// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/ers.h"
#include "map.h"
#include "path.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "pet.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "mob.h"
#include "npc.h"
#include "battle.h"
#include "battleground.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "date.h"
#include "unit.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <math.h>
#define SKILLUNITTIMER_INTERVAL 100
// ranges reserved for mapping skill ids to skilldb offsets
#define HM_SKILLRANGEMIN 750
#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
#define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
#define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
#define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
#define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
#define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
#if GD_SKILLRANGEMAX > 999
#error GD_SKILLRANGEMAX is greater than 999
#endif
DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
/**
* Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
**/
DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
struct skill_usave {
uint16 skill_id, skill_lv;
};
struct s_skill_db skill_db[MAX_SKILL_DB];
struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct s_skill_improvise_db {
uint16 skill_id;
short per;//1-10000
};
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
bool skill_reproduce_db[MAX_SKILL_DB];
struct s_skill_changematerial_db {
int itemid;
short rate;
int qty[5];
short qty_rate[5];
};
struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
//Warlock
struct s_skill_spellbook_db {
int nameid;
uint16 skill_id;
int point;
};
struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
//Guillotine Cross
struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
int earthstrain_unit_pos;
struct skill_interface skill_s;
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list* bl) {
#ifndef RENEWAL
return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
#else // Some skills can now hit ground skills(traps, ice wall & etc.)
return BL_SKILL|BL_CHAR;
#endif
}
/// Returns the id of the skill, or 0 if not found.
int skill_name2id(const char* name) {
if( name == NULL )
return 0;
return strdb_iget(skilldb_name2id, name);
}
/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
int skill_get_index( uint16 skill_id ) {
// avoid ranges reserved for mapping guild/homun/mercenary skills
if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
|| (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
|| (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
|| (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
return 0;
// map skill id to skill db index
if( skill_id >= GD_SKILLBASE )
skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
else if( skill_id >= EL_SKILLBASE )
skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
else if( skill_id >= MC_SKILLBASE )
skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
else if( skill_id >= HM_SKILLBASE )
skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
//[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/
else if( skill_id > 1019 && skill_id < 8001 ) {
if( skill_id < 2058 ) // 1020 - 2000 are empty
skill_id = 1020 + skill_id - 2001;
else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57
skill_id = (1077) + skill_id - 2201;
else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348
skill_id = (1425) + skill_id - 3001;
else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35
skill_id = (1460) + skill_id - 5001;
else
ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id);
}
// validate result
if( !skill_id || skill_id >= MAX_SKILL_DB )
return 0;
return skill_id;
}
const char* skill_get_name( uint16 skill_id ) {
return skill_db[skill->get_index(skill_id)].name;
}
const char* skill_get_desc( uint16 skill_id ) {
return skill_db[skill->get_index(skill_id)].desc;
}
// out of bounds error checking [celest]
void skill_chk(uint16* skill_id) {
*skill_id = skill->get_index(*skill_id); // checks/adjusts id
}
#define skill_get(var,id) { skill->chk(&id); if(!id) return 0; return var; }
#define skill_get2(var,id,lv) { \
skill->chk(&id); \
if(!id) return 0; \
if( lv > MAX_SKILL_LEVEL && var > 1 ) { \
int lv2 = lv; lv = skill_db[id].max; \
return (var) + ((lv2-lv)/2);\
} \
return var;\
}
#define skill_glv(lv) min(lv,MAX_SKILL_LEVEL-1)
// Skill DB
int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill_db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id); }
int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id); }
int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id); }
int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id); }
int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id); }
int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id); }
int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
#endif
int skill_tree_get_max(uint16 skill_id, int b_class)
{
int i;
b_class = pc->class2idx(b_class);
ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
return skill_tree[b_class][i].max;
else
return skill->get_max(skill_id);
}
int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };
int skill_get_casttype (uint16 skill_id) {
int inf = skill->get_inf(skill_id);
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill->get_nk(skill_id)&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
}
int skill_get_casttype2 (uint16 index) {
int inf = skill_db[index].inf;
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
if(skill_db[index].inf2&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill_db[index].nk&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
}
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int range;
if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
return 9; //Mobs have a range of 9 regardless of skill used.
range = skill->get_range(skill_id, skill_lv);
if( range < 0 ) {
if( battle_config.use_weapon_skill_range&bl->type )
return status_get_range(bl);
range *=-1;
}
//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
switch( skill_id ) {
case AC_SHOWER: case MA_SHOWER:
case AC_DOUBLE: case MA_DOUBLE:
case HT_BLITZBEAT:
case AC_CHARGEARROW:
case MA_CHARGEARROW:
case SN_FALCONASSAULT:
case HT_POWER:
/**
* Ranger
**/
case RA_ARROWSTORM:
case RA_AIMEDBOLT:
case RA_WUGBITE:
if( bl->type == BL_PC )
range += pc->checkskill((TBL_PC*)bl, AC_VULTURE);
else
range += 10; //Assume level 10?
break;
// added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
case GS_RAPIDSHOWER:
case GS_PIERCINGSHOT:
case GS_FULLBUSTER:
case GS_SPREADATTACK:
case GS_GROUNDDRIFT:
if (bl->type == BL_PC)
range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE);
else
range += 10; //Assume level 10?
break;
case NJ_KIRIKAGE:
if (bl->type == BL_PC)
range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
break;
/**
* Warlock
**/
case WL_WHITEIMPRISON:
case WL_SOULEXPANSION:
case WL_MARSHOFABYSS:
case WL_SIENNAEXECRATE:
case WL_DRAINLIFE:
case WL_CRIMSONROCK:
case WL_HELLINFERNO:
case WL_COMET:
case WL_CHAINLIGHTNING:
case WL_TETRAVORTEX:
case WL_EARTHSTRAIN:
case WL_RELEASE:
if( bl->type == BL_PC )
range += pc->checkskill((TBL_PC*)bl, WL_RADIUS);
break;
/**
* Ranger Bonus
**/
case HT_LANDMINE:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
if( bl->type == BL_PC )
range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
}
if( !range && bl->type != BL_PC )
return 9; // Enable non players to use self skills on others. [Skotlex]
return range;
}
int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
int skill, hp;
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change* sc;
switch( skill_id ) {
case BA_APPLEIDUN:
#ifdef RENEWAL
hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#else
hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#endif
if( sd )
hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
break;
case PR_SANCTUARY:
hp = (skill_lv>6)?777:skill_lv*100;
break;
case NPC_EVILLAND:
hp = (skill_lv>6)?666:skill_lv*100;
break;
default:
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
#ifdef RENEWAL
/**
* Renewal Heal Formula
* Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
**/
hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
#else
hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
#endif
if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill * 2 / 100;
else if( src->type == BL_HOM && (skill = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
hp += hp * skill * 2 / 100;
break;
}
if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
hp >>= 1;
if( sd && (skill = pc->skillheal_bonus(sd, skill_id)) )
hp += hp*skill/100;
if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill/100;
sc = iStatus->get_sc(target);
if( sc && sc->count ) {
if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
if( sc->data[SC_DEATHHURT] && heal )
hp -= hp * 20/100;
if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
hp += hp / 10;
if( sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
}
#ifdef RENEWAL
// MATK part of the RE heal formula [malufett]
// Note: in this part matk bonuses from items or skills are not applied
switch( skill_id ) {
case BA_APPLEIDUN: case PR_SANCTUARY:
case NPC_EVILLAND: break;
default:
hp += iStatus->get_matk(src, 3);
}
#endif
return hp;
}
// Making plagiarize check its own function [Aru]
int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
{
// Never copy NPC/Wedding Skills
if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// High-class skills
if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
{
if(battle_config.copyskill_restrict == 2)
return 0;
else if(battle_config.copyskill_restrict)
return (sd->status.class_ == JOB_STALKER);
}
//Added so plagarize can't copy agi/bless if you're undead since it damages you
if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
skill_id == MER_INCAGI || skill_id == MER_BLESSING))
return 0;
// Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill->get_index(skill_id)] )
return 0;
return 1;
}
// [MouseJstr] - skill ok to cast? and when?
int skillnotok (uint16 skill_id, struct map_session_data *sd)
{
int16 idx,m;
nullpo_retr (1, sd);
m = sd->bl.m;
idx = skill->get_index(skill_id);
if (idx == 0)
return 1; // invalid skill id
if (pc->has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
return 0; // can do any damn thing they want
if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
return 0; // Teleport lv 3 bypasses this check.[Inkfish]
// Epoque:
// This code will compare the player's attack motion value which is influenced by ASPD before
// allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
// AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
DIFF_TICK(iTimer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
{// attempted to cast a skill before the attack motion has finished
return 1;
}
if (sd->blockskill[idx] > 0) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
return 1;
}
/**
* It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below
* 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
**/
if( sd->skillitem == skill_id )
return 0;
if( sd->sc.data[SC_ALL_RIDING] )
return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
switch (skill_id) {
case AL_WARP:
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
if(map[m].flag.nowarp) {
clif->skill_mapinfomessage(sd,0);
return 1;
}
return 0;
case AL_TELEPORT:
case SC_FATALMENACE:
case SC_DIMENSIONDOOR:
if(map[m].flag.noteleport) {
clif->skill_mapinfomessage(sd,0);
return 1;
}
return 0; // gonna be checked in 'skill->castend_nodamage_id'
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
if (map[m].flag.nomemo) {
clif->skill_mapinfomessage(sd,1);
return 1;
}
break;
case MC_VENDING:
case ALL_BUYING_STORE:
if( npc_isnear(&sd->bl) ) {
// uncomment for more verbose message.
//char output[150];
//sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
//clif->message(sd->fd, output);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
return 1;
}
case MC_IDENTIFY:
return 0; // always allowed
case WZ_ICEWALL:
// noicewall flag [Valaris]
if (map[m].flag.noicewall) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case GC_DARKILLUSION:
if( map_flag_gvg(m) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case GD_EMERGENCYCALL:
if (
!(battle_config.emergency_call&((iMap->agit_flag || iMap->agit2_flag)?2:1)) ||
!(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case BS_GREED:
case WS_CARTBOOST:
case BS_HAMMERFALL:
case BS_ADRENALINE:
case MC_CARTREVOLUTION:
case MC_MAMMONITE:
case WS_MELTDOWN:
case MG_SIGHT:
case TF_HIDING:
/**
* These skills cannot be used while in mado gear (credits to Xantara)
**/
if( pc_ismadogear(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
return 1;
}
break;
case WM_SIRCLEOFNATURE:
case WM_SOUND_OF_DESTRUCTION:
case SC_MANHOLE:
case WM_LULLABY_DEEPSLEEP:
case WM_SATURDAY_NIGHT_FEVER:
if( !map_flag_vs(m) ) {
clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails.
return 1;
}
break;
}
return (map[m].flag.noskill);
}
int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
{
uint16 idx = skill->get_index(skill_id);
nullpo_retr(1,hd);
if (idx == 0)
return 1; // invalid skill id
if (hd->blockskill[idx] > 0)
return 1;
switch(skill_id){
case MH_LIGHT_OF_REGENE:
if(hd->homunculus.intimacy <= 750) //if not cordial
return 1;
break;
case MH_OVERED_BOOST:
if(hd->homunculus.hunger <= 1) //if we starving
return 1;
case MH_GOLDENE_FERSE: //can be used with angriff
if(hd->sc.data[SC_ANGRIFFS_MODUS])
return 1;
case MH_ANGRIFFS_MODUS:
if(hd->sc.data[SC_GOLDENE_FERSE])
return 1;
break;
}
//Use master's criteria.
return skill->not_ok(skill_id, hd->master);
}
int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
{
uint16 idx = skill->get_index(skill_id);
nullpo_retr(1,md);
if( idx == 0 )
return 1; // Invalid Skill ID
if( md->blockskill[idx] > 0 )
return 1;
return skill->not_ok(skill_id, md->master);
}
struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
int pos = skill->get_unit_layout_type(skill_id,skill_lv);
uint8 dir;
if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
}
if (pos != -1) // simple single-definition layout
return &skill_unit_layout[pos];
dir = (src->x == x && src->y == y) ? 6 : iMap->calc_dir(src,x,y); // 6 - default aegis direction
if (skill_id == MG_FIREWALL)
return &skill_unit_layout [firewall_unit_pos + dir];
else if (skill_id == WZ_ICEWALL)
return &skill_unit_layout [icewall_unit_pos + dir];
else if( skill_id == WL_EARTHSTRAIN ) //Warlock
return &skill_unit_layout [earthstrain_unit_pos + dir];
ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
return &skill_unit_layout[0]; // default 1x1 layout
}
/*==========================================
*
*------------------------------------------*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
{
struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
enum sc_type status;
int temp;
int rate;
nullpo_ret(src);
nullpo_ret(bl);
if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
return 0;
sd = BL_CAST(BL_PC, src);
md = BL_CAST(BL_MOB, src);
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
sc = iStatus->get_sc(src);
tsc = iStatus->get_sc(bl);
sstatus = iStatus->get_status_data(src);
tstatus = iStatus->get_status_data(bl);
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
// Trigger status effects
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
rate = sd->addeff[i].rate;
if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
rate += sd->addeff[i].arrow_rate;
if( !rate ) continue;
if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
// Trigger has attack type consideration.
if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
(sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
(sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
else
continue;
}
if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
// Trigger has range consideration.
if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = sd->addeff[i].id;
temp = skill->get_time2(iStatus->sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
iStatus->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
if (sd->addeff[i].flag&ATF_SELF)
iStatus->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
}
}
if( skill_id ) {
// Trigger status effects on skills
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
temp = skill->get_time2(iStatus->sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
if( sd->addeff3[i].target&ATF_SELF )
iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
}
}
}
if( dmg_lv < ATK_DEF ) // no damage, return;
return 0;
switch(skill_id) {
case 0: { // Normal attacks (no skill used)
if( attack_type&BF_SKILL )
break; // If a normal attack is a skill, it's splash damage. [Inkfish]
if(sd) {
// Automatic trigger of Blitz Beat
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 &&
rnd()%1000 <= sstatus->luk*3 ) {
rate = sd->status.job_level / 10 + 1;
skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
}
// Automatic trigger of Warg Strike [Jobbie]
if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 )
skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
// Gank
if(dstmd && sd->status.weapon != W_BOW &&
(temp=pc->checkskill(sd,RG_SNATCHER)) > 0 &&
(temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL)))
clif->skill_nodamage(src,bl,TF_STEAL,temp,1);
else
clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
if(sc && !sc->data[SC_COMBOATTACK]) {
if(sc->data[SC_STORMKICK_READY] &&
sc_start(src,SC_COMBOATTACK, 15, TK_STORMKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sc->data[SC_DOWNKICK_READY] &&
sc_start(src,SC_COMBOATTACK, 15, TK_DOWNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sc->data[SC_TURNKICK_READY] &&
sc_start(src,SC_COMBOATTACK, 15, TK_TURNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka]
rate = 20;
if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
}
sc_start2(src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id,
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
}
if (sc) {
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
iStatus->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
if((sce=sc->data[SC_EDP]))
sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
skill->get_time2(ASC_EDP,sce->val1));
}
}
break;
case SM_BASH:
if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
iStatus->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0);
break;
case MER_CRASH:
sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
skill_lv = pc->checkskill(sd, TF_POISON);
case TF_POISON:
case AS_SPLASHER:
if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
&& sd && skill_id==TF_POISON
)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case AS_SONICBLOW:
sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case WZ_FIREPILLAR:
unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1);
break;
case MG_FROSTDIVER:
#ifndef RENEWAL
case WZ_FROSTNOVA:
#endif
if( !sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv))
&& sd && skill_id == MG_FROSTDIVER )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
#ifdef RENEWAL
case WZ_FROSTNOVA:
sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
#endif
case WZ_STORMGUST:
/**
* Storm Gust counter was dropped in renewal
**/
#ifdef RENEWAL
sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
#else
//Tharis pointed out that this is normal freeze chance with a base of 300%
if(tsc->sg_counter >= 3 &&
sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv)))
tsc->sg_counter = 0;
/**
* being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
**/
else if( tsc->sg_counter > 250 )
tsc->sg_counter = 0;
#endif
break;
case WZ_METEOR:
sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case WZ_VERMILION:
sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case HT_FLASHER:
sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case HT_LANDMINE:
case MA_LANDMINE:
sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case HT_SHOCKWAVE:
status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
break;
case HT_SANDMAN:
case MA_SANDMAN:
sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case TF_SPRINKLESAND:
sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case TF_THROWSTONE:
if( !sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) )
sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//Chance to cause blind status vs demon and undead element, but not against players
if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
attack_type |= BF_WEAPON;
break;
case AM_ACIDTERROR:
sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
clif->emotion(bl,E_OMG);
break;
case AM_DEMONSTRATION:
skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
break;
case CR_SHIELDCHARGE:
sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case PA_PRESSURE:
status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
break;
case RG_RAID:
sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
#ifdef RENEWAL
sc_start(bl,SC_RAID,100,7,5000);
break;
case RG_BACKSTAP:
sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
#endif
break;
case BA_FROSTJOKER:
sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case DC_SCREAM:
sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case BD_LULLABY:
sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case DC_UGLYDANCE:
rate = 5+5*skill_lv;
if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON)))
rate += 5+temp;
status_zap(bl, 0, rate);
break;
case SL_STUN:
if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
break;
case NPC_PETRIFYATTACK:
sc_start4(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,
skill_lv,0,0,skill->get_time(skill_id,skill_lv),
skill->get_time2(skill_id,skill_lv));
break;
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_BLINDATTACK:
case NPC_POISON:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_HELLPOWER:
sc_start(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_ACIDBREATH:
case NPC_ICEBREATH:
sc_start(bl,iStatus->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
//equal to Matk*skLevel.
rate = iStatus->get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
break;
}
// Equipment breaking monster skills [Celest]
case NPC_WEAPONBRAKER:
skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
break;
case NPC_ARMORBRAKE:
skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
break;
case NPC_HELMBRAKE:
skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
break;
case NPC_SHIELDBRAKE:
skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
break;
case CH_TIGERFIST:
sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv));
break;
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
sc_start(bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv));
break;
case ST_REJECTSWORD:
sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv));
break;
case PF_FOGWALL:
if (src != bl && !tsc->data[SC_DELUGE])
sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
sc_start2(bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
break;
case LK_JOINTBEAT:
status = iStatus->skill2sc(skill_id);
if (tsc->jb_flag) {
sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
}
break;
case ASC_METEORASSAULT:
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
switch(rnd()%3) {
case 0:
sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1));
break;
case 1:
sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
break;
default:
sc_start2(bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
}
break;
case HW_NAPALMVULCAN:
sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case WS_CARTTERMINATION: // Cart termination
sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case CR_ACIDDEMONSTRATION:
skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
break;
case TK_DOWNKICK:
sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case TK_JUMPKICK:
if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
{// debuff the following statuses
status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
status_change_end(bl, SC_KAITE, INVALID_TIMER);
status_change_end(bl, SC_KAAHI, INVALID_TIMER);
status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
if(attack_type&BF_MISC) //70% base stun chance...
sc_start(bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
iStatus->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
case NJ_HYOUSYOURAKU:
sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case GS_FLING:
sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv));
break;
case GS_DISARM:
rate = 3*skill_lv;
if (sstatus->dex > tstatus->dex)
rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case NPC_EVILLAND:
sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_HELLJUDGEMENT:
sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_CRITICALWOUND:
sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case RK_HUNDREDSPEAR:
if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 )
break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
rate = 10 + 3 * skill_lv;
if( rnd()%100 < rate )
skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
break;
case RK_WINDCUTTER:
sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case RK_DRAGONBREATH:
sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
break;
case RK_DRAGONBREATH_WATER:
sc_start(bl,SC_FROSTMISTY,5+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case AB_ADORAMUS:
if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect.
sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case WL_CRIMSONROCK:
sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case WL_COMET:
sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
break;
case WL_EARTHSTRAIN:
{
// lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + iStatus->get_lv(src) / 4 + status_get_dex(src) / 10,
skill_lv, skill->get_time2(skill_id,skill_lv));
}
break;
case WL_JACKFROST:
sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case WL_FROSTMISTY:
sc_start(bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case RA_WUGBITE:
sc_start(bl, SC_WUGBITE, (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
break;
case RA_SENSITIVEKEEN:
if( rnd()%100 < 8 * skill_lv )
skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
break;
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
sc_start4(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 40 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
break;
case NC_PILEBUNKER:
if( rnd()%100 < 5 + 15*skill_lv )
{ //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
}
break;
case NC_FLAMELAUNCHER:
sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
break;
case NC_COLDSLOWER:
sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
sc_start(bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case NC_POWERSWING:
sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
if( rnd()%100 < 5*skill_lv )
skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1);
break;
case NC_MAGMA_ERUPTION:
sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case GC_WEAPONCRUSH:
skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
break;
case GC_DARKCROW:
sc_start(bl, SC_DARKCROW, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case LG_SHIELDPRESS:
sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
break;
case LG_PINPOINTATTACK:
rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + iStatus->get_lv(src))) / 10);
switch( skill_lv ) {
case 1:
sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
break;
case 2:
if( dstsd && dstsd->spiritball && rnd()%100 < rate )
pc->delspiritball(dstsd, dstsd->spiritball, 0);
break;
default:
skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
break;
}
break;
case LG_MOONSLASHER:
rate = 32 + 8 * skill_lv;
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.
skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
else if( dstmd && !is_boss(bl) )
sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
break;
case LG_EARTHDRIVE:
skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF);
sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_DRAGONCOMBO:
sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_FALLENEMPIRE:
sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_WINDMILL:
if( dstsd )
skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
else if( dstmd && !is_boss(bl) )
sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
break;
case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + iStatus->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_EARTHSHAKER:
sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case SR_HOWLINGOFLION:
sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case WM_SOUND_OF_DESTRUCTION:
if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
status_change_end(bl, SC_DANCING, INVALID_TIMER);
status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
status_change_end(bl, SC_HUMMING, INVALID_TIMER);
status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
status_change_end(bl, SC_SERVICEFORYOU, INVALID_TIMER);
status_change_end(bl, SC_LONGING, INVALID_TIMER);
status_change_end(bl, SC_SWING, INVALID_TIMER);
status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
status_change_end(bl, SC_DC_WINKCHARM, INVALID_TIMER);
status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
}
break;
case SO_EARTHGRAVE:
sc_start2(bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
break;
case SO_DIAMONDDUST:
rate = 5 + 5 * skill_lv;
if( sc && sc->data[SC_COOLER_OPTION] )
rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
sc_start(bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv));
break;
case SO_VARETYR_SPEAR:
sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
case 13261:
sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv));
sc_start2(bl, SC_BLOODING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv));
break;
case 13262:
sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
break;
case 13264:
sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
sc_start(bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
break;
}
sd->itemid = -1;
}
break;
case GN_HELLS_PLANT_ATK:
sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
sc_start2(bl, SC_BLOODING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
break;
case EL_WIND_SLASH: // Non confirmed rate.
sc_start2(bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
break;
case EL_STONE_HAMMER:
rate = 10 * skill_lv;
sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
break;
case EL_ROCK_CRUSHER:
case EL_ROCK_CRUSHER_ATK:
sc_start(bl,iStatus->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
break;
case EL_TYPOON_MIS:
sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case KO_JYUMONJIKIRI:
sc_start(bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case KO_MAKIBISHI:
sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2));
break;
case MH_LAVA_SLIDE:
if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv));
break;
case MH_STAHL_HORN:
sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
break;
case MH_NEEDLE_OF_PARALYZE:
sc_start(bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
break;
case GN_ILLUSIONDOPING:
if( sc_start(bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate.
sc_start(bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv));
break;
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
sd = iMap->id2sd(md->master_id);
src = sd?&sd->bl:src;
}
if( attack_type&BF_WEAPON )
{ // Coma, Breaking Equipment
if( sd && sd->special_state.bonus_coma )
{
rate = sd->weapon_coma_ele[tstatus->def_ele];
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
}
if( sd && battle_config.equip_self_break_rate )
{ // Self weapon breaking
rate = battle_config.equip_natural_break_rate;
if( sc )
{
if(sc->data[SC_GIANTGROWTH])
rate += 10;
if(sc->data[SC_OVERTHRUST])
rate += 10;
if(sc->data[SC_OVERTHRUSTMAX])
rate += 10;
}
if( rate )
skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF);
}
if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
{ // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
// Target weapon breaking
rate = 0;
if( sd )
rate += sd->bonus.break_weapon_rate;
if( sc && sc->data[SC_MELTDOWN] )
rate += sc->data[SC_MELTDOWN]->val2;
if( rate )
skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
// Target armor breaking
rate = 0;
if( sd )
rate += sd->bonus.break_armor_rate;
if( sc && sc->data[SC_MELTDOWN] )
rate += sc->data[SC_MELTDOWN]->val3;
if( rate )
skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
}
}
if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){
struct unit_data *ud = unit_bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
temp = sc->data[SC_WILD_STORM_OPTION]->val2;
else if( sc->data[SC_UPHEAVAL_OPTION] )
temp = sc->data[SC_UPHEAVAL_OPTION]->val2;
else if( sc->data[SC_TROPIC_OPTION] )
temp = sc->data[SC_TROPIC_OPTION]->val3;
else if( sc->data[SC_CHILLY_AIR_OPTION] )
temp = sc->data[SC_CHILLY_AIR_OPTION]->val3;
else
temp = 0;
if ( rnd()%100 < 25 && temp ){
skill->castend_damage_id(src, bl, temp, 5, tick, 0);
if (ud) {
rate = skill->delay_fix(src, temp, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers )
clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
}
}
}
}
// Autospell when attacking
if( sd && !iStatus->isdead(bl) && sd->autospell[0].id )
{
struct block_list *tbl;
struct unit_data *ud;
int i, skill_lv, type, notok;
for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
sd->autospell[i].flag&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
sd->state.autocast = 1;
notok = skill->not_ok(temp, sd);
sd->state.autocast = 0;
if ( notok )
continue;
skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
if (rnd()%1000 >= rate)
continue;
tbl = (sd->autospell[i].id < 0) ? src : bl;
if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
skill->get_unit_flag(temp)&UF_NOREITERATION &&
skill->check_unit_range(src,tbl->x,tbl->y,temp,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
skill->get_unit_flag(temp)&UF_NOFOOTSET &&
skill->check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
(maxcount = skill->get_maxcount(temp, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
if(sd->ud.skillunit[v]->skill_id == temp)
maxcount--;
}
if( maxcount == 0 ) {
continue;
}
}
}
if( battle_config.autospell_check_range &&
!battle->check_range(src, tbl, skill->get_range2(src, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
continue;
if (temp == AS_SONICBLOW)
pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding.
type = CAST_GROUND;
sd->state.autocast = 1;
skill->consume_requirement(sd,temp,skill_lv,1);
skill->toggle_magicpower(src, temp);
switch (type) {
case CAST_GROUND:
skill->castend_pos2(src, tbl->x, tbl->y, temp, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
skill->castend_nodamage_id(src, tbl, temp, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
skill->castend_damage_id(src, tbl, temp, skill_lv, tick, 0);
break;
}
sd->state.autocast = 0;
//Set canact delay. [Skotlex]
ud = unit_bl2ud(src);
if (ud) {
rate = skill->delay_fix(src, temp, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers && sd )
clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
}
}
}
}
//Autobonus when attacking
if( sd && sd->autobonus[0].rate )
{
int i;
for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
{
if( rnd()%1000 >= sd->autobonus[i].rate )
continue;
if( sd->autobonus[i].active != INVALID_TIMER )
continue;
if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
pc->exeautobonus(sd,&sd->autobonus[i]);
}
}
//Polymorph
if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
dstmd && !(tstatus->mode&MD_BOSS) &&
(rnd()%10000 < sd->bonus.classchange))
{
struct mob_db *mob;
int class_;
temp = 0;
do {
do {
class_ = rnd() % MAX_MOB_DB;
} while (!mobdb_checkid(class_));
rate = rnd() % 1000000;
mob = mob_db(class_);
} while (
(mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
(temp++) < 2000);
if (temp < 2000)
mob_class_change(dstmd,class_);
}
return 0;
}
int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
int temp, skill_lv, i, type, notok;
struct block_list *tbl;
if( sd == NULL || !skill_id )
return 0;
for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
if( sd->autospell3[i].flag != skill_id )
continue;
if( sd->autospell3[i].lock )
continue; // autospell already being executed
temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
sd->state.autocast = 1;
notok = skill->not_ok(temp, sd);
sd->state.autocast = 0;
if ( notok )
continue;
skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
if( sd->autospell3[i].id >= 0 && bl == NULL )
continue; // No target
if( rnd()%1000 >= sd->autospell3[i].rate )
continue;
tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
skill->get_unit_flag(temp)&UF_NOREITERATION &&
skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
skill->get_unit_flag(temp)&UF_NOFOOTSET &&
skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
(maxcount = skill->get_maxcount(temp, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
if(sd->ud.skillunit[v]->skill_id == temp)
maxcount--;
}
if( maxcount == 0 ) {
continue;
}
}
}
if( battle_config.autospell_check_range &&
!battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
continue;
sd->state.autocast = 1;
sd->autospell3[i].lock = true;
skill->consume_requirement(sd,temp,skill_lv,1);
switch( type ) {
case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break;
case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break;
case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break;
}
sd->autospell3[i].lock = false;
sd->state.autocast = 0;
}
if( sd && sd->autobonus3[0].rate ) {
for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
if( rnd()%1000 >= sd->autobonus3[i].rate )
continue;
if( sd->autobonus3[i].active != INVALID_TIMER )
continue;
if( sd->autobonus3[i].atk_type != skill_id )
continue;
pc->exeautobonus(sd,&sd->autobonus3[i]);
}
}
return 1;
}
//Early declaration
static int skill_area_temp[8];
/* Splitted off from skill->additional_effect, which is never called when the
* attack skill kills the enemy. Place in this function counter status effects
* when using skills (eg: Asura's sp regen penalty, or counter-status effects
* from cards) that will take effect on the source, not the target. [Skotlex]
* Note: Currently this function only applies to Extremity Fist and BF_WEAPON
* type of skills, so not every instance of skill->additional_effect needs a call
* to this one.
*/
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)
{
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
nullpo_ret(src);
nullpo_ret(bl);
if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
if(dstsd && attack_type&BF_WEAPON)
{ //Counter effects.
enum sc_type type;
int i, time;
for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
{
rate = dstsd->addeff2[i].rate;
if (attack_type&BF_LONG)
rate+=dstsd->addeff2[i].arrow_rate;
if (!rate) continue;
if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
{ //Trigger has range consideration.
if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = dstsd->addeff2[i].id;
time = skill->get_time2(iStatus->sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
iStatus->change_start(src,type,rate,7,0,0,0,time,0);
if (dstsd->addeff2[i].flag&ATF_SELF && !iStatus->isdead(bl))
iStatus->change_start(bl,type,rate,7,0,0,0,time,0);
}
}
switch(skill_id){
case MO_EXTREMITYFIST:
sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case GS_FULLBUSTER:
sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case HFLI_SBR44: //[orn]
case HVAN_EXPLOSION:
if(src->type == BL_HOM){
TBL_HOM *hd = (TBL_HOM*)src;
hd->homunculus.intimacy = 200;
if (hd->master)
clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
}
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
attack_type |= BF_WEAPON;
break;
}
if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
if(sd && skill_id && attack_type&BF_MAGIC && iStatus->isdead(bl) &&
!(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
(rate=pc->checkskill(sd,HW_SOULDRAIN))>0
){ //Soul Drain should only work on targetted spells [Skotlex]
if( pc_issit(sd) ) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
if( skill->get_nk(skill_id)&NK_SPLASH && skill_area_temp[1] != bl->id )
;
else{
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2);
}
}
if( sd && iStatus->isdead(bl) ) {
int sp = 0, hp = 0;
if( attack_type&BF_WEAPON ) {
sp += sd->bonus.sp_gain_value;
sp += sd->sp_gain_race[status_get_race(bl)];
sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
hp += sd->bonus.hp_gain_value;
}
if( attack_type&BF_MAGIC ) {
sp += sd->bonus.magic_sp_gain_value;
hp += sd->bonus.magic_hp_gain_value;
if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
if( ( sc = iStatus->get_sc(src) ) ) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL)
sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
}
if( hp || sp ) { // updated to force healing to allow healing through berserk
iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
}
}
// Trigger counter-spells to retaliate against damage causing skills.
if(dstsd && !iStatus->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_id, skill_lv, rate, type, notok;
for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
rate = dstsd->autospell2[i].rate;
if (attack_type&BF_LONG)
rate>>=1;
dstsd->state.autocast = 1;
notok = skill->not_ok(skill_id, dstsd);
dstsd->state.autocast = 0;
if ( notok )
continue;
if (rnd()%1000 >= rate)
continue;
tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
if( (type = skill->get_casttype(skill_id)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
skill->get_unit_flag(skill_id)&UF_NOREITERATION &&
skill->check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
skill->get_unit_flag(skill_id)&UF_NOFOOTSET &&
skill->check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
(maxcount = skill->get_maxcount(skill_id, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
if(dstsd->ud.skillunit[v]->skill_id == skill_id)
maxcount--;
}
if( maxcount == 0 ) {
continue;
}
}
}
if( !battle->check_range(src, tbl, skill->get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
continue;
dstsd->state.autocast = 1;
skill->consume_requirement(dstsd,skill_id,skill_lv,1);
switch (type) {
case CAST_GROUND:
skill->castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
skill->castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
skill->castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
break;
}
dstsd->state.autocast = 0;
//Set canact delay. [Skotlex]
ud = unit_bl2ud(bl);
if (ud) {
rate = skill->delay_fix(bl, skill_id, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers && dstsd )
clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0);
}
}
}
}
//Autobonus when attacked
if( dstsd && !iStatus->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
int i;
for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
if( rnd()%1000 >= dstsd->autobonus2[i].rate )
continue;
if( dstsd->autobonus2[i].active != INVALID_TIMER )
continue;
if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
pc->exeautobonus(dstsd,&dstsd->autobonus2[i]);
}
}
return 0;
}
/*=========================================================================
Breaks equipment. On-non players causes the corresponding strip effect.
- rate goes from 0 to 10000 (100.00%)
- flag is a BCT_ flag to indicate which type of adjustment should be used
(BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
--------------------------------------------------------------------------*/
int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) {
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
struct status_change *sc = iStatus->get_sc(bl);
int i,j;
TBL_PC *sd;
sd = BL_CAST(BL_PC, bl);
if (sc && !sc->count)
sc = NULL;
if (sd) {
if (sd->bonus.unbreakable_equip)
where &= ~sd->bonus.unbreakable_equip;
if (sd->bonus.unbreakable)
rate -= rate*sd->bonus.unbreakable/100;
if (where&EQP_WEAPON) {
switch (sd->status.weapon) {
case W_FIST: //Bare fists should not break :P
case W_1HAXE:
case W_2HAXE:
case W_MACE: // Axes and Maces can't be broken [DracoRPG]
case W_2HMACE:
case W_STAFF:
case W_2HSTAFF:
case W_BOOK: //Rods and Books can't be broken [Skotlex]
case W_HUUMA:
where &= ~EQP_WEAPON;
}
}
}
if (flag&BCT_ENEMY) {
if (battle_config.equip_skill_break_rate != 100)
rate = rate*battle_config.equip_skill_break_rate/100;
} else if (flag&(BCT_PARTY|BCT_SELF)) {
if (battle_config.equip_self_break_rate != 100)
rate = rate*battle_config.equip_self_break_rate/100;
}
for (i = 0; i < 4; i++) {
if (where&where_list[i]) {
if (sc && sc->count && sc->data[scdef[i]])
where&=~where_list[i];
else if (rnd()%10000 >= rate)
where&=~where_list[i];
else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
sc_start(bl,scatk[i],100,0,skill->get_time(iStatus->sc2skill(scatk[i]),1));
}
}
if (!where) //Nothing to break.
return 0;
if (sd) {
for (i = 0; i < EQI_MAX; i++) {
j = sd->equip_index[i];
if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
continue;
switch(i) {
case EQI_HEAD_TOP: //Upper Head
flag = (where&EQP_HELM);
break;
case EQI_ARMOR: //Body
flag = (where&EQP_ARMOR);
break;
case EQI_HAND_R: //Left/Right hands
case EQI_HAND_L:
flag = (
(where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
(where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
break;
case EQI_SHOES:
flag = (where&EQP_SHOES);
break;
case EQI_GARMENT:
flag = (where&EQP_GARMENT);
break;
default:
continue;
}
if (flag) {
sd->status.inventory[j].attribute = 1;
pc->unequipitem(sd, j, 3);
}
}
clif->equiplist(sd);
}
return where; //Return list of pieces broken.
}
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) {
struct status_change *sc;
const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY};
const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0};
int i;
if (rnd()%100 >= rate)
return 0;
sc = iStatus->get_sc(bl);
if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
return 0;
for (i = 0; i < ARRAYLENGTH(pos); i++) {
if (where&pos[i] && sc->data[sc_def[i]])
where&=~pos[i];
}
if (!where) return 0;
for (i = 0; i < ARRAYLENGTH(pos); i++) {
if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
where&=~pos[i];
}
return where?1:0;
}
/*=========================================================================
Used to knock back players, monsters, traps, etc
- 'count' is the number of squares to knock back
- 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
- if 'flag&0x1', position update packets must not be sent.
- if 'flag&0x2', skill blown ignores players' special_state.no_knockback
-------------------------------------------------------------------------*/
int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
int dx = 0, dy = 0;
struct skill_unit* su = NULL;
nullpo_ret(src);
if (src != target && map[src->m].flag.noknockback)
return 0; //No knocking
if (count == 0)
return 0; //Actual knockback distance is 0.
switch (target->type) {
case BL_MOB: {
struct mob_data* md = BL_CAST(BL_MOB, target);
if( md->class_ == MOBID_EMPERIUM )
return 0;
if(src != target && is_boss(target)) //Bosses can't be knocked-back
return 0;
}
break;
case BL_PC: {
struct map_session_data *sd = BL_CAST(BL_PC, target);
if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
return 0; // Basilica caster can't be knocked-back by normal monsters.
if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
return 0;
}
break;
case BL_SKILL:
su = (struct skill_unit *)target;
if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
return 0; // ankle snare cannot be knocked back
break;
}
if (dir == -1) // <optimized>: do the computation here instead of outside
dir = iMap->calc_dir(target, src->x, src->y); // direction from src to target, reversed
if (dir >= 0 && dir < 8)
{ // take the reversed 'direction' and reverse it
dx = -dirx[dir];
dy = -diry[dir];
}
return unit_blown(target, dx, dy, count, flag); // send over the proper flag
}
//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
struct status_change *sc = iStatus->get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
return 0;
// item-based reflection
if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
return 1;
if( is_boss(src) )
return 0;
// status-based reflection
if( !sc || sc->count == 0 )
return 0;
if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
return 1;
if( sc->data[SC_KAITE] && (src->type == BL_PC || iStatus->get_lv(src) <= 80) )
{// Kaite only works against non-players if they are low-level.
clif->specialeffect(bl, 438, AREA);
if( --sc->data[SC_KAITE]->val2 <= 0 )
status_change_end(bl, SC_KAITE, INVALID_TIMER);
return 2;
}
return 0;
}
/*
* =========================================================================
* Does a skill attack with the given properties.
