 skill_id) {
  19421. if (skill_num >= MAX_SKILL) {
  19422. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19423. return 0;
  19424. }
  19425. if (!skill_num)
  19426. CREATE(skill_db, struct s_skill_db *, 1);
  19427. else
  19428. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19429. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19430. if (skill_id > 0) {
  19431. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19432. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19433. }
  19434. skill_db[skill_num]->nameid = skill_id;
  19435. skilldb_id2idx[skill_id] = skill_num;
  19436. return skill_next_idx();
  19437. }
  19438. static void skill_db_destroy(void) {
  19439. uint16 i;
  19440. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19441. if (skill_db[i]) {
  19442. skill_destroy_requirement(i);
  19443. aFree(skill_db[i]);
  19444. }
  19445. skill_db[i] = NULL;
  19446. }
  19447. skill_num = 0;
  19448. aFree(skill_db);
  19449. skill_db = NULL;
  19450. }
  19451. /*===============================
  19452. * DB reading.
  19453. * skill_db.txt
  19454. * skill_require_db.txt
  19455. * skill_cast_db.txt
  19456. * skill_castnodex_db.txt
  19457. * skill_nocast_db.txt
  19458. * skill_unit_db.txt
  19459. * produce_db.txt
  19460. * create_arrow_db.txt
  19461. * abra_db.txt
  19462. *------------------------------*/
  19463. static void skill_readdb(void)
  19464. {
  19465. int i;
  19466. const char* dbsubpath[] = {
  19467. "",
  19468. "/" DBIMPORT,
  19469. //add other path here
  19470. };
  19471. db_clear(skilldb_name2id);
  19472. for(i = 0; i < (UINT16_MAX+1); i++)
  19473. skilldb_id2idx[i] = 0;
  19474. skill_db_destroy();
  19475. skill_db_create(0);
  19476. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19477. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19478. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19479. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19480. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19481. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19482. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19483. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19484. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19485. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19486. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19487. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19488. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19489. if (i == 0) {
  19490. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19491. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19492. } else {
  19493. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19494. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19495. }
  19496. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i > 0);
  19497. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i > 0);
  19498. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i > 0);
  19499. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i > 0);
  19500. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i > 0);
  19501. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  19502. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  19503. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  19504. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i > 0);
  19505. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i > 0);
  19506. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i > 0);
  19507. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i > 0);
  19508. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i > 0);
  19509. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  19510. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i > 0);
  19511. #ifdef ADJUST_SKILL_DAMAGE
  19512. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i > 0);
  19513. #endif
  19514. aFree(dbsubpath1);
  19515. aFree(dbsubpath2);
  19516. }
  19517. skill_init_unit_layout();
  19518. skill_init_nounit_layout();
  19519. }
  19520. void skill_reload (void) {
  19521. struct s_mapiterator *iter;
  19522. struct map_session_data *sd;
  19523. skill_readdb();
  19524. initChangeTables(); // Re-init Status Change tables
  19525. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19526. iter = mapit_getallusers();
  19527. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19528. pc_validate_skill(sd);
  19529. clif_skillinfoblock(sd);
  19530. }
  19531. mapit_free(iter);
  19532. }
  19533. /*==========================================
  19534. *
  19535. *------------------------------------------*/
  19536. void do_init_skill(void)
  19537. {
  19538. skilldb_name2id = strdb_alloc((enum DBOptions)(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA), 0);
  19539. skill_readdb();
  19540. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19541. skillunit_db = idb_alloc(DB_OPT_BASE);
  19542. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19543. bowling_db = idb_alloc(DB_OPT_BASE);
  19544. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  19545. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  19546. ers_chunk_size(skill_unit_ers, 150);
  19547. ers_chunk_size(skill_timer_ers, 150);
  19548. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19549. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19550. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19551. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19552. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19553. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19554. }
  19555. void do_final_skill(void)
  19556. {
  19557. db_destroy(skilldb_name2id);
  19558. db_destroy(skillunit_group_db);
  19559. db_destroy(skillunit_db);
  19560. db_destroy(skillusave_db);
  19561. db_destroy(bowling_db);
  19562. skill_db_destroy();
  19563. ers_destroy(skill_unit_ers);
  19564. ers_destroy(skill_timer_ers);
  19565. }