* src is the master behind the attack (player/mob/pet)
* dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
* bl is the target to be attacked.
* flag can hold a bunch of information:
* flag&0xFFF is passed to the underlying battle_calc_attack for processing
* (usually holds number of targets, or just 1 for simple splash attacks)
* flag&0x1000 is used to tag that this is a splash-attack (so the damage
* packet shouldn't display a skill animation)
* flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
* client (causes player characters to not scream skill name)
*-------------------------------------------------------------------------*/
int 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)
{
struct Damage dmg;
struct status_data *sstatus, *tstatus;
struct status_change *sc;
struct map_session_data *sd, *tsd;
int type;
int64 damage;
int8 rmdamage=0;//magic reflected
bool additional_effects = true;
if(skill_id > 0 && !skill_lv) return 0;
nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
nullpo_ret(bl); //Target to be attacked.
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
if (!iStatus->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
return 0;
} else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
//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]
if (!iStatus->check_skilluse(src, bl, skill_id, 2))
return 0;
}
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
sstatus = iStatus->get_status_data(src);
tstatus = iStatus->get_status_data(bl);
sc= iStatus->get_sc(bl);
if (sc && !sc->count) sc = NULL; //Don't need it.
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
return 0;
//Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
if (sc && sc->data[SC_TRICKDEAD])
return 0;
dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
//Skotlex: Adjusted to the new system
if( src->type == BL_PET ) { // [Valaris]
struct pet_data *pd = (TBL_PET*)src;
if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
int element = skill->get_ele(skill_id, skill_lv);
/*if (skill_id == -1) Does it ever worked?
element = sstatus->rhw.ele;*/
if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
else
dmg.damage= skill_lv;
dmg.damage2=0;
dmg.div_= pd->a_skill->div_;
}
}
if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) )
{ //Magic reflection, switch caster/target
struct block_list *tbl = bl;
rmdamage = 1;
bl = src;
src = tbl;
dsrc = tbl;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
sc = iStatus->get_sc(bl);
if (sc && !sc->count)
sc = NULL; //Don't need it.
/* bugreport:2564 flag&2 disables double casting trigger */
flag |= 2;
//Spirit of Wizard blocks Kaite's reflection
if( type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
{ //Consume one Fragment per hit of the casted skill? [Skotlex]
type = tsd?pc->search_inventory (tsd, 7321):0;
if (type >= 0) {
if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS;
sc->data[SC_SOULLINK]->val3 = skill_id;
sc->data[SC_SOULLINK]->val4 = dsrc->id;
}
} else if( type != 2 ) /* Kaite bypasses */
additional_effects = false;
/**
* Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
**/
#if MAGIC_REFLECTION_TYPE
if( dmg.dmg_lv != ATK_MISS ){ //Wiz SL cancelled and consumed fragment
short s_ele = skill->get_ele(skill_id, skill_lv);
if (s_ele == -1) // the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
if( sc && sc->data[SC_ENERGYCOAT] ) {
struct status_data *status = iStatus->get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
}
}
#endif
}
if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
int sp = skill->get_sp(skill_id,skill_lv);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
if(skill_id == WZ_WATERBALL && skill_lv > 1)
sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
iStatus->heal(bl, 0, sp, 2);
}
}
damage = dmg.damage + dmg.damage2;
if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] )
damage = 1;
if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
struct block_list *nbl;
nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
if( nbl ){ // Only one target is chosen.
int temp = (int)(damage / (float)(10 / skill_lv));
clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
}
}
//Skill hit type
type=(skill_id==0)?5:skill->get_hit(skill_id);
if(damage < dmg.div_
//Only skills that knockback even when they miss. [Skotlex]
&& skill_id != CH_PALMSTRIKE)
dmg.blewcount = 0;
if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) {
if(battle_config.gx_disptype) dsrc = src;
if(src == bl) type = 4;
else flag|=SD_ANIMATION;
}
if(skill_id == NJ_TATAMIGAESHI) {
dsrc = src; //For correct knockback.
flag|=SD_ANIMATION;
}
if(sd) {
int flag = 0; //Used to signal if this skill can be combo'ed later on.
struct status_change_entry *sce;
if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex]
switch (skill_id) {
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
sce->val1 = skill_id; //Update combo-skill
sce->val3 = skill_id;
if( sce->timer != INVALID_TIMER )
iTimer->delete_timer(sce->timer, iStatus->change_timer);
sce->timer = iTimer->add_timer(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK);
break;
}
unit_cancel_combo(src); // Cancel combo wait
break;
default:
if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
status_change_end(src, SC_COMBOATTACK, INVALID_TIMER);
}
}
switch(skill_id) {
case MO_TRIPLEATTACK:
if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
flag=1;
break;
case MO_CHAINCOMBO:
if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
flag=1;
break;
case MO_COMBOFINISH:
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
flag=1;
case CH_TIGERFIST:
if (!flag && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
flag=1;
case CH_CHAINCRUSH:
if (!flag && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
flag=1;
break;
case AC_DOUBLE:
if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc->checkskill(sd, HT_POWER))
{
//TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
sc_start2(src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000);
clif->combo_delay(src,2000);
}
break;
case TK_COUNTER:
{ //bonus from SG_FRIEND [Komurka]
int level;
if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND)))
party->skill_check(sd, sd->status.party_id, TK_COUNTER,level);
}
break;
case SL_STIN:
case SL_STUN:
if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY])
sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv));
break;
case GS_FULLBUSTER:
//Can't attack nor use items until skill's delay expires. [Skotlex]
sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
break;
case TK_DODGE:
if( pc->checkskill(sd, TK_JUMPKICK) > 0 )
flag = 1;
break;
case SR_DRAGONCOMBO:
if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 )
flag = 1;
break;
case SR_FALLENEMPIRE:
if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 )
flag = 1;
break;
} //Switch End
if (flag) { //Possible to chain
if ( (flag = DIFF_TICK(sd->ud.canact_tick, tick)) < 50 ) flag = 50;/* less is a waste. */
sc_start2(src,SC_COMBOATTACK,100,skill_id,bl->id,flag);
clif->combo_delay(src, flag);
}
}
//Display damage.
switch( skill_id ) {
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
//Skills that need be passed as a normal attack for the client to display correctly.
case HVAN_EXPLOSION:
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
dmg.blewcount = 10;
dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
// fall through
case KN_AUTOCOUNTER:
case NPC_CRITICALSLASH:
case TF_DOUBLE:
case GS_CHAINACTION:
dmg.dmotion = clif->damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
case AS_SPLASHER:
if( flag&SD_ANIMATION ) // the surrounding targets
dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
else // the central target doesn't display an animation
dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
break;
case WL_HELLINFERNO:
case SR_EARTHSHAKER:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
break;
case KO_MUCHANAGE:
if( dmg.dmg_lv == ATK_FLEE )
break;
case WL_SOULEXPANSION:
case WL_COMET:
case NJ_HUUMA:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
break;
case WL_CHAINLIGHTNING_ATK:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
break;
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
case EL_FIRE_BOMB:
case EL_FIRE_BOMB_ATK:
case EL_FIRE_WAVE:
case EL_FIRE_WAVE_ATK:
case EL_FIRE_MANTLE:
case EL_CIRCLE_OF_FIRE:
case EL_FIRE_ARROW:
case EL_ICE_NEEDLE:
case EL_WATER_SCREW:
case EL_WATER_SCREW_ATK:
case EL_WIND_SLASH:
case EL_TIDAL_WEAPON:
case EL_ROCK_CRUSHER:
case EL_ROCK_CRUSHER_ATK:
case EL_HURRICANE:
case EL_HURRICANE_ATK:
case KO_BAKURETSU:
case GN_CRAZYWEED_ATK:
case NC_MAGMA_ERUPTION:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
break;
case GN_SLINGITEM_RANGEMELEEATK:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
break;
case EL_STONE_RAIN:
dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
break;
case WM_SEVERE_RAINSTORM_MELEE:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
break;
case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5);
break;
case HT_CLAYMORETRAP:
case HT_BLASTMINE:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
if( dsrc != src ) // avoid damage display redundancy
break;
case HT_LANDMINE:
dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
break;
case WZ_SIGHTBLASTER:
dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
break;
case AB_DUPLELIGHT_MELEE:
case AB_DUPLELIGHT_MAGIC:
dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
default:
if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
type = 5;
if( bl->type == BL_SKILL ){
TBL_SKILL *su = (TBL_SKILL*)bl;
if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
}
dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
break;
}
iMap->freeblock_lock();
if(damage > 0 && dmg.flag&BF_SKILL && tsd
&& pc->checkskill(tsd,RG_PLAGIARISM)
&& (!sc || !sc->data[SC_PRESERVE])
&& damage < tsd->battle_status.hp)
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
int copy_skill = skill_id, cidx = 0;
/**
* Copy Referal: dummy skills should point to their source upon copying
**/
switch( skill_id ) {
case AB_DUPLELIGHT_MELEE:
case AB_DUPLELIGHT_MAGIC:
copy_skill = AB_DUPLELIGHT;
break;
case WL_CHAINLIGHTNING_ATK:
copy_skill = WL_CHAINLIGHTNING;
break;
case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC:
copy_skill = WM_REVERBERATION;
break;
case WM_SEVERE_RAINSTORM_MELEE:
copy_skill = WM_SEVERE_RAINSTORM;
break;
case GN_CRAZYWEED_ATK:
copy_skill = GN_CRAZYWEED;
break;
case GN_HELLS_PLANT_ATK:
copy_skill = GN_HELLS_PLANT;
break;
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
copy_skill = LG_OVERBRAND;
break;
}
cidx = skill->get_index(copy_skill);
if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) &&
can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
{
int lv, idx = 0;
if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
//Level dependent and limitation.
lv = min(lv,skill->get_max(copy_skill));
if( tsd->reproduceskill_id ) {
idx = skill->get_index(tsd->reproduceskill_id);
if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
tsd->status.skill[idx].id = 0;
tsd->status.skill[idx].lv = 0;
tsd->status.skill[idx].flag = 0;
clif->deleteskill(tsd,tsd->reproduceskill_id);
}
}
tsd->reproduceskill_id = copy_skill;
pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
tsd->status.skill[cidx].id = copy_skill;
tsd->status.skill[cidx].lv = lv;
tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
clif->addskill(tsd,copy_skill);
} else {
lv = skill_lv;
if ( tsd->cloneskill_id ) {
idx = skill->get_index(tsd->cloneskill_id);
if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){
tsd->status.skill[idx].id = 0;
tsd->status.skill[idx].lv = 0;
tsd->status.skill[idx].flag = 0;
clif->deleteskill(tsd,tsd->cloneskill_id);
}
}
if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv)
lv = type;
tsd->cloneskill_id = copy_skill;
pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
tsd->status.skill[cidx].id = copy_skill;
tsd->status.skill[cidx].lv = lv;
tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
clif->addskill(tsd,copy_skill);
}
}
}
if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) {
//Skills with can't walk delay also stop normal attacking for that
//duration when the attack connects. [Skotlex]
struct unit_data *ud = unit_bl2ud(src);
if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
ud->attackabletime = tick + type;
}
if( !dmg.amotion ) {
//Instant damage
if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if( !iStatus->isdead(bl) && additional_effects )
skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
}
// Hell Inferno burning status only starts if Fire part hits.
if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) )
sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
// Apply knock back chance in SC_TRIANGLESHOT skill.
else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) )
dmg.blewcount = 0;
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
if (dmg.blewcount > 0 && bl!=dsrc && !iStatus->isdead(bl)) {
int8 dir = -1; // default
switch(skill_id) {//direction
case MG_FIREWALL:
case PR_SANCTUARY:
case SC_TRIANGLESHOT:
case LG_OVERBRAND:
case SR_KNUCKLEARROW:
case GN_WALLOFTHORN:
case EL_FIRE_MANTLE:
dir = unit_getdir(bl);// backwards
break;
// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
case WZ_STORMGUST:
dir = rand()%8;
break;
case WL_CRIMSONROCK:
dir = iMap->calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
break;
}
/* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */
if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 )
dmg.blewcount = 25;
//blown-specific handling
switch( skill_id ) {
case LG_OVERBRAND:
if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) ) {
short dir_x, dir_y;
dir_x = dirx[(dir+4)%8];
dir_y = diry[(dir+4)%8];
if( iMap->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
} else
skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
break;
case SR_KNUCKLEARROW:
if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
short dir_x, dir_y;
dir_x = dirx[(dir+4)%8];
dir_y = diry[(dir+4)%8];
if( iMap->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
}
break;
case GN_WALLOFTHORN:
unit_stop_walking(bl,1);
skill->blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
clif->fixpos(bl);
break;
default:
skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
TBL_SKILL *su = (TBL_SKILL*)bl;
if( su->group && su->group->skill_id == HT_BLASTMINE)
skill->blown(src, bl, 3, -1, 0);
}
break;
}
}
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
struct status_change_entry *sce = sc->data[SC_DEVOTION];
struct block_list *d_bl = iMap->id2bl(sce->val1);
if( d_bl && (
(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
) && check_distance_bl(bl, d_bl, sce->val3) )
{
if(!rmdamage){
clif->damage(d_bl,d_bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL,d_bl, damage, 0);
} else{ //Reflected magics are done directly on the target not on paladin
//This check is only for magical skill.
//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
clif->damage(bl,bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(bl,bl, damage, 0);
}
}
else {
status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
if( !dmg.amotion )
status_fix_damage(src,bl,damage,dmg.dmotion);
}
}
if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
if( skill_id == RG_INTIMIDATE ) {
int rate = 50 + skill_lv * 5;
rate = rate + (iStatus->get_lv(src) - iStatus->get_lv(bl));
if(rnd()%100 < rate)
skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
} else if( skill_id == SC_FATALMENACE )
skill->addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
}
if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
dmg.flag |= BF_WEAPON;
if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
(dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
{
if (battle_config.left_cardfix_to_right)
battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
else
battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
}
if( damage > 0 ) {
/**
* Post-damage effects
**/
switch( skill_id ) {
case RK_CRUSHSTRIKE:
skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
case GC_VENOMPRESSURE: {
struct status_change *ssc = iStatus->get_sc(src);
if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
}
break;
case WM_METALICSOUND:
status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10)));
break;
case SR_TIGERCANNON:
status_zap(bl, 0, damage/10); // 10% of damage dealt
break;
}
if( sd )
skill->onskillusage(sd, bl, skill_id, tick);
}
if (!(flag&2) &&
(
skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
) &&
(sc = iStatus->get_sc(src)) &&
sc->data[SC_DOUBLECASTING] &&
rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2)
{
// skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
}
iMap->freeblock_unlock();
return (int)cap_value(damage,INT_MIN,INT_MAX);
}
/*==========================================
* sub fonction for recursive skill call.
* Checking bl battle flag and display dammage
* then call func with source,target,skill_id,skill_lv,tick,flag
*------------------------------------------*/
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
int skill_area_sub (struct block_list *bl, va_list ap) {
struct block_list *src;
uint16 skill_id,skill_lv;
int flag;
unsigned int tick;
SkillFunc func;
nullpo_ret(bl);
src=va_arg(ap,struct block_list *);
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
func=va_arg(ap,SkillFunc);
if(battle->check_target(src,bl,flag) > 0) {
// several splash skills need this initial dummy packet to display correctly
if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if (flag&(SD_SPLASH|SD_PREAMBLE))
skill_area_temp[2]++;
return func(src,bl,skill_id,skill_lv,tick,flag);
}
return 0;
}
int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
struct skill_unit *unit;
uint16 skill_id,g_skill_id;
unit = (struct skill_unit *)bl;
if(bl->prev == NULL || bl->type != BL_SKILL)
return 0;
if(!unit->alive)
return 0;
skill_id = va_arg(ap,int);
g_skill_id = unit->group->skill_id;
switch (skill_id) {
case MH_STEINWAND:
case MG_SAFETYWALL:
case AL_PNEUMA:
case SC_MAELSTROM:
if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
return 0;
break;
case AL_WARP:
case HT_SKIDTRAP:
case MA_SKIDTRAP:
case HT_LANDMINE:
case MA_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case MA_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
case HP_BASILICA:
case RA_ELECTRICSHOCKER:
case RA_CLUSTERBOMB:
case RA_MAGENTATRAP:
case RA_COBALTTRAP:
case RA_MAIZETRAP:
case RA_VERDURETRAP:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
case SC_DIMENSIONDOOR:
case SC_BLOODYLUST:
//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
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)
return 0;
break;
default: //Avoid stacking with same kind of trap. [Skotlex]
if (g_skill_id != skill_id)
return 0;
break;
}
return 1;
}
int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
//Non players do not check for the skill's splash-trigger area.
int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0;
int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) {
ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
return 0;
}
range += layout_type;
return iMap->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
}
int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
uint16 skill_id;
if(bl->prev == NULL)
return 0;
skill_id = va_arg(ap,int);
if( iStatus->isdead(bl) && skill_id != AL_WARP )
return 0;
if( skill_id == HP_BASILICA && bl->type == BL_PC )
return 0;
if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
return 1;
}
int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
int range, type;
switch (skill_id) { // to be expanded later
case WZ_ICEWALL:
range = 2;
break;
default: {
int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
return 0;
}
range = skill->get_unit_range(skill_id,skill_lv) + layout_type;
}
break;
}
// if the caster is a monster/NPC, only check for players
// otherwise just check characters
if (bl->type == BL_PC)
type = BL_CHAR;
else
type = BL_PC;
return iMap->foreachinarea(skill->check_unit_range2_sub, bl->m,
x - range, y - range, x + range, y + range,
type, skill_id);
}
/*==========================================
* Checks that you have the requirements for casting a skill for homunculus/mercenary.
* Flag:
* &1: finished casting the skill (invoke hp/sp/item consumption)
* &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
*------------------------------------------*/
int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) {
struct status_data *status;
struct map_session_data *sd = NULL;
int i, hp, sp, hp_rate, sp_rate, state, mhp;
uint16 idx;
int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return 0;
nullpo_ret(bl);
switch( bl->type )
{
case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
case BL_MER: sd = ((TBL_MER*)bl)->master; break;
}
status = iStatus->get_status_data(bl);
if( (idx = skill->get_index(skill_id)) == 0 )
return 0;
// Requeriments
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
{
itemid[i] = skill_db[idx].itemid[i];
amount[i] = skill_db[idx].amount[i];
}
hp = skill_db[idx].hp[lv-1];
sp = skill_db[idx].sp[lv-1];
hp_rate = skill_db[idx].hp_rate[lv-1];
sp_rate = skill_db[idx].sp_rate[lv-1];
state = skill_db[idx].state;
if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
hp += (status->max_hp * mhp) / 100;
if( hp_rate > 0 )
hp += (status->hp * hp_rate) / 100;
else
hp += (status->max_hp * (-hp_rate)) / 100;
if( sp_rate > 0 )
sp += (status->sp * sp_rate) / 100;
else
sp += (status->max_sp * (-sp_rate)) / 100;
if( bl->type == BL_HOM ) { // Intimacy Requeriments
struct homun_data *hd = BL_CAST(BL_HOM, bl);
switch( skill_id ) {
case HFLI_SBR44:
if( hd->homunculus.intimacy <= 200 )
return 0;
break;
case HVAN_EXPLOSION:
if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
return 0;
break;
}
}
if( !(type&2) ) {
if( hp > 0 && status->hp <= (unsigned int)hp ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
return 0;
}
if( sp > 0 && status->sp <= (unsigned int)sp ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
return 0;
}
}
if( !type )
switch( state ) {
case ST_MOVE_ENABLE:
if( !unit_can_move(bl) ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
break;
}
if( !(type&1) )
return 1;
// Check item existences
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
{
index[i] = -1;
if( itemid[i] < 1 ) continue; // No item
index[i] = pc->search_inventory(sd, itemid[i]);
if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
{
clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16));
return 0;
}
}
// Consume items
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
{
if( index[i] >= 0 ) pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
}
if( type&2 )
return 1;
if( sp || hp )
status_zap(bl, hp, sp);
return 1;
}
/*==========================================
* what the hell it doesn't need to receive this many params, it doesn't do anything ~_~
*------------------------------------------*/
int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) {
return 1;
}
/*==========================================
*
*------------------------------------------*/
int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
struct block_list *src = iMap->id2bl(id),*target;
struct unit_data *ud = unit_bl2ud(src);
struct skill_timerskill *skl;
int range;
nullpo_ret(src);
nullpo_ret(ud);
skl = ud->skilltimerskill[data];
nullpo_ret(skl);
ud->skilltimerskill[data] = NULL;
do {
if(src->prev == NULL)
break; // Source not on Map
if(skl->target_id) {
target = iMap->id2bl(skl->target_id);
if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
target = src; //Required since it has to warp.
if(target == NULL)
break; // Target offline?
if(target->prev == NULL)
break; // Target not on Map
if(src->m != target->m)
break; // Different Maps
if(iStatus->isdead(src))
break; // Caster is Dead
if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
break;
switch(skl->skill_id) {
case RG_INTIMIDATE:
if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
short x,y;
iMap->search_freecell(src, 0, &x, &y, 1, 1, 0);
if (target != src && !iStatus->isdead(target))
unit_warp(target, -1, x, y, CLR_TELEPORT);
}
break;
case BA_FROSTJOKER:
case DC_SCREAM:
range= skill->get_splash(skl->skill_id, skl->skill_lv);
iMap->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
break;
case NPC_EARTHQUAKE:
if( skl->type > 1 )
skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
skill_area_temp[1] = src->id;
skill_area_temp[2] = 0;
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
break;
case WZ_WATERBALL:
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
if (!iStatus->isdead(target))
skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
if (skl->type>1 && !iStatus->isdead(target) && !iStatus->isdead(src)) {
skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
} else {
struct status_change *sc = iStatus->get_sc(src);
if(sc) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
sc->data[SC_SOULLINK]->val3 == skl->skill_id)
sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
break;
/**
* Warlock
**/
case WL_CHAINLIGHTNING_ATK: {
struct block_list *nbl = NULL; // Next Target of Chain
skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
{ // Remaining Chains Hit
nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
if( nbl == NULL)
skl->x++;
else
skl->x = 0;
skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
}
}
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1);
skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
if( skl->type == 4 ){
const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used.
int rate = skl->y, index = skl->x-1;
sc_start2(target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index));
}
break;
case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC:
skill->castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
break;
case SC_FATALMENACE:
if( src == target ) // Casters Part
unit_warp(src, -1, skl->x, skl->y, 3);
else { // Target's Part
short x = skl->x, y = skl->y;
iMap->search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
unit_warp(target,-1,x,y,3);
}
break;
case LG_MOONSLASHER:
case SR_WINDMILL:
if( target->type == BL_PC ) {
struct map_session_data *tsd = NULL;
if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
pc_setsit(tsd);
skill->sit(tsd,1);
clif->sitting(&tsd->bl);
}
}
break;
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
if( iStatus->check_skilluse(src, target, skl->skill_id, 1) )
skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
else
clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(target), 0, 1, skl->skill_id, skl->skill_lv, skill->get_hit(skl->skill_id));
break;
case SR_KNUCKLEARROW:
skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
break;
case GN_SPORE_EXPLOSION:
iMap->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id);
break;
case SR_FLASHCOMBO_ATK_STEP1:
case SR_FLASHCOMBO_ATK_STEP2:
case SR_FLASHCOMBO_ATK_STEP3:
case SR_FLASHCOMBO_ATK_STEP4:
if( src->type == BL_PC ) {
struct map_session_data *sd = NULL;
const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
if( (sd = ((TBL_PC*)src)) ){
uint16 cid = combos[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1];
skill->castend_damage_id(src, target, cid, pc->checkskill(sd, cid), tick, 0);
}
}
break;
case SC_ESCAPE:
if( skl->type < 4+skl->skill_lv ){
clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5);
skill->blown(src,src,1,unit_getdir(src),0);
skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0);
}
break;
case CH_PALMSTRIKE:
{
struct status_change* tsc = iStatus->get_sc(target);
struct status_change* sc = iStatus->get_sc(src);
if( ( tsc && tsc->option&OPTION_HIDE ) ||
( sc && sc->option&OPTION_HIDE ) ){
skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
break;
}
}
default:
skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
}
} else {
if(src->m != skl->map)
break;
switch( skl->skill_id ) {
case WZ_METEOR:
if( skl->type >= 0 ) {
int x = skl->type>>16, y = skl->type&0xFFFF;
if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
}
else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
break;
case GN_CRAZYWEED_ATK: {
int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv);
iMap->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);
}
case WL_EARTHSTRAIN:
skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
break;
}
}
} while (0);
//Free skl now that it is no longer needed.
ers_free(skill->timer_ers, skl);
return 0;
}
/*==========================================
*
*------------------------------------------*/
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)
{
int i;
struct unit_data *ud;
nullpo_retr(1, src);
if (src->prev == NULL)
return 0;
ud = unit_bl2ud(src);
nullpo_retr(1, ud);
ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
if( i == MAX_SKILLTIMERSKILL ) return 1;
ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill);
ud->skilltimerskill[i]->timer = iTimer->add_timer(tick, skill->timerskill, src->id, i);
ud->skilltimerskill[i]->src_id = src->id;
ud->skilltimerskill[i]->target_id = target;
ud->skilltimerskill[i]->skill_id = skill_id;
ud->skilltimerskill[i]->skill_lv = skill_lv;
ud->skilltimerskill[i]->map = src->m;
ud->skilltimerskill[i]->x = x;
ud->skilltimerskill[i]->y = y;
ud->skilltimerskill[i]->type = type;
ud->skilltimerskill[i]->flag = flag;
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_cleartimerskill (struct block_list *src)
{
int i;
struct unit_data *ud;
nullpo_ret(src);
ud = unit_bl2ud(src);
nullpo_ret(ud);
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
if(ud->skilltimerskill[i]) {
iTimer->delete_timer(ud->skilltimerskill[i]->timer, skill->timerskill);
ers_free(skill->timer_ers, ud->skilltimerskill[i]);
ud->skilltimerskill[i]=NULL;
}
}
return 1;
}
int skill_activate_reverbetion( struct block_list *bl, va_list ap) {
struct skill_unit *su = (TBL_SKILL*)bl;
struct skill_unit_group *sg;
if( bl->type != BL_SKILL )
return 0;
if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, iTimer->gettick());
su->limit=DIFF_TICK(iTimer->gettick(),sg->tick);
sg->unit_id = UNT_USED_TRAPS;
}
return 0;
}
int skill_reveal_trap (struct block_list *bl, va_list ap) {
TBL_SKILL *su = (TBL_SKILL*)bl;
if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap.
//Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
//clif->changetraplook(bl, su->group->unit_id);
clif->skill_setunit(su);
return 1;
}
return 0;
}
/*==========================================
*
*
*------------------------------------------*/
int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct map_session_data *sd = NULL;
struct status_data *tstatus;
struct status_change *sc;
if (skill_id > 0 && !skill_lv) return 0;
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->m != bl->m)
return 1;
if (bl->prev == NULL)
return 1;
sd = BL_CAST(BL_PC, src);
if (iStatus->isdead(bl))
return 1;
if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) {
//GTB makes all targetted magic display miss with a single bolt.
sc_type sct = iStatus->skill2sc(skill_id);
if(sct != SC_NONE)
status_change_end(bl, sct, INVALID_TIMER);
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));
return 1;
}
sc = iStatus->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
tstatus = iStatus->get_status_data(bl);
iMap->freeblock_lock();
switch(skill_id) {
case MER_CRASH:
case SM_BASH:
case MS_BASH:
case MC_MAMMONITE:
case TF_DOUBLE:
case AC_DOUBLE:
case MA_DOUBLE:
case AS_SONICBLOW:
case KN_PIERCE:
case ML_PIERCE:
case KN_SPEARBOOMERANG:
case TF_POISON:
case TF_SPRINKLESAND:
case AC_CHARGEARROW:
case MA_CHARGEARROW:
case RG_INTIMIDATE:
case AM_ACIDTERROR:
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
case BA_DISSONANCE:
case CR_HOLYCROSS:
case NPC_DARKCROSS:
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_RANDOMATTACK:
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
case NPC_UNDEADATTACK:
case NPC_ARMORBRAKE:
case NPC_WEAPONBRAKER:
case NPC_HELMBRAKE:
case NPC_SHIELDBRAKE:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case LK_AURABLADE:
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
case LK_HEADCRUSH:
case CG_ARROWVULCAN:
case HW_MAGICCRASHER:
case ITM_TOMAHAWK:
case MO_TRIPLEATTACK:
case CH_CHAINCRUSH:
case CH_TIGERFIST:
case PA_SHIELDCHAIN: // Shield Chain
case PA_SACRIFICE:
case WS_CARTTERMINATION: // Cart Termination
case AS_VENOMKNIFE:
case HT_PHANTASMIC:
case HT_POWER:
case TK_DOWNKICK:
case TK_COUNTER:
case GS_CHAINACTION:
case GS_TRIPLEACTION:
case GS_MAGICALBULLET:
case GS_TRACKING:
case GS_PIERCINGSHOT:
case GS_RAPIDSHOWER:
case GS_DUST:
case GS_DISARM: // Added disarm. [Reddozen]
case GS_FULLBUSTER:
case NJ_SYURIKEN:
case NJ_KUNAI:
#ifndef RENEWAL
case ASC_BREAKER:
#endif
case HFLI_MOON: //[orn]
case HFLI_SBR44: //[orn]
case NPC_BLEEDING:
case NPC_CRITICALWOUND:
case NPC_HELLPOWER:
case RK_SONICWAVE:
case RK_HUNDREDSPEAR:
case RK_STORMBLAST:
case RK_CRUSHSTRIKE:
case AB_DUPLELIGHT_MELEE:
case RA_AIMEDBOLT:
case NC_AXEBOOMERANG:
case NC_POWERSWING:
case GC_CROSSIMPACT:
case GC_VENOMPRESSURE:
case SC_TRIANGLESHOT:
case SC_FEINTBOMB:
case LG_BANISHINGPOINT:
case LG_SHIELDPRESS:
case LG_RAGEBURST:
case LG_RAYOFGENESIS:
case LG_HESPERUSLIT:
case SR_FALLENEMPIRE:
case SR_CRESCENTELBOW_AUTOSPELL:
case SR_GATEOFHELL:
case SR_GENTLETOUCH_QUIET:
case WM_SEVERE_RAINSTORM_MELEE:
case WM_GREAT_ECHO:
case GN_SLINGITEM_RANGEMELEEATK:
case KO_JYUMONJIKIRI:
case KO_SETSUDAN:
case GC_DARKCROW:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
/**
* Mechanic (MADO GEAR)
**/
case NC_BOOSTKNUCKLE:
case NC_PILEBUNKER:
case NC_VULCANARM:
case NC_COLDSLOWER:
case NC_ARMSCANNON:
if (sd) pc->overheat(sd,1);
case RK_WINDCUTTER:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
break;
case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
switch( rnd()%6 ){
case 0: flag |= BREAK_ANKLE; break;
case 1: flag |= BREAK_WRIST; break;
case 2: flag |= BREAK_KNEE; break;
case 3: flag |= BREAK_SHOULDER; break;
case 4: flag |= BREAK_WAIST; break;
case 5: flag |= BREAK_NECK; break;
}
//TODO: is there really no cleaner way to do this?
sc = iStatus->get_sc(bl);
if (sc) sc->jb_flag = flag;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case MO_COMBOFINISH:
if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK)
{ //Becomes a splash attack when Soul Linked.
iMap->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);
} else
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case TK_STORMKICK: // Taekwon kicks [Dralnu]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
iMap->foreachinrange(skill->attack_area, src,
skill->get_splash(skill_id, skill_lv), splash_target(src),
BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
case KN_CHARGEATK: {
bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
unsigned int dist = distance_bl(src, bl);
uint8 dir = iMap->calc_dir(bl, src->x, src->y);
// teleport to target (if not on WoE grounds)
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
clif->slide(src, bl->x, bl->y);
// cause damage and knockback if the path to target was a straight one
if( path ) {
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
skill->blown(src, bl, dist, dir, 0);
//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
// make the caster look in the direction of the target
unit_setdir(src, (dir+4)%8);
}
}
break;
case NC_FLAMELAUNCHER:
if (sd) pc->overheat(sd,1);
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
case NJ_KAMAITACHI:
case LG_CANNONSPEAR:
//It won't shoot through walls since on castend there has to be a direct
//line of sight between caster and target.
skill_area_temp[1] = bl->id;
iMap->foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
break;
case NPC_ACIDBREATH:
case NPC_DARKNESSBREATH:
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
skill_area_temp[1] = bl->id;
iMap->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
break;
case RG_BACKSTAP:
{
uint8 dir = iMap->calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
if ((!check_distance_bl(src, bl, 0) && !iMap->check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
status_change_end(src, SC_HIDING, INVALID_TIMER);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
unit_setdir(bl,dir);
}
else if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case MO_FINGEROFFENSIVE:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
if (battle_config.finger_offensive_type && sd) {
int i;
for (i = 1; i < sd->spiritball_old; i++)
skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
}
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
break;
case MO_CHAINCOMBO:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
break;
case NJ_ISSEN:
case MO_EXTREMITYFIST:
{
short x, y, i = 2; // Move 2 cells for Issen(from target)
struct block_list *mbl = bl;
short dir = 0;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
if( skill_id == MO_EXTREMITYFIST )
{
mbl = src;
i = 3; // for Asura(from caster)
iStatus->set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
#endif
}else{
status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
status_change_end(src, SC_HIDING, INVALID_TIMER);
iStatus->set_hp(src,
#ifdef RENEWAL
max(status_get_max_hp(src)/100, 1)
#else
1
#endif
, 0);
}
dir = iMap->calc_dir(src,bl->x,bl->y);
if( dir > 0 && dir < 4) x = -i;
else if( dir > 4 ) x = i;
else x = 0;
if( dir > 2 && dir < 6 ) y = -i;
else if( dir == 7 || dir < 2 ) y = i;
else y = 0;
if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
clif->slide(src, src->x, src->y);
clif->fixpos(src);
clif->spiritball(src);
}
}
break;
//Splash attack skills.
case AS_GRIMTOOTH:
case MC_CARTREVOLUTION:
case NPC_SPLASHATTACK:
flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
case AS_SPLASHER:
case SM_MAGNUM:
case MS_MAGNUM:
case HT_BLITZBEAT:
case AC_SHOWER:
case MA_SHOWER:
case MG_NAPALMBEAT:
case MG_FIREBALL:
case RG_RAID:
case HW_NAPALMVULCAN:
case NJ_HUUMA:
case NJ_BAKUENRYU:
case ASC_METEORASSAULT:
case GS_DESPERADO:
case GS_SPREADATTACK:
case NPC_EARTHQUAKE:
case NPC_PULSESTRIKE:
case NPC_HELLJUDGEMENT:
case NPC_VAMPIRE_GIFT:
case RK_IGNITIONBREAK:
case AB_JUDEX:
case WL_SOULEXPANSION:
case WL_CRIMSONROCK:
case WL_COMET:
case WL_JACKFROST:
case RA_ARROWSTORM:
case RA_WUGDASH:
case NC_SELFDESTRUCTION:
case NC_AXETORNADO:
case GC_ROLLINGCUTTER:
case GC_COUNTERSLASH:
case LG_MOONSLASHER:
case LG_EARTHDRIVE:
case SR_TIGERCANNON:
case SR_RAMPAGEBLASTER:
case SR_SKYNETBLOW:
case SR_WINDMILL:
case SR_RIDEINLIGHTNING:
case WM_SOUND_OF_DESTRUCTION:
case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC:
case SO_VARETYR_SPEAR:
case GN_CART_TORNADO:
case GN_CARTCANNON:
case KO_HAPPOKUNAI:
case KO_HUUMARANKA:
case KO_MUCHANAGE:
case KO_BAKURETSU:
case GN_ILLUSIONDOPING:
if( flag&1 ) {//Recursive invocation
// skill_area_temp[0] holds number of targets in area
// skill_area_temp[1] holds the id of the original target
// skill_area_temp[2] counts how many targets have already been processed
int sflag = skill_area_temp[0] & 0xFFF, heal;
if( flag&SD_LEVEL )
sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
if( (skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
iStatus->heal(src,heal,0,0);
}
} else {
switch ( skill_id ) {
case NJ_BAKUENRYU:
case LG_EARTHDRIVE:
case GN_CARTCANNON:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case SR_TIGERCANNON:
case GC_COUNTERSLASH:
case GC_ROLLINGCUTTER:
flag |= SD_ANIMATION;
case LG_MOONSLASHER:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
default:
break;
}
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
skill_area_temp[2] = 0;
if( skill_id == WL_CRIMSONROCK ) {
skill_area_temp[4] = bl->x;
skill_area_temp[5] = bl->y;
}
if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
skill_area_temp[1] = 0;
// if skill damage should be split among targets, count them
//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
//special case: Venom Splasher uses a different range for searching than for splashing
if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
skill_area_temp[0] = iMap->foreachinrange(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);
// recursive invocation of skill->castend_damage_id() with flag|1
iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
}
break;
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
//Coded apart for it needs the flag passed to the damage calculation.
if (skill_area_temp[1] != bl->id)
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
else
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
break;
case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
if(flag&1){
if(bl->id==skill_area_temp[1])
break;
//two hits for 500%
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
} else {
int i,c;
c = skill->get_blewcount(skill_id,skill_lv);
// keep moving target in the direction that src is looking, square by square
for(i=0;i<c;i++){
if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
break; //Can't knockback
skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
if( skill_area_temp[0] > 1 ) break; // collision
}
clif->blown(bl); //Update target pos.
if (i!=c) { //Splash
skill_area_temp[1] = bl->id;
iMap->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);
}
//Weirdo dual-hit property, two attacks for 500%
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
}
break;
case KN_SPEARSTAB:
if(flag&1) {
if (bl->id==skill_area_temp[1])
break;
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
skill->blown(src,bl,skill_area_temp[2],-1,0);
} else {
int x=bl->x,y=bl->y,i,dir;
dir = iMap->calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
// all the enemies between the caster and the target are hit, as well as the target
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
skill->blown(src,bl,skill_area_temp[2],-1,0);
for (i=0;i<4;i++) {
iMap->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
x += dirx[dir];
y += diry[dir];
}
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
{
skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
iMap->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);
}
break;
case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
// clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
clif->damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
break;
case PR_TURNUNDEAD:
case ALL_RESURRECTION:
if (!battle->check_undead(tstatus->race, tstatus->def_ele))
break;
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case MG_SOULSTRIKE:
case NPC_DARKSTRIKE:
case MG_COLDBOLT:
case MG_FIREBOLT:
case MG_LIGHTNINGBOLT:
case WZ_EARTHSPIKE:
case AL_HEAL:
case AL_HOLYLIGHT:
case WZ_JUPITEL:
case NPC_DARKTHUNDER:
case PR_ASPERSIO:
case MG_FROSTDIVER:
case WZ_SIGHTBLASTER:
case WZ_SIGHTRASHER:
case NJ_KOUENKA:
case NJ_HYOUSENSOU:
case NJ_HUUJIN:
case AB_ADORAMUS:
case AB_RENOVATIO:
case AB_HIGHNESSHEAL:
case AB_DUPLELIGHT_MAGIC:
case WM_METALICSOUND:
case MH_ERASER_CUTTER:
case KO_KAIHOU:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case NPC_MAGICALATTACK:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
sc_start(src,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case HVAN_CAPRICE: //[blackhole89]
{
int ran=rnd()%4;
int sid = 0;
switch(ran)
{
case 0: sid=MG_COLDBOLT; break;
case 1: sid=MG_FIREBOLT; break;
case 2: sid=MG_LIGHTNINGBOLT; break;
case 3: sid=WZ_EARTHSPIKE; break;
}
skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
}
break;
case WZ_WATERBALL:
{
int range = skill_lv / 2;
int maxlv = skill->get_max(skill_id); // learnable level
int count = 0;
int x, y;
struct skill_unit* unit;
if( skill_lv > maxlv )
{
if( src->type == BL_MOB && skill_lv == 10 )
range = 4;
else
range = maxlv / 2;
}
for( y = src->y - range; y <= src->y + range; ++y )
for( x = src->x - range; x <= src->x + range; ++x )
{
if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
{
if( src->type != BL_PC || iMap->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
count++; // natural water cell
else if( (unit = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
{
count++; // skill-induced water cell
skill->delunit(unit); // consume cell
}
}
}
if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
}
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case PR_BENEDICTIO:
//Should attack undead and demons. [Skotlex]
if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
break;
case SL_SMA:
status_change_end(src, SC_SMA_READY, INVALID_TIMER);
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case NPC_DARKBREATH:
clif->emotion(src,E_AG);
case SN_FALCONASSAULT:
case PA_PRESSURE:
case CR_ACIDDEMONSTRATION:
case TF_THROWSTONE:
case NPC_SMOKING:
case GS_FLING:
case NJ_ZENYNAGE:
case GN_THORNS_TRAP:
case GN_HELLS_PLANT_ATK:
#ifdef RENEWAL
case ASC_BREAKER:
#endif
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
/**
* Rune Knight
**/
case RK_DRAGONBREATH_WATER:
case RK_DRAGONBREATH: {
struct status_change *tsc = NULL;
if( (tsc = iStatus->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
} else
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case NPC_SELFDESTRUCTION: {
struct status_change *tsc = NULL;
if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] )
break;
}
case HVAN_EXPLOSION:
if (src != bl)
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
// Celest
case PF_SOULBURN:
if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (skill_lv == 5)
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
status_percent_damage(src, bl, 0, 100, false);
} else {
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
if (skill_lv == 5)
skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
status_percent_damage(src, src, 0, 100, false);
}
break;
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
src, src, bl, skill_id, skill_lv, tick, flag);
if (heal > 0){
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
iStatus->heal(src, heal, 0, 0);
}
}
break;
case GS_BULLSEYE:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case NJ_KASUMIKIRI:
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case NJ_KIRIKAGE:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
{ //You don't move on GVG grounds.
short x, y;
iMap->search_freecell(bl, 0, &x, &y, 1, 1, 0);
if (unit_movepos(src, x, y, 0, 0))
clif->slide(src,src->x,src->y);
}
status_change_end(src, SC_HIDING, INVALID_TIMER);
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case RK_PHANTOMTHRUST:
unit_setdir(src,iMap->calc_dir(src, bl->x, bl->y));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
if( battle->check_target(src,bl,BCT_ENEMY) > 0 )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case GC_DARKILLUSION:
{
short x, y;
short dir = iMap->calc_dir(src,bl->x,bl->y);
if( dir > 0 && dir < 4) x = 2;
else if( dir > 4 ) x = -2;
else x = 0;
if( dir > 2 && dir < 6 ) y = 2;
else if( dir == 7 || dir < 2 ) y = -2;
else y = 0;
if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
{
clif->slide(src,bl->x+x,bl->y+y);
clif->fixpos(src); // the official server send these two packts.
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
if( rnd()%100 < 4 * skill_lv )
skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
}
}
break;
case GC_WEAPONCRUSH:
if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
break;
case GC_CROSSRIPPERSLASHER:
if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
else
{
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
}
break;
case GC_PHANTOMMENACE:
if( flag&1 )
{ // Only Hits Invisible Targets
struct status_change *tsc = iStatus->get_sc(bl);
if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case WL_CHAINLIGHTNING:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
break;
case WL_DRAINLIFE:
{
int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
int rate = 70 + 5 * skill_lv;
heal = heal * (5 + 5 * skill_lv) / 100;
if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
heal = 0; // Don't absorb heal from Ice Walls or other skill units.
if( heal && rnd()%100 < rate )
{
iStatus->heal(src, heal, 0, 0);
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
}
break;
case WL_TETRAVORTEX:
if( sc ){
int i = SC_SUMMON5, x = 0;
int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
for(; i >= SC_SUMMON1; i--){
if( sc->data[i] ){
int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0;
if( x < 4 ){
types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1;
types[x][1] = 25; // 25% each for equal sharing
if( x == 3 ){
x = 0;
sc_index = types[rand()%4][0];
for(; x < 4; x++)
if(types[x][0] == sc_index)
rate += types[x][1];
}
skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag);
}
status_change_end(src, (sc_type)i, INVALID_TIMER);
x++;
}
}
}
break;
case WL_RELEASE:
if( sd ) {
int i, cooldown;
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->toggle_magicpower(src, skill_id);
// Priority is to release SpellBook
if( sc && sc->data[SC_READING_SB] ) { // SpellBook
uint16 skill_id, skill_lv, point, s = 0;
int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1];
for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
if( sc->data[i] ) spell[s++] = i;
if ( s == 0 )
break;
i = spell[s==1?0:rand()%s];// Random select of spell to be released.
if( s && sc->data[i] ){// Now extract the data from the preserved spell
skill_id = sc->data[i]->val1;
skill_lv = sc->data[i]->val2;
point = sc->data[i]->val3;
status_change_end(src, (sc_type)i, INVALID_TIMER);
}else //something went wrong :(
break;
if( sc->data[SC_READING_SB]->val2 > point )
sc->data[SC_READING_SB]->val2 -= point;
else // Last spell to be released
status_change_end(src, SC_READING_SB, INVALID_TIMER);
if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
break;
switch( skill->get_casttype(skill_id) ) {
case CAST_GROUND:
skill->castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
skill->castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
break;
}
sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv);
clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0);
cooldown = skill_get_cooldown(skill_id, skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
if (sd->skillcooldown[i].id == skill_id){
cooldown += sd->skillcooldown[i].val;
break;
}
}
if(cooldown)
skill->blockpc_start(sd, skill_id, cooldown, false);
}else if( sc ){ // Summon Balls
int i = SC_SUMMON5;
for(; i >= SC_SUMMON1; i--){
if( sc->data[i] ){
int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE);
skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag);
status_change_end(src, (sc_type)i, INVALID_TIMER);
if(skill_lv == 1)
break;
}
}
}
}
break;
case WL_FROSTMISTY:
// Doesn't deal damage through non-shootable walls.
if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
break;
case WL_HELLINFERNO:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
break;
case RA_WUGSTRIKE:
if( sd && pc_isridingwug(sd) ){
short x[8]={0,-1,-1,-1,0,1,1,1};
short y[8]={1,1,0,-1,-1,-1,0,1};
uint8 dir = iMap->calc_dir(bl, src->x, src->y);
if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
{
clif->slide(src, bl->x+x[dir], bl->y+y[dir]);
clif->fixpos(src);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
}
break;
}
case RA_WUGBITE:
if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case RA_SENSITIVEKEEN:
if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
struct status_change * tsc = iStatus->get_sc(bl);
if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
}
else
{
struct skill_unit *su = BL_CAST(BL_SKILL,bl);
struct skill_unit_group* sg;
if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP )
{
if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
{
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
if( item_tmp.nameid )
iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
}
skill->delunit(su);
}
}
break;
case NC_INFRAREDSCAN:
if( flag&1 )
{ //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
if( rnd()%100 < 50 )
sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv));
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
}
else
{
iMap->foreachinrange(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);
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( sd ) pc->overheat(sd,1);
}
break;
case NC_MAGNETICFIELD:
sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
break;
case SC_FATALMENACE:
if( flag&1 )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else
{
short x, y;
iMap->search_freecell(src, 0, &x, &y, -1, -1, 0);
// Destination area
skill_area_temp[4] = x;
skill_area_temp[5] = y;
iMap->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);
skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
}
break;
case LG_PINPOINTATTACK:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
clif->slide(src,bl->x,bl->y);
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case LG_SHIELDSPELL:
// flag&1: Phisycal Attack, flag&2: Magic Attack.
skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case LG_OVERBRAND:
if( iStatus->check_skilluse(src, bl, skill_id, 1) )
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
else
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));
break;
case LG_OVERBRAND_BRANDISH:
skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
break;
case SR_DRAGONCOMBO:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case SR_KNUCKLEARROW:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
clif->slide(src,bl->x,bl->y);
clif->fixpos(src); // Aegis send this packet too.
}
if( flag&1 )
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
else
skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
break;
case SR_HOWLINGOFLION:
status_change_end(bl, SC_SWING, INVALID_TIMER);
status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
break;
case SR_EARTHSHAKER:
if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
} else{
iMap->foreachinrange(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);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
}
break;
case SO_POISON_BUSTER: {
struct status_change *tsc = iStatus->get_sc(bl);
if( tsc && tsc->data[SC_POISON] ) {
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
status_change_end(bl, SC_POISON, INVALID_TIMER);
}
else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
}
break;
case GN_SPORE_EXPLOSION:
if( flag&1 )
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
else {
clif->skill_nodamage(src, bl, skill_id, 0, 1);
skill->addtimerskill(src, iTimer->gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
}
break;
case EL_FIRE_BOMB:
case EL_FIRE_WAVE:
case EL_WATER_SCREW:
case EL_HURRICANE:
case EL_TYPOON_MIS:
if( flag&1 )
skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
else {
int i = skill->get_splash(skill_id,skill_lv);
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 30 )
iMap->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
else
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case EL_ROCK_CRUSHER:
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 50 )
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
else
skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
break;
case EL_STONE_RAIN:
if( flag&1 )
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
else {
int i = skill->get_splash(skill_id,skill_lv);
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 30 )
iMap->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
else
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case EL_FIRE_ARROW:
case EL_ICE_NEEDLE:
case EL_WIND_SLASH:
case EL_STONE_HAMMER:
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
break;
case EL_TIDAL_WEAPON:
if( src->type == BL_ELEM ) {
struct elemental_data *ele = BL_CAST(BL_ELEM,src);
struct status_change *sc = iStatus->get_sc(&ele->bl);
struct status_change *tsc = iStatus->get_sc(bl);
sc_type type = iStatus->skill2sc(skill_id), type2;
type2 = type-1;
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
elemental->clean_single_effect(ele, skill_id);
}
if( rnd()%100 < 50 )
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
else {
sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv));
}
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
}
break;
//recursive homon skill
case MH_MAGMA_FLOW:
case MH_XENO_SLASHER:
case MH_HEILIGE_STANGE:
if(flag & 1)
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
else {
iMap->foreachinrange(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);
}
break;
case MH_STAHL_HORN:
case MH_NEEDLE_OF_PARALYZE:
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
break;
case MH_TINDER_BREAKER:
if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
#if PACKETVER >= 20111005
clif->snap(src, bl->x, bl->y);
#else
clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
#endif
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
break;
case 0:/* no skill - basic/normal attack */
if(sd) {
if (flag & 3){
if (bl->id != skill_area_temp[1])
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
} else {
skill_area_temp[1] = bl->id;
iMap->foreachinrange(skill->area_sub, bl,
sd->bonus.splash_range, BL_CHAR,
src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
skill->castend_damage_id);
flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
}
}
break;
default:
ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
0, abs(skill->get_num(skill_id, skill_lv)),
skill_id, skill_lv, skill->get_hit(skill_id));
iMap->freeblock_unlock();
return 1;
}
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
iMap->freeblock_unlock();
if( sd && !(flag&1) )
{// ensure that the skill last-cast tick is recorded
sd->canskill_tick = iTimer->gettick();
if( sd->state.arrow_atk )
{// consume arrow on last invocation to this skill.
battle->consume_ammo(sd, skill_id, skill_lv);
}
// perform skill requirement consumption
skill->consume_requirement(sd,skill_id,skill_lv,2);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
{
struct block_list *target, *src;
struct map_session_data *sd;
struct mob_data *md;
struct unit_data *ud;
struct status_change *sc = NULL;
int inf,inf2,flag = 0;
src = iMap->id2bl(id);
if( src == NULL )
{
ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
return 0;// not found
}
ud = unit_bl2ud(src);
if( ud == NULL )
{
ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
return 0;// ???
}
sd = BL_CAST(BL_PC, src);
md = BL_CAST(BL_MOB, src);
if( src->prev == NULL ) {
ud->skilltimer = INVALID_TIMER;
return 0;
}
if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
if( ud->skilltimer != tid ) {
ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
ud->skilltimer = INVALID_TIMER;
return 0;
}
if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
}
ud->skilltimer = INVALID_TIMER;
}
if (ud->skilltarget == id)
target = src;
else
target = iMap->id2bl(ud->skilltarget);
// Use a do so that you can break out of it when the skill fails.
do {
if(!target || target->prev==NULL) break;
if(src->m != target->m || iStatus->isdead(src)) break;
switch (ud->skill_id) {
//These should become skill_castend_pos
case WE_CALLPARTNER:
if(sd) clif->callpartner(sd);
case WE_CALLPARENT:
case WE_CALLBABY:
case AM_RESURRECTHOMUN:
case PF_SPIDERWEB:
//Find a random spot to place the skill. [Skotlex]
inf2 = skill->get_splash(ud->skill_id, ud->skill_lv);
ud->skillx = target->x + inf2;
ud->skilly = target->y + inf2;
if (inf2 && !iMap->random_dir(target, &ud->skillx, &ud->skilly)) {
ud->skillx = target->x;
ud->skilly = target->y;
}
ud->skilltimer=tid;
return skill->castend_pos(tid,tick,id,data);
case GN_WALLOFTHORN:
ud->skillx = target->x;
ud->skilly = target->y;
ud->skilltimer = tid;
return skill->castend_pos(tid,tick,id,data);
}
if(ud->skill_id == RG_BACKSTAP) {
uint8 dir = iMap->calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
if(check_distance_bl(src, target, 0) || iMap->check_dir(dir,t_dir)) {
break;
}
}
if( ud->skill_id == PR_TURNUNDEAD ) {
struct status_data *tstatus = iStatus->get_status_data(target);
if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
break;
}
if( ud->skill_id == RA_WUGSTRIKE ){
if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
break;
}
if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
{
sc = iStatus->get_sc(target);
if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
break;
}
}
else
{ // Check target validity.
inf = skill->get_inf(ud->skill_id);
inf2 = skill->get_inf2(ud->skill_id);
if(inf&INF_ATTACK_SKILL ||
(inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
) // Casted through combo.
inf = BCT_ENEMY; //Offensive skill.
else if(inf2&INF2_NO_ENEMY)
inf = BCT_NOENEMY;
else
inf = 0;
if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
{
inf |=
(inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
(inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
//Remove neutral targets (but allow enemy if skill is designed to be so)
inf &= ~BCT_NEUTRAL;
}
if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
break;
}
if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
{
if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
break;
}
else if (inf && battle->check_target(src, target, inf) <= 0){
if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(inf&BCT_ENEMY && (sc = iStatus->get_sc(target)) &&
sc->data[SC_FOGWALL] &&
rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
}
//Avoid doing double checks for instant-cast skills.
if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1))
break;
if(md) {
md->last_thinktime=tick +MIN_MOBTHINKTIME;
if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
clif->emotion(src, md->db->skill[md->skill_idx].emotion);
}
if(src != target && battle_config.skill_add_range &&
!check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
{
if (sd) {
clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
}
break;
}
if( sd )
{
if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
break;
else
skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
}
#ifdef OFFICIAL_WALKPATH
if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
break;
#endif
if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
break;
if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
ud->state.running = 0;
status_change_end(src, SC_RUN, INVALID_TIMER);
flag = 1;
}
if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
unit_stop_walking(src,1);
if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
if (sd) { //Cooldown application
int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
if (sd->skillcooldown[i].id == ud->skill_id){
cooldown += sd->skillcooldown[i].val;
break;
}
}
if(cooldown)
skill->blockpc_start(sd, ud->skill_id, cooldown, false);
}
if( battle_config.display_status_timers && sd )
clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
if( sd )
{
switch( ud->skill_id )
{
case GS_DESPERADO:
sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv);
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
{
const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer);
if( timer && timer->func == iStatus->change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
break;
}
sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
break;
}
}
if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE)
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
if(battle_config.skill_log && battle_config.skill_log&src->type)
ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
iMap->freeblock_lock();
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
skill->toggle_magicpower(src, ud->skill_id);
if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE)
skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
else
skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
sc = iStatus->get_sc(src);
if(sc && sc->count) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
sc->data[SC_SOULLINK]->val3 == ud->skill_id &&
ud->skill_id != WZ_WATERBALL)
sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
skill->blockpc_start(sd,BD_ADAPTATION,3000, false);
}
if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
sd->skillitem = sd->skillitemlv = 0;
if (ud->skilltimer == INVALID_TIMER) {
if(md) md->skill_idx = -1;
else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skill_lv = ud->skilltarget = 0;
}
iMap->freeblock_unlock();
return 1;
} while(0);
//Skill failed.
if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
{ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
iStatus->set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
{ //End states
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv));
#endif
}
if (target && target->m == src->m)
{ //Move character to target anyway.
int dir, x, y;
dir = iMap->calc_dir(src,target->x,target->y);
if( dir > 0 && dir < 4) x = -2;
else if( dir > 4 ) x = 2;
else x = 0;
if( dir > 2 && dir < 6 ) y = -2;
else if( dir == 7 || dir < 2 ) y = 2;
else y = 0;
if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
{ //Display movement + animation.
clif->slide(src,src->x,src->y);
clif->spiritball(src);
}
clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
}
}
ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick;
//You can't place a skill failed packet here because it would be
//sent in ALL cases, even cases where skill_check_condition fails
//which would lead to double 'skill failed' messages u.u [Skotlex]
if(sd)
sd->skillitem = sd->skillitemlv = 0;
else if(md)
md->skill_idx = -1;
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd;
struct homun_data *hd;
struct mercenary_data *mer;
struct status_data *sstatus, *tstatus;
struct status_change *tsc;
struct status_change_entry *tsce;
int i = 0;
enum sc_type type;
if(skill_id > 0 && !skill_lv) return 0; // celest
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->m != bl->m)
return 1;
sd = BL_CAST(BL_PC, src);
hd = BL_CAST(BL_HOM, src);
md = BL_CAST(BL_MOB, src);
mer = BL_CAST(BL_MER, src);
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
if(bl->prev == NULL)
return 1;
if(iStatus->isdead(src))
return 1;
if( src != bl && iStatus->isdead(bl) ) {
/**
* Skills that may be cast on dead targets
**/
switch( skill_id ) {
case NPC_WIDESOULDRAIN:
case PR_REDEMPTIO:
case ALL_RESURRECTION:
case WM_DEADHILLHERE:
break;
default:
return 1;
}
}
tstatus = iStatus->get_status_data(bl);
sstatus = iStatus->get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skill_id) {
case HLIF_HEAL: //[orn]
if (bl->type != BL_HOM) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
break ;
}
case AL_HEAL:
/**
* Arch Bishop
**/
case AB_RENOVATIO:
case AB_HIGHNESSHEAL:
case AL_INCAGI:
if( sd && dstsd && pc_ismadogear(dstsd) ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
return 0;
}
case ALL_RESURRECTION:
case PR_ASPERSIO:
//Apparently only player casted skills can be offensive like this.
if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) {
if (battle->check_target(src, bl, BCT_ENEMY) < 1) {
//Offensive heal does not works on non-enemies. [Skotlex]
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
return skill->castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
}
break;
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
return skill->castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
case MH_STEINWAND: {
struct block_list *s_src = battle->get_master(src);
short ret = 0;
if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
return ret;
}
break;
case RK_MILLENNIUMSHIELD:
case RK_CRUSHSTRIKE:
case RK_REFRESH:
case RK_GIANTGROWTH:
case RK_STONEHARDSKIN:
case RK_VITALITYACTIVATION:
case RK_STORMBLAST:
case RK_FIGHTINGSPIRIT:
case RK_ABUNDANCE:
if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
if( iStatus->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
skill->consume_requirement(sd,skill_id,skill_lv,2);
iMap->freeblock_unlock();
return 0;
}
}
break;
default:
//Skill is actually ground placed.
if (src == bl && skill->get_unit_id(skill_id,0))
return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
}
type = iStatus->skill2sc(skill_id);
tsc = iStatus->get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
(i = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
skill->get_inf(skill_id) != INF_SUPPORT_SKILL &&
battle->attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
return 1; //Skills that cause an status should be blocked if the target element blocks its element.
iMap->freeblock_lock();
switch(skill_id) {
case HLIF_HEAL: //[orn]
case AL_HEAL:
/**
* Arch Bishop
**/
case AB_HIGHNESSHEAL:
{
int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
int heal_get_jobexp;
//Highness Heal: starts at 1.5 boost + 0.5 for each level
if( skill_id == AB_HIGHNESSHEAL ) {
heal = heal * ( 15 + 5 * skill_lv ) / 10;
}
if( iStatus->isimmune(bl) ||
(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
heal=0;
if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
heal = heal*2;
if( tsc && tsc->count )
{
if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
{ //Bounce back heal
if (--tsc->data[SC_KAITE]->val2 <= 0)
status_change_end(bl, SC_KAITE, INVALID_TIMER);
if (src == bl)
heal=0; //When you try to heal yourself under Kaite, the heal is voided.
else {
bl = src;
dstsd = sd;
}
}
else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER])
heal = 0; //Needed so that it actually displays 0 when healing.
}
clif->skill_nodamage (src, bl, skill_id, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
heal = ~heal + 1;
heal_get_jobexp = iStatus->heal(bl,heal,0,0);
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
if (heal_get_jobexp <= 0)
heal_get_jobexp = 1;
pc->gainexp (sd, bl, 0, heal_get_jobexp, false);
}
}
break;
case PR_REDEMPTIO:
if (sd && !(flag&1)) {
if (sd->status.party_id == 0) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
skill_area_temp[0] = 0;
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);
if (skill_area_temp[0] == 0) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill_area_temp[0] * 2/1000);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
iStatus->set_hp(src, 1, 0);
iStatus->set_sp(src, 0, 0);
break;
} else if (iStatus->isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skill_lv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
break;
case ALL_RESURRECTION:
if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
{ //No reviving in WoE grounds!
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if (!iStatus->isdead(bl))
break;
{
int per = 0, sper = 0;
if (tsc && tsc->data[SC_HELLPOWER])
break;
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
break;
switch(skill_lv){
case 1: per=10; break;
case 2: per=30; break;
case 3: per=50; break;
case 4: per=80; break;
}
if(dstsd && dstsd->special_state.restart_full_recover)
per = sper = 100;
if (iStatus->revive(bl, per, sper))
{
clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
if(sd && dstsd && battle_config.resurrection_exp > 0)
{
int exp = 0,jexp = 0;
int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
if(lv > 0 && pc->nextbaseexp(dstsd)) {
exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (exp < 1) exp = 1;
}
if(jlv > 0 && pc->nextjobexp(dstsd)) {
jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (jexp < 1) jexp = 1;
}
if(exp > 0 || jexp > 0)
pc->gainexp (sd, bl, exp, jexp, false);
}
}
}
break;
case AL_DECAGI:
case MER_DECAGI:
clif->skill_nodamage (src, bl, skill_id, skill_lv,
sc_start(bl, type, (40 + skill_lv * 2 + (iStatus->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
break;
case AL_CRUCIS:
if (flag&1)
sc_start(bl,type, 23+skill_lv*4 +iStatus->get_lv(src) -iStatus->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
else {
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case PR_LEXDIVINA:
case MER_LEXDIVINA:
if( tsce )
status_change_end(bl,type, INVALID_TIMER);
else
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
break;
case SA_ABRACADABRA:
{
int abra_skill_id = 0, abra_skill_lv;
do {
i = rnd() % MAX_SKILL_ABRA_DB;
abra_skill_id = skill_abra_db[i].skill_id;
} while (abra_skill_id == 0 ||
skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
rnd()%10000 >= skill_abra_db[i].per
);
abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
if( sd )
{// player-casted
sd->state.abra_flag = 1;
sd->skillitem = abra_skill_id;
sd->skillitemlv = abra_skill_lv;
clif->item_skill(sd, abra_skill_id, abra_skill_lv);
}
else
{// mob-casted
struct unit_data *ud = unit_bl2ud(src);
int inf = skill->get_inf(abra_skill_id);
if (!ud) break;
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
if (src->type == BL_PET)
bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
} else { //Assume offensive skills
int target_id = 0;
if (ud->target)
target_id = ud->target;
else switch (src->type) {
case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
}
if (!target_id)
break;
if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
bl = iMap->id2bl(target_id);
if (!bl) bl = src;
unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
} else
unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
}
}
}
break;
case SA_COMA:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
break;
case SA_FULLRECOVERY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (iStatus->isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case NPC_ALLHEAL:
{
int heal;
if( iStatus->isimmune(bl) )
break;
heal = status_percent_heal(bl, 100, 0);
clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
if( dstmd )
{ // Reset Damage Logs
memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
dstmd->tdmg = 0;
}
}
break;
case SA_SUMMONMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
break;
case SA_LEVELUP:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false);
break;
case SA_INSTANTDEATH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iStatus->set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case SA_CLASSCHANGE:
case SA_MONOCELL:
if (dstmd)
{
int class_;
if ( sd && dstmd->status.mode&MD_BOSS )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
mob_class_change(dstmd,class_);
if( tsc && dstmd->status.mode&MD_BOSS )
{
const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP };
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
for (i = 0; i < ARRAYLENGTH(scs); i++)
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
}
}
break;
case SA_DEATH:
if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
status_kill(bl);
break;
case SA_REVERSEORCISH:
case ALL_REVERSEORCISH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
break;
case SA_FORTUNE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(sd) pc->getzeny(sd,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (sd && dstmd) {
ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
if( i < MAX_PET_DB )
pet_catch_process1(sd, dstmd->class_);
}
break;
case CR_PROVIDENCE:
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case CG_MARIONETTE:
{
struct status_change* sc = iStatus->get_sc(src);
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
if( sc && tsc )
{
if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] )
{
sc_start(src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv));
sc_start(bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
else
if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id &&
tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id )
{
status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER);
status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
}
else
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
}
}
break;
case RG_CLOSECONFINE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
break;
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
if (dstsd) {
if(dstsd->status.weapon == W_FIST ||
(dstsd->sc.count && !dstsd->sc.data[type] &&
( //Allow re-enchanting to lenghten time. [Skotlex]
dstsd->sc.data[SC_PROPERTYFIRE] ||
dstsd->sc.data[SC_PROPERTYWATER] ||
dstsd->sc.data[SC_PROPERTYWIND] ||
dstsd->sc.data[SC_PROPERTYGROUND] ||
dstsd->sc.data[SC_PROPERTYDARK] ||
dstsd->sc.data[SC_PROPERTYTELEKINESIS] ||
dstsd->sc.data[SC_ENCHANTPOISON]
))
) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
}
// 100% success rate at lv4 & 5, but lasts longer at lv5
if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) {
if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
clif->message(sd->fd, msg_txt(669));
}
break;
case PR_ASPERSIO:
if (sd && dstmd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case ITEM_ENCHANTARMS:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl,type,100,skill_lv,
skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv)));
break;
case TK_SEVENWIND:
switch(skill->get_ele(skill_id,skill_lv)) {
case ELE_EARTH : type = SC_PROPERTYGROUND; break;
case ELE_WIND : type = SC_PROPERTYWIND; break;
case ELE_WATER : type = SC_PROPERTYWATER; break;
case ELE_FIRE : type = SC_PROPERTYFIRE; break;
case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break;
case ELE_DARK : type = SC_PROPERTYDARK; break;
case ELE_HOLY : type = SC_ASPERSIO; break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
sc_start2(bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv));
break;
case PR_KYRIE:
case MER_KYRIE:
clif->skill_nodamage(bl,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
case MS_MAGNUM:
skill_area_temp[1] = 0;
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
clif->skill_nodamage (src,src,skill_id,skill_lv,1);
// Initiate 10% of your damage becomes fire element.
sc_start4(src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
if( sd )
skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false);
else if( bl->type == BL_MER )
skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));
break;
case TK_JUMPKICK:
/* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
if( battle->check_target(src, bl, BCT_ENEMY) > 0 )
{
if( unit_movepos(src, bl->x, bl->y, 1, 1) )
{
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
clif->slide(src,bl->x,bl->y);
}
}
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
break;
case AL_INCAGI:
case AL_BLESSING:
case MER_INCAGI:
case MER_BLESSING:
if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) {
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
}
case PR_SLOWPOISON:
case PR_IMPOSITIO:
case PR_LEXAETERNA:
case PR_SUFFRAGIUM:
case PR_BENEDICTIO:
case LK_BERSERK:
case MS_BERSERK:
case KN_AUTOCOUNTER:
case KN_TWOHANDQUICKEN:
case KN_ONEHAND:
case MER_QUICKEN:
case CR_SPEARQUICKEN:
case CR_REFLECTSHIELD:
case MS_REFLECTSHIELD:
case AS_POISONREACT:
case MC_LOUD:
case MG_ENERGYCOAT:
case MO_EXPLOSIONSPIRITS:
case MO_STEELBODY:
case MO_BLADESTOP:
case LK_AURABLADE:
case LK_PARRYING:
case MS_PARRYING:
case LK_CONCENTRATION:
case WS_CARTBOOST:
case SN_SIGHT:
case WS_MELTDOWN:
case WS_OVERTHRUSTMAX:
case ST_REJECTSWORD:
case HW_MAGICPOWER:
case PF_MEMORIZE:
case PA_SACRIFICE:
case ASC_EDP:
case PF_DOUBLECASTING:
case SG_SUN_COMFORT:
case SG_MOON_COMFORT:
case SG_STAR_COMFORT:
case NPC_HALLUCINATION:
case GS_MADNESSCANCEL:
case GS_ADJUSTMENT:
case GS_INCREASING:
case NJ_KASUMIKIRI:
case NJ_UTSUSEMI:
case NJ_NEN:
case NPC_DEFENDER:
case NPC_MAGICMIRROR:
case ST_PRESERVE:
case NPC_INVINCIBLE:
case NPC_INVINCIBLEOFF:
case RK_DEATHBOUND:
case AB_RENOVATIO:
case AB_EXPIATIO:
case AB_DUPLELIGHT:
case AB_SECRAMENT:
case NC_ACCELERATION:
case NC_HOVERING:
case NC_SHAPESHIFT:
case WL_RECOGNIZEDSPELL:
case GC_VENOMIMPRESS:
case SC_DEADLYINFECT:
case LG_EXEEDBREAK:
case LG_PRESTIGE:
case SR_CRESCENTELBOW:
case SR_LIGHTNINGWALK:
case SR_GENTLETOUCH_ENERGYGAIN:
case GN_CARTBOOST:
case KO_MEIKYOUSISUI:
case ALL_FULL_THROTTLE:
case RA_UNLIMIT:
case WL_TELEKINESIS_INTENSE:
case AB_OFFERTORIUM:
case RK_GIANTGROWTH:
case RK_VITALITYACTIVATION:
case RK_ABUNDANCE:
case RK_CRUSHSTRIKE:
case ALL_ODINS_POWER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case SO_STRIKING:
if (sd) {
int bonus = 25 + 10 * skill_lv;
bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5;
clif->skill_nodamage( src, bl, skill_id, skill_lv,
battle->check_target(src,bl,BCT_PARTY) > 0 ?
sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) :
0
);
}
break;
case NPC_STOP:
if( clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) )
sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv));
break;
case HP_ASSUMPTIO:
if( sd && dstmd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case MG_SIGHT:
case MER_SIGHT:
case AL_RUWACH:
case WZ_SIGHTBLASTER:
case NPC_WIDESIGHT:
case NPC_STONESKIN:
case NPC_ANTIMAGIC:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv)));
break;
case HLIF_AVOID:
case HAMI_DEFENCE:
i = skill->get_time(skill_id,skill_lv);
clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
break;
case NJ_BUNSINJYUTSU:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
status_change_end(bl, SC_NJ_NEN, INVALID_TIMER);
break;
/* Was modified to only affect targetted char. [Skotlex]
case HP_ASSUMPTIO:
if (flag&1)
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else
{
iMap->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);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
*/
case SM_ENDURE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
if (sd)
skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false);
break;
case ALL_ANGEL_PROTECT:
if( dstsd )
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
if (sd && dstsd && dstsd->sc.count) {
if (dstsd->sc.data[SC_PROPERTYFIRE] ||
dstsd->sc.data[SC_PROPERTYWATER] ||
dstsd->sc.data[SC_PROPERTYWIND] ||
dstsd->sc.data[SC_PROPERTYGROUND] ||
dstsd->sc.data[SC_PROPERTYDARK] ||
dstsd->sc.data[SC_PROPERTYTELEKINESIS]
// dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case LK_TENSIONRELAX:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv),
skill->get_time(skill_id,skill_lv)));
break;
case MC_CHANGECART:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case TK_MISSION:
if (sd) {
int id;
if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
clif->mission_info(sd, sd->mission_mobid, sd->mission_count);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
id = mob_get_random_id(0,0xF, sd->status.base_level);
if (!id) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
sd->mission_mobid = id;
sd->mission_count = 0;
pc_setglobalreg(sd,"TK_MISSION_ID", id);
clif->mission_info(sd, id, 0);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case AC_CONCENTRATION:
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
iMap->foreachinrange( iStatus->change_timer_sub, src,
skill->get_splash(skill_id, skill_lv), BL_CHAR,
src,NULL,type,tick);
}
break;
case SM_PROVOKE:
case SM_SELFPROVOKE:
case MER_PROVOKE:
if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) )
{
iMap->freeblock_unlock();
return 1;
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
(i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + iStatus->get_lv(src) - iStatus->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
if( !i )
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl, 2);
if( tsc && tsc->count )
{
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
}
if( dstmd )
{
dstmd->state.provoke_flag = src->id;
mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
}
break;
case ML_DEVOTION:
case CR_DEVOTION:
{
int count, lv;
if( !dstsd || (!sd && !mer) )
{ // Only players can be devoted
if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
if( (lv = iStatus->get_lv(src) - dstsd->status.base_level) < 0 )
lv = -lv;
if( lv > battle_config.devotion_level_difference || // Level difference requeriments
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
(skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
(dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
i = 0;
count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
if( sd )
{ // Player Devoting Player
ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
if( i == count )
{
ARR_FIND(0, count, i, sd->devotion[i] == 0 );
if( i == count )
{ // No free slots, skill Fail
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
iMap->freeblock_unlock();
return 1;
}
}
sd->devotion[i] = bl->id;
}
else
mer->devotion_flag = 1; // Mercenary Devoting Owner
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv)));
clif->devotion(src, NULL);
}
break;
case MO_CALLSPIRITS:
if(sd) {
int limit = skill_lv;
if( sd->sc.data[SC_RAISINGDRAGON] )
limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
}
break;
case CH_SOULCOLLECT:
if(sd) {
int limit = 5;
if( sd->sc.data[SC_RAISINGDRAGON] )
limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
for (i = 0; i < limit; i++)
pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
}
break;
case MO_KITRANSLATION:
if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
if (skill_area_temp[1] != bl->id) {
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
}
break;
case MO_ABSORBSPIRITS:
i = 0;
if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
{ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
i = dstsd->spiritball * 7;
pc->delspiritball(dstsd,dstsd->spiritball,0);
} else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
{ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
i = 2 * dstmd->level;
mob_target(dstmd,src,0);
}
if (i) iStatus->heal(src, 0, i, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
break;
case AC_MAKINGARROW:
if(sd) {
clif->arrow_create_list(sd);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case AM_PHARMACY:
if(sd) {
clif->skill_produce_mix_list(sd,skill_id,22);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SA_CREATECON:
if(sd) {
clif->elementalconverter_list(sd);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case BS_HAMMERFALL:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
break;
case RG_RAID:
skill_area_temp[1] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->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);
status_change_end(src, SC_HIDING, INVALID_TIMER);
break;
case ASC_METEORASSAULT:
case GS_SPREADATTACK:
case RK_STORMBLAST:
case NC_AXETORNADO:
case GC_COUNTERSLASH:
case SR_SKYNETBLOW:
case SR_RAMPAGEBLASTER:
case SR_HOWLINGOFLION:
case KO_HAPPOKUNAI:
skill_area_temp[1] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
i = iMap->foreachinrange(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);
if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
case NC_EMERGENCYCOOL:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
break;
case SR_WINDMILL:
case GN_CART_TORNADO:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
case SR_EARTHSHAKER:
case NC_INFRAREDSCAN:
case NPC_EARTHQUAKE:
case NPC_VAMPIRE_GIFT:
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
case LG_MOONSLASHER:
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
break;
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag);
break;
case WZ_SIGHTRASHER:
//Passive side of the attack.
status_change_end(src, SC_SIGHT, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->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|1,
skill->castend_damage_id);
break;
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
case WZ_FROSTNOVA:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
iMap->foreachinrange(skill->attack_area, src,
skill->get_splash(skill_id, skill_lv), splash_target(src),
BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
case HVAN_EXPLOSION: //[orn]
case NPC_SELFDESTRUCTION:
//Self Destruction hits everyone in range (allies+enemies)
//Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
BCT_ENEMY:BCT_ALL;
clif->skill_nodamage(src, src, skill_id, -1, 1);
iMap->delblock(src); //Required to prevent chain-self-destructions hitting back.
iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv), splash_target(src),
src, skill_id, skill_lv, tick, flag|i,
skill->castend_damage_id);
iMap->addblock(src);
iStatus->damage(src, src, sstatus->max_hp,0,0,1);
break;
case AL_ANGELUS:
case PR_MAGNIFICAT:
case PR_GLORIA:
case SN_WINDWALK:
case CASH_BLESSING:
case CASH_INCAGI:
case CASH_ASSUMPTIO:
case WM_FRIGG_SONG:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
else if( sd )
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);
break;
case MER_MAGNIFICAT:
if( mer != NULL )
{
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
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);
else if( mer->master && !(flag&1) )
clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
}
break;
case BS_ADRENALINE:
case BS_ADRENALINE2:
case BS_WEAPONPERFECT:
case BS_OVERTHRUST:
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
clif->skill_nodamage(bl,bl,skill_id,skill_lv,
sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv)));
} else if (sd) {
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);
}
break;
case BS_MAXIMIZE:
case NV_TRICKDEAD:
case CR_DEFENDER:
case ML_DEFENDER:
case CR_AUTOGUARD:
case ML_AUTOGUARD:
case TK_READYSTORM:
case TK_READYDOWN:
case TK_READYTURN:
case TK_READYCOUNTER:
case TK_DODGE:
case CR_SHRINK:
case SG_FUSION:
case GS_GATLINGFEVER:
if( tsce )
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
iMap->freeblock_unlock();
return 0;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case SL_KAITE:
case SL_KAAHI:
case SL_KAIZEL:
case SL_KAUPE:
if (sd) {
if (!dstsd || !(
(sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) ||
(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
dstsd->status.char_id == sd->status.char_id ||
dstsd->status.char_id == sd->status.partner_id ||
dstsd->status.char_id == sd->status.child
)) {
iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
break;
case SM_AUTOBERSERK:
case MER_AUTOBERSERK:
if( tsce )
i = status_change_end(bl, type, INVALID_TIMER);
else
i = sc_start(bl,type,100,skill_lv,60000);
clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
break;
case TF_HIDING:
case ST_CHASEWALK:
case KO_YAMIKUMO:
if (tsce)
{
clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
iMap->freeblock_unlock();
return 0;
} else if( tsc && tsc->option&OPTION_MADOGEAR ) {
//Mado Gear cannot hide
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
clif->skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case TK_RUN:
if (tsce)
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
iMap->freeblock_unlock();
return 0;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
clif->walkok(sd); // So aegis has to resend the walk ok.
break;
case AS_CLOAKING:
case GC_CLOAKINGEXCEED:
case LG_FORCEOFVANGUARD:
case SC_REPRODUCE:
case SC_INVISIBILITY:
if (tsce) {
i = status_change_end(bl, type, INVALID_TIMER);
if( i )
clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
case RA_CAMOUFLAGE:
i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
if( i )
clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case BD_ADAPTATION:
if(tsc && tsc->data[SC_DANCING]){
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
status_change_end(bl, SC_DANCING, INVALID_TIMER);
}
break;
case BA_FROSTJOKER:
case DC_SCREAM:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
if (md) {
// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
char temp[70];
snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
clif->disp_overhead(&md->bl,temp);
}
break;
case BA_PANGVOICE:
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv)));
break;
case DC_WINKCHARM:
if( dstsd )
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
else
if( dstmd )
{
if( iStatus->get_lv(src) > iStatus->get_lv(bl)
&& (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
&& !(tstatus->mode&MD_BOSS) )
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
else
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
}
break;
case TF_STEAL:
if(sd) {
if(pc->steal_item(sd,bl,skill_lv))
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
}
break;
case RG_STEALCOIN:
if(sd) {
if(pc->steal_coin(sd,bl))
{
dstmd->state.provoke_flag = src->id;
mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case MG_STONECURSE:
{
int brate = 0;
if (tstatus->mode&MD_BOSS) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(iStatus->isimmune(bl) || !tsc)
break;
if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
if (tsc->data[SC_STONE]) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
skill_lv, 0, 0, skill->get_time(skill_id, skill_lv),
skill->get_time2(skill_id,skill_lv)))
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
else if(sd) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
// Level 6-10 doesn't consume a red gem if it fails [celest]
if (skill_lv > 5)
{ // not to consume items
iMap->freeblock_unlock();
return 0;
}
}
}
break;
case NV_FIRSTAID:
clif->skill_nodamage(src,bl,skill_id,5,1);
iStatus->heal(bl,5,0,0);
break;
case AL_CURE:
if(iStatus->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case TF_DETOXIFY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_DPOISON, INVALID_TIMER);
break;
case PR_STRECOVERY:
if(iStatus->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
if (tsc && tsc->opt1) {
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
}
//Is this equation really right? It looks so... special.
if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
iStatus->change_start(bl, SC_BLIND,
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
1,0,0,0,
skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(dstmd)
mob_unlocktarget(dstmd,tick);
break;
// Mercenary Supportive Skills
case MER_BENEDICTION:
status_change_end(bl, SC_CURSE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_COMPRESS:
status_change_end(bl, SC_BLOODING, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_MENTALCURE:
status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_RECUPERATE:
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_REGAIN:
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_TENDER:
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_SCAPEGOAT:
if( mer && mer->master )
{
iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
}
break;
case MER_ESTIMATION:
if( !mer )
break;
sd = mer->master;
case WZ_ESTIMATION:
if( sd == NULL )
break;
if( dstsd )
{ // Fail on Players
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
break; // Cannot be Used on Emperium
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
clif->skill_estimation(sd, bl);
if( skill_id == MER_ESTIMATION )
sd = NULL;
break;
case BS_REPAIRWEAPON:
if(sd && dstsd)
clif->item_repair_list(sd,dstsd,skill_lv);
break;
case MC_IDENTIFY:
if(sd) {
clif->item_identify_list(sd);
if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, dont consume anything, return */
iMap->freeblock_unlock();
return 1;
}
status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
}
break;
// Weapon Refining [Celest]
case WS_WEAPONREFINE:
if(sd){
sd->state.prerefining = 1;
clif->item_refine_list(sd);
}
break;
case MC_VENDING:
if(sd)
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
if ( !pc->can_give_items(sd) )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else {
sd->state.prevend = sd->state.workinprogress = 3;
clif->openvendingreq(sd,2+skill_lv);
}
}
break;
case AL_TELEPORT:
if(sd)
{
if (map[bl->m].flag.noteleport && skill_lv <= 2) {
clif->skill_mapinfomessage(sd,0);
break;
}
if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT));
clif->message(sd->fd, output); //"Duel: Can't use %s in duel."
break;
}
if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
{
if( skill_lv == 1 )
pc->randomwarp(sd,CLR_TELEPORT);
else
pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if( skill_lv == 1 )
clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
else
clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
} else
unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
break;
case NPC_EXPULSION:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
break;
case AL_HOLYWATER:
if(sd) {
if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case TF_PICKSTONE:
if(sd) {
int eflag;
struct item item_tmp;
struct block_list tbl;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
memset(&item_tmp,0,sizeof(item_tmp));
memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
item_tmp.nameid = ITEMID_STONE;
item_tmp.identify = 1;
tbl.id = 0;
clif->takeitem(&sd->bl,&tbl);
eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
if(eflag) {
clif->additem(sd,0,0,eflag);
iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
break;
case ASC_CDP:
if(sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
}
break;
case RG_STRIPWEAPON:
case RG_STRIPSHIELD:
case RG_STRIPARMOR:
case RG_STRIPHELM:
case ST_FULLSTRIP:
case GC_WEAPONCRUSH:
case SC_STRIPACCESSARY: {
unsigned short location = 0;
int d = 0;
//Rate in percent
if ( skill_id == ST_FULLSTRIP ) {
i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
} else if( skill_id == SC_STRIPACCESSARY ) {
i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
} else {
i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
}
if (i < 5) i = 5; //Minimum rate 5%
//Duration in ms
if( skill_id == GC_WEAPONCRUSH){
d = skill->get_time(skill_id,skill_lv);
if(bl->type == BL_PC)
d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
else
d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
}else
d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
if (d < 0) d = 0; //Minimum duration 0ms
switch (skill_id) {
case RG_STRIPWEAPON:
case GC_WEAPONCRUSH:
location = EQP_WEAPON;
break;
case RG_STRIPSHIELD:
location = EQP_SHIELD;
break;
case RG_STRIPARMOR:
location = EQP_ARMOR;
break;
case RG_STRIPHELM:
location = EQP_HELM;
break;
case ST_FULLSTRIP:
location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
break;
case SC_STRIPACCESSARY:
location = EQP_ACC;
break;
}
//Special message when trying to use strip on FCP [Jobbie]
if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD])
{
clif->gospel_info(sd, 0x28);
break;
}
//Attempts to strip at rate i and duration d
if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
//Nothing stripped.
if( sd && !i )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
case AM_BERSERKPITCHER:
case AM_POTIONPITCHER: {
int i,sp = 0;
int64 hp = 0;
if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
iMap->freeblock_unlock();
return 1;
}
if( sd ) {
int x,bonus=100, potion = min(500+skill_lv,505);
x = skill_lv%11 - 1;
i = pc->search_inventory(sd,skill_db[skill_id].itemid[x]);
if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
if( skill_id == AM_BERSERKPITCHER ) {
if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
}
script->potion_flag = 1;
script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0;
script->potion_target = bl->id;
script->run(sd->inventory_data[i]->script,0,sd->bl.id,0);
script->potion_flag = script->potion_target = 0;
if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST )
bonus += sd->status.base_level;
if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) {
hp = tstatus->max_hp * script->potion_per_hp / 100;
hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
if( dstsd ) {
sp = dstsd->status.max_sp * script->potion_per_sp / 100;
sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
}
} else {
if( script->potion_hp > 0 ) {
hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
if( script->potion_sp > 0 ) {
sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
sp = sp * (100 + (tstatus->int_<<1)) / 100;
if( dstsd )
sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100;
}
}
for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) {
if (sd->itemhealrate[i].nameid == potion) {
hp += hp * sd->itemhealrate[i].rate / 100;
sp += sp * sd->itemhealrate[i].rate / 100;
break;
}
}
if( (i = pc->skillheal_bonus(sd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
} else {
hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
if( tsc && tsc->count ) {
if( tsc->data[SC_CRITICALWOUND] ) {
hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
}
if( tsc->data[SC_DEATHHURT] ) {
hp -= hp * 20 / 100;
sp -= sp * 20 / 100;
}
if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
hp += hp / 10;
sp += sp / 10;
}
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1);
if( sp > 0 )
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
#ifdef RENEWAL
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
iStatus->heal(bl,(int)hp,sp,0);
}
break;
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
{
unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
if( sd && ( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock(); // Don't consume item requirements
return 0;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
}
break;
case AM_TWILIGHT1:
if (sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
//Prepare 200 White Potions.
if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case AM_TWILIGHT2:
if (sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
//Prepare 200 Slim White Potions.
if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case AM_TWILIGHT3:
if (sd) {
int ebottle = pc->search_inventory(sd,713);
if( ebottle >= 0 )
ebottle = sd->status.inventory[ebottle].amount;
//check if you can produce all three, if not, then fail:
if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol
|| !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
|| !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
|| ebottle < 200 //200 empty bottle are required at total.
) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
}
break;
case SA_DISPELL:
if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1)
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
|| (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
|| rnd()%100 >= 50+10*skill_lv )
{
if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(iStatus->isimmune(bl) || !tsc || !tsc->count)
break;
if( sd && dstsd && !map_flag_vs(sd->bl.m)
&& (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) {
// Outside PvP it should only affect party members
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
for(i = 0; i < SC_MAX; i++)
{
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX < i ){
if ( iStatus->get_sc_type(i)&SC_NO_DISPELL )
continue;
}
switch (i) {
/**
* bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
**/
case SC_WHISTLE:
case SC_ASSNCROS:
case SC_POEMBRAGI:
case SC_APPLEIDUN:
case SC_HUMMING:
case SC_DONTFORGETME:
case SC_FORTUNE:
case SC_SERVICEFORYOU:
if( tsc->data[i]->val4 ) //val4 = out-of-song-area
continue;
break;
case SC_ASSUMPTIO:
if( bl->type == BL_MOB )
continue;
break;
case SC_BERSERK:
case SC_SATURDAY_NIGHT_FEVER:
tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
break;
}
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
break;
}
//Affect all targets on splash area.
iMap->foreachinrange(skill->area_sub, bl, i, BL_CHAR,
src, skill_id, skill_lv, tick, flag|1,
skill->castend_damage_id);
break;
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
break;
case TK_HIGHJUMP:
{
int x,y, dir = unit_getdir(src);
//Fails on noteleport maps, except for GvG and BG maps [Skotlex]
if( map[src->m].flag.noteleport &&
!(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
) {
x = src->x;
y = src->y;
} else {
x = src->x + dirx[dir]*skill_lv*2;
y = src->y + diry[dir]*skill_lv*2;
}
clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
if(!iMap->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && iMap->getcell(src->m,x,y,CELL_CHKREACH)) {
clif->slide(src,x,y);
unit_movepos(src, x, y, 1, 0);
}
}
break;
case SA_CASTCANCEL:
case SO_SPELLFIST:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
unit_skillcastcancel(src,1);
if(sd) {
int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old);
if( skill_id == SO_SPELLFIST ){
sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv));
sd->skill_id_old = sd->skill_lv_old = 0;
break;
}
sp = sp * (90 - (skill_lv-1)*20) / 100;
if(sp < 0) sp = 0;
status_zap(src, 0, sp);
}
break;
case SA_SPELLBREAKER:
{
int sp;
if(tsc && tsc->data[SC_MAGICROD]) {
sp = skill->get_sp(skill_id,skill_lv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
iStatus->heal(bl,0,sp,2);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit_bl2ud(bl);
int bl_skill_id=0,bl_skill_lv=0,hp = 0;
if (!ud || ud->skilltimer == INVALID_TIMER)
break; //Nothing to cancel.
bl_skill_id = ud->skill_id;
bl_skill_lv = ud->skill_lv;
if (tstatus->mode & MD_BOSS)
{ //Only 10% success chance against bosses. [Skotlex]
if (rnd()%100 < 90)
{
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
unit_skillcastcancel(bl,0);
sp = skill->get_sp(bl_skill_id,bl_skill_lv);
status_zap(bl, hp, sp);
if (hp && skill_lv >= 5)
hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
else
hp = 0;
if (sp) //Recover some of the SP used
sp = sp*(25*(skill_lv-1))/100;
if(hp || sp)
iStatus->heal(src, hp, sp, 2);
}
}
break;
case SA_MAGICROD:
clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case SA_AUTOSPELL:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(sd){
sd->state.workinprogress = 3;
clif->autospell(sd,skill_lv);
}else {
int maxlv=1,spellid=0;
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
if(skill_lv >= 10) {
spellid = MG_FROSTDIVER;
// if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE)
// maxlv = 10;
// else
maxlv = skill_lv - 9;
}
else if(skill_lv >=8) {
spellid = MG_FIREBALL;
maxlv = skill_lv - 7;
}
else if(skill_lv >=5) {
spellid = MG_SOULSTRIKE;
maxlv = skill_lv - 4;
}
else if(skill_lv >=2) {
int i = rnd()%3;
spellid = spellarray[i];
maxlv = skill_lv - 1;
}
else if(skill_lv > 0) {
spellid = MG_NAPALMBEAT;
maxlv = 3;
}
if(spellid > 0)
sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
skill->get_time(SA_AUTOSPELL,skill_lv));
}
break;
case BS_GREED:
if(sd){
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->greed,bl,
skill->get_splash(skill_id, skill_lv),BL_ITEM,bl);
}
break;
case SA_ELEMENTWATER:
case SA_ELEMENTFIRE:
case SA_ELEMENTGROUND:
case SA_ELEMENTWIND:
if(sd && !dstmd) //Only works on monsters.
break;
if(tstatus->mode&MD_BOSS)
break;
case NPC_ATTRICHANGE:
case NPC_CHANGEWATER:
case NPC_CHANGEGROUND:
case NPC_CHANGEFIRE:
case NPC_CHANGEWIND:
case NPC_CHANGEPOISON:
case NPC_CHANGEHOLY:
case NPC_CHANGEDARKNESS:
case NPC_CHANGETELEKINESIS:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
skill->get_time(skill_id, skill_lv)));
break;
case NPC_CHANGEUNDEAD:
//This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
//TO-DO This is ugly, fix it
if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
skill->get_time(skill_id, skill_lv)));
break;
case NPC_PROVOCATION:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (md) mob_unlocktarget(md, tick);
break;
case NPC_KEEPING:
case NPC_BARRIER:
{
int skill_time = skill->get_time(skill_id,skill_lv);
struct unit_data *ud = unit_bl2ud(bl);
if (clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill_time))
&& ud) { //Disable attacking/acting/moving for skill's duration.
ud->attackabletime =
ud->canact_tick =
ud->canmove_tick = tick + skill_time;
}
}
break;
case NPC_REBIRTH:
if( md && md->state.rebirth )
break; // only works once
sc_start(bl,type,100,skill_lv,-1);
break;
case NPC_DARKBLESSING:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)));
break;
case NPC_LICK:
status_zap(bl, 0, 100);
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)));
break;
case NPC_SUICIDE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
status_kill(src); //When suiciding, neither exp nor drops is given.
break;
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
if(md && md->skill_idx >= 0)
mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
break;
case NPC_CALLSLAVE:
mob_warpslave(src,MOB_SLAVEDISTANCE);
break;
case NPC_RANDOMMOVE:
if (md) {
md->next_walktime = tick - 1;
mob_randomwalk(md,tick);
}
break;
case NPC_SPEEDUP:
{
// or does it increase casting rate? just a guess xD
int i = SC_ATTHASTE_POTION1 + skill_lv - 1;
if (i > SC_ATTHASTE_INFINITY)
i = SC_ATTHASTE_INFINITY;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
}
break;
case NPC_REVENGE:
// not really needed... but adding here anyway ^^
if (md && md->master_id > 0) {
struct block_list *mbl, *tbl;
if ((mbl = iMap->id2bl(md->master_id)) == NULL ||
(tbl = battle->get_targeted(mbl)) == NULL)
break;
md->state.provoke_flag = tbl->id;
mob_target(md, tbl, sstatus->rhw.range);
}
break;
case NPC_RUN:
{
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
uint8 dir = (bl == src)?unit_getdir(src):iMap->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
unit_stop_attack(src);
//Run skillv tiles overriding the can-move check.
if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
}
break;
case NPC_TRANSFORMATION:
case NPC_METAMORPHOSIS:
if(md && md->skill_idx >= 0) {
int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
if (class_) mob_class_change(md, class_);
}
break;
case NPC_EMOTION_ON:
case NPC_EMOTION:
//val[0] is the emotion to use.
//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
//val[1] 'sets' the mode
//val[2] adds to the current mode
//val[3] removes from the current mode
//val[4] if set, asks to delete the previous mode change.
if(md && md->skill_idx >= 0 && tsc) {
clif->emotion(bl, md->db->skill[md->skill_idx].val[0]);
if(md->db->skill[md->skill_idx].val[4] && tsce)
status_change_end(bl, type, INVALID_TIMER);
//If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
mob_unlocktarget(md,tick);
if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
sc_start4(src, type, 100, skill_lv,
md->db->skill[md->skill_idx].val[1],
md->db->skill[md->skill_idx].val[2],
md->db->skill[md->skill_idx].val[3],
skill->get_time(skill_id, skill_lv));
}
break;
case NPC_POWERUP:
sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
break;
case NPC_AGIUP:
sc_start(bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
break;
case NPC_INVISIBLE:
//Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv)));
break;
case NPC_SIEGEMODE:
// not sure what it does
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case WE_MALE:
{
int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, gain_hp, 0, 0),1);
}
break;
case WE_FEMALE:
{
int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, 0, gain_sp, 0),1);
}
break;
// parent-baby skills
case WE_BABY:
if(sd){
struct map_session_data *f_sd = pc->get_father(sd);
struct map_session_data *m_sd = pc->get_mother(sd);
// if neither was found
if(!f_sd && !m_sd){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
iStatus->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
break;
case PF_HPCONVERSION:
{
int hp, sp;
hp = sstatus->max_hp/10;
sp = hp * 10 * skill_lv / 100;
if (!iStatus->charge(src,hp,0)) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
iStatus->heal(bl,0,sp,2);
}
break;
case MA_REMOVETRAP:
case HT_REMOVETRAP:
{
struct skill_unit* su;
struct skill_unit_group* sg;
su = BL_CAST(BL_SKILL, bl);
// Mercenaries can remove any trap
// Players can only remove their own traps or traps on Vs maps.
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) )
{
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
{ // prevent picking up expired traps
if( battle_config.skill_removetrap_type )
{ // get back all items used to deploy the trap
for( i = 0; i < 10; i++ )
{
if( skill_db[su->group->skill_id].itemid[i] > 0 )
{
int flag;
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
item_tmp.identify = 1;
if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
{
clif->additem(sd,0,0,flag);
iMap->addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
}
else
{ // get back 1 trap
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
{
clif->additem(sd,0,0,flag);
iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
skill->delunit(su);
}else if(sd)
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
}
break;
case HT_SPRINGTRAP:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
{
struct skill_unit *su=NULL;
if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
switch(su->group->unit_id){
case UNT_ANKLESNARE: // ankle snare
if (su->group->val2 != 0)
// if it is already trapping something don't spring it,
// remove trap should be used instead
break;
// otherwise fallthrough to below
case UNT_BLASTMINE:
case UNT_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLAYMORETRAP:
case UNT_TALKIEBOX:
su->group->unit_id = UNT_USED_TRAPS;
clif->changetraplook(bl, UNT_USED_TRAPS);
su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
su->limit=DIFF_TICK(tick+1500,su->group->tick);
}
}
}
break;
case BD_ENCORE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(sd)
unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
break;
case AS_SPLASHER:
if(tstatus->mode&MD_BOSS
/**
* Renewal dropped the 3/4 hp requirement
**/
#ifndef RENEWAL
|| tstatus-> hp > tstatus->max_hp*3/4
#endif
) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 1;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000));
#ifndef RENEWAL
if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false);
#endif
break;
case PF_MINDBREAKER:
{
if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
iMap->freeblock_unlock();
return 1;
}
if (tsce)
{ //HelloKitty2 (?) explained that this silently fails when target is
//already inflicted. [Skotlex]
iMap->freeblock_unlock();
return 1;
}
//Has a 55% + skill_lv*5% success chance.
if (!clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))))
{
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl,0);
if(tsc && tsc->count){
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
}
if(dstmd)
mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv));
}
break;
case PF_SOULCHANGE:
{
unsigned int sp1 = 0, sp2 = 0;
if (dstmd) {
if (dstmd->state.soul_change_flag) {
if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
iStatus->heal(src, 0, sp2, 2);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
sp1 = sstatus->sp;
sp2 = tstatus->sp;
#ifdef RENEWAL
sp1 = sp1 / 2;
sp2 = sp2 / 2;
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp1 = tstatus->sp;
#endif
iStatus->set_sp(src, sp2, 3);
iStatus->set_sp(bl, sp1, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
// Slim Pitcher
case CR_SLIMPITCHER:
// Updated to block Slim Pitcher from working on barricades and guardian stones.
if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
break;
if (script->potion_hp || script->potion_sp) {
int hp = script->potion_hp, sp = script->potion_sp;
hp = hp * (100 + (tstatus->vit<<1))/100;
sp = sp * (100 + (tstatus->int_<<1))/100;
if (dstsd) {
if (hp)
hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
if (sp)
sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
}
if( tsc && tsc->count ) {
if (tsc->data[SC_CRITICALWOUND]) {
hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
}
if (tsc->data[SC_DEATHHURT]) {
hp -= hp * 20 / 100;
sp -= sp * 20 / 100;
}
if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
hp += hp / 10;
sp += sp / 10;
}
}
if(hp > 0)
clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
iStatus->heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
case CR_FULLPROTECTION:
{
unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv);
for (i=0 ; i<4; i++) {
if( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[i]) < 0 ) )
continue;
sc_start(bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime);
s++;
}
if( sd && !s ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock(); // Don't consume item requirements
return 0;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case RG_CLEANER: //AppleGirl
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case CG_LONGINGFREEDOM:
{
if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
&& (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
}
}
break;
case CG_TAROTCARD:
{
int eff, count = -1;
if( tsc && tsc->data[type] ){
iMap->freeblock_unlock();
return 0;
}
if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
do {
eff = rnd() % 14;
if( eff == 5 )
clif->specialeffect(src, 528, AREA);
else
clif->specialeffect(bl, 523 + eff, AREA);
switch (eff)
{
case 0: // heals SP to 0
status_percent_damage(src, bl, 0, 100, false);
break;
case 1: // matk halved
sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 2: // all buffs removed
iStatus->change_clear_buffs(bl,1);
break;
case 3: // 1000 damage, random armor destroyed
{
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,tick,0,0,1000,0,0,0);
if( !iStatus->isdead(bl) ) {
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
}
}
break;
case 4: // atk halved
sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 5: // 2000HP heal, random teleported
iStatus->heal(src, 2000, 0, 0);
if( !map_flag_vs(bl->m) )
unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
case 6: // random 2 other effects
if (count == -1)
count = 3;
else
count++; //Should not retrigger this one.
break;
case 7: // stop freeze or stoned
{
enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
}
break;
case 8: // curse coma and poison
sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case 9: // confusion
sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case 10: // 6666 damage, atk matk halved, cursed
status_fix_damage(src, bl, 6666, 0);
clif->damage(src,bl,tick,0,0,6666,0,0,0);
sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
break;
case 11: // 4444 damage
status_fix_damage(src, bl, 4444, 0);
clif->damage(src,bl,tick,0,0,4444,0,0,0);
break;
case 12: // stun
sc_start(bl,SC_STUN,100,skill_lv,5000);
break;
case 13: // atk,matk,hit,flee,def reduced
sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
default:
break;
}
} while ((--count) > 0);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SL_ALCHEMIST:
case SL_ASSASIN:
case SL_BARDDANCER:
case SL_BLACKSMITH:
case SL_CRUSADER:
case SL_HUNTER:
case SL_KNIGHT:
case SL_MONK:
case SL_PRIEST:
case SL_ROGUE:
case SL_SAGE:
case SL_SOULLINKER:
case SL_STAR:
case SL_SUPERNOVICE:
case SL_WIZARD:
//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant.
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
{ //Erase death count 1% of the casts
dstsd->die_counter = 0;
pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
clif->specialeffect(bl, 0x152, AREA);
//SC_SOULLINK invokes status_calc_pc for us.
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
case SL_HIGH:
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
case SL_SWOO:
if (tsce) {
if(sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
case SL_SKA: // [marquis007]
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
if (skill_id == SL_SKE)
sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
} else if (iStatus->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_REGENERATION:
if(flag&1) {
if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
} else if (iStatus->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_RESTORE:
if(flag&1) {
if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
} else if (iStatus->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_EMERGENCYCALL:
{
int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
int j = 0;
struct guild *g;
// i don't know if it actually summons in a circle, but oh well. ;P
g = sd ? sd->guild : guild->search(iStatus->get_guild_id(src));
if (!g)
break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
for(i = 0; i < g->max_member; i++, j++) {
if (j>8) j=0;
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
continue;
if(iMap->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
dx[j] = dy[j] = 0;
pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
}
}
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case SG_FEEL:
//AuronX reported you CAN memorize the same map as all three. [Skotlex]
if (sd) {
if(!sd->feel_map[skill_lv-1].index)
clif->feel_req(sd->fd,sd, skill_lv);
else
clif->feel_info(sd, skill_lv-1, 1);
}
break;
case SG_HATE:
if (sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if (!pc->set_hate_mob(sd, skill_lv-1, bl))
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case GS_GLITTERING:
if(sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(rnd()%100 < (20+10*skill_lv))
pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
else if(sd->spiritball > 0)
pc->delspiritball(sd,1,0);
}
break;
case GS_CRACKER:
/* per official standards, this skill works on players and mobs. */
if (sd && (dstsd || dstmd))
{
i =65 -5*distance_bl(src,bl); //Base rate
if (i < 30) i = 30;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv));
}
break;
case AM_CALLHOMUN: //[orn]
if (sd && homun->call(sd))
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
case AM_REST:
if (sd) {
if (homun->vaporize(sd,1))
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case HAMI_CASTLE: //[orn]
if(rnd()%100 < 20*skill_lv && src != bl)
{
int x,y;
x = src->x;
y = src->y;
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
if (unit_movepos(src,bl->x,bl->y,0,0)) {
clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
clif->slide(src,bl->x,bl->y) ;
if (unit_movepos(bl,x,y,0,0))
{
clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
clif->slide(bl,x,y) ;
}
//TODO: Shouldn't also players and the like switch targets?
iMap->foreachinrange(skill->chastle_mob_changetarget,src,
AREA_SIZE, BL_MOB, bl, src);
}
}
// Failed
else if (hd && hd->master)
clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
else if (sd)
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case HVAN_CHAOTIC: //[orn]
{
static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
int r = rnd()%100;
i = (skill_lv-1)%5;
if(r<per[i][0]) //Self
bl = src;
else if(r<per[i][1]) //Master
bl = battle->get_master(src);
else //Enemy
bl = iMap->id2bl(battle->get_target(src));
if (!bl) bl = src;
i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
//Eh? why double skill packet?
clif->skill_nodamage(src,bl,AL_HEAL,i,1);
clif->skill_nodamage(src,bl,skill_id,i,1);
iStatus->heal(bl, i, 0, 0);
}
break;
//Homun single-target support skills [orn]
case HAMI_BLOODLUST:
case HFLI_FLEET:
case HFLI_SPEED:
case HLIF_CHANGE:
case MH_ANGRIFFS_MODUS:
case MH_GOLDENE_FERSE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
break;
case NPC_DRAGONFEAR:
if (flag&1) {
const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING };
int j;
j = i = rnd()%ARRAYLENGTH(sc);
while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
i++;
if ( i == ARRAYLENGTH(sc) )
i = 0;
if (i == j)
break;
}
break;
}
case NPC_WIDEBLEEDING:
case NPC_WIDECONFUSE:
case NPC_WIDECURSE:
case NPC_WIDEFREEZE:
case NPC_WIDESLEEP:
case NPC_WIDESILENCE:
case NPC_WIDESTONE:
case NPC_WIDESTUN:
case NPC_SLOWCAST:
case NPC_WIDEHELLDIGNITY:
case NPC_WIDEHEALTHFEAR:
case NPC_WIDEBODYBURNNING:
case NPC_WIDEFROSTMISTY:
case NPC_WIDECOLD:
case NPC_WIDE_DEEP_SLEEP:
case NPC_WIDESIREN:
if (flag&1){
switch( type ){
case SC_BURNING:
sc_start4(bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
break;
case SC_SIREN:
sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
default:
sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
}
}else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill->castend_nodamage_id);
}
break;
case NPC_WIDESOULDRAIN:
if (flag&1)
status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill->castend_nodamage_id);
}
break;
case ALL_PARTYFLEE:
if( sd && !(flag&1) )
{
if( !sd->status.party_id )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
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);
}
else
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
case NPC_TALK:
case ALL_WEWISH:
case ALL_CATCRY:
case ALL_DREAM_SUMMERNIGHT:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case ALL_BUYING_STORE:
if( sd )
{// players only, skill allows 5 buying slots
clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS));
}
break;
case RK_ENCHANTBLADE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+iStatus->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
break;
case RK_DRAGONHOWLING:
if( flag&1)
sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
else
{
skill_area_temp[2] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->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|1,
skill->castend_nodamage_id);
}
break;
case RK_IGNITIONBREAK:
case LG_EARTHDRIVE:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
i = skill->get_splash(skill_id,skill_lv);
if( skill_id == LG_EARTHDRIVE ) {
int dummy = 1;
iMap->foreachinarea(skill->cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
}
iMap->foreachinrange(skill->area_sub, bl,i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case RK_STONEHARDSKIN:
if( sd )
{
int heal = sstatus->hp / 4; // 25% HP
if( iStatus->charge(bl,heal,0) )
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case RK_REFRESH:
{
int heal = status_get_max_hp(bl) * 25 / 100;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
iStatus->heal(bl,heal,0,1);
iStatus->change_clear_buffs(bl,4);
}
break;
case RK_MILLENNIUMSHIELD:
if( sd ){
short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv));
clif->millenniumshield(sd,shields);
clif->skill_nodamage(src,bl,skill_id,1,1);
}
break;
case RK_FIGHTINGSPIRIT:
if( flag&1 ) {
if( src == bl )
sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
else
sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv));
} else if( sd ) {
if( sd->status.party_id ) {
i = 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);
skill_area_temp[5] = 7 * i; // ATK
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);
} else
sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv));
}
clif->skill_nodamage(src,bl,skill_id,1,1);
break;
case RK_LUXANIMA:
if( sd == NULL || sd->status.party_id == 0 || flag&1 ){
if( src == bl )
break;
while( skill_area_temp[5] >= 0x10 ){
type = SC_NONE;
i = 0;
if( skill_area_temp[5]&0x10 ){
if( dstsd ){
i = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
clif->millenniumshield(dstsd,i);
skill_area_temp[5] &= ~0x10;
type = SC_MILLENNIUMSHIELD;
}
}else if( skill_area_temp[5]&0x20 ){
i = status_get_max_hp(bl) * 25 / 100;
iStatus->change_clear_buffs(bl,4);
skill_area_temp[5] &= ~0x20;
iStatus->heal(bl,i,0,1);
type = SC_REFRESH;
}else if( skill_area_temp[5]&0x40 ){
skill_area_temp[5] &= ~0x40;
type = SC_GIANTGROWTH;
}else if( skill_area_temp[5]&0x80 ){
if( dstsd ){
i = sstatus->hp / 4;
if( iStatus->charge(bl,i,0) )
type = SC_STONEHARDSKIN;
skill_area_temp[5] &= ~0x80;
}
}else if( skill_area_temp[5]&0x100 ){
skill_area_temp[5] &= ~0x100;
type = SC_VITALITYACTIVATION;
}else if( skill_area_temp[5]&0x200 ){
skill_area_temp[5] &= ~0x200;
type = SC_ABUNDANCE;
}
if( type > SC_NONE )
clif->skill_nodamage(bl, bl, skill_id, skill_lv,
sc_start4(bl, type, 100, skill_lv, i, 0, 1, skill->get_time(skill_id, skill_lv)));
}
}else if( sd ){
if( tsc && tsc->count ){
if(tsc->data[SC_MILLENNIUMSHIELD])
skill_area_temp[5] |= 0x10;
if(tsc->data[SC_REFRESH])
skill_area_temp[5] |= 0x20;
if(tsc->data[SC_GIANTGROWTH])
skill_area_temp[5] |= 0x40;
if(tsc->data[SC_STONEHARDSKIN])
skill_area_temp[5] |= 0x80;
if(tsc->data[SC_VITALITYACTIVATION])
skill_area_temp[5] |= 0x100;
if(tsc->data[SC_ABUNDANCE])
skill_area_temp[5] |= 0x200;
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
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);
}
break;
/**
* Guilotine Cross
**/
case GC_ROLLINGCUTTER:
{
short count = 1;
skill_area_temp[2] = 0;
iMap->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);
if( tsc && tsc->data[SC_ROLLINGCUTTER] )
{ // Every time the skill is casted the status change is reseted adding a counter.
count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
if( count > 10 )
count = 10; // Max coounter
status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
}
sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv));
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
}
break;
case GC_WEAPONBLOCKING:
if( tsc && tsc->data[SC_WEAPONBLOCKING] )
status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
else
sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case GC_CREATENEWPOISON:
if( sd )
{
clif->skill_produce_mix_list(sd,skill_id,25);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case GC_POISONINGWEAPON:
if( sd ) {
clif->poison_list(sd,skill_lv);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case GC_ANTIDOTE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if( tsc )
{
status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
status_change_end(bl, SC_TOXIN, INVALID_TIMER);
status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
}
break;
case GC_PHANTOMMENACE:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case GC_HALLUCINATIONWALK:
{
int heal = status_get_max_hp(bl) / 10;
if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
if( !iStatus->charge(bl,heal,0) )
{
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
}
break;
/**
* Arch Bishop
**/
case AB_ANCILLA:
if( sd ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
}
break;
case AB_CLEMENTIA:
case AB_CANTO:
if( sd )
i = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI);
if( sd == NULL || sd->status.party_id == 0 || flag&1 )
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl, type, 100, i + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv)));
else if( sd ) {
if( !i )
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
else
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);
}
break;
case AB_PRAEFATIO:
if( sd == NULL || sd->status.party_id == 0 || flag&1 )
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv)));
else if( sd )
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);
break;
case AB_CHEAL:
if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true);
if( (dstsd && pc_ismadogear(dstsd)) || iStatus->isimmune(bl))
i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
clif->skill_nodamage(bl, bl, skill_id, i, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && i )
i = ~i + 1;
iStatus->heal(bl, i, 0, 0);
}
}
else if( sd )
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);
break;
case AB_ORATIO:
if( flag&1 )
sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
else
{
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case AB_LAUDAAGNUS:
if( flag&1 || sd == NULL ) {
if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) {
// Success Chance: (40 + 10 * Skill Level) %
if( rnd()%100 > 40+10*skill_lv ) break;
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_BURNING, INVALID_TIMER);
status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
status_change_end(bl, SC_COLD, INVALID_TIMER);
}else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
clif->skill_nodamage(bl, bl, skill_id, skill_lv,
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
} else if( sd )
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);
break;
case AB_LAUDARAMUS:
if( flag&1 || sd == NULL ) {
if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
// Success Chance: (40 + 10 * Skill Level) %
if( rnd()%100 > 40+10*skill_lv ) break;
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
}else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
clif->skill_nodamage(bl, bl, skill_id, skill_lv,
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
} else if( sd )
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);
break;
case AB_CLEARANCE:
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]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
{
if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(iStatus->isimmune(bl) || !tsc || !tsc->count)
break;
for(i = 0; i < SC_MAX; i++)
{
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX > i )
if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE )
continue;
switch (i) {
case SC_ASSUMPTIO:
if( bl->type == BL_MOB )
continue;
break;
case SC_BERSERK:
case SC_SATURDAY_NIGHT_FEVER:
tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
break;
}
status_change_end(bl,(sc_type)i,INVALID_TIMER);
}
break;
}
iMap->foreachinrange(skill->area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
break;
case AB_SILENTIUM:
// Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
/**
* Warlock
**/
case WL_STASIS:
if( flag&1 )
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else
{
iMap->foreachinrange(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);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case WL_WHITEIMPRISON:
if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses.
{
int rate = ( sd? sd->status.job_level : 50 ) / 4;
if( src == bl ) rate = 100; // Success Chance: On self, 100%
else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
if( !(tsc && tsc->data[type]) ){
i = sc_start2(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));
clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
if( sd && !i )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
}else
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
break;
case WL_FROSTMISTY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->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,skill->castend_damage_id);
break;
case WL_JACKFROST:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinshootrange(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);
break;
case WL_MARSHOFABYSS:
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
case WL_SIENNAEXECRATE:
if( flag&1 ) {
if( iStatus->isimmune(bl) || !tsc )
break;
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
iStatus->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
} else {
int rate = 45 + 5 * skill_lv;
if( rnd()%100 < rate ){
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
iMap->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);
}else if( sd ) // Failure on Rate
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case WL_SUMMONFB:
case WL_SUMMONBL:
case WL_SUMMONWB:
case WL_SUMMONSTONE:
for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){
if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack
int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0);
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start(bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv)));
break;
}
}
break;
case WL_READING_SB:
if( sd ) {
struct status_change *sc = iStatus->get_sc(bl);
for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
if( sc && !sc->data[i] )
break;
if( i == SC_SPELLBOOK7 ) {
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
break;
}
sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
clif->spellbook_list(sd);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
/**
* Ranger
**/
case RA_FEARBREEZE:
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
case RA_WUGMASTERY:
if( sd ) {
if( !pc_iswug(sd) )
pc->setoption(sd,sd->sc.option|OPTION_WUG);
else
pc->setoption(sd,sd->sc.option&~OPTION_WUG);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case RA_WUGRIDER:
if( sd ) {
if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
pc->setoption(sd,sd->sc.option&~OPTION_WUG);
pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER);
} else if( pc_isridingwug(sd) ) {
pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
pc->setoption(sd,sd->sc.option|OPTION_WUG);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case RA_WUGDASH:
if( tsce ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
iMap->freeblock_unlock();
return 0;
}
if( sd && pc_isridingwug(sd) ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
clif->walkok(sd);
}
break;
case RA_SENSITIVEKEEN:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
iMap->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);
break;
/**
* Mechanic
**/
case NC_F_SIDESLIDE:
case NC_B_SIDESLIDE:
{
uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0);
clif->slide(src,src->x,src->y);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case NC_SELFDESTRUCTION:
if( sd ) {
if( pc_ismadogear(sd) )
pc->setmadogear(sd, 0);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
iStatus->set_sp(src, 0, 0);
}
break;
case NC_ANALYZE:
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
if( sd ) pc->overheat(sd,1);
break;
case NC_MAGNETICFIELD:
if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
{
iMap->foreachinrange(skill->area_sub,src,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);;
clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
if (sd) pc->overheat(sd,1);
}
clif->skill_nodamage(src,src,skill_id,skill_lv,i);
break;
case NC_REPAIR:
if( sd )
{
int heal;
if( dstsd && pc_ismadogear(dstsd) )
{
heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
iStatus->heal(bl,heal,0,2);
} else {
heal = sd->status.max_hp * (3+3*skill_lv) / 100;
iStatus->heal(src,heal,0,2);
}
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
clif->skill_nodamage(src, bl, skill_id, skill_lv, heal);
}
break;
case NC_DISJOINT:
{
if( bl->type != BL_MOB ) break;
md = iMap->id2md(bl->id);
if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
status_kill(bl);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
case SC_AUTOSHADOWSPELL:
if( sd ) {
int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id);
if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) {
sc_start(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]
clif->autoshadowspell_list(sd);
clif->skill_nodamage(src,bl,skill_id,1,1);
}
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
}
break;
case SC_SHADOWFORM:
if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) )
dstsd->shadowform_id = src->id;
}
else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case SC_BODYPAINT:
if( flag&1 ) {
if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
tsc->data[SC__INVISIBILITY]) ) {
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
}
} else {
clif->skill_nodamage(src, bl, skill_id, 0, 1);
iMap->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);
}
break;
case SC_ENERVATION:
case SC_GROOMY:
case SC_LAZINESS:
case SC_UNLUCKY:
case SC_WEAKNESS:
if( !(tsc && tsc->data[type]) ) {
//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
- iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
} else if( sd )
clif->skill_fail(sd,skill_id,0,0);
break;
case SC_IGNORANCE:
if( !(tsc && tsc->data[type]) ) {
int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
- iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
int sp = 200 * skill_lv;
if( dstmd ) sp = dstmd->level * 2;
if( status_zap(bl,0,sp) )
iStatus->heal(src,0,sp/2,3);
}
else if( sd ) clif->skill_fail(sd,skill_id,0,0);
} else if( sd )
clif->skill_fail(sd,skill_id,0,0);
break;
case LG_TRAMPLE:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
iMap->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
break;
case LG_REFLECTDAMAGE:
if( tsc && tsc->data[type] )
status_change_end(bl,type,INVALID_TIMER);
else
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case LG_SHIELDSPELL:
if( flag&1 ) {
int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
sc_start(bl,SC_SILENCE,100,skill_lv,duration);
} else if( sd ) {
int opt = skill_lv;
int rate = rnd()%100;
int val, brate;
switch( skill_lv ) {
case 1:
{
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
brate = shield_data->def * 10;
if( rate < 50 )
opt = 1;
else if( rate < 75 )
opt = 2;
else
opt = 3;
switch( opt ) {
case 1:
sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
break;
case 2:
val = shield_data->def / 10; // % Reflected damage.
sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
break;
case 3:
val = shield_data->def; // Attack increase.
sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
break;
}
}
break;
case 2:
brate = sd->bonus.shieldmdef * 20;
if( rate < 30 )
opt = 1;
else if( rate < 60 )
opt = 2;
else
opt = 3;
switch( opt ) {
case 1:
sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id);
status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
break;
case 2:
sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
break;
case 3:
if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
break;
}
break;
case 3:
{
struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
if( !it ) { // No shield?
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
brate = it->refine * 5;
if( rate < 25 )
opt = 1;
else if( rate < 50 )
opt = 2;
else
opt = 3;
switch( opt ) {
case 1:
val = 105 * it->refine / 10;
sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv));
break;
case 2: case 3:
if( rate < brate )
{
val = sstatus->max_hp * (11 + it->refine) / 100;
iStatus->heal(bl, val, 0, 3);
}
break;
/*case 3:
// Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
break;*/
}
}
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case LG_PIETY:
if( flag&1 )
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else {
skill_area_temp[2] = 0;
iMap->foreachinrange(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);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case LG_KINGS_GRACE:
if( flag&1 ){
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
for(i=0; i<SC_MAX; i++)
{
if (!tsc->data[i])
continue;
switch(i){
case SC_POISON: case SC_BLIND:
case SC_FREEZE: case SC_STONE:
case SC_STUN: case SC_SLEEP:
case SC_BLOODING: case SC_CURSE:
case SC_CONFUSION: case SC_ILLUSION:
case SC_SILENCE: case SC_BURNING:
case SC_COLD: case SC_FROSTMISTY:
case SC_DEEP_SLEEP: case SC_FEAR:
case SC_MANDRAGORA:
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
}
}else {
skill_area_temp[2] = 0;
if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
flag |= BCT_GUILD;
iMap->foreachinrange(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);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case LG_INSPIRATION:
if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty.
sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
clif->skill_nodamage(bl,src,skill_id,skill_lv,
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
case SR_CURSEDCIRCLE:
if( flag&1 ) {
if( is_boss(bl) ) break;
if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
if( bl->type == BL_MOB )
mob_unlocktarget((TBL_MOB*)bl,iTimer->gettick());
unit_stop_attack(bl);
clif->bladestop(src, bl->id, 1);
iMap->freeblock_unlock();
return 1;
}
} else {
int count = 0;
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
count = iMap->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
if( sd ) pc->delspiritball(sd, count, 0);
clif->skill_nodamage(src, src, skill_id, skill_lv,
sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv)));
}
break;
case SR_RAISINGDRAGON:
if( sd ) {
short max = 5 + skill_lv;
sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
}
break;
case SR_ASSIMILATEPOWER:
if( flag&1 ) {
i = 0;
if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
{
i = dstsd->spiritball; //1%sp per spiritball.
pc->delspiritball(dstsd, dstsd->spiritball, 0);
}
if( i ) status_percent_heal(src, 0, i);
clif->skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
} else {
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
iMap->foreachinrange(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);
}
break;
case SR_POWERVELOCITY:
if( !dstsd )
break;
if( sd && dstsd->spiritball <= 5 ) {
for(i = 0; i <= 5; i++) {
pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i);
pc->delspiritball(sd, sd->spiritball, 0);
}
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
case SR_GENTLETOUCH_CURE:
{
int heal;
if( iStatus->isimmune(bl) )
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
iStatus->heal(bl, heal, 0, 0);
if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) )
{
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_ILLUSION, INVALID_TIMER);
status_change_end(bl, SC_BURNING, INVALID_TIMER);
status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SR_GENTLETOUCH_CHANGE:
case SR_GENTLETOUCH_REVITALIZE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
break;
case SR_FLASHCOMBO:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
for(i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++)
skill->addtimerskill(src, tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1), bl->id, 0, 0, i, skill_lv, BF_WEAPON, flag|SD_LEVEL);
break;
case WA_SWING_DANCE:
case WA_MOONLIT_SERENADE:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else if( sd ) { // Only shows effects on caster.
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
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);
}
break;
case WA_SYMPHONY_OF_LOVER:
case MI_RUSH_WINDMILL:
case MI_ECHOSONG:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv));
else if( sd ) { // Only shows effects on caster.
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
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);
}
break;
case MI_HARMONIZE:
if( src != bl )
clif->skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
break;
case WM_DEADHILLHERE:
if( bl->type == BL_PC ) {
if( !iStatus->isdead(bl) )
break;
if( rnd()%100 < 88 + 2 * skill_lv ) {
int heal = tstatus->sp;
if( heal <= 0 )
heal = 1;
tstatus->hp = heal;
tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
pc->revive((TBL_PC*)bl,heal,0);
clif->resurrection(bl,1);
}
}
break;
case WM_SIRCLEOFNATURE:
flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
case WM_VOICEOFSIREN:
if( skill_id != WM_SIRCLEOFNATURE )
flag &= ~BCT_SELF;
if( flag&1 ) {
sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv));
} else {
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case WM_GLOOMYDAY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if( dstsd && ( pc->checkskill(dstsd,KN_BRANDISHSPEAR) || pc->checkskill(dstsd,LK_SPIRALPIERCE) ||
pc->checkskill(dstsd,CR_SHIELDCHARGE) || pc->checkskill(dstsd,CR_SHIELDBOOMERANG) ||
pc->checkskill(dstsd,PA_SHIELDCHAIN) || pc->checkskill(dstsd,LG_SHIELDPRESS) ) )
{
sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
}
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case WM_SATURDAY_NIGHT_FEVER:
if( flag&1 ) { // Affect to all targets arround the caster and caster too.
if( !(tsc && tsc->data[type]) )
sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
} else if( flag&2 ) {
if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 )
status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0));
} else if( sd ) {
short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
if( !sd->status.party_id || (rnd()%100 > chance)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
break;
}
if( iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id,skill_lv),
BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count) > 7 )
flag |= 2;
else
flag |= 1;
iMap->foreachinrange(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);
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
if( flag&2 ) // Dealed here to prevent conflicts
status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0));
}
break;
case WM_SONG_OF_MANA:
case WM_DANCE_WITH_WUG:
case WM_LERADS_DEW:
if( flag&1 ) { // These affect to to all party members near the caster.
struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->data[type] ) {
sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
}
} else if( sd ) {
uint16 lv = skill_lv;
int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1);
if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) )
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);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case WM_MELODYOFSINK:
case WM_BEYOND_OF_WARCRY:
case WM_UNLIMITED_HUMMING_VOICE:
if( flag&1 ) {
sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv));
} else { // These affect to all targets arround the caster.
uint16 lv = skill_lv;
skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
iMap->foreachinrange(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);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case WM_RANDOMIZESPELL: {
int improv_skill_id = 0, improv_skill_lv;
do {
i = rnd() % MAX_SKILL_IMPROVISE_DB;
improv_skill_id = skill_improvise_db[i].skill_id;
} while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
improv_skill_lv = 4 + skill_lv;
clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
if( sd ) {
sd->state.abra_flag = 2;
sd->skillitem = improv_skill_id;
sd->skillitemlv = improv_skill_lv;
clif->item_skill(sd, improv_skill_id, improv_skill_lv);
} else {
struct unit_data *ud = unit_bl2ud(src);
int inf = skill->get_inf(improv_skill_id);
if (!ud) break;
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
if (src->type == BL_PET)
bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
} else {
int target_id = 0;
if (ud->target)
target_id = ud->target;
else switch (src->type) {
case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
}
if (!target_id)
break;
if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
bl = iMap->id2bl(target_id);
if (!bl) bl = src;
unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
} else
unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
}
}
}
break;
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
if( sd )
{
short x, y; // Destiny position.
unsigned short mapindex;
if( skill_id == RETURN_TO_ELDICASTES)
{
x = 198;
y = 187;
mapindex = mapindex_name2id(MAP_DICASTES);
}
else
{
x = 44;
y = 151;
mapindex = mapindex_name2id(MAP_MORA);
}
if(!mapindex)
{ //Given map not found?
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
pc->setpos(sd, mapindex, x, y, CLR_TELEPORT);
}
break;
case GM_SANDMAN:
if( tsc ) {
if( tsc->opt1 == OPT1_SLEEP )
tsc->opt1 = 0;
else
tsc->opt1 = OPT1_SLEEP;
clif->changeoption(bl);
clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
}
break;
case SO_ARRULLO:
{
// [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] %
int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv));
}
break;
case WM_LULLABY_DEEPSLEEP:
if( flag&1 ){
//[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] %
int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + iStatus->get_lv(src) / 15;
if( bl != src )
sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
}else {
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
}
break;
case SO_SUMMON_AGNI:
case SO_SUMMON_AQUA:
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
if( sd ) {
int elemental_class = skill->get_elemental_type(skill_id,skill_lv);
// Remove previous elemental fisrt.
if( sd->ed )
elemental->delete(sd->ed,0);
// Summoning the new one.
if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) {
clif->skill_fail(sd,skill_id,0,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SO_EL_CONTROL:
if( sd ) {
int mode = EL_MODE_PASSIVE; // Standard mode.
if( !sd->ed ) break;
if( skill_lv == 4 ) {// At level 4 delete elementals.
elemental->delete(sd->ed, 0);
break;
}
switch( skill_lv ) {// Select mode bassed on skill level used.
case 2: mode = EL_MODE_ASSIST; break;
case 3: mode = EL_MODE_AGGRESSIVE; break;
}
if( !elemental->change_mode(sd->ed,mode) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case SO_EL_ACTION:
if( sd ) {
int duration = 3000;
if( !sd->ed ) break;
sd->skill_id_old = skill_id;
elemental->action(sd->ed, bl, tick);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
switch(sd->ed->db->class_){
case 2115:case 2124:
case 2118:case 2121:
duration = 6000;
break;
case 2116:case 2119:
case 2122:case 2125:
duration = 9000;
break;
}
skill->blockpc_start(sd, skill_id, duration, false);
}
break;
case SO_EL_CURE:
if( sd ) {
struct elemental_data *ed = sd->ed;
int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
int e_hp, e_sp;
if( !ed ) break;
if( !iStatus->charge(&sd->bl,s_hp,s_sp) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
e_hp = ed->battle_status.max_hp * 10 / 100;
e_sp = ed->battle_status.max_sp * 10 / 100;
iStatus->heal(&ed->bl,e_hp,e_sp,3);
clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
case SO_ELEMENTAL_SHIELD:
if( sd == NULL || !sd->ed )
break;
elemental->delete(sd->ed, 0);
if( sd->status.party_id == 0 || flag&1 )
skill->unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
else
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);
break;
case GN_CHANGEMATERIAL:
case SO_EL_ANALYSIS:
if( sd ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
clif->skill_itemlistwindow(sd,skill_id,skill_lv);
}
break;
case GN_BLOOD_SUCKER:
{
struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
if( tsc && tsc->data[type] ){
(sc->bs_counter)--;
status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
(sc->bs_counter)++;
} else if( sd ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
}
break;
case GN_MANDRAGORA:
if( flag&1 ) {
if ( clif->skill_nodamage(bl, src, skill_id, skill_lv,
sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) )
status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
} else
iMap->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);
break;
case GN_SLINGITEM:
if( sd ) {
short ammo_id;
i = sd->equip_index[EQI_AMMO];
if( i <= 0 )
break; // No ammo.
ammo_id = sd->inventory_data[i]->nameid;
if( ammo_id <= 0 )
break;
sd->itemid = ammo_id;
if( itemdb_is_GNbomb(ammo_id) ) {
if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
if( ammo_id == 13263 )
iMap->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);
else
skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
} else //Otherwise, it fails, shows animation and removes items.
clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
} else if( itemdb_is_GNthrowable(ammo_id) ){
struct script_code *scriptroot = sd->inventory_data[i]->script;
if( !script )
break;
if( dstsd )
script->run(scriptroot,0,dstsd->bl.id,fake_nd->bl.id);
else
script->run(scriptroot,0,src->id,0);
}
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
break;
case GN_MIX_COOKING:
case GN_MAKEBOMB:
case GN_S_PHARMACY:
if( sd ) {
int qty = 1;
sd->skill_id_old = skill_id;
sd->skill_lv_old = skill_lv;
if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
qty = 10;
clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case EL_CIRCLE_OF_FIRE:
case EL_PYROTECHNIC:
case EL_HEATER:
case EL_TROPIC:
case EL_AQUAPLAY:
case EL_COOLER:
case EL_CHILLY_AIR:
case EL_GUST:
case EL_BLAST:
case EL_WILD_STORM:
case EL_PETROLOGY:
case EL_CURSED_SOIL:
case EL_UPHEAVAL:
case EL_FIRE_CLOAK:
case EL_WATER_DROP:
case EL_WIND_CURTAIN:
case EL_SOLID_SKIN:
case EL_STONE_SHIELD:
case EL_WIND_STEP: {
struct elemental_data *ele = BL_CAST(BL_ELEM, src);
if( ele ) {
sc_type type2 = type-1;
struct status_change *sc = iStatus->get_sc(&ele->bl);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
elemental->clean_single_effect(ele, skill_id);
} else {
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
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, 6);
if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
}
}
break;
case EL_FIRE_MANTLE:
case EL_WATER_BARRIER:
case EL_ZEPHYR:
case EL_POWER_OF_GAIA:
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
break;
case EL_WATER_SCREEN: {
struct elemental_data *ele = BL_CAST(BL_ELEM, src);
if( ele ) {
struct status_change *sc = iStatus->get_sc(&ele->bl);
sc_type type2 = type-1;
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
elemental->clean_single_effect(ele, skill_id);
} else {
// This not heals at the end.
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
}
}
}
break;
case KO_KAHU_ENTEN:
case KO_HYOUHU_HUBUKI:
case KO_KAZEHU_SEIRAN:
case KO_DOHU_KOUKAI:
if(sd) {
int ttype = skill->get_ele(skill_id, skill_lv);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
ARR_FIND(1, 6, i, sd->charm[i] > 0 && ttype != i);
if( i < 6 )
pc->del_charm(sd, sd->charm[i], i); // replace with a new one.
pc->add_charm(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
}
break;
case KO_ZANZOU:
if(sd){
struct mob_data *md;
md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
if( md )
{
md->master_id = src->id;
md->special_state.ai = AI_ZANZOU;
if( md->deletetimer != INVALID_TIMER )
iTimer->delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn( md );
pc->setinvincibletimer(sd,500);// unlock target lock
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
}
}
break;
case KO_KYOUGAKU:
{
int rate = max(5, (45 + 5 * skill_lv - status_get_int(bl) / 10));
if( sd && !map_flag_gvg(src->m) ){
clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0);
break;
}
if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
}else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
}
break;
case KO_JYUSATSU:
if( dstsd && tsc && !tsc->data[type] &&
rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){
clif->skill_nodamage(src, bl, skill_id, skill_lv,
iStatus->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
if( iStatus->get_lv(bl) <= iStatus->get_lv(src) )
iStatus->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
}else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case KO_GENWAKU:
if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
int x = src->x, y = src->y;
if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%.
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
if (unit_movepos(src, bl->x, bl->y, 0, 0)) {
clif->skill_nodamage(src, src, skill_id, skill_lv, 1);
clif->slide(src, bl->x, bl->y) ;
sc_start(src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv));
if ( !is_boss(bl) && unit_stop_walking(&sd->bl, 1) && unit_movepos(bl, x, y, 0, 0) )
{
if( dstsd && pc_issit(dstsd) )
pc->setstand(dstsd);
clif->slide(bl, x, y) ;
sc_start(bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv));
}
}
}
break;
case OB_AKAITSUKI:
case OB_OBOROGENSOU:
if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
|| is_boss(bl) ) ){ // Does not work on Boss monsters.
clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0);
break;
}
case KO_IZAYOI:
case OB_ZANGETSU:
case KG_KYOMU:
case KG_KAGEMUSYA:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
case KG_KAGEHUMI:
if( flag&1 ){
if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){
sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
}
if( skill_area_temp[2] == 1 ){
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
}
}else{
skill_area_temp[2] = 0;
iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
}
break;
case MH_SILENT_BREEZE: {
struct status_change *ssc = iStatus->get_sc(src);
struct block_list *m_bl = battle->get_master(src);
const enum sc_type scs[] = {
SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
};
int heal;
if(tsc){
for (i = 0; i < ARRAYLENGTH(scs); i++) {
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
}
if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
iStatus->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
heal = status_get_matk_min(src)*4;
iStatus->heal(bl, heal, 0, 7);
//now inflict silence on everyone
if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
iStatus->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
if(m_bl){
struct status_change *msc = iStatus->get_sc(m_bl);
if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
iStatus->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
}
break;
case MH_OVERED_BOOST:
if (hd){
struct block_list *s_bl = battle->get_master(src);
if(hd->homunculus.hunger>50) //reduce hunger
hd->homunculus.hunger = hd->homunculus.hunger/2;
else
hd->homunculus.hunger = min(1,hd->homunculus.hunger);
if(s_bl && s_bl->type==BL_PC){
iStatus->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
}
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
}
break;
case MH_GRANITIC_ARMOR:
case MH_PYROCLASTIC: {
struct block_list *s_bl = battle->get_master(src);
if(s_bl)
sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
}
break;
case MH_LIGHT_OF_REGENE:
if(hd){
hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
if(sd) clif->send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
}
//don't break need to start status and start block timer
case MH_MAGMA_FLOW:
case MH_PAIN_KILLER:
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
break;
case MH_SUMMON_LEGION:
{
int summons[5] = {1004, 1303, 1303, 1994, 1994};
int qty[5] = {3 , 3 , 4 , 4 , 5};
struct mob_data *md;
int i, dummy = 0;
i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy);
if(i >= qty[skill_lv-1])
break;
for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
if (md) {
md->master_id = src->id;
if (md->deletetimer != INVALID_TIMER)
iTimer->delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = iTimer->add_timer(iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn(md); //Now it is ready for spawning.
sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
}
}
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
}
break;
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->freeblock_unlock();
return 1;
}
if(skill_id != SR_CURSEDCIRCLE){
struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
}
if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
}
if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded
sd->canskill_tick = iTimer->gettick();
if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill.
battle->consume_ammo(sd, skill_id, skill_lv);
}
skill->onskillusage(sd, bl, skill_id, tick);
// perform skill requirement consumption
skill->consume_requirement(sd,skill_id,skill_lv,2);
}
iMap->freeblock_unlock();
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
{
struct block_list* src = iMap->id2bl(id);
int maxcount;
struct map_session_data *sd;
struct unit_data *ud = unit_bl2ud(src);
struct mob_data *md;
nullpo_ret(ud);
sd = BL_CAST(BL_PC , src);
md = BL_CAST(BL_MOB, src);
if( src->prev == NULL ) {
ud->skilltimer = INVALID_TIMER;
return 0;
}
if( ud->skilltimer != tid )
{
ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
ud->skilltimer = INVALID_TIMER;
return 0;
}
if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
}
ud->skilltimer = INVALID_TIMER;
do {
if( iStatus->isdead(src) )
break;
if( !(src->type&battle_config.skill_reiteration) &&
skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
)
{
if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if( src->type&battle_config.skill_nofootset &&
skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
)
{
if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if( src->type&battle_config.land_skill_limit &&
(maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0
) {
int i;
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
if(ud->skillunit[i]->skill_id == ud->skill_id)
maxcount--;
}
if( maxcount == 0 )
{
if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
if(tid != INVALID_TIMER)
{ //Avoid double checks on instant cast skills. [Skotlex]
if (!iStatus->check_skilluse(src, NULL, ud->skill_id, 1))
break;
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
break;
}
}
if( sd )
{
if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
break;
else
skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
}
if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
break;
if(md) {
md->last_thinktime=tick +MIN_MOBTHINKTIME;
if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
clif->emotion(src, md->db->skill[md->skill_idx].emotion);
}
if(battle_config.skill_log && battle_config.skill_log&src->type)
ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
if (ud->walktimer != INVALID_TIMER)
unit_stop_walking(src,1);
if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv);
if (sd) { //Cooldown application
int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
if (sd->skillcooldown[i].id == ud->skill_id){
cooldown += sd->skillcooldown[i].val;
break;
}
}
if(cooldown)
skill->blockpc_start(sd, ud->skill_id, cooldown, false);
}
if( battle_config.display_status_timers && sd )
clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
// if( sd )
// {
// switch( ud->skill_id )
// {
// case ????:
// sd->canequip_tick = tick + ????;
// break;
// }
// }
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
iMap->freeblock_lock();
skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
sd->skillitem = sd->skillitemlv = 0;
if (ud->skilltimer == INVALID_TIMER) {
if (md) md->skill_idx = -1;
else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skill_lv = ud->skillx = ud->skilly = 0;
}
iMap->freeblock_unlock();
return 1;
} while(0);
if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick;
ud->skill_id = ud->skill_lv = 0;
if(sd)
sd->skillitem = sd->skillitemlv = 0;
else if(md)
md->skill_idx = -1;
return 0;
}
/* skill count without self */
static int skill_count_wos(struct block_list *bl,va_list ap) {
struct block_list* src = va_arg(ap, struct block_list*);
if( src->id != bl->id ) {
return 1;
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
{
nullpo_ret(sd);
//Simplify skill_failed code.
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
if(skill_id != sd->menuskill_id)
return 0;
if( sd->bl.prev == NULL || pc_isdead(sd) ) {
skill_failed(sd);
return 0;
}
if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
skill_failed(sd);
return 0;
}
if(sd->sc.count && (
sd->sc.data[SC_SILENCE] ||
sd->sc.data[SC_ROKISWEIL] ||
sd->sc.data[SC_AUTOCOUNTER] ||
sd->sc.data[SC_STEELBODY] ||
(sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) ||
sd->sc.data[SC_BERSERK] ||
sd->sc.data[SC_BASILICA] ||
sd->sc.data[SC_MARIONETTE_MASTER] ||
sd->sc.data[SC_WHITEIMPRISON] ||
(sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) ||
(sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) ||
sd->sc.data[SC_OBLIVIONCURSE] ||
sd->sc.data[SC__MANHOLE] ||
(sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH
)) {
skill_failed(sd);
return 0;
}
pc_stop_attack(sd);
pc_stop_walking(sd,0);
if(battle_config.skill_log && battle_config.skill_log&BL_PC)
ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
if(strcmp(map,"cancel")==0) {
skill_failed(sd);
return 0;
}
switch(skill_id) {
case AL_TELEPORT:
if(strcmp(map,"Random")==0)
pc->randomwarp(sd,CLR_TELEPORT);
else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
break;
case AL_WARP:
{
const struct point *p[4];
struct skill_unit_group *group;
int i, lv, wx, wy;
int maxcount=0;
int x,y;
unsigned short mapindex;
mapindex = mapindex_name2id((char*)map);
if(!mapindex) { //Given map not found?
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
skill_failed(sd);
return 0;
}
p[0] = &sd->status.save_point;
p[1] = &sd->status.memo_point[0];
p[2] = &sd->status.memo_point[1];
p[3] = &sd->status.memo_point[2];
if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
if(sd->ud.skillunit[i]->skill_id == skill_id)
maxcount--;
}
if(!maxcount) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
skill_failed(sd);
return 0;
}
}
lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id);
wx = sd->menuskill_val>>16;
wy = sd->menuskill_val&0xffff;
if( lv <= 0 ) return 0;
if( lv > 4 ) lv = 4; // crash prevention
// check if the chosen map exists in the memo list
ARR_FIND( 0, lv, i, mapindex == p[i]->map );
if( i < lv ) {
x=p[i]->x;
y=p[i]->y;
} else {
skill_failed(sd);
return 0;
}
if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
skill_failed(sd);
return 0;
}
skill->consume_requirement(sd,sd->menuskill_id,lv,2);
sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
skill_failed(sd);
return 0;
}
group->val1 = (group->val1<<16)|(short)0;
// record the destination coordinates
group->val2 = (x<<16)|y;
group->val3 = mapindex;
}
break;
}
sd->menuskill_id = sd->menuskill_val = 0;
return 0;
#undef skill_failed
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct map_session_data* sd;
struct status_change* sc;
struct status_change_entry *sce;
struct skill_unit_group* sg;
enum sc_type type;
int i;
//if(skill_lv <= 0) return 0;
if(skill_id > 0 && !skill_lv) return 0; // celest
nullpo_ret(src);
if(iStatus->isdead(src))
return 0;
sd = BL_CAST(BL_PC, src);
sc = iStatus->get_sc(src);
type = iStatus->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) { //Skill effect.
case WZ_METEOR:
case MO_BODYRELOCATION:
case CR_CULTIVATION:
case HW_GANBANTEIN:
case LG_EARTHDRIVE:
case SC_ESCAPE:
break; //Effect is displayed on respective switch case.
default:
if(skill->get_inf(skill_id)&INF_SELF_SKILL)
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
else
clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
}
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
skill->toggle_magicpower(src, skill_id);
switch(skill_id) {
case PR_BENEDICTIO:
skill_area_temp[1] = src->id;
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea(skill->area_sub,
src->m, x-i, y-i, x+i, y+i, BL_PC,
src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
skill->castend_nodamage_id);
iMap->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);
break;
case BS_HAMMERFALL:
i = skill->get_splash(skill_id, skill_lv);
iMap->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|2,
skill->castend_nodamage_id);
break;
case HT_DETECTING:
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea( iStatus->change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,NULL,SC_SIGHT,tick);
if(battle_config.traps_setting&1)
iMap->foreachinarea( skill_reveal_trap,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case SR_RIDEINLIGHTNING:
i = skill->get_splash(skill_id, skill_lv);
iMap->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);
break;
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
{ //Does not consumes if the skill is already active. [Skotlex]
struct skill_unit_group *sg;
if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
{
if (sg->limit - DIFF_TICK(iTimer->gettick(), sg->tick) > 0) {
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
return 0; // not to consume items
} else
sg->limit = 0; //Disable it.
}
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
break;
}
case MG_SAFETYWALL:
case MG_FIREWALL:
case MG_THUNDERSTORM:
case AL_PNEUMA:
case WZ_ICEWALL:
case WZ_FIREPILLAR:
case WZ_QUAGMIRE:
case WZ_VERMILION:
case WZ_STORMGUST:
case WZ_HEAVENDRIVE:
case PR_SANCTUARY:
case PR_MAGNUS:
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
case HT_SKIDTRAP:
case MA_SKIDTRAP:
case HT_LANDMINE:
case MA_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case MA_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case AS_VENOMDUST:
case AM_DEMONSTRATION:
case PF_FOGWALL:
case PF_SPIDERWEB:
case HT_TALKIEBOX:
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
case AC_SHOWER: //Ground-placed skill implementation.
case MA_SHOWER:
case SA_LANDPROTECTOR:
case BD_LULLABY:
case BD_RICHMANKIM:
case BD_ETERNALCHAOS:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_ROKISWEIL:
case BD_INTOABYSS:
case BD_SIEGFRIED:
case BA_DISSONANCE:
case BA_POEMBRAGI:
case BA_WHISTLE:
case BA_ASSASSINCROSS:
case BA_APPLEIDUN:
case DC_UGLYDANCE:
case DC_HUMMING:
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
case CG_MOONLIT:
case GS_DESPERADO:
case NJ_KAENSIN:
case NJ_BAKUENRYU:
case NJ_SUITON:
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
case NJ_KAMAITACHI:
#ifdef RENEWAL
case NJ_HUUMA:
#endif
case NPC_EVILLAND:
case WL_COMET:
case RA_ELECTRICSHOCKER:
case RA_CLUSTERBOMB:
case RA_MAGENTATRAP:
case RA_COBALTTRAP:
case RA_MAIZETRAP:
case RA_VERDURETRAP:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
case SC_MANHOLE:
case SC_DIMENSIONDOOR:
case SC_CHAOSPANIC:
case SC_MAELSTROM:
case SC_BLOODYLUST:
case WM_REVERBERATION:
case WM_SEVERE_RAINSTORM:
case WM_POEMOFNETHERWORLD:
case SO_PSYCHIC_WAVE:
case SO_VACUUM_EXTREME:
case GN_WALLOFTHORN:
case GN_THORNS_TRAP:
case GN_DEMONIC_FIRE:
case GN_HELLS_PLANT:
case SO_EARTHGRAVE:
case SO_DIAMONDDUST:
case SO_FIRE_INSIGNIA:
case SO_WATER_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
case KO_HUUMARANKA:
case KO_MUCHANAGE:
case KO_BAKURETSU:
case KO_ZENKAI:
case MH_LAVA_SLIDE:
case MH_VOLCANIC_ASH:
case MH_POISON_MIST:
case MH_STEINWAND:
case MH_XENO_SLASHER:
case NC_MAGMA_ERUPTION:
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
case GS_GROUNDDRIFT: //Ammo should be deleted right away.
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill->clear_unitgroup(src);
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
flag|=1;
break;
case HP_BASILICA:
if( sc->data[SC_BASILICA] )
status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
if( iMap->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 1;
}
skill->clear_unitgroup(src);
if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv));
flag|=1;
}
break;
case CG_HERMODE:
skill->clear_unitgroup(src);
if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
sc_start4(src,SC_DANCING,100,
skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
flag|=1;
break;
case RG_CLEANER: // [Valaris]
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
case SO_WARMER:
flag|= 8;
case SO_CLOUD_KILL:
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
break;
case WZ_METEOR: {
int area = skill->get_splash(skill_id, skill_lv);
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
// Creates a random Cell in the Splash Area
tmpx = x - area + rnd()%(area * 2 + 1);
tmpy = y - area + rnd()%(area * 2 + 1);
if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
if( i > 0 )
skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
x1 = tmpx;
y1 = tmpy;
}
skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
}
break;
case AL_WARP:
if(sd)
{
clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
(skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
(skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
(skill_lv >= 4) ? sd->status.memo_point[2].map : 0
);
}
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
return 0; // not to consume item.
case MO_BODYRELOCATION:
if (unit_movepos(src, x, y, 1, 1)) {
#if PACKETVER >= 20111005
clif->snap(src, src->x, src->y);
#else
clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
#endif
if (sd)
skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false);
}
break;
case NJ_SHADOWJUMP:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
unit_movepos(src, x, y, 1, 0);
clif->slide(src,x,y);
}
status_change_end(src, SC_HIDING, INVALID_TIMER);
break;
case AM_SPHEREMINE:
case AM_CANNIBALIZE:
{
int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
struct mob_data *md;
// Correct info, don't change any of this! [celest]
md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if (md) {
md->master_id = src->id;
md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
iTimer->delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn (md); //Now it is ready for spawning.
}
}
break;
// Slim Pitcher [Celest]
case CR_SLIMPITCHER:
if (sd) {
int i = skill_lv%11 - 1;
int j = pc->search_inventory(sd,skill_db[skill_id].itemid[i]);
if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
script->potion_flag = 1;
script->potion_hp = 0;
script->potion_sp = 0;
script->run(sd->inventory_data[j]->script,0,sd->bl.id,0);
script->potion_flag = 0;
//Apply skill bonuses
i = pc->checkskill(sd,CR_SLIMPITCHER)*10
+ pc->checkskill(sd,AM_POTIONPITCHER)*10
+ pc->checkskill(sd,AM_LEARNINGPOTION)*5
+ pc->skillheal_bonus(sd, skill_id);
script->potion_hp = script->potion_hp * (100+i)/100;
script->potion_sp = script->potion_sp * (100+i)/100;
if(script->potion_hp > 0 || script->potion_sp > 0) {
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea(skill->area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill->castend_nodamage_id);
}
} else {
int i = skill_lv%11 - 1;
struct item_data *item;
i = skill_db[skill_id].itemid[i];
item = itemdb->search(i);
script->potion_flag = 1;
script->potion_hp = 0;
script->potion_sp = 0;
script->run(item->script,0,src->id,0);
script->potion_flag = 0;
i = skill->get_max(CR_SLIMPITCHER)*10;
script->potion_hp = script->potion_hp * (100+i)/100;
script->potion_sp = script->potion_sp * (100+i)/100;
if(script->potion_hp > 0 || script->potion_sp > 0) {
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea(skill->area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill->castend_nodamage_id);
}
}
break;
case HW_GANBANTEIN:
if (rnd()%100 < 80) {
int dummy = 1;
clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea(skill->cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case HW_GRAVITATION:
if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv));
flag|=1;
break;
// Plant Cultivation [Celest]
case CR_CULTIVATION:
if (sd) {
if( iMap->count_oncell(src->m,x,y,BL_CHAR) > 0 )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
if (rnd()%100 < 50) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
} else {
TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
int i;
if (!md) break;
if ((i = skill->get_time(skill_id, skill_lv)) > 0)
{
if( md->deletetimer != INVALID_TIMER )
iTimer->delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = iTimer->add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
}
mob_spawn (md);
}
}
break;
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
skill->clear_unitgroup(src);
if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
flag|=1;
break;
case PA_GOSPEL:
if (sce && sce->val4 == BCT_SELF)
{
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
return 0;
}
else
{
sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
iStatus->change_clear_buffs(src,3);
sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
}
break;
case NJ_TATAMIGAESHI:
if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case AM_RESURRECTHOMUN: //[orn]
if (sd) {
if (!homun->ressurect(sd, 20*skill_lv, x, y)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
break;
case RK_WINDCUTTER:
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
case NC_COLDSLOWER:
case NC_ARMSCANNON:
case RK_DRAGONBREATH:
case RK_DRAGONBREATH_WATER:
i = skill->get_splash(skill_id,skill_lv);
iMap->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|1,skill->castend_damage_id);
break;
case SO_ARRULLO:
i = skill->get_splash(skill_id,skill_lv);
iMap->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|1, skill->castend_nodamage_id);
break;
/**
* Guilotine Cross
**/
case GC_POISONSMOKE:
if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
return 0;
}
clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
skill->unitsetting(src, skill_id, skill_lv, x, y, flag);
//status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
break;
/**
* Arch Bishop
**/
case AB_EPICLESIS:
if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
i = sg->unit->range;
iMap->foreachinarea(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);
}
break;
case WL_EARTHSTRAIN:
{
int i, wave = skill_lv + 4, dir = iMap->calc_dir(src,x,y);
int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
for( i = 1; i <= wave; i++ )
{
switch( dir ){
case 0: case 1: case 7: sy = y + i; break;
case 3: case 4: case 5: sy = y - i; break;
case 2: sx = x - i; break;
case 6: sx = x + i; break;
}
skill->addtimerskill(src,iTimer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
}
}
break;
/**
* Ranger
**/
case RA_DETONATOR:
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
/**
* Mechanic
**/
case NC_NEUTRALBARRIER:
case NC_STEALTHFIELD:
skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
if( sd ) pc->overheat(sd,1);
}
break;
case NC_SILVERSNIPER:
{
int class_ = 2042;
struct mob_data *md;
md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if( md )
{
md->master_id = src->id;
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
iTimer->delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn( md );
}
}
break;
case NC_MAGICDECOY:
if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y);
break;
case SC_FEINTBOMB:
skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
if( skill->blown(src,src,6,unit_getdir(src),0) )
skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0x2);
break;
case SC_ESCAPE:
clif->skill_nodamage(src,src,skill_id,-1,1);
skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
break;
case LG_OVERBRAND:
{
int width;//according to data from irowiki it actually is a square
for( width = 0; width < 7; width++ )
for( i = 0; i < 7; i++ )
iMap->foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
for( width = 0; width < 7; width++ )
for( i = 0; i < 7; i++ )
iMap->foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
}
break;
case LG_BANDING:
if( sc && sc->data[SC_BANDING] )
status_change_end(src,SC_BANDING,INVALID_TIMER);
else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
if( sd ) pc->banding(sd,skill_lv);
}
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
break;
case LG_RAYOFGENESIS:
if( iStatus->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
i = skill->get_splash(skill_id,skill_lv);
iMap->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|1,skill->castend_damage_id);
} else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
break;
case WM_DOMINION_IMPULSE:
i = skill->get_splash(skill_id, skill_lv);
iMap->foreachinarea( skill->activate_reverberation,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case WM_GREAT_ECHO:
flag|=1; // Should counsume 1 item per skill usage.
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id);
break;
case GN_CRAZYWEED: {
int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv);
short x1 = 0, y1 = 0;
for( i = 0; i < 3 + (skill_lv/2); i++ ) {
x1 = x - area + rnd()%(area * 2 + 1);
y1 = y - area + rnd()%(area * 2 + 1);
skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
}
}
break;
case GN_FIRE_EXPANSION: {
int i;
struct unit_data *ud = unit_bl2ud(src);
if( !ud ) break;
for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
switch( skill_lv ) {
case 3:
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
break;
case 4:
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
break;
case 5:
iMap->foreachinarea(skill->area_sub, src->m,
ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
skill->delunit(ud->skillunit[i]->unit);
break;
default:
ud->skillunit[i]->unit->val2 = skill_lv;
ud->skillunit[i]->unit->group->val2 = skill_lv;
break;
}
}
}
}
break;
case SO_FIREWALK:
case SO_ELECTRICWALK:
if( sc && sc->data[type] )
status_change_end(src,type,INVALID_TIMER);
clif->skill_nodamage(src, src ,skill_id, skill_lv,
sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
case KO_MAKIBISHI:
for( i = 0; i < (skill_lv+2); i++ ) {
x = src->x - 1 + rnd()%3;
y = src->y - 1 + rnd()%3;
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
}
break;
default:
ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
return 1;
}
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
if( sd ) {// ensure that the skill last-cast tick is recorded
sd->canskill_tick = iTimer->gettick();
if( sd->state.arrow_atk && !(flag&1) ) {
// consume arrow if this is a ground skill
battle->consume_ammo(sd, skill_id, skill_lv);
}
// perform skill requirement consumption
skill->consume_requirement(sd,skill_id,skill_lv,2);
}
return 0;
}
/// transforms 'target' skill unit into dissonance (if conditions are met)
int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
struct skill_unit* target = (struct skill_unit*)bl;
struct skill_unit* src = va_arg(ap, struct skill_unit*);
int flag = va_arg(ap, int);
if (src == target)
return 0;
if (!target->group || !(target->group->state.song_dance&0x1))
return 0;
if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
return 0;
if (flag) //Set dissonance
target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
else //Remove dissonance
target->val2 &= ~UF_ENSEMBLE;
clif->skill_setunit(target); //Update look of affected cell.
return 1;
}
//Does the song/dance overlapping -> dissonance check. [Skotlex]
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
//When 1, this unit has been positioned, so start the cancel effect.
int skill_dance_overlap(struct skill_unit* unit, int flag) {
if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
return 0;
if (unit->val1 != unit->group->skill_id) {
//Reset state
unit->val1 = unit->group->skill_id;
unit->val2 &= ~UF_ENSEMBLE;
}
return iMap->foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
}
/*==========================================
* Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
* Flag: 0 - Convert, 1 - Revert.
*------------------------------------------*/
bool skill_dance_switch(struct skill_unit* unit, int flag) {
static int prevflag = 1; // by default the backup is empty
static struct skill_unit_group backup;
struct skill_unit_group* group = unit->group;
// val2&UF_ENSEMBLE is a hack to indicate dissonance
if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
return false;
if( flag == prevflag ) {
// protection against attempts to read an empty backup / write to a full backup
ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
flag ? "read an empty backup" : "write to a full backup",
group->skill_id, group->skill_lv, group->src_id);
return false;
}
prevflag = flag;
if( !flag ) { //Transform
uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
// backup
backup.skill_id = group->skill_id;
backup.skill_lv = group->skill_lv;
backup.unit_id = group->unit_id;
backup.target_flag = group->target_flag;
backup.bl_flag = group->bl_flag;
backup.interval = group->interval;
// replace
group->skill_id = skill_id;
group->skill_lv = 1;
group->unit_id = skill->get_unit_id(skill_id,0);
group->target_flag = skill->get_unit_target(skill_id);
group->bl_flag = skill->get_unit_bl_target(skill_id);
group->interval = skill->get_unit_interval(skill_id);
} else { //Restore
group->skill_id = backup.skill_id;
group->skill_lv = backup.skill_lv;
group->unit_id = backup.unit_id;
group->target_flag = backup.target_flag;
group->bl_flag = backup.bl_flag;
group->interval = backup.interval;
}
return true;
}
/**
* Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
**/
int skill_icewall_block(struct block_list *bl,va_list ap) {
struct block_list *target = NULL;
struct mob_data *md = ((TBL_MOB*)bl);
nullpo_ret(bl);
nullpo_ret(md);
if( !md->target_id || ( target = iMap->id2bl(md->target_id) ) == NULL )
return 0;
if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
return 0;
if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
mob_unlocktarget(md,iTimer->gettick());
mob_stop_walking(md,1);
}
return 0;
}
/*==========================================
* Initializes and sets a ground skill.
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
*------------------------------------------*/
struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
{
struct skill_unit_group *group;
int i,limit,val1=0,val2=0,val3=0;
int target,interval,range,unit_flag,req_item=0;
struct s_skill_unit_layout *layout;
struct map_session_data *sd;
struct status_data *status;
struct status_change *sc;
int active_flag=1;
int subunt=0;
nullpo_retr(NULL, src);
limit = skill->get_time(skill_id,skill_lv);
range = skill->get_unit_range(skill_id,skill_lv);
interval = skill->get_unit_interval(skill_id);
target = skill->get_unit_target(skill_id);
unit_flag = skill->get_unit_flag(skill_id);
layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y);
if( map[src->m].unit_count ) {
ARR_FIND(0, map[src->m].unit_count, i, map[src->m].units[i]->skill_id == skill_id );
if( i < map[src->m].unit_count ) {
limit = limit * map[src->m].units[i]->modifier / 100;
}
}
sd = BL_CAST(BL_PC, src);
status = iStatus->get_status_data(src);
sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
case MH_STEINWAND:
val2 = 4 + skill_lv; //nb of attack blocked
break;
case MG_SAFETYWALL:
#ifdef RENEWAL
/**
* According to data provided in RE, SW life is equal to 3 times caster's health
**/
val2 = status_get_max_hp(src) * 3;
#else
val2 = skill_lv+1;
#endif
break;
case MG_FIREWALL:
if(sc && sc->data[SC_VIOLENTGALE])
limit = limit*3/2;
val2=4+skill_lv;
break;
case AL_WARP:
val1=skill_lv+6;
if(!(flag&1))
limit=2000;
else // previous implementation (not used anymore)
{ //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
if( src->type != BL_SKILL ) return NULL;
group = ((TBL_SKILL*)src)->group;
src = iMap->id2bl(group->src_id);
if( !src ) return NULL;
val2 = group->val2; //Copy the (x,y) position you warp to
val3 = group->val3; //as well as the mapindex to warp to.
}
break;
case HP_BASILICA:
val1 = src->id; // Store caster id.
break;
case PR_SANCTUARY:
case NPC_EVILLAND:
val1=(skill_lv+3)*2;
break;
case WZ_FIREPILLAR:
if( iMap->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
return NULL;
if((flag&1)!=0)
limit=1000;
val1=skill_lv+2;
break;
case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
case AM_DEMONSTRATION:
case GN_HELLS_PLANT:
if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
case HT_ANKLESNARE:
if( flag&2 )
val3 = SC_ESCAPE;
case HT_SHOCKWAVE:
val1=skill_lv*15+10;
case HT_SANDMAN:
case MA_SANDMAN:
case HT_CLAYMORETRAP:
case HT_SKIDTRAP:
case MA_SKIDTRAP:
case HT_LANDMINE:
case MA_LANDMINE:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
case HT_BLASTMINE:
/**
* Ranger
**/
case RA_ELECTRICSHOCKER:
case RA_CLUSTERBOMB:
case RA_MAGENTATRAP:
case RA_COBALTTRAP:
case RA_MAIZETRAP:
case RA_VERDURETRAP:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
{
struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv);
ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
if( req.itemid[i] )
req_item = req.itemid[i];
if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
limit *= 4; // longer trap times in WOE [celest]
if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
target = BCT_ALL;
}
break;
case SA_LANDPROTECTOR:
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
{
struct skill_unit_group *old_sg;
if ((old_sg = skill->locate_element_field(src)) != NULL)
{ //HelloKitty confirmed that these are interchangeable,
//so you can change element and not consume gemstones.
if ((
old_sg->skill_id == SA_VOLCANO ||
old_sg->skill_id == SA_DELUGE ||
old_sg->skill_id == SA_VIOLENTGALE
) && old_sg->limit > 0)
{ //Use the previous limit (minus the elapsed time) [Skotlex]
limit = old_sg->limit - DIFF_TICK(iTimer->gettick(), old_sg->tick);
if (limit < 0) //This can happen...
limit = skill->get_time(skill_id,skill_lv);
}
skill->clear_group(src,1);
}
break;
}
case BA_DISSONANCE:
case DC_UGLYDANCE:
val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
break;
case BA_WHISTLE:
val1 = skill_lv +status->agi/10; // Flee increase
val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
if(sd){
val1 += pc->checkskill(sd,BA_MUSICALLESSON);
val2 += pc->checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_HUMMING:
val1 = 2*skill_lv+status->dex/10; // Hit increase
#ifdef RENEWAL
val1 *= 2;
#endif
if(sd)
val1 += pc->checkskill(sd,DC_DANCINGLESSON);
break;
case BA_POEMBRAGI:
val1 = 3*skill_lv+status->dex/10; // Casting time reduction
//For some reason at level 10 the base delay reduction is 50%.
val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
if(sd){
val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_DONTFORGETME:
#ifdef RENEWAL
val1 = status->dex/10 + 3*skill_lv; // ASPD decrease
val2 = status->agi/10 + 2*skill_lv; // Movement speed adjustment.
#else
val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
#endif
if(sd){
val1 += pc->checkskill(sd,DC_DANCINGLESSON);
val2 += pc->checkskill(sd,DC_DANCINGLESSON);
}
break;
case BA_APPLEIDUN:
val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
if(sd)
val1 += pc->checkskill(sd,BA_MUSICALLESSON);
break;
case DC_SERVICEFORYOU:
val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
if(sd){
val1 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
val2 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
}
break;
case BA_ASSASSINCROSS:
#ifdef RENEWAL
val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
if(sd)
val1 += 4*pc->checkskill(sd,BA_MUSICALLESSON);
#else
val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
if(sd)
val1 += 5*pc->checkskill(sd,BA_MUSICALLESSON);
#endif
break;
case DC_FORTUNEKISS:
val1 = 10+skill_lv+(status->luk/10); // Critical increase
if(sd)
val1 += pc->checkskill(sd,DC_DANCINGLESSON);
val1*=10; //Because every 10 crit is an actual cri point.
break;
case BD_DRUMBATTLEFIELD:
#ifdef RENEWAL
val1 = (skill_lv+5)*25; //Watk increase
val2 = skill_lv*10; //Def increase
#else
val1 = (skill_lv+1)*25; //Watk increase
val2 = (skill_lv+1)*2; //Def increase
#endif
break;
case BD_RINGNIBELUNGEN:
val1 = (skill_lv+2)*25; //Watk increase
break;
case BD_RICHMANKIM:
val1 = 25 + 11*skill_lv; //Exp increase bonus.
break;
case BD_SIEGFRIED:
val1 = 55 + skill_lv*5; //Elemental Resistance
val2 = skill_lv*10; //Status ailment resistance
break;
case WE_CALLPARTNER:
if (sd) val1 = sd->status.partner_id;
break;
case WE_CALLPARENT:
if (sd) {
val1 = sd->status.father;
val2 = sd->status.mother;
}
break;
case WE_CALLBABY:
if (sd) val1 = sd->status.child;
break;
case NJ_KAENSIN:
skill->clear_group(src, 1); //Delete previous Kaensins/Suitons
val2 = (skill_lv+1)/2 + 4;
break;
case NJ_SUITON:
skill->clear_group(src, 1);
break;
case GS_GROUNDDRIFT:
{
int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
val1 = status->rhw.ele;
if (!val1)
val1=element[rnd()%5];
switch (val1)
{
case ELE_FIRE:
subunt++;
case ELE_WATER:
subunt++;
case ELE_POISON:
subunt++;
case ELE_DARK:
subunt++;
case ELE_WIND:
break;
default:
subunt=rnd()%5;
break;
}
break;
}
case GC_POISONSMOKE:
if( !(sc && sc->data[SC_POISONINGWEAPON]) )
return NULL;
val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
val3 = sc->data[SC_POISONINGWEAPON]->val1;
limit = 4000 + 2000 * skill_lv;
break;
case GD_LEADERSHIP:
case GD_GLORYWOUNDS:
case GD_SOULCOLD:
case GD_HAWKEYES:
limit = 1000000;//it doesn't matter
break;
case WL_COMET:
if( sc ) {
sc->comet_x = x;
sc->comet_y = y;
}
break;
case LG_BANDING:
limit = -1;
break;
case WM_REVERBERATION:
interval = limit;
val2 = 1;
case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
if( iMap->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
return NULL;
break;
case SO_CLOUD_KILL:
skill->clear_group(src, 4);
break;
case SO_WARMER:
skill->clear_group(src, 8);
break;
case SO_VACUUM_EXTREME:
range++;
break;
case GN_WALLOFTHORN:
if( flag&1 )
limit = 3000;
val3 = (x<<16)|y;
break;
case KO_ZENKAI:
if( sd ){
ARR_FIND(1, 6, i, sd->charm[i] > 0);
if( i < 5 ){
val1 = sd->charm[i]; // no. of aura
val2 = i; // aura type
limit += val1 * 1000;
subunt = i - 1;
pc->del_charm(sd, sd->charm[i], i);
}
}
break;
}
nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval));
group->val1=val1;
group->val2=val2;
group->val3=val3;
group->target_flag=target;
group->bl_flag= skill->get_unit_bl_target(skill_id);
group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
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
group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
group->item_id = req_item;
//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
if (DIFF_TICK(group->tick, iTimer->gettick()) > SKILLUNITTIMER_INTERVAL)
active_flag = 0;
if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
if (sd)
safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
}
if (group->state.song_dance) {
if(sd){
sd->skill_id_dance = skill_id;
sd->skill_lv_dance = skill_lv;
}
if (
sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
(group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
)
skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
}
limit = group->limit;
for( i = 0; i < layout->count; i++ ) {
struct skill_unit *unit;
int ux = x + layout->dx[i];
int uy = y + layout->dy[i];
int val1 = skill_lv;
int val2 = 0;
int alive = 1;
if( !group->state.song_dance && !iMap->getcell(src->m,ux,uy,CELL_CHKREACH) )
continue; // don't place skill units on walls (except for songs/dances/encores)
if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
switch( skill_id ) {
case MG_FIREWALL:
case NJ_KAENSIN:
val2=group->val2;
break;
case WZ_ICEWALL:
val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
val2 = iMap->getcell(src->m, ux, uy, CELL_GETTYPE);
break;
case HT_LANDMINE:
case MA_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case MA_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
case HT_TALKIEBOX:
case HT_SKIDTRAP:
case MA_SKIDTRAP:
case HT_CLAYMORETRAP:
case HT_BLASTMINE:
case RA_ELECTRICSHOCKER:
case RA_CLUSTERBOMB:
case RA_MAGENTATRAP:
case RA_COBALTTRAP:
case RA_MAIZETRAP:
case RA_VERDURETRAP:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
val1 = 3500;
break;
case GS_DESPERADO:
val1 = abs(layout->dx[i]);
val2 = abs(layout->dy[i]);
if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
if (val2 > val1) val1 = val2;
if (val1) val1--;
val1 = 36 -12*val1;
} else //Diagonal edges
val1 = 28 -4*val1 -4*val2;
if (val1 < 1) val1 = 1;
val2 = 0;
break;
case WM_REVERBERATION:
val1 = 1 + skill_lv;
break;
case GN_WALLOFTHORN:
val1 = 1000 * skill_lv; // Need official value. [LimitLine]
break;
default:
if (group->state.song_dance&0x1)
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
break;
}
if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
val2 |= UF_RANGEDSINGLEUNIT; // center.
if( sd && iMap->getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
iMap->foreachincell(skill->maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
if( range <= 0 )
iMap->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
continue;
nullpo_retr(NULL, unit=skill->initunit(group,i,ux,uy,val1,val2));
unit->limit=limit;
unit->range=range;
if (skill_id == PF_FOGWALL && alive == 2) {
//Double duration of cells on top of Deluge/Suiton
unit->limit *= 2;
group->limit = unit->limit;
}
// execute on all targets standing on this cell
if (range==0 && active_flag)
iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1);
}
if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector?
skill->del_unitgroup(group,ALC_MARK);
return NULL;
}
//success, unit created.
switch( skill_id ) {
case WZ_ICEWALL:
iMap->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB);
break;
case NJ_TATAMIGAESHI: //Store number of tiles.
group->val1 = group->alive_count;
break;
}
return group;
}
/*==========================================
*
*------------------------------------------*/
int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
struct skill_unit_group *sg;
struct block_list *ss;
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
uint16 skill_id;
nullpo_ret(src);
nullpo_ret(bl);
if(bl->prev==NULL || !src->alive || iStatus->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
nullpo_ret(ss=iMap->id2bl(sg->src_id));
if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
if( iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
return 0;
sc = iStatus->get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
type = iStatus->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id) {
case UNT_SPIDERWEB:
if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
// If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
sc->data[SC_SPIDERWEB]->val2++;
break;
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
if( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
const struct TimerData* td = sc->data[type]?iTimer->get_timer(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
sg->val2 = bl->id;
}
else
sec = 3000; //Couldn't trap it?
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
}
break;
case UNT_SAFETYWALL:
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
break;
case UNT_BLOODYLUST:
if (sg->src_id == bl->id)
break; //Does not affect the caster.
if( !sce && sc_start4(bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
sc_start(bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit);
break;
case UNT_PNEUMA:
case UNT_CHAOSPANIC:
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
break;
case UNT_WARP_WAITING: {
int working = sg->val1&0xffff;
if(bl->type==BL_PC && !working){
struct map_session_data *sd = (struct map_session_data *)bl;
if((!sd->chatID || battle_config.chat_warpportal)
&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
{
int x = sg->val2>>16;
int y = sg->val2&0xffff;
int count = sg->val1>>16;
unsigned short m = sg->val3;
if( --count <= 0 )
skill->del_unitgroup(sg,ALC_MARK);
if ( iMap->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
working = 1;/* we break it because officials break it, lovely stuff. */
sg->val1 = (count<<16)|working;
pc->setpos(sd,m,x,y,CLR_TELEPORT);
}
} else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
int16 m = iMap->mapindex2mapid(sg->val3);
if (m < 0) break; //Map not available on this map-server.
unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
}
}
break;
case UNT_QUAGMIRE:
if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
break;
case UNT_VOLCANO:
case UNT_DELUGE:
case UNT_VIOLENTGALE:
if(!sce)
sc_start(bl,type,100,sg->skill_lv,sg->limit);
break;
case UNT_SUITON:
if(!sce)
sc_start4(bl,type,100,sg->skill_lv,
map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
0,0,sg->limit);
break;
case UNT_HERMODE:
if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
iStatus->change_clear_buffs(bl,1); //Should dispell only allies.
case UNT_RICHMANKIM:
case UNT_ETERNALCHAOS:
case UNT_DRUMBATTLEFIELD:
case UNT_RINGNIBELUNGEN:
case UNT_ROKISWEIL:
case UNT_INTOABYSS:
case UNT_SIEGFRIED:
//Needed to check when a dancer/bard leaves their ensemble area.
if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
return skill_id;
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
break;
case UNT_WHISTLE:
case UNT_ASSASSINCROSS:
case UNT_POEMBRAGI:
case UNT_APPLEIDUN:
case UNT_HUMMING:
case UNT_DONTFORGETME:
case UNT_FORTUNEKISS:
case UNT_SERVICEFORYOU:
if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
return 0;
if (!sc) return 0;
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
else if (sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
iTimer->delete_timer(sce->timer, iStatus->change_timer);
sce->timer = iTimer->add_timer(tick+sg->limit, iStatus->change_timer, bl->id, type);
}
break;
case UNT_FOGWALL:
if (!sce)
{
sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
}
break;
case UNT_GRAVITATION:
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
break;
// officially, icewall has no problems existing on occupied cells [ultramage]
// case UNT_ICEWALL: //Destroy the cell. [Skotlex]
// src->val1 = 0;
// if(src->limit + sg->tick > tick + 700)
// src->limit = DIFF_TICK(tick+700,sg->tick);
// break;
case UNT_MOONLIT:
//Knockback out of area if affected char isn't in Moonlit effect
if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
break;
if (ss == bl) //Also needed to prevent infinite loop crash.
break;
skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
break;
case UNT_WALLOFTHORN:
if( status_get_mode(bl)&MD_BOSS )
break; // iRO Wiki says that this skill don't affect to Boss monsters.
if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 )
skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
case UNT_VOLCANIC_ASH:
if (!sce)
sc_start(bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv));
break;
case UNT_GD_LEADERSHIP:
case UNT_GD_GLORYWOUNDS:
case UNT_GD_SOULCOLD:
case UNT_GD_HAWKEYES:
if ( !sce )
sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
break;
}
return skill_id;
}
/*==========================================
*
*------------------------------------------*/
int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
struct skill_unit_group *sg;
struct block_list *ss;
TBL_PC* tsd;
struct status_data *tstatus;
struct status_change *tsc;
struct skill_unit_group_tickset *ts;
enum sc_type type;
uint16 skill_id;
int diff=0;
nullpo_ret(src);
nullpo_ret(bl);
if (bl->prev==NULL || !src->alive || iStatus->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
nullpo_ret(ss=iMap->id2bl(sg->src_id));
tsd = BL_CAST(BL_PC, bl);
tsc = iStatus->get_sc(bl);
if ( tsc && tsc->data[SC_HOVERING] )
return 0; //Under hovering characters are immune to trap and ground target skills.
tstatus = iStatus->get_status_data(bl);
type = iStatus->skill2sc(sg->skill_id);
skill_id = sg->skill_id;
if (sg->interval == -1) {
switch (sg->unit_id) {
case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
case UNT_FIREPILLAR_ACTIVE:
case UNT_ELECTRICSHOCKER:
case UNT_MANHOLE:
return 0;
default:
ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
return 0;
}
}
if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) {
//Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
diff = DIFF_TICK(tick,ts->tick);
if (diff < 0)
return 0;
ts->tick = tick+sg->interval;
if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(iMap->count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
switch (sg->unit_id) {
case UNT_FIREWALL:
case UNT_KAEN: {
int count=0;
const int x = bl->x, y = bl->y;
if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
break;
//Take into account these hit more times than the timer interval can handle.
do
skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
while(--src->val2 && x == bl->x && y == bl->y &&
++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl));
if (src->val2<=0)
skill->delunit(src);
}
break;
case UNT_SANCTUARY:
if( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
{ //Only damage enemies with offensive Sanctuary. [Skotlex]
if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
} else {
int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
struct mob_data *md = BL_CAST(BL_MOB, bl);
#ifdef RENEWAL
if( md && md->class_ == MOBID_EMPERIUM )
break;
#endif
if( md && mob_is_battleground(md) )
break;
if( tstatus->hp >= tstatus->max_hp )
break;
if( iStatus->isimmune(bl) )
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
iStatus->heal(bl, heal, 0, 0);
if( diff >= 500 )
sg->val1--;
}
if( sg->val1 <= 0 )
skill->del_unitgroup(sg,ALC_MARK);
break;
case UNT_EVILLAND:
//Will heal demon and undead element monsters, but not players.
if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
{ //Damage enemies
if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
} else {
int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
if (tstatus->hp >= tstatus->max_hp)
break;
if (iStatus->isimmune(bl))
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
iStatus->heal(bl, heal, 0, 0);
}
break;
case UNT_MAGNUS:
if (!battle->check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
break;
skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_DUMMYSKILL:
switch (sg->skill_id)
{
case SG_SUN_WARM: //SG skills [Komurka]
case SG_MOON_WARM:
case SG_STAR_WARM:
{
int count = 0;
const int x = bl->x, y = bl->y;
//If target isn't knocked back it should hit every "interval" ms [Playtester]
do
{
if( bl->type == BL_PC )
status_zap(bl, 0, 15); // sp damage to players
else // mobs
if( iStatus->charge(ss, 0, 2) ) // costs 2 SP per hit
{
if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss
}
else
{ //should end when out of sp.
sg->limit = DIFF_TICK(tick,sg->tick);
break;
}
} while( x == bl->x && y == bl->y &&
++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) );
}
break;
/**
* The storm gust counter was dropped in renewal
**/
#ifndef RENEWAL
case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
if (tsc)
tsc->sg_counter++; //SG hit counter.
if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
tsc->sg_counter=0; //Attack absorbed.
break;
#endif
case GS_DESPERADO:
if (rnd()%100 < src->val1)
skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case GN_CRAZYWEED_ATK:
if( bl->type == BL_SKILL ){
struct skill_unit *su = (struct skill_unit *)bl;
if( su && !(skill->get_inf2(su->group->skill_id)&INF2_TRAP) )
break;
}
default:
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
}
break;
case UNT_FIREPILLAR_WAITING:
skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
skill->delunit(src);
break;
case UNT_SKIDTRAP:
{
skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
sg->unit_id = UNT_USED_TRAPS;
clif->changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
}
break;
case UNT_ANKLESNARE:
case UNT_MANHOLE:
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
clif->fixpos(bl);
}
sg->val2 = bl->id;
} else
sec = 3000; //Couldn't trap it?
if( sg->unit_id == UNT_ANKLESNARE ) {
clif->skillunit_update(&src->bl);
/**
* If you're snared from a trap that was invisible this makes the trap be
* visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
* bugreport:3961
**/
clif->changetraplook(&src->bl, UNT_ANKLESNARE);
}
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
sg->interval = -1;
src->range = 0;
}
break;
case UNT_ELECTRICSHOCKER:
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
}
iMap->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
}
break;
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
break;
case UNT_MAGENTATRAP:
case UNT_COBALTTRAP:
case UNT_MAIZETRAP:
case UNT_VERDURETRAP:
if( bl->type == BL_PC )// it won't work on players
break;
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
case UNT_CLUSTERBOMB:
if( bl->id == ss->id )// it won't trigger on caster
break;
case UNT_LANDMINE:
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_FIREPILLAR_ACTIVE:
case UNT_CLAYMORETRAP:
if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
else
iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
(sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
break;
case UNT_TALKIEBOX:
if (sg->src_id == bl->id)
break;
if (sg->val2 == 0){
clif->talkiebox(&src->bl, sg->valstr);
sg->unit_id = UNT_USED_TRAPS;
clif->changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
sg->val2 = -1;
}
break;
case UNT_LULLABY:
if (ss->id == bl->id)
break;
skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break;
case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
if (ss->id != bl->id)
skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break;
case UNT_DISSONANCE:
skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
{
int heal;
#ifdef RENEWAL
struct mob_data *md = BL_CAST(BL_MOB, bl);
if( md && md->class_ == MOBID_EMPERIUM )
break;
#endif
if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) )
break; // affects self only when soullinked
heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
if( tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
iStatus->heal(bl, heal, 0, 0);
break;
}
case UNT_TATAMIGAESHI:
case UNT_DEMONSTRATION:
skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_GOSPEL:
if (rnd()%100 > sg->skill_lv*10 || ss == bl)
break;
if (battle->check_target(ss,bl,BCT_PARTY)>0)
{ // Support Effect only on party, not guild
int heal;
int i = rnd()%13; // Positive buff count
int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration
switch (i)
{
case 0: // Heal 1~9999 HP
heal = rnd() %9999+1;
clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
iStatus->heal(bl,heal,0,0);
break;
case 1: // End all negative status
iStatus->change_clear_buffs(bl,2);
if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
sc_start(bl,SC_SCRESIST,100,100,time);
if (tsd) clif->gospel_info(tsd, 0x16);
break;
case 3: // MaxHP +100%
sc_start(bl,SC_INCMHPRATE,100,100,time);
if (tsd) clif->gospel_info(tsd, 0x17);
break;
case 4: // MaxSP +100%
sc_start(bl,SC_INCMSPRATE,100,100,time);
if (tsd) clif->gospel_info(tsd, 0x18);
break;
case 5: // All stats +20
sc_start(bl,SC_INCALLSTATUS,100,20,time);
if (tsd) clif->gospel_info(tsd, 0x19);
break;
case 6: // Level 10 Blessing
sc_start(bl,SC_BLESSING,100,10,time);
break;
case 7: // Level 10 Increase AGI
sc_start(bl,SC_INC_AGI,100,10,time);
break;
case 8: // Enchant weapon with Holy element
sc_start(bl,SC_ASPERSIO,100,1,time);
if (tsd) clif->gospel_info(tsd, 0x1c);
break;
case 9: // Enchant armor with Holy element
sc_start(bl,SC_BENEDICTIO,100,1,time);
if (tsd) clif->gospel_info(tsd, 0x1d);
break;
case 10: // DEF +25%
sc_start(bl,SC_INCDEFRATE,100,25,time);
if (tsd) clif->gospel_info(tsd, 0x1e);
break;
case 11: // ATK +100%
sc_start(bl,SC_INCATKRATE,100,100,time);
if (tsd) clif->gospel_info(tsd, 0x1f);
break;
case 12: // HIT/Flee +50
sc_start(bl,SC_INCHIT,100,50,time);
sc_start(bl,SC_INCFLEE,100,50,time);
if (tsd) clif->gospel_info(tsd, 0x20);
break;
}
}
else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
{ // Offensive Effect
int i = rnd()%9; // Negative buff count
int time = skill->get_time2(sg->skill_id, sg->skill_lv);
switch (i)
{
case 0: // Deal 1~9999 damage
skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case 1: // Curse
sc_start(bl,SC_CURSE,100,1,time);
break;
case 2: // Blind
sc_start(bl,SC_BLIND,100,1,time);
break;
case 3: // Poison
sc_start(bl,SC_POISON,100,1,time);
break;
case 4: // Level 10 Provoke
sc_start(bl,SC_PROVOKE,100,10,time);
break;
case 5: // DEF -100%
sc_start(bl,SC_INCDEFRATE,100,-100,time);
break;
case 6: // ATK -100%
sc_start(bl,SC_INCATKRATE,100,-100,time);
break;
case 7: // Flee -100%
sc_start(bl,SC_INCFLEERATE,100,-100,time);
break;
case 8: // Speed/ASPD -25%
sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
break;
}
}
break;
case UNT_BASILICA:
{
int i = battle->check_target(&src->bl, bl, BCT_ENEMY);
if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
{ // knock-back any enemy except Boss
skill->blown(&src->bl, bl, 2, unit_getdir(bl), 0);
clif->fixpos(bl);
}
if( sg->src_id != bl->id && i <= 0 )
sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
}
break;
case UNT_GRAVITATION:
case UNT_EARTHSTRAIN:
case UNT_FIREWALK:
case UNT_ELECTRICWALK:
case UNT_PSYCHIC_WAVE:
case UNT_MAGMA_ERUPTION:
case UNT_MAKIBISHI:
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_GROUNDDRIFT_WIND:
case UNT_GROUNDDRIFT_DARK:
case UNT_GROUNDDRIFT_POISON:
case UNT_GROUNDDRIFT_WATER:
case UNT_GROUNDDRIFT_FIRE:
iMap->foreachinrange(skill->trap_splash,&src->bl,
skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
&src->bl,tick);
sg->unit_id = UNT_USED_TRAPS;
//clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
break;
/**
* 3rd stuff
**/
case UNT_POISONSMOKE:
if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
sc_start(bl,sg->val2,100,sg->val3,skill->get_time2(GC_POISONINGWEAPON, 1));
break;
case UNT_EPICLESIS:
if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
if( ++sg->val2 % 3 == 0 ) {
int hp, sp;
switch( sg->skill_lv ) {
case 1: case 2: hp = 3; sp = 2; break;
case 3: case 4: hp = 4; sp = 3; break;
case 5: default: hp = 5; sp = 4; break;
}
hp = tstatus->max_hp * hp / 100;
sp = tstatus->max_sp * sp / 100;
iStatus->heal(bl, hp, sp, 2);
sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
}
// Reveal hidden players every 5 seconds.
if( sg->val2 % 5 == 0 ) {
// TODO: check if other hidden status can be removed.
status_change_end(bl,SC_HIDING,INVALID_TIMER);
status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
}
}
/* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) )
skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
break;
case UNT_STEALTHFIELD:
if( bl->id == sg->src_id )
break; // Dont work on Self (video shows that)
case UNT_NEUTRALBARRIER:
sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
break;
case UNT_DIMENSIONDOOR:
if( tsd && !map[bl->m].flag.noteleport )
pc->randomwarp(tsd,3);
else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
unit_warp(bl,-1,-1,-1,3);
break;
case UNT_REVERBERATION:
clif->changetraplook(&src->bl,UNT_USED_TRAPS);
iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
sg->unit_id = UNT_USED_TRAPS;
break;
case UNT_SEVERE_RAINSTORM:
if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 )
skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
break;
case UNT_NETHERWORLD:
if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle->check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
if( !(tsc && tsc->data[type]) ){
sc_start(bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
sg->limit = DIFF_TICK(tick,sg->tick);
sg->unit_id = UNT_USED_TRAPS;
}
}
break;
case UNT_THORNS_TRAP:
if( tsc ) {
if( !sg->val2 ) {
int sec = skill->get_time2(sg->skill_id, sg->skill_lv);
if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
///iMap->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
clif->fixpos(bl);
sg->val2 = bl->id;
} else
sec = 3000; // Couldn't trap it?
sg->limit = DIFF_TICK(tick, sg->tick) + sec;
} else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 )
skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
}
break;
case UNT_DEMONIC_FIRE: {
TBL_PC* sd = BL_CAST(BL_PC, ss);
switch( sg->val2 ) {
case 1:
case 2:
default:
sc_start4(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0,
skill->get_time2(sg->skill_id, sg->skill_lv));
skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl,
sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
break;
case 3:
skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
break;
}
}
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 )
skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
sg->limit = DIFF_TICK(tick, sg->tick) + 100;
break;
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_WARMER:
if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
struct status_change *ssc = iStatus->get_sc(ss);
if( ssc && ssc->data[SC_HEATER_OPTION] )
hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
if( tstatus->hp != tstatus->max_hp )
clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
iStatus->heal(bl, hp, 0, 0);
sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
}
break;
case UNT_FIRE_INSIGNIA:
case UNT_WATER_INSIGNIA:
case UNT_WIND_INSIGNIA:
case UNT_EARTH_INSIGNIA:
case UNT_ZEPHYR:
sc_start(bl,type, 100, sg->skill_lv, sg->interval);
if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) {
int hp = tstatus->max_hp / 100; //+1% each 5s
if ((sg->val3) % 5) { //each 5s
if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)){
iStatus->heal(bl, hp, 0, 2);
} else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
){
iStatus->heal(bl, -hp, 0, 0);
}
}
sg->val3++; //timer
if (sg->val3 > 5) sg->val3 = 0;
}
break;
case UNT_VACUUM_EXTREME:
{// TODO: official behavior in gvg area. [malufett]
int sec = sg->limit - DIFF_TICK(tick, sg->tick);
int range = skill->get_unit_range(sg->skill_id, sg->skill_lv);
if( tsc && !tsc->data[type] &&
distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
sc_start(bl, type, 100, sg->skill_lv, sec);
if( unit_is_walking(bl) && // wait until target stop walking
( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
break;
if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
break;
if( unit_is_walking(bl) &&
distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
unit_stop_walking(bl,1);
if( !unit_is_walking(bl) &&
distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
clif->fixpos(bl);
}
}
break;
case UNT_FIRE_MANTLE:
if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 )
skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_ZENKAI_WATER:
case UNT_ZENKAI_LAND:
case UNT_ZENKAI_FIRE:
case UNT_ZENKAI_WIND:
if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
switch( sg->unit_id ){
case UNT_ZENKAI_WATER:
sc_start(bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_LAND:
sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_FIRE:
sc_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_WIND:
sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
}
}else
sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_LAVA_SLIDE:
skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
if(++sg->val1 > 4) //after 5 stop hit and destroy me
sg->limit = DIFF_TICK(tick, sg->tick);
break;
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
iStatus->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
break;
}
if (bl->type == BL_MOB && ss != bl)
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
return skill_id;
}
/*==========================================
* Triggered when a char steps out of a skill cell
*------------------------------------------*/
int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
struct skill_unit_group *sg;
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
nullpo_ret(src);
nullpo_ret(bl);
nullpo_ret(sg=src->group);
sc = iStatus->get_sc(bl);
type = iStatus->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
if( bl->prev==NULL ||
(iStatus->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
return 0;
switch(sg->unit_id){
case UNT_SAFETYWALL:
case UNT_PNEUMA:
case UNT_EPICLESIS://Arch Bishop
case UNT_NEUTRALBARRIER:
case UNT_STEALTHFIELD:
if (sce)
status_change_end(bl, type, INVALID_TIMER);
break;
case UNT_BASILICA:
if( sce && sce->val4 == src->bl.id )
status_change_end(bl, type, INVALID_TIMER);
break;
case UNT_HERMODE: //Clear Hermode if the owner moved.
if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
status_change_end(bl, type, INVALID_TIMER);
break;
case UNT_SPIDERWEB: {
struct block_list *target = iMap->id2bl(sg->val2);
if (target && target==bl)
{
if (sce && sce->val3 == sg->group_id)
status_change_end(bl, type, INVALID_TIMER);
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
}
break;
}
}
return sg->skill_id;
}
/*==========================================
* Triggered when a char steps out of a skill group (entirely) [Skotlex]
*------------------------------------------*/
static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
{
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
sc = iStatus->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
type = iStatus->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) {
case WZ_QUAGMIRE:
if (bl->type==BL_MOB)
break;
if (sce)
status_change_end(bl, type, INVALID_TIMER);
break;
case BD_LULLABY:
case BD_RICHMANKIM:
case BD_ETERNALCHAOS:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_ROKISWEIL:
case BD_INTOABYSS:
case BD_SIEGFRIED:
if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
{ //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
status_change_end(bl, SC_DANCING, INVALID_TIMER);
}
case MH_STEINWAND:
case MG_SAFETYWALL:
case AL_PNEUMA:
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
case CG_HERMODE:
case HW_GRAVITATION:
case NJ_SUITON:
case SC_MAELSTROM:
case EL_WATER_BARRIER:
case EL_ZEPHYR:
case EL_POWER_OF_GAIA:
case SO_FIRE_INSIGNIA:
case SO_WATER_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
case SC_BLOODYLUST:
if (sce)
status_change_end(bl, type, INVALID_TIMER);
break;
case BA_POEMBRAGI:
case BA_WHISTLE:
case BA_ASSASSINCROSS:
case BA_APPLEIDUN:
case DC_HUMMING:
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sce) {
iTimer->delete_timer(sce->timer, iStatus->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
if (sce) {
status_change_end(bl, type, INVALID_TIMER);
if ((sce=sc->data[SC_BLIND])) {
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, INVALID_TIMER);
else {
iTimer->delete_timer(sce->timer, iStatus->change_timer);
sce->timer = iTimer->add_timer(30000+tick, iStatus->change_timer, bl->id, SC_BLIND);
}
}
}
break;
case GD_LEADERSHIP:
case GD_GLORYWOUNDS:
case GD_SOULCOLD:
case GD_HAWKEYES:
if( !(sce && sce->val4) )
status_change_end(bl, type, INVALID_TIMER);
break;
}
return skill_id;
}
/*==========================================
* Invoked when a unit cell has been placed/removed/deleted.
* flag values:
* flag&1: Invoke onplace function (otherwise invoke onout)
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
*------------------------------------------*/
int skill_unit_effect (struct block_list* bl, va_list ap) {
struct skill_unit* unit = va_arg(ap,struct skill_unit*);
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
unsigned int flag = va_arg(ap,unsigned int);
uint16 skill_id;
bool dissonance;
if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
return 0;
nullpo_ret(group);
dissonance = skill->dance_switch(unit, 0);
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
skill_id = group->skill_id;
//Target-type check.
if( !(group->bl_flag&bl->type && battle->check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) )
skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
} else {
if( flag&1 )
skill->unit_onplace(unit,bl,tick);
else
skill->unit_onout(unit,bl,tick);
if( flag&4 )
skill->unit_onleft(skill_id, bl, tick);
}
if( dissonance ) skill->dance_switch(unit, 1);
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
{
struct skill_unit_group *sg;
nullpo_ret(src);
nullpo_ret(sg=src->group);
switch( sg->unit_id ) {
case UNT_BLASTMINE:
case UNT_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_CLAYMORETRAP:
case UNT_FREEZINGTRAP:
case UNT_TALKIEBOX:
case UNT_ANKLESNARE:
case UNT_ICEWALL:
case UNT_REVERBERATION:
case UNT_WALLOFTHORN:
src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
break;
default:
damage = 0;
break;
}
return (int)cap_value(damage,INT_MIN,INT_MAX);
}
/*==========================================
*
*------------------------------------------*/
int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
int *c, skill_id;
struct block_list *src;
struct map_session_data *sd;
struct map_session_data *tsd;
int *p_sd; //Contains the list of characters found.
nullpo_ret(bl);
nullpo_ret(tsd=(struct map_session_data*)bl);
nullpo_ret(src=va_arg(ap,struct block_list *));
nullpo_ret(sd=(struct map_session_data*)src);
c=va_arg(ap,int *);
p_sd = va_arg(ap, int *);
skill_id = va_arg(ap,int);
if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) )
return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
if (bl == src)
return 0;
if(pc_isdead(tsd))
return 0;
if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
return 0;
if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
p_sd[(*c)++] = tsd->bl.id;
return 1;
} else {
switch(skill_id) {
case PR_BENEDICTIO: {
uint8 dir = iMap->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
&& sd->status.sp >= 10)
p_sd[(*c)++]=tsd->bl.id;
return 1;
}
case AB_ADORAMUS:
// Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
p_sd[(*c)++] = tsd->bl.id;
return 1;
case WL_COMET:
// Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
p_sd[(*c)++] = tsd->bl.id;
return 1;
case LG_RAYOFGENESIS:
if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
tsd->sc.data[SC_BANDING] )
p_sd[(*c)++] = tsd->bl.id;
return 1;
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
uint16 skill_lv;
if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
(skill_lv = pc->checkskill(tsd, skill_id)) > 0 &&
(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
sd->status.party_id && tsd->status.party_id &&
sd->status.party_id == tsd->status.party_id &&
!tsd->sc.data[SC_DANCING])
{
p_sd[(*c)++]=tsd->bl.id;
return skill_lv;
} else {
return 0;
}
}
break;
}
}
return 0;
}
/*==========================================
* Checks and stores partners for ensemble skills [Skotlex]
*------------------------------------------*/
int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) {
static int c=0;
static int p_sd[2] = { 0, 0 };
int i;
bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL );
if (!battle_config.player_skill_partner_check || pc->has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
if (cast_flag) { //Execute the skill on the partners.
struct map_session_data* tsd;
switch (skill_id) {
case PR_BENEDICTIO:
for (i = 0; i < c; i++) {
if ((tsd = iMap->id2sd(p_sd[i])) != NULL)
iStatus->charge(&tsd->bl, 0, 10);
}
return c;
case AB_ADORAMUS:
if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) {
i = 2 * (*skill_lv);
iStatus->charge(&tsd->bl, 0, i);
}
break;
case WM_GREAT_ECHO:
for( i = 0; i < c; i++ ) {
if( (tsd = iMap->id2sd(p_sd[i])) != NULL )
status_zap(&tsd->bl,0,skill->get_sp(skill_id,*skill_lv)/c);
}
break;
default: //Warning: Assuming Ensemble skills here (for speed)
if( is_chorus )
break;//Chorus skills are not to be parsed as ensambles
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = iMap->id2sd(p_sd[0])) != NULL) {
sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000);
clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
tsd->skill_id_dance = skill_id;
tsd->skill_lv_dance = *skill_lv;
}
return c;
}
}
//Else: new search for partners.
c = 0;
memset (p_sd, 0, sizeof(p_sd));
if( is_chorus )
i = party_foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
else
i = iMap->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
*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.
return c;
}
/*==========================================
*
*------------------------------------------*/
int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) {
int *c,src_id,mob_class,skill;
struct mob_data *md;
md=(struct mob_data*)bl;
src_id=va_arg(ap,int);
mob_class=va_arg(ap,int);
skill=va_arg(ap,int);
c=va_arg(ap,int *);
if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?1:3) )
return 0; //Non alchemist summoned mobs have nothing to do here.
if(md->class_==mob_class)
(*c)++;
return 1;
}
/*==========================================
* Determines if a given skill should be made to consume ammo
* when used by the player. [Skotlex]
*------------------------------------------*/
int skill_isammotype (struct map_session_data *sd, int skill_id)
{
return (
battle_config.arrow_decrement==2 &&
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
skill_id != HT_PHANTASMIC &&
skill->get_type(skill_id) == BF_WEAPON &&
!(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&
!skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
);
}
int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
struct status_data *status;
struct status_change *sc;
struct skill_condition require;
int i;
nullpo_ret(sd);
if (sd->chatID) return 0;
if( pc->has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
{ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
return 1;
}
switch( sd->menuskill_id ) {
case AM_PHARMACY:
switch( skill_id ) {
case AM_PHARMACY:
case AC_MAKINGARROW:
case BS_REPAIRWEAPON:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
return 0;
}
break;
case GN_MIX_COOKING:
case GN_MAKEBOMB:
case GN_S_PHARMACY:
case GN_CHANGEMATERIAL:
if( sd->menuskill_id != skill_id )
return 0;
break;
}
status = &sd->battle_status;
sc = &sd->sc;
if( !sc->count )
sc = NULL;
if( sd->skillitem == skill_id ) {
if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
sd->state.abra_flag = 0;
else {
// When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
if( (i = sd->itemindex) == -1 ||
sd->status.inventory[i].nameid != sd->itemid ||
sd->inventory_data[i] == NULL ||
!sd->inventory_data[i]->flag.delay_consume ||
sd->status.inventory[i].amount < 1
)
{ //Something went wrong, item exploit?
sd->itemid = sd->itemindex = -1;
return 0;
}
//Consume
sd->itemid = sd->itemindex = -1;
if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
; //Do not consume item.
else if( sd->status.inventory[i].expire_time == 0 )
pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
}
return 1;
}
if( pc_is90overweight(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
return 0;
}
if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
return 0;
switch( skill_id ) { // Turn off check.
case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
if( sc && sc->data[iStatus->skill2sc(skill_id)] )
return 1;
}
// Check the skills that can be used while mounted on a warg
if( pc_isridingwug(sd) ) {
switch( skill_id ) {
case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
break;
default: // in official there is no message.
return 0;
}
}
if( pc_ismadogear(sd) ) {
switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
case BS_REPAIRWEAPON: case WS_MELTDOWN:
case BS_HAMMERFALL: case WS_CARTBOOST:
case BS_ADRENALINE: case WS_WEAPONREFINE:
case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
case BS_MAXIMIZE:
case BS_ADRENALINE2:
case BS_UNFAIRLYTRICK:
case BS_GREED:
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
return 0;
default: //Only Mechanic exlcusive skill can be used.
break;
}
}
if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
return 0;
require = skill->get_requirement(sd,skill_id,skill_lv);
//Can only update state when weapon/arrow info is checked.
sd->state.arrow_atk = require.ammo?1:0;
// perform skill-specific checks (and actions)
switch( skill_id ) {
case SO_SPELLFIST:
if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case SA_CASTCANCEL:
if(sd->ud.skilltimer == INVALID_TIMER) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case AL_WARP:
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP));
clif->message(sd->fd, output); //"Duel: Can't use %s in duel."
return 0;
}
break;
case MO_CALLSPIRITS:
if(sc && sc->data[SC_RAISINGDRAGON])
skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
if(sd->spiritball >= skill_lv) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case MO_FINGEROFFENSIVE:
case GS_FLING:
case SR_RAMPAGEBLASTER:
case SR_RIDEINLIGHTNING:
if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
sd->spiritball_old = require.spiritball = sd->spiritball;
else
sd->spiritball_old = require.spiritball;
break;
case MO_CHAINCOMBO:
if(!sc)
return 0;
if(sc->data[SC_BLADESTOP])
break;
if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK )
break;
if( i )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK);
return 0;
case MO_COMBOFINISH:
if(!sc)
return 0;
if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO )
break;
if( i )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO);
return 0;
case CH_TIGERFIST:
if(!sc)
return 0;
if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH )
break;
if( i )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH);
return 0;
case CH_CHAINCRUSH:
if(!sc)
return 0;
if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST )
break;
if( i )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST);
return 0;
case MO_EXTREMITYFIST:
// if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
// return 0;
if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
break;
if( sc && sc->data[SC_COMBOATTACK] )
{
switch(sc->data[SC_COMBOATTACK]->val1) {
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
break;
default:
return 0;
}
}
else if( !unit_can_move(&sd->bl) )
{ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case TK_MISSION:
if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) {
// Cannot be used by Non-Taekwon classes
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case TK_READYCOUNTER:
case TK_READYDOWN:
case TK_READYSTORM:
case TK_READYTURN:
case TK_JUMPKICK:
if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) {
// Soul Linkers cannot use this skill
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK)
return 0; //Combo needs to be ready
if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain
//Do not repeat a kick.
if (sc->data[SC_COMBOATTACK]->val3 != skill_id)
break;
status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER);
return 0;
}
if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
unit_cancel_combo(&sd->bl);
return 0;
}
break; //Combo ready.
case BD_ADAPTATION:
{
int time;
if(!(sc && sc->data[SC_DANCING]))
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
time = 1000*(sc->data[SC_DANCING]->val3>>16);
if (skill->get_time(
(sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
(sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
- time < skill->get_time2(skill_id,skill_lv))
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
break;
case PR_BENEDICTIO:
if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case SL_SMA:
if(!(sc && sc->data[SC_SMA_READY]))
return 0;
break;
case HT_POWER:
if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id))
return 0;
break;
case CG_HERMODE:
if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv)))
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
{
int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1;
int size = range*2+1;
for (i=0;i<size*size;i++) {
x = sd->bl.x+(i%size-range);
y = sd->bl.y+(i/size-range);
if (iMap->getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
}
break;
case PR_REDEMPTIO:
{
int exp;
if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
return 0;
}
break;
}
case AM_TWILIGHT2:
case AM_TWILIGHT3:
if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv))
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
if (sc && sc->data[SC_MIRACLE])
break;
i = skill_id-SG_SUN_WARM;
if (sd->bl.m == sd->feel_map[i].m)
break;
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
break;
case SG_SUN_COMFORT:
case SG_MOON_COMFORT:
case SG_STAR_COMFORT:
if (sc && sc->data[SC_MIRACLE])
break;
i = skill_id-SG_SUN_COMFORT;
if (sd->bl.m == sd->feel_map[i].m &&
(battle_config.allow_skill_without_day || sg_info[i].day_func()))
break;
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
case SG_FUSION:
if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR)
break;
//Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
//Only invoke on skill begin cast (instant cast skill). [Kevin]
if( require.sp > 0 )
{
if (status->sp < (unsigned int)require.sp)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
else
status_zap(&sd->bl, 0, require.sp);
}
return 0;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
if (!map_flag_gvg2(sd->bl.m)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case GD_EMERGENCYCALL:
// other checks were already done in skillnotok()
if (!sd->status.guild_id || !sd->state.gmaster_flag)
return 0;
break;
case GS_GLITTERING:
if(sd->spiritball >= 10) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case NJ_ISSEN:
#ifdef RENEWAL
if (status->hp < (status->hp/100)) {
#else
if (status->hp < 2) {
#endif
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case NJ_BUNSINJYUTSU:
if (!(sc && sc->data[SC_NJ_NEN])) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
if(sd->status.zeny < require.zeny) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
return 0;
}
break;
case PF_HPCONVERSION:
if (status->sp == status->max_sp)
return 0; //Unusable when at full SP.
break;
case AM_CALLHOMUN: //Can't summon if a hom is already out
if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
/**
* Arch Bishop
**/
case AB_ANCILLA:
{
int count = 0;
for( i = 0; i < MAX_INVENTORY; i ++ )
if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
count += sd->status.inventory[i].amount;
if( count >= 3 ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
return 0;
}
}
break;
/**
* Keeping as a note:
* Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
**/
//case AB_LAUDAAGNUS:
//case AB_LAUDARAMUS:
// if( !sd->status.party_id ) {
// clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
// return 0;
// }
// break;
case AB_ADORAMUS:
/**
* Warlock
**/
case WL_COMET:
if( skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc->search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
{
//clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case WL_SUMMONFB:
case WL_SUMMONBL:
case WL_SUMMONWB:
case WL_SUMMONSTONE:
case WL_TETRAVORTEX:
case WL_RELEASE:
{
int x = SC_SUMMON1;
i = 0;
for(; x <= SC_SUMMON5; x++)
if( sc && sc->data[x] )
i++;
switch(skill_id){
case WL_TETRAVORTEX:
if( i < 4 ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case WL_RELEASE:
for(x = SC_SPELLBOOK7; x >= SC_SPELLBOOK1; x--)
if( sc && sc->data[x] )
i++;
if( i == 0 ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
return 0;
}
break;
default:
if( i == 5 ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
return 0;
}
}
}
break;
/**
* Guilotine Cross
**/
case GC_HALLUCINATIONWALK:
if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case GC_COUNTERSLASH:
case GC_WEAPONCRUSH:
if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
return 0;
}
break;
/**
* Ranger
**/
case RA_WUGMASTERY:
if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) {
clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case RA_WUGSTRIKE:
if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case RA_WUGRIDER:
if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case RA_WUGDASH:
if(!pc_isridingwug(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
/**
* Royal Guard
**/
case LG_BANDING:
if( sc && sc->data[SC_INSPIRATION] ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case LG_PRESTIGE:
if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case LG_RAGEBURST:
if( sd->spiritball == 0 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
return 0;
}
sd->spiritball_old = require.spiritball = sd->spiritball;
break;
case LG_RAYOFGENESIS:
if( sc && sc->data[SC_INSPIRATION] )
return 1; // Don't check for partner.
if( !(sc && sc->data[SC_BANDING]) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 0;
} else if( skill->check_pc_partner(sd,skill_id,&skill_lv,skill->get_range(skill_id,skill_lv),0) < 1 )
return 0; // Just fails, no msg here.
break;
case LG_HESPERUSLIT:
if( !sc || !sc->data[SC_BANDING] ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case SR_FALLENEMPIRE:
if( !sc )
return 0;
if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )
break;
if( i )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO);
return 0;
case SR_CRESCENTELBOW:
if( sc && sc->data[SC_CRESCENTELBOW] ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
return 0;
}
break;
case SR_CURSEDCIRCLE:
if (map_flag_gvg(sd->bl.m)) {
if (iMap->foreachinrange(mob_count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
char output[128];
sprintf(output, "You're too close to a stone or emperium to do this skill");
clif->colormes(sd->fd, COLOR_RED, output);
return 0;
}
}
if( sd->spiritball > 0 )
sd->spiritball_old = require.spiritball = sd->spiritball;
else {
clif->skill_fail(sd,skill_id,0,0);
return 0;
}
break;
case SR_GATEOFHELL:
if( sd->spiritball > 0 )
sd->spiritball_old = require.spiritball;
break;
case SC_MANHOLE:
case SC_DIMENSIONDOOR:
if( sc && sc->data[SC_MAGNETICFIELD] ) {
clif->skill_fail(sd,skill_id,0,0);
return 0;
}
break;
case WM_GREAT_ECHO: {
int count;
count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0);
if( count < 1 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
return 0;
} else
require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
}
break;
case SO_FIREWALK:
case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
if( sc && sc->data[SC_PROPERTYWALK] &&
sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
clif->skill_fail(sd,skill_id,0x0,0);
return 0;
}
break;
case SO_EL_CONTROL:
if( !sd->status.ele_id || !sd->ed ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
return 0;
}
break;
case RETURN_TO_ELDICASTES:
if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case LG_REFLECTDAMAGE:
case CR_REFLECTSHIELD:
if( sc && sc->data[SC_KYOMU] && rand()%100 < 5 * sc->data[SC_KYOMU]->val1 ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case KO_KAHU_ENTEN:
case KO_HYOUHU_HUBUKI:
case KO_KAZEHU_SEIRAN:
case KO_DOHU_KOUKAI:
{
int ttype = skill->get_ele(skill_id, skill_lv);
if( sd->charm[ttype] >= 10 ){
clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
return 0;
}
}
break;
case KO_KAIHOU:
case KO_ZENKAI:
ARR_FIND(1, 6, i, sd->charm[i] > 0);
if( i > 4 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
return 0;
}
break;
}
switch(require.state) {
case ST_HIDING:
if(!(sc && sc->option&OPTION_HIDE)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_CLOAKING:
if(!pc_iscloaking(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_HIDDEN:
if(!pc_ishiding(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_RIDING:
if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_FALCON:
if(!pc_isfalcon(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_CARTBOOST:
if(!(sc && sc->data[SC_CARTBOOST])) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case ST_CART:
if(!pc_iscarton(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
return 0;
}
break;
case ST_SHIELD:
if(sd->status.shield <= 0) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_SIGHT:
if(!(sc && sc->data[SC_SIGHT])) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_EXPLOSIONSPIRITS:
if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0);
return 0;
}
break;
case ST_RECOV_WEIGHT_RATE:
if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_MOVE_ENABLE:
if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
sd->ud.canmove_tick = iTimer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
if (!unit_can_move(&sd->bl)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_WATER:
if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON]))
break;
if (iMap->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
break;
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
case ST_RIDINGDRAGON:
if( !pc_isridingdragon(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
return 0;
}
break;
case ST_WUG:
if( !pc_iswug(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_RIDINGWUG:
if( !pc_isridingwug(sd) ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case ST_MADO:
if( !pc_ismadogear(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
return 0;
}
break;
case ST_ELEMENTALSPIRIT:
if(!sd->ed) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
return 0;
}
break;
case ST_POISONINGWEAPON:
if (!(sc && sc->data[SC_POISONINGWEAPON])) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
return 0;
}
break;
case ST_ROLLINGCUTTER:
if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
return 0;
}
break;
case ST_MH_FIGHTING:
if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case ST_MH_GRAPPLING:
if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case ST_PECO:
if(!pc_isriding(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
}
if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
//mhp is the max-hp-requirement, that is,
//you must have this % or less of HP to cast it.
clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
return 0;
}
if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
return 0;
}
if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
return 0;
}
if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
return 0;
}
if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
return 0;
}
if( sd->sc.data[SC_COMBOATTACK] ) {
switch( skill_id ) {
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
case MO_EXTREMITYFIST:
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
case TK_JUMPKICK:
case HT_POWER:
case GC_COUNTERSLASH:
case GC_WEAPONCRUSH:
case SR_FALLENEMPIRE:
case SR_DRAGONCOMBO:
case SR_TIGERCANNON:
case SR_GATEOFHELL:
break;
default: return 0;
}
}
return 1;
}
int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
{
struct skill_condition require;
struct status_data *status;
int i;
int index[MAX_SKILL_ITEM_REQUIRE];
nullpo_ret(sd);
if( sd->chatID )
return 0;
if( pc->has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
//GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
return 1;
}
switch( sd->menuskill_id ) { // Cast start or cast end??
case AM_PHARMACY:
switch( skill_id ) {
case AM_PHARMACY:
case AC_MAKINGARROW:
case BS_REPAIRWEAPON:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
return 0;
}
break;
case GN_MIX_COOKING:
case GN_MAKEBOMB:
case GN_S_PHARMACY:
case GN_CHANGEMATERIAL:
if( sd->menuskill_id != skill_id )
return 0;
break;
}
/* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
#if 0
if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus)
return 1;
#endif
if( sd->skillitem == skill_id )
return 1;
if( pc_is90overweight(sd) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
return 0;
}
// perform skill-specific checks (and actions)
switch( skill_id ) {
case PR_BENEDICTIO:
skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
break;
case AM_CANNIBALIZE:
case AM_SPHEREMINE: {
int c=0;
int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv);
int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
if(c >= maxcount ||
(skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
{ //Fails when: exceed max limit. There are other plant types already out.
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
break;
}
case NC_SILVERSNIPER:
case NC_MAGICDECOY: {
int c = 0, j;
int maxcount = skill->get_maxcount(skill_id,skill_lv);
int mob_class = 2042;
if( skill_id == NC_MAGICDECOY )
mob_class = 2043;
if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
if( skill_id == NC_MAGICDECOY ) {
for( j = mob_class; j <= 2046; j++ )
iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
} else
iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
if( c >= maxcount ) {
clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
}
}
break;
case KO_ZANZOU: {
int c = 0;
i = iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) {
clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
}
break;
}
status = &sd->battle_status;
require = skill->get_requirement(sd,skill_id,skill_lv);
if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
return 0;
}
if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
return 0;
}
if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
if( require.ammo&1<<8 )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0);
else
clif->arrow_fail(sd,0);
return 0;
} else if( sd->status.inventory[i].amount < require.ammo_qty ) {
char e_msg[100];
sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
skill->get_desc(skill_id),
require.ammo_qty,
itemdb_jname(sd->status.inventory[i].nameid));
clif->colormes(sd->fd,COLOR_RED,e_msg);
return 0;
}
if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
//which is the closest we have to wrong ammo type. [Skotlex]
clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
//clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
return 0;
}
}
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
if( !require.itemid[i] )
continue;
index[i] = pc->search_inventory(sd,require.itemid[i]);
if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM;
switch( skill_id ){
case NC_SILVERSNIPER:
case NC_MAGICDECOY:
cause = USESKILL_FAIL_STUFF_INSUFFICIENT;
break;
default:
switch(require.itemid[i]){
case ITEMID_RED_GEMSTONE:
cause = USESKILL_FAIL_REDJAMSTONE; break;
case ITEMID_BLUE_GEMSTONE:
cause = USESKILL_FAIL_BLUEJAMSTONE; break;
case ITEMID_HOLY_WATER:
cause = USESKILL_FAIL_HOLYWATER; break;
case ITEMID_ANCILLA:
cause = USESKILL_FAIL_ANCILLA; break;
case ITEMID_ACCELERATOR:
case ITEMID_HOVERING_BOOSTER:
case ITEMID_SUICIDAL_DEVICE:
case ITEMID_SHAPE_SHIFTER:
case ITEMID_COOLING_DEVICE:
case ITEMID_MAGNETIC_FIELD_GENERATOR:
case ITEMID_BARRIER_BUILDER:
case ITEMID_CAMOUFLAGE_GENERATOR:
case ITEMID_REPAIR_KIT:
case ITEMID_MONKEY_SPANNER:
cause = USESKILL_FAIL_NEED_EQUIPMENT;
default:
clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16));
return 0;
}
}
clif->skill_fail(sd, skill_id, cause, 0);
return 0;
}
}
return 1;
}
// type&2: consume items (after skill was used)
// type&1: consume the others (before skill was used)
int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) {
struct skill_condition req;
nullpo_ret(sd);
req = skill->get_requirement(sd,skill_id,skill_lv);
if( type&1 ) {
switch( skill_id ) {
case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
case MC_IDENTIFY:
req.sp = 0;
break;
default:
if( sd->state.autocast )
req.sp = 0;
break;
}
if(req.hp || req.sp)
status_zap(&sd->bl, req.hp, req.sp);
if(req.spiritball > 0)
pc->delspiritball(sd,req.spiritball,0);
if(req.zeny > 0)
{
if( skill_id == NJ_ZENYNAGE )
req.zeny = 0; //Zeny is reduced on skill->attack.
if( sd->status.zeny < req.zeny )
req.zeny = sd->status.zeny;
pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
}
}
if( type&2 )
{
struct status_change *sc = &sd->sc;
int n,i;
if( !sc->count )
sc = NULL;
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
{
if( !req.itemid[i] )
continue;
if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
continue; //Gemstones are checked, but not substracted from inventory.
switch( skill_id ){
case SA_SEISMICWEAPON:
if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
continue;
break;
case SA_FLAMELAUNCHER:
case SA_VOLCANO:
if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
continue;
break;
case SA_FROSTWEAPON:
case SA_DELUGE:
if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
continue;
break;
case SA_LIGHTNINGLOADER:
case SA_VIOLENTGALE:
if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
continue;
break;
}
if( (n = pc->search_inventory(sd,req.itemid[i])) >= 0 )
pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
}
}
return 1;
}
struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
{
struct skill_condition req;
struct status_data *status;
struct status_change *sc;
int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
uint16 idx;
memset(&req,0,sizeof(req));
if( !sd )
return req;
/* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
#if 0
if( sd->state.abra_flag )
#else
if( sd->skillitem == skill_id )
#endif
return req; // Hocus-Pocus don't have requirements.
sc = &sd->sc;
if( !sc->count )
sc = NULL;
switch( skill_id ) { // Turn off check.
case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
if( sc && sc->data[iStatus->skill2sc(skill_id)] )
return req;
}
idx = skill->get_index(skill_id);
if( idx == 0 ) // invalid skill id
return req;
if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
return req;
status = &sd->battle_status;
req.hp = skill_db[idx].hp[skill_lv-1];
hp_rate = skill_db[idx].hp_rate[skill_lv-1];
if(hp_rate > 0)
req.hp += (status->hp * hp_rate)/100;
else
req.hp += (status->max_hp * (-hp_rate))/100;
req.sp = skill_db[idx].sp[skill_lv-1];
if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
req.sp /= 2;
sp_rate = skill_db[idx].sp_rate[skill_lv-1];
if(sp_rate > 0)
req.sp += (status->sp * sp_rate)/100;
else
req.sp += (status->max_sp * (-sp_rate))/100;
if( sd->dsprate != 100 )
req.sp = req.sp * sd->dsprate / 100;
ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillusesprate) )
sp_skill_rate_bonus += sd->skillusesprate[i].val;
ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
if( i < ARRAYLENGTH(sd->skillusesp) )
req.sp -= sd->skillusesp[i].val;
req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
if( sc ) {
if( sc->data[SC__LAZINESS] )
req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
if( sc->data[SC_UNLIMITED_HUMMING_VOICE] )
req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val2 / 100;
if( sc->data[SC_RECOGNIZEDSPELL] )
req.sp += req.sp / 4;
if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST)
req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
}
req.zeny = skill_db[idx].zeny[skill_lv-1];
if( sc && sc->data[SC__UNLUCKY] )
req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
req.spiritball = skill_db[idx].spiritball[skill_lv-1];
req.state = skill_db[idx].state;
req.mhp = skill_db[idx].mhp[skill_lv-1];
req.weapon = skill_db[idx].weapon;
req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
if (req.ammo_qty)
req.ammo = skill_db[idx].ammo;
if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) {
//Assume this skill is using the weapon, therefore it requires arrows.
req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
req.ammo_qty = 1;
}
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
continue;
switch( skill_id ) {
case AM_CALLHOMUN:
if (sd->status.hom_id) //Don't delete items when hom is already out.
continue;
break;
case NC_SHAPESHIFT:
if( i < 4 )
continue;
break;
case WZ_FIREPILLAR: // celest
if (skill_lv <= 5) // no gems required at level 1-5
continue;
break;
case AB_ADORAMUS:
if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
continue;
break;
case WL_COMET:
if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
continue;
break;
case GN_FIRE_EXPANSION:
if( i < 5 )
continue;
break;
case SO_SUMMON_AGNI:
case SO_SUMMON_AQUA:
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
case SO_WATER_INSIGNIA:
case SO_FIRE_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
if( i < 3 )
continue;
break;
}
req.itemid[i] = skill_db[idx].itemid[i];
req.amount[i] = skill_db[idx].amount[i];
if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
{
if( sd->special_state.no_gemstone )
{ //Make it substract 1 gem rather than skipping the cost.
if( --req.amount[i] < 1 )
req.itemid[i] = 0;
}
if(sc && sc->data[SC_INTOABYSS])
{
if( skill_id != SA_ABRACADABRA )
req.itemid[i] = req.amount[i] = 0;
else if( --req.amount[i] < 1 )
req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
}
}
if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){
int16 itIndex;
if( (itIndex = pc->search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
req.itemid[i] = ITEMID_TRAP_ALLOY;
req.amount[i] = 1;
}
break;
}
}
/* requirements are level-dependent */
switch( skill_id ) {
case NC_SHAPESHIFT:
case GN_FIRE_EXPANSION:
case SO_SUMMON_AGNI:
case SO_SUMMON_AQUA:
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
case SO_WATER_INSIGNIA:
case SO_FIRE_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
break;
}
// Check for cost reductions due to skills & SCs
switch(skill_id) {
case MC_MAMMONITE:
if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0)
req.zeny -= req.zeny*10/100;
break;
case AL_HOLYLIGHT:
if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
req.sp *= 5;
break;
case SL_SMA:
case SL_STUN:
case SL_STIN:
{
int kaina_lv = pc->checkskill(sd,SL_KAINA);
if(kaina_lv==0 || sd->status.base_level<70)
break;
if(sd->status.base_level>=90)
req.sp -= req.sp*7*kaina_lv/100;
else if(sd->status.base_level>=80)
req.sp -= req.sp*5*kaina_lv/100;
else if(sd->status.base_level>=70)
req.sp -= req.sp*3*kaina_lv/100;
}
break;
case MO_TRIPLEATTACK:
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK)
req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
break;
case MO_BODYRELOCATION:
if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
req.spiritball = 0;
break;
case MO_EXTREMITYFIST:
if( sc )
{
if( sc->data[SC_BLADESTOP] )
req.spiritball--;
else if( sc->data[SC_COMBOATTACK] )
{
switch( sc->data[SC_COMBOATTACK]->val1 )
{
case MO_COMBOFINISH:
req.spiritball = 4;
break;
case CH_TIGERFIST:
req.spiritball = 3;
break;
case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
req.spiritball = sd->spiritball?sd->spiritball:1;
break;
}
}else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
req.spiritball = sd->spiritball; // must consume all regardless of the amount required
}
break;
case SR_RAMPAGEBLASTER:
req.spiritball = sd->spiritball?sd->spiritball:15;
break;
case SR_GATEOFHELL:
if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
req.sp -= req.sp * 10 / 100;
break;
case SO_SUMMON_AGNI:
case SO_SUMMON_AQUA:
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
req.sp -= req.sp * (5 + 5 * pc->checkskill(sd,SO_EL_SYMPATHY)) / 100;
break;
case SO_PSYCHIC_WAVE:
if( sc && sc->data[SC_BLAST_OPTION] )
req.sp += req.sp * 150 / 100;
break;
}
return req;
}
/*==========================================
* Does cast-time reductions based on dex, item bonuses and config setting
*------------------------------------------*/
int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int time = skill->get_cast(skill_id, skill_lv);
nullpo_ret(bl);
#ifndef RENEWAL_CAST
{
struct map_session_data *sd;
sd = BL_CAST(BL_PC, bl);
// calculate base cast time (reduced by dex)
if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) {
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if( scale > 0 ) // not instant cast
time = time * scale / battle_config.castrate_dex_scale;
else
return 0; // instant cast
}
// calculate cast time reduced by item/card bonuses
if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd )
{
int i;
if( sd->castrate != 100 )
time = time * sd->castrate / 100;
for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
{
if( sd->skillcast[i].id == skill_id )
{
time+= time * sd->skillcast[i].val / 100;
break;
}
}
}
}
#endif
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
// return final cast time
time = max(time, 0);
// ShowInfo("Castime castfix = %d\n",time);
return time;
}
/*==========================================
* Does cast-time reductions based on sc data.
*------------------------------------------*/
int skill_castfix_sc (struct block_list *bl, int time)
{
struct status_change *sc = iStatus->get_sc(bl);
if( time < 0 )
return 0;
if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
return time;
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
if (sc->data[SC_NEEDLE_OF_PARALYZE])
time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
if (sc->data[SC_SUFFRAGIUM]) {
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
}
if (sc->data[SC_MEMORIZE]) {
time>>=1;
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
}
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
if (sc->data[SC_IZAYOI])
time -= time * 50 / 100;
}
time = max(time, 0);
// ShowInfo("Castime castfix_sc = %d\n",time);
return time;
}
#ifdef RENEWAL_CAST
int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
{
struct status_change *sc = iStatus->get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
if( time < 0 )
return 0;
if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
return (int)time;
if( fixed == 0 ){
fixed = (int)time * 20 / 100; // fixed time
time = time * 80 / 100; // variable time
}else if( fixed < 0 ) // no fixed cast time
fixed = 0;
if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
if( sd->bonus.varcastrate < 0 )
VARCAST_REDUCTION(sd->bonus.varcastrate);
if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
time += sd->bonus.add_varcast;
if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
fixed += sd->bonus.add_fixcast;
for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
fixed += sd->skillfixcast[i].val;
break;
}
for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
time += sd->skillvarcast[i].val;
break;
}
for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
if( (i=sd->skillcast[i].val) < 0)
VARCAST_REDUCTION(i);
break;
}
for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
fixcast_r = sd->skillfixcastrate[i].val; // just speculation
break;
}
}
if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) {
// All variable cast additive bonuses must come first
if (sc->data[SC_SLOWCAST])
VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
if (sc->data[SC_FROSTMISTY])
VARCAST_REDUCTION(-15);
// Variable cast reduction bonuses
if (sc->data[SC_SUFFRAGIUM]) {
VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
}
if (sc->data[SC_MEMORIZE]) {
VARCAST_REDUCTION(50);
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
}
if (sc->data[SC_POEMBRAGI])
VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
if (sc->data[SC_IZAYOI])
VARCAST_REDUCTION(50);
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER))
VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
if (sc->data[SC_TELEKINESIS_INTENSE])
VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
if (sc->data[SC_SOULLINK]){
if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)
switch(skill_id){
case WZ_FIREPILLAR:
if(skill_lv < 5)
break;
case HW_GRAVITATION:
case MG_SAFETYWALL:
case MG_STONECURSE:
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
VARCAST_REDUCTION(50);
}
}
// Fixed cast reduction bonuses
if( sc->data[SC__LAZINESS] )
fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
if( sc->data[SC_SECRAMENT] )
fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
fixcast_r = max(fixcast_r, (status_get_int(bl) + iStatus->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
// Fixed cast non percentage bonuses
if( sc->data[SC_MANDRAGORA] )
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
if( sc->data[SC_IZAYOI] )
fixed = 0;
if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
fixed -= 1000;
}
if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){
VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
}
if( varcast_r < 0 ) // now compute overall factors
time = time * (1 - (float)varcast_r / 100);
if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
// underflow checking/capping
time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
return (int)time;
}
#endif
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
{
int delaynodex = skill->get_delaynodex(skill_id, skill_lv);
int time = skill->get_delay(skill_id, skill_lv);
struct map_session_data *sd;
struct status_change *sc = iStatus->get_sc(bl);
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
return 0; //Will use picked skill's delay.
if (bl->type&battle_config.no_skill_delay)
return battle_config.min_skill_delay_limit;
if (time < 0)
time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
// Delay reductions
switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
case MO_TRIPLEATTACK:
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
case SR_DRAGONCOMBO:
case SR_FALLENEMPIRE:
time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
break;
case HP_BASILICA:
if( sc && !sc->data[SC_BASILICA] )
time = 0; // There is no Delay on Basilica creation, only on cancel
break;
default:
if (battle_config.delay_dependon_dex && !(delaynodex&1))
{ // if skill delay is allowed to be reduced by dex
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
if (battle_config.delay_dependon_agi && !(delaynodex&1))
{ // if skill delay is allowed to be reduced by agi
int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
}
if ( sc && sc->data[SC_SOULLINK] ) {
switch (skill_id) {
case CR_SHIELDBOOMERANG:
if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
time /= 2;
break;
case AS_SONICBLOW:
if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
time /= 2;
break;
}
}
if (!(delaynodex&2))
{
if (sc && sc->count) {
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND))
time /= 2; // After Delay of Wind element spells reduced by 50%.
}
}
if( !(delaynodex&4) && sd && sd->delayrate != 100 )
time = time * sd->delayrate / 100;
if (battle_config.delay_rate != 100)
time = time * battle_config.delay_rate / 100;
//min delay
time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
time = max(time, battle_config.min_skill_delay_limit);
// ShowInfo("Delay delayfix = %d\n",time);
return time;
}
/*=========================================
*
*-----------------------------------------*/
struct square {
int val1[5];
int val2[5];
};
void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) {
nullpo_retv(tc);
if(dir == 0){
tc->val1[0]=x-2;
tc->val1[1]=x-1;
tc->val1[2]=x;
tc->val1[3]=x+1;
tc->val1[4]=x+2;
tc->val2[0]=
tc->val2[1]=
tc->val2[2]=
tc->val2[3]=
tc->val2[4]=y-1;
} else if(dir==2){
tc->val1[0]=
tc->val1[1]=
tc->val1[2]=
tc->val1[3]=
tc->val1[4]=x+1;
tc->val2[0]=y+2;
tc->val2[1]=y+1;
tc->val2[2]=y;
tc->val2[3]=y-1;
tc->val2[4]=y-2;
} else if(dir==4){
tc->val1[0]=x-2;
tc->val1[1]=x-1;
tc->val1[2]=x;
tc->val1[3]=x+1;
tc->val1[4]=x+2;
tc->val2[0]=
tc->val2[1]=
tc->val2[2]=
tc->val2[3]=
tc->val2[4]=y+1;
} else if(dir==6){
tc->val1[0]=
tc->val1[1]=
tc->val1[2]=
tc->val1[3]=
tc->val1[4]=x-1;
tc->val2[0]=y+2;
tc->val2[1]=y+1;
tc->val2[2]=y;
tc->val2[3]=y-1;
tc->val2[4]=y-2;
} else if(dir==1){
tc->val1[0]=x-1;
tc->val1[1]=x;
tc->val1[2]=x+1;
tc->val1[3]=x+2;
tc->val1[4]=x+3;
tc->val2[0]=y-4;
tc->val2[1]=y-3;
tc->val2[2]=y-1;
tc->val2[3]=y;
tc->val2[4]=y+1;
} else if(dir==3){
tc->val1[0]=x+3;
tc->val1[1]=x+2;
tc->val1[2]=x+1;
tc->val1[3]=x;
tc->val1[4]=x-1;
tc->val2[0]=y-1;
tc->val2[1]=y;
tc->val2[2]=y+1;
tc->val2[3]=y+2;
tc->val2[4]=y+3;
} else if(dir==5){
tc->val1[0]=x+1;
tc->val1[1]=x;
tc->val1[2]=x-1;
tc->val1[3]=x-2;
tc->val1[4]=x-3;
tc->val2[0]=y+3;
tc->val2[1]=y+2;
tc->val2[2]=y+1;
tc->val2[3]=y;
tc->val2[4]=y-1;
} else if(dir==7){
tc->val1[0]=x-3;
tc->val1[1]=x-2;
tc->val1[2]=x-1;
tc->val1[3]=x;
tc->val1[4]=x+1;
tc->val2[1]=y;
tc->val2[0]=y+1;
tc->val2[2]=y-1;
tc->val2[3]=y-2;
tc->val2[4]=y-3;
}
}
void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) {
int c;
nullpo_retv(tc);
for( c = 0; c < 5; c++ ) {
switch( dir ) {
case 0: tc->val2[c]+=are; break;
case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
case 2: tc->val1[c]-=are; break;
case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
case 4: tc->val2[c]-=are; break;
case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
case 6: tc->val1[c]+=are; break;
case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
}
}
}
void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
int c,n=4;
uint8 dir = iMap->calc_dir(src,bl->x,bl->y);
struct square tc;
int x=bl->x,y=bl->y;
skill->brandishspear_first(&tc,dir,x,y);
skill->brandishspear_dir(&tc,dir,4);
skill_area_temp[1] = bl->id;
if(skill_lv > 9){
for(c=1;c<4;c++){
iMap->foreachincell(skill->area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
skill->castend_damage_id);
}
}
if(skill_lv > 6){
skill->brandishspear_dir(&tc,dir,-1);
n--;
} else {
skill->brandishspear_dir(&tc,dir,-2);
n-=2;
}
if(skill_lv > 3){
for(c=0;c<5;c++){
iMap->foreachincell(skill->area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
skill->castend_damage_id);
if(skill_lv > 6 && n==3 && c==4){
skill_brandishspear_dir(&tc,dir,-1);
n--;c=-1;
}
}
}
for(c=0;c<10;c++){
if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1);
iMap->foreachincell(skill->area_sub,
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill->castend_damage_id);
}
}
/*==========================================
* Weapon Repair [Celest/DracoRPG]
*------------------------------------------*/
void skill_repairweapon (struct map_session_data *sd, int idx) {
int material;
int materials[4] = { 1002, 998, 999, 756 };
struct item *item;
struct map_session_data *target_sd;
nullpo_retv(sd);
if ( !( target_sd = iMap->id2sd(sd->menuskill_val) ) ) //Failed....
return;
if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
return;
if( idx < 0 || idx >= MAX_INVENTORY )
return; //Invalid index??
item = &target_sd->status.inventory[idx];
if( item->nameid <= 0 || item->attribute == 0 )
return; //Again invalid item....
if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
clif->item_repaireffect(sd,idx,1);
return;
}
if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
else
material = materials [2]; // Armors consume 1 Steel
if ( pc->search_inventory(sd,material) < 0 ) {
clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
item->attribute = 0;/* clear broken state */
clif->equiplist(target_sd);
pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
clif->item_repaireffect(sd,idx,0);
if( sd != target_sd )
clif->item_repaireffect(target_sd,idx,0);
}
/*==========================================
* Item Appraisal
*------------------------------------------*/
void skill_identify (struct map_session_data *sd, int idx)
{
int flag=1;
nullpo_retv(sd);
sd->state.workinprogress = 0;
if(idx >= 0 && idx < MAX_INVENTORY) {
if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
flag=0;
sd->status.inventory[idx].identify=1;
}
}
clif->item_identified(sd,idx,flag);
}
/*==========================================
* Weapon Refine [Celest]
*------------------------------------------*/
void skill_weaponrefine (struct map_session_data *sd, int idx)
{
nullpo_retv(sd);
if (idx >= 0 && idx < MAX_INVENTORY)
{
int i = 0, ep = 0, per;
int material[5] = { 0, 1010, 1011, 984, 984 };
struct item *item;
struct item_data *ditem = sd->inventory_data[idx];
item = &sd->status.inventory[idx];
if(item->nameid > 0 && ditem->type == IT_WEAPON)
{
if( ditem->flag.no_refine ){ // if the item isn't refinable
clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
if( item->refine >= sd->menuskill_val || item->refine >= 10 ){
clif->upgrademessage(sd->fd, 2, item->nameid);
return;
}
if( (i = pc->search_inventory(sd, material [ditem->wlv])) < 0 ){
clif->upgrademessage(sd->fd, 3, material [ditem->wlv]);
return;
}
per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
// Aegis leaked formula. [malufett]
if( sd->status.class_ == JOB_MECHANIC_T )
per += 100;
else
per += 5 * ((signed int)sd->status.job_level - 50);
pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
if (per > rnd() % 1000) {
logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem);
item->refine++;
logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem);
if(item->equip) {
ep = item->equip;
pc->unequipitem(sd,idx,3);
}
clif->delitem(sd,idx,1,0);
clif->upgrademessage(sd->fd, 0,item->nameid);
clif->inventorylist(sd);
clif->refine(sd->fd,0,idx,item->refine);
if (ep)
pc->equipitem(sd,idx,ep);
clif->misceffect(&sd->bl,3);
if(item->refine == 10 &&
item->card[0] == CARD0_FORGE &&
(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
{ // Fame point system [DracoRPG]
switch(ditem->wlv){
case 1:
pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
break;
case 2:
pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
break;
case 3:
pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
break;
}
}
} else {
item->refine = 0;
if(item->equip)
pc->unequipitem(sd,idx,3);
clif->refine(sd->fd,1,idx,item->refine);
pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER);
clif->misceffect(&sd->bl,2);
clif->emotion(&sd->bl, E_OMG);
}
}
}
}
/*==========================================
*
*------------------------------------------*/
int skill_autospell (struct map_session_data *sd, uint16 skill_id)
{
uint16 skill_lv;
int maxlv=1,lv;
nullpo_ret(sd);
skill_lv = sd->menuskill_val;
lv=pc->checkskill(sd,skill_id);
if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
if(skill_id==MG_NAPALMBEAT) maxlv=3;
else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE)
maxlv =10; //Soul Linker bonus. [Skotlex]
else if(skill_lv==2) maxlv=1;
else if(skill_lv==3) maxlv=2;
else if(skill_lv>=4) maxlv=3;
}
else if(skill_id==MG_SOULSTRIKE){
if(skill_lv==5) maxlv=1;
else if(skill_lv==6) maxlv=2;
else if(skill_lv>=7) maxlv=3;
}
else if(skill_id==MG_FIREBALL){
if(skill_lv==8) maxlv=1;
else if(skill_lv>=9) maxlv=2;
}
else if(skill_id==MG_FROSTDIVER) maxlv=1;
else return 0;
if(maxlv > lv)
maxlv = lv;
sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
skill->get_time(SA_AUTOSPELL,skill_lv));
return 0;
}
/*==========================================
* Sitting skills functions.
*------------------------------------------*/
int skill_sit_count (struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int type =va_arg(ap,int);
sd=(struct map_session_data*)bl;
if(!pc_issit(sd))
return 0;
if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
return 1;
if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0))
return 1;
return 0;
}
int skill_sit_in (struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int type =va_arg(ap,int);
sd=(struct map_session_data*)bl;
if(!pc_issit(sd))
return 0;
if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
sd->state.gangsterparadise=1;
if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
sd->state.rest=1;
iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
int skill_sit_out (struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int type =va_arg(ap,int);
sd=(struct map_session_data*)bl;
if(sd->state.gangsterparadise && type&1)
sd->state.gangsterparadise=0;
if(sd->state.rest && type&2) {
sd->state.rest=0;
iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
int skill_sit (struct map_session_data *sd, int type)
{
int flag = 0;
int range = 0, lv;
nullpo_ret(sd);
if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) {
flag|=1;
range = skill->get_splash(RG_GANGSTER, lv);
}
if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) {
flag|=2;
range = skill->get_splash(TK_HPTIME, lv);
}
else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) {
flag|=2;
range = skill->get_splash(TK_SPTIME, lv);
}
if( type ) {
clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0);
} else {
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
}
if (!flag) return 0;
if(type) {
if (iMap->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1)
iMap->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag);
} else {
if (iMap->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2)
iMap->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_frostjoke_scream (struct block_list *bl, va_list ap) {
struct block_list *src;
uint16 skill_id,skill_lv;
unsigned int tick;
nullpo_ret(bl);
nullpo_ret(src=va_arg(ap,struct block_list*));
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
if(!skill_lv) return 0;
tick=va_arg(ap,unsigned int);
if (src == bl || iStatus->isdead(bl))
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
}
//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
if(battle->check_target(src,bl,BCT_ENEMY) > 0)
skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
return 0;
}
/*==========================================
*
*------------------------------------------*/
void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) {
int range = skill->get_unit_range(skill_id,skill_lv);
int x,y;
for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
map[src->bl.m].setcell(src->bl.m, x, y, cell, flag);
}
/*==========================================
*
*------------------------------------------*/
int skill_attack_area (struct block_list *bl, va_list ap)
{
struct block_list *src,*dsrc;
int atk_type,skill_id,skill_lv,flag,type;
unsigned int tick;
if(iStatus->isdead(bl))
return 0;
atk_type = va_arg(ap,int);
src=va_arg(ap,struct block_list*);
dsrc=va_arg(ap,struct block_list*);
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
type=va_arg(ap,int);
if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
if(battle->check_target(dsrc,bl,type) <= 0 ||
!iStatus->check_skilluse(NULL, bl, skill_id, 2))
return 0;
switch (skill_id) {
case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
case NPC_ACIDBREATH:
case NPC_DARKNESSBREATH:
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
default:
//Area-splash, disable skill animation.
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
}
}
/*==========================================
*
*------------------------------------------*/
int skill_clear_group (struct block_list *bl, int flag)
{
struct unit_data *ud = unit_bl2ud(bl);
struct skill_unit_group *group[MAX_SKILLUNITGROUP];
int i, count=0;
nullpo_ret(bl);
if (!ud) return 0;
//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
switch (ud->skillunit[i]->skill_id) {
case SA_DELUGE:
case SA_VOLCANO:
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
case NJ_KAENSIN:
if (flag&1)
group[count++]= ud->skillunit[i];
break;
case SO_WARMER:
if( flag&8 )
group[count++]= ud->skillunit[i];
break;
default:
if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
group[count++]= ud->skillunit[i];
break;
}
}
for (i=0;i<count;i++)
skill->del_unitgroup(group[i],ALC_MARK);
return count;
}
/*==========================================
* Returns the first element field found [Skotlex]
*------------------------------------------*/
struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
struct unit_data *ud = unit_bl2ud(bl);
int i;
nullpo_ret(bl);
if (!ud) return NULL;
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
switch (ud->skillunit[i]->skill_id) {
case SA_DELUGE:
case SA_VOLCANO:
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
case SO_WARMER:
return ud->skillunit[i];
}
}
return NULL;
}
// for graffiti cleaner [Valaris]
int skill_graffitiremover (struct block_list *bl, va_list ap) {
struct skill_unit *unit=NULL;
nullpo_ret(bl);
nullpo_ret(ap);
if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
return 0;
if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
skill->delunit(unit);
return 0;
}
int skill_greed (struct block_list *bl, va_list ap) {
struct block_list *src;
struct map_session_data *sd=NULL;
struct flooritem_data *fitem=NULL;
nullpo_ret(bl);
nullpo_ret(src = va_arg(ap, struct block_list *));
if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
pc->takeitem(sd, fitem);
return 0;
}
//For Ranger's Detonator [Jobbie/3CeAM]
int skill_detonator(struct block_list *bl, va_list ap)
{
struct skill_unit *unit=NULL;
struct block_list *src;
int unit_id;
nullpo_ret(bl);
nullpo_ret(ap);
src = va_arg(ap,struct block_list *);
if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
return 0;
if( unit->group->src_id != src->id )
return 0;
unit_id = unit->group->unit_id;
switch( unit_id )
{ //List of Hunter and Ranger Traps that can be detonate.
case UNT_BLASTMINE:
case UNT_SANDMAN:
case UNT_CLAYMORETRAP:
case UNT_TALKIEBOX:
case UNT_CLUSTERBOMB:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
switch(unit_id){
case UNT_TALKIEBOX:
clif->talkiebox(bl,unit->group->valstr);
unit->group->val2 = -1;
break;
case UNT_CLAYMORETRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
iMap->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);
break;
default:
iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
}
clif->changetraplook(bl, UNT_USED_TRAPS);
unit->group->limit = DIFF_TICK(iTimer->gettick(),unit->group->tick) +
(unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
unit->group->unit_id = UNT_USED_TRAPS;
break;
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_cell_overlap(struct block_list *bl, va_list ap) {
uint16 skill_id;
int *alive;
struct skill_unit *unit;
skill_id = va_arg(ap,int);
alive = va_arg(ap,int *);
unit = (struct skill_unit *)bl;
if( unit == NULL || unit->group == NULL || (*alive) == 0 )
return 0;
switch (skill_id) {
case SA_LANDPROTECTOR:
if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
skill->delunit(unit);
return 1;
}
if( !(skill->get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
skill->delunit(unit);
return 1;
}
break;
case HW_GANBANTEIN:
case LG_EARTHDRIVE:
if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
skill->delunit(unit);
return 1;
}
break;
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
// The official implementation makes them fail to appear when casted on top of ANYTHING
// but I wonder if they didn't actually meant to fail when casted on top of each other?
// hence, I leave the alternate implementation here, commented. [Skotlex]
if (unit->range <= 0)
{
(*alive) = 0;
return 1;
}
/*
switch (unit->group->skill_id)
{ //These cannot override each other.
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
(*alive) = 0;
return 1;
}
*/
break;
case PF_FOGWALL:
switch(unit->group->skill_id) {
case SA_VOLCANO: //Can't be placed on top of these
case SA_VIOLENTGALE:
(*alive) = 0;
return 1;
case SA_DELUGE:
case NJ_SUITON:
//Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
(*alive) = 2;
break;
}
break;
case HP_BASILICA:
if (unit->group->skill_id == HP_BASILICA)
{ //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
(*alive) = 0;
return 1;
}
break;
case GN_CRAZYWEED_ATK:
switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
case UNT_WALLOFTHORN:
case UNT_THORNS_TRAP:
case UNT_BLOODYLUST:
case UNT_CHAOSPANIC:
case UNT_MAELSTROM:
case UNT_FIREPILLAR_ACTIVE:
case UNT_LANDPROTECTOR:
case UNT_VOLCANO:
case UNT_DELUGE:
case UNT_VIOLENTGALE:
case UNT_SAFETYWALL:
case UNT_PNEUMA:
skill->delunit(unit);
return 1;
}
break;
}
if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
(*alive) = 0;
return 1;
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
{
struct mob_data* md;
struct unit_data*ud = unit_bl2ud(bl);
struct block_list *from_bl;
struct block_list *to_bl;
md = (struct mob_data*)bl;
from_bl = va_arg(ap,struct block_list *);
to_bl = va_arg(ap,struct block_list *);
if(ud && ud->target == from_bl->id)
ud->target = to_bl->id;
if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
md->target_id = to_bl->id;
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_trap_splash (struct block_list *bl, va_list ap) {
struct block_list *src;
int tick;
struct skill_unit *unit;
struct skill_unit_group *sg;
struct block_list *ss;
src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)src;
tick = va_arg(ap,int);
if( !unit->alive || bl->prev == NULL )
return 0;
nullpo_ret(sg = unit->group);
nullpo_ret(ss = iMap->id2bl(sg->src_id));
if(battle->check_target(src,bl,sg->target_flag) <= 0)
return 0;
switch(sg->unit_id){
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
break;
case UNT_GROUNDDRIFT_WIND:
if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
sc_start(bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_DARK:
if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
sc_start(bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_POISON:
if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
sc_start(bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_WATER:
if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_FIRE:
if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
break;
case UNT_ELECTRICSHOCKER:
clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
break;
case UNT_MAGENTATRAP:
case UNT_COBALTTRAP:
case UNT_MAIZETRAP:
case UNT_VERDURETRAP:
if( bl->type != BL_PC && !is_boss(bl) )
sc_start2(bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv));
break;
case UNT_REVERBERATION:
skill->addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
skill->addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
break;
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
if( src->id == bl->id ) break;
if( bl->type == BL_SKILL ){
struct skill_unit *su = (struct skill_unit *)bl;
if( su->group->unit_id == UNT_USED_TRAPS )
break;
}
case UNT_CLUSTERBOMB:
if( ss != bl )
skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
break;
case UNT_CLAYMORETRAP:
if( src->id == bl->id ) break;
if( bl->type == BL_SKILL ){
struct skill_unit *su = (struct skill_unit *)bl;
switch( su->group->unit_id ){
case UNT_CLAYMORETRAP:
case UNT_LANDMINE:
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
clif->changetraplook(bl, UNT_USED_TRAPS);
su->group->limit = DIFF_TICK(iTimer->gettick(),su->group->tick) + 1500;
su->group->unit_id = UNT_USED_TRAPS;
}
break;
}
default:
skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
}
return 1;
}
int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
uint16 skill_id, skill_lv;
struct skill_unit *unit;
skill_id = va_arg(ap,int);
skill_lv = va_arg(ap,int);
unit = (struct skill_unit *)bl;
if( unit == NULL || unit->group == NULL )
return 0;
if( skill->get_inf2(skill_id)&INF2_TRAP )
return 0;
if( unit->group->skill_id == SC_MAELSTROM ){
struct block_list *src;
if( (src = iMap->id2bl(unit->group->src_id)) ){
int sp = unit->group->skill_lv * skill_lv;
if( src->type == BL_PC )
sp += ((TBL_PC*)src)->status.job_level / 5;
iStatus->heal(src, 0, sp/2, 1);
}
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_enchant_elemental_end (struct block_list *bl, int type)
{
struct status_change *sc;
const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK };
int i;
nullpo_ret(bl);
nullpo_ret(sc= iStatus->get_sc(bl));
if (!sc->count) return 0;
for (i = 0; i < ARRAYLENGTH(scs); i++)
if (type != scs[i] && sc->data[scs[i]])
status_change_end(bl, scs[i], INVALID_TIMER);
return 0;
}
bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
{
static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
bool wall = true;
if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
|| (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
{ //Check for walls.
int i;
ARR_FIND( 0, 8, i, iMap->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
if( i == 8 )
wall = false;
}
if( sce ) {
if( !wall ) {
if( sce->val1 < 3 ) //End cloaking.
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
else if( sce->val4&1 ) { //Remove wall bonus
sce->val4&=~1;
status_calc_bl(bl,SCB_SPEED);
}
} else {
if( !(sce->val4&1) ) { //Add wall speed bonus
sce->val4|=1;
status_calc_bl(bl,SCB_SPEED);
}
}
}
return wall;
}
bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
{
static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
bool wall = true;
if( bl->type == BL_PC ) { //Check for walls.
int i;
ARR_FIND( 0, 8, i, iMap->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
if( i == 8 )
wall = false;
}
if( sce ) {
if( !wall ) {
if( sce->val1 < 3 ) //End camouflage.
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
else if( sce->val3&1 ) { //Remove wall bonus
sce->val3&=~1;
status_calc_bl(bl,SCB_SPEED);
}
}
}
return wall;
}
/*==========================================
*
*------------------------------------------*/
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
{
struct skill_unit *unit;
nullpo_retr(NULL, group);
nullpo_retr(NULL, group->unit); // crash-protection against poor coding
nullpo_retr(NULL, unit=&group->unit[idx]);
if( iMap->getcell(iMap->id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
return unit;
if(!unit->alive)
group->alive_count++;
unit->bl.id=iMap->get_new_object_id();
unit->bl.type=BL_SKILL;
unit->bl.m=group->map;
unit->bl.x=x;
unit->bl.y=y;
unit->group=group;
unit->alive=1;
unit->val1=val1;
unit->val2=val2;
idb_put(skillunit_db, unit->bl.id, unit);
iMap->addiddb(&unit->bl);
iMap->addblock(&unit->bl);
// perform oninit actions
switch (group->skill_id) {
case WZ_ICEWALL:
iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
map[unit->bl.m].icewall_num++;
break;
case SA_LANDPROTECTOR:
skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
break;
case HP_BASILICA:
skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
break;
case SC_MAELSTROM:
skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
break;
default:
if (group->state.song_dance&0x1) //Check for dissonance.
skill->dance_overlap(unit, 1);
break;
}
clif->skill_setunit(unit);
return unit;
}
/*==========================================
*
*------------------------------------------*/
int skill_delunit (struct skill_unit* unit) {
struct skill_unit_group *group;
nullpo_ret(unit);
if( !unit->alive )
return 0;
unit->alive=0;
nullpo_ret(group=unit->group);
if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
skill->dance_overlap(unit, 0);
// invoke onout event
if( !unit->range )
iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),4);
// perform ondelete actions
switch (group->skill_id) {
case HT_ANKLESNARE: {
struct block_list* target = iMap->id2bl(group->val2);
if( target )
status_change_end(target, SC_ANKLESNARE, INVALID_TIMER);
}
break;
case WZ_ICEWALL:
iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
map[unit->bl.m].icewall_num--;
break;
case SA_LANDPROTECTOR:
skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
break;
case HP_BASILICA:
skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
break;
case RA_ELECTRICSHOCKER: {
struct block_list* target = iMap->id2bl(group->val2);
if( target )
status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
}
break;
case SC_MAELSTROM:
skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2));
if( tsc && tsc->data[SC__MANHOLE] )
tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
}
break;
}
clif->skill_delunit(unit);
unit->group=NULL;
iMap->delblock(&unit->bl); // don't free yet
iMap->deliddb(&unit->bl);
idb_remove(skillunit_db, unit->bl.id);
if(--group->alive_count==0)
skill->del_unitgroup(group,ALC_MARK);
return 0;
}
/*==========================================
*
*------------------------------------------*/
static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
/// Returns the target skill_unit_group or NULL if not found.
struct skill_unit_group* skill_id2group(int group_id)
{
return (struct skill_unit_group*)idb_get(group_db, group_id);
}
static int skill_unit_group_newid = MAX_SKILL_DB;
/// Returns a new group_id that isn't being used in group_db.
/// Fatal error if nothing is available.
static int skill_get_new_group_id(void)
{
if( skill_unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill_unit_group_newid) == NULL )
return skill_unit_group_newid++;// available
{// find next id
int base_id = skill_unit_group_newid;
while( base_id != ++skill_unit_group_newid )
{
if( skill_unit_group_newid < MAX_SKILL_DB )
skill_unit_group_newid = MAX_SKILL_DB;
if( skill->id2group(skill_unit_group_newid) == NULL )
return skill_unit_group_newid++;// available
}
// full loop, nothing available
ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
exit(1);
}
}
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)
{
struct unit_data* ud = unit_bl2ud( src );
struct skill_unit_group* group;
int i;
if(!(skill_id && skill_lv)) return 0;
nullpo_retr(NULL, src);
nullpo_retr(NULL, ud);
// find a free spot to store the new unit group
ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
if(i == MAX_SKILLUNITGROUP) {
// array is full, make room by discarding oldest group
int j=0;
unsigned maxdiff=0,x,tick=iTimer->gettick();
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
maxdiff=x;
j=i;
}
skill->del_unitgroup(ud->skillunit[j],ALC_MARK);
//Since elements must have shifted, we use the last slot.
i = MAX_SKILLUNITGROUP-1;
}
group = ers_alloc(skill->unit_ers, struct skill_unit_group);
group->src_id = src->id;
group->party_id = iStatus->get_party_id(src);
group->guild_id = iStatus->get_guild_id(src);
group->bg_id = bg_team_get_id(src);
group->group_id = skill_get_new_group_id();
group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
group->unit_count = count;
group->alive_count = 0;
group->val1 = 0;
group->val2 = 0;
group->val3 = 0;
group->skill_id = skill_id;
group->skill_lv = skill_lv;
group->unit_id = unit_id;
group->map = src->m;
group->limit = limit;
group->interval = interval;
group->tick = iTimer->gettick();
group->valstr = NULL;
ud->skillunit[i] = group;
if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
group->tick += 1500;
idb_put(group_db, group->group_id, group);
return group;
}
/*==========================================
*
*------------------------------------------*/
int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func)
{
struct block_list* src;
struct unit_data *ud;
int i,j;
if( group == NULL )
{
ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
return 0;
}
src=iMap->id2bl(group->src_id);
ud = unit_bl2ud(src);
if(!src || !ud) {
ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
return 0;
}
if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
switch( group->skill_id ) {
case BA_DISSONANCE:
case BA_POEMBRAGI:
case BA_WHISTLE:
case BA_ASSASSINCROSS:
case BA_APPLEIDUN:
case DC_UGLYDANCE:
case DC_HUMMING:
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
break;
}
}
if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
{
struct status_change* sc = iStatus->get_sc(src);
if (sc && sc->data[SC_DANCING])
{
sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
status_change_end(src, SC_DANCING, INVALID_TIMER);
}
}
// end Gospel's status change on 'src'
// (needs to be done when the group is deleted by other means than skill deactivation)
if (group->unit_id == UNT_GOSPEL) {
struct status_change *sc = iStatus->get_sc(src);
if(sc && sc->data[SC_GOSPEL]) {
sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
}
}
switch( group->skill_id ) {
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
{
struct status_change *sc = NULL;
if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
sc->data[SC_WARM]->val4 = 0;
status_change_end(src, SC_WARM, INVALID_TIMER);
}
}
break;
case NC_NEUTRALBARRIER:
{
struct status_change *sc = NULL;
if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
}
}
break;
case NC_STEALTHFIELD:
{
struct status_change *sc = NULL;
if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
}
}
break;
case LG_BANDING:
{
struct status_change *sc = NULL;
if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) {
sc->data[SC_BANDING]->val4 = 0;
status_change_end(src,SC_BANDING,INVALID_TIMER);
}
}
break;
}
if (src->type==BL_PC && group->state.ammo_consume)
battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
group->alive_count=0;
// remove all unit cells
if(group->unit != NULL)
for( i = 0; i < group->unit_count; i++ )
skill->delunit(&group->unit[i]);
// clear Talkie-box string
if( group->valstr != NULL ) {
aFree(group->valstr);
group->valstr = NULL;
}
idb_remove(group_db, group->group_id);
iMap->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
group->unit=NULL;
group->group_id=0;
group->unit_count=0;
// locate this group, swap with the last entry and delete it
ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
if( i < MAX_SKILLUNITGROUP ) {
ud->skillunit[i] = ud->skillunit[j];
ud->skillunit[j] = NULL;
ers_free(skill->unit_ers, group);
} else
ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
return 1;
}
/*==========================================
*
*------------------------------------------*/
int skill_clear_unitgroup (struct block_list *src)
{
struct unit_data *ud = unit_bl2ud(src);
nullpo_ret(ud);
while (ud->skillunit[0])
skill->del_unitgroup(ud->skillunit[0],ALC_MARK);
return 1;
}
/*==========================================
*
*------------------------------------------*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
int i,j=-1,k,s,id;
struct unit_data *ud;
struct skill_unit_group_tickset *set;
nullpo_ret(bl);
if (group->interval==-1)
return NULL;
ud = unit_bl2ud(bl);
if (!ud) return NULL;
set = ud->skillunittick;
if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP)
id = s = group->skill_id;
else
id = s = group->group_id;
for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
if (set[k].id == id)
return &set[k];
else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
j=k;
}
if (j == -1) {
ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type);
j = id % MAX_SKILLUNITGROUPTICKSET;
}
set[j].id = id;
set[j].tick = tick;
return &set[j];
}
/*==========================================
*
*------------------------------------------*/
int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
struct skill_unit* unit = va_arg(ap,struct skill_unit *);
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
if( !unit->alive || bl->prev == NULL )
return 0;
nullpo_ret(group);
if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 )
return 0;
skill->unit_onplace_timer(unit,bl,tick);
return 1;
}
/**
* @see DBApply
*/
int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
struct skill_unit* unit = DB->data2ptr(data);
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
bool dissonance;
struct block_list* bl = &unit->bl;
if( !unit->alive )
return 0;
nullpo_ret(group);
// check for expiration
if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
{// skill unit expired (inlined from skill_unit_onlimit())
switch( group->unit_id )
{
case UNT_BLASTMINE:
#ifdef RENEWAL
case UNT_CLAYMORETRAP:
#endif
case UNT_GROUNDDRIFT_WIND:
case UNT_GROUNDDRIFT_DARK:
case UNT_GROUNDDRIFT_POISON:
case UNT_GROUNDDRIFT_WATER:
case UNT_GROUNDDRIFT_FIRE:
group->unit_id = UNT_USED_TRAPS;
//clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
group->limit=DIFF_TICK(tick+1500,group->tick);
unit->limit=DIFF_TICK(tick+1500,group->tick);
break;
case UNT_ANKLESNARE:
case UNT_ELECTRICSHOCKER:
if( group->val2 > 0 || group->val3 == SC_ESCAPE ) {
// Used Trap don't returns back to item
skill->delunit(unit);
break;
}
case UNT_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
#ifndef RENEWAL
case UNT_CLAYMORETRAP:
#endif
case UNT_TALKIEBOX:
case UNT_CLUSTERBOMB:
case UNT_MAGENTATRAP:
case UNT_COBALTTRAP:
case UNT_MAIZETRAP:
case UNT_VERDURETRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
{
struct block_list* src;
if( unit->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC )
{ // revert unit back into a trap
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
}
skill->delunit(unit);
}
break;
case UNT_WARP_ACTIVE:
// warp portal opens (morph to a UNT_WARP_WAITING cell)
group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
clif->changelook(&unit->bl, LOOK_BASE, group->unit_id);
// restart timers
group->limit = skill->get_time(group->skill_id,group->skill_lv);
unit->limit = skill->get_time(group->skill_id,group->skill_lv);
// apply effect to all units standing on it
iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1);
break;
case UNT_CALLFAMILY:
{
struct map_session_data *sd = NULL;
if(group->val1) {
sd = iMap->charid2sd(group->val1);
group->val1 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
}
if(group->val2) {
sd = iMap->charid2sd(group->val2);
group->val2 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
}
skill->delunit(unit);
}
break;
case UNT_REVERBERATION:
if( unit->val1 <= 0 ) { // If it was deactivated.
skill->delunit(unit);
break;
}
clif->changetraplook(bl,UNT_USED_TRAPS);
iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
unit->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
break;
case UNT_FEINTBOMB: {
struct block_list *src = iMap->id2bl(group->src_id);
if( src )
iMap->foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
skill->delunit(unit);
break;
}
case UNT_BANDING:
{
struct block_list *src = iMap->id2bl(group->src_id);
struct status_change *sc;
if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] )
{
skill->delunit(unit);
break;
}
// This unit isn't removed while SC_BANDING is active.
group->limit = DIFF_TICK(tick+group->interval,group->tick);
unit->limit = DIFF_TICK(tick+group->interval,group->tick);
}
break;
default:
skill->delunit(unit);
}
} else {// skill unit is still active
switch( group->unit_id ) {
case UNT_ICEWALL:
// icewall loses 50 hp every second
unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
unit->limit = DIFF_TICK(tick+700,group->tick);
break;
case UNT_BLASTMINE:
case UNT_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_CLAYMORETRAP:
case UNT_FREEZINGTRAP:
case UNT_TALKIEBOX:
case UNT_ANKLESNARE:
if( unit->val1 <= 0 ) {
if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
skill->delunit(unit);
else {
clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
group->limit = DIFF_TICK(tick, group->tick) + 1500;
group->unit_id = UNT_USED_TRAPS;
}
}
break;
case UNT_REVERBERATION:
if( unit->val1 <= 0 ){
clif->changetraplook(bl,UNT_USED_TRAPS);
iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
unit->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
}
break;
case UNT_WALLOFTHORN:
if( unit->val1 <= 0 ) {
group->unit_id = UNT_USED_TRAPS;
group->limit = DIFF_TICK(tick, group->tick) + 1500;
}
break;
}
}
//Don't continue if unit or even group is expired and has been deleted.
if( !group || !unit->alive )
return 0;
dissonance = skill->dance_switch(unit, 0);
if( unit->range >= 0 && group->interval != -1 )
{
if( battle_config.skill_wall_check )
iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
else
iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
group->unit_id = UNT_USED_TRAPS;
else if( group->unit_id == UNT_TATAMIGAESHI ) {
unit->range = -1; //Disable processed cell.
if (--group->val1 <= 0) { // number of live cells
//All tiles were processed, disable skill.
group->target_flag=BCT_NOONE;
group->bl_flag= BL_NUL;
}
}
}
if( dissonance ) skill->dance_switch(unit, 1);
return 0;
}
/*==========================================
* Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
*------------------------------------------*/
int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
iMap->freeblock_lock();
skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick);
iMap->freeblock_unlock();
return 0;
}
static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
/*==========================================
*
*------------------------------------------*/
int skill_unit_move_sub (struct block_list* bl, va_list ap) {
struct skill_unit* unit = (struct skill_unit *)bl;
struct skill_unit_group* group = unit->group;
struct block_list* target = va_arg(ap,struct block_list*);
unsigned int tick = va_arg(ap,unsigned int);
int flag = va_arg(ap,int);
bool dissonance;
uint16 skill_id;
int i;
nullpo_ret(group);
if( !unit->alive || target->prev == NULL )
return 0;
if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish]
dissonance = skill->dance_switch(unit, 0);
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
skill_id = unit->group->skill_id;
if( unit->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
if( dissonance ) skill->dance_switch(unit, 1);
return 0;
}
//Target-type check.
if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) ) {
if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
if( flag&1 ) {
if( flag&2 ) { //Clear this skill id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = 0;
}
} else {
if( flag&2 ) { //Store this skill id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = skill_id;
else
ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
}
}
if( flag&4 )
skill->unit_onleft(skill_id,target,tick);
}
if( dissonance ) skill->dance_switch(unit, 1);
return 0;
} else {
if( flag&1 ) {
int result = skill->unit_onplace(unit,target,tick);
if( flag&2 && result ) { //Clear skill ids we have stored in onout.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = 0;
}
} else {
int result = skill->unit_onout(unit,target,tick);
if( flag&2 && result ) { //Store this unit id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = skill_id;
else
ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
}
}
//TODO: Normally, this is dangerous since the unit and group could be freed
//inside the onout/onplace functions. Currently it is safe because we know song/dance
//cells do not get deleted within them. [Skotlex]
if( dissonance ) skill->dance_switch(unit, 1);
if( flag&4 )
skill->unit_onleft(skill_id,target,tick);
return 1;
}
}
/*==========================================
* Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
* Flag values:
* flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
* flag&2: this function is being invoked twice as a bl moves, store in memory the affected
* units to figure out when they have left a group.
* flag&4: Force a onleft event (triggered when the bl is killed, for example)
*------------------------------------------*/
int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
nullpo_ret(bl);
if( bl->prev == NULL )
return 0;
if( flag&2 && !(flag&1) ) { //Onout, clear data
memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
}
iMap->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
int i;
for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
if( skill_unit_temp[i] )
skill->unit_onleft(skill_unit_temp[i], bl, tick);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
{
int i,j;
unsigned int tick = iTimer->gettick();
int *m_flag;
struct skill_unit *unit1;
struct skill_unit *unit2;
if (group == NULL)
return 0;
if (group->unit_count<=0)
return 0;
if (group->unit==NULL)
return 0;
if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE)
return 0; //Ensembles may not be moved around.
if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
return 0; //Icewalls and Wall of Thorns don't get knocked back
m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
// m_flag
// 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
// 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
// 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
// 3: Both 1+2.
for(i=0;i<group->unit_count;i++){
unit1=&group->unit[i];
if (!unit1->alive || unit1->bl.m!=m)
continue;
for(j=0;j<group->unit_count;j++){
unit2=&group->unit[j];
if (!unit2->alive)
continue;
if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
m_flag[i] |= 0x1;
}
if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
m_flag[i] |= 0x2;
}
}
}
j = 0;
for (i=0;i<group->unit_count;i++) {
unit1=&group->unit[i];
if (!unit1->alive)
continue;
if (!(m_flag[i]&0x2)) {
if (group->state.song_dance&0x1) //Cancel dissonance effect.
skill->dance_overlap(unit1, 0);
iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
}
//Move Cell using "smart" criteria (avoid useless moving around)
switch(m_flag[i])
{
case 0:
//Cell moves independently, safely move it.
iMap->moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
break;
case 1:
//Cell moves unto another cell, look for a replacement cell that won't collide
//and has no cell moving into it (flag == 2)
for(;j<group->unit_count;j++)
{
if(m_flag[j]!=2 || !group->unit[j].alive)
continue;
//Move to where this cell would had moved.
unit2 = &group->unit[j];
iMap->moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
j++; //Skip this cell as we have used it.
break;
}
break;
case 2:
case 3:
break; //Don't move the cell as a cell will end on this tile anyway.
}
if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
if (group->state.song_dance&0x1) //Check for dissonance effect.
skill->dance_overlap(unit1, 1);
clif->skill_setunit(unit1);
iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
}
}
aFree(m_flag);
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
{
int i,j;
nullpo_ret(sd);
if(nameid<=0)
return 0;
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
if(skill_produce_db[i].nameid == nameid ){
if((j=skill_produce_db[i].req_skill)>0 &&
pc->checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
continue; // must iterate again to check other skills that produce it. [malufett]
if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
continue; // special case
break;
}
}
if( i >= MAX_SKILL_PRODUCE_DB )
return 0;
if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
{// cannot carry the produced stuff
return 0;
}
if(trigger>=0){
if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
if(skill_produce_db[i].itemlv!=trigger)
return 0;
} else if(trigger>10) { // Food (any item level between 10 and 20 will do)
if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
return 0;
} else { // Weapon (itemlv must be higher or equal)
if(skill_produce_db[i].itemlv>trigger)
return 0;
}
}
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
int id,x,y;
if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
continue;
if(skill_produce_db[i].mat_amount[j] <= 0) {
if(pc->search_inventory(sd,id) < 0)
return 0;
}
else {
for(y=0,x=0;y<MAX_INVENTORY;y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
if(x<qty*skill_produce_db[i].mat_amount[j])
return 0;
}
}
return i+1;
}
/*==========================================
*
*------------------------------------------*/
int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
{
int slot[3];
int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
int num = -1; // exclude the recipe
struct status_data *status;
struct item_data* data;
nullpo_ret(sd);
status = iStatus->get_status_data(&sd->bl);
if( sd->skill_id_old == skill_id )
skill_lv = sd->skill_lv_old;
if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) )
return 0;
idx--;
if (qty < 1)
qty = 1;
if (!skill_id) //A skill can be specified for some override cases.
skill_id = skill_produce_db[idx].req_skill;
if( skill_id == GC_RESEARCHNEWPOISON )
skill_id = GC_CREATENEWPOISON;
slot[0]=slot1;
slot[1]=slot2;
slot[2]=slot3;
for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
int j;
if( slot[i]<=0 )
continue;
j = pc->search_inventory(sd,slot[i]);
if(j < 0)
continue;
if(slot[i]==1000){ /* Star Crumb */
pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
sc++;
}
if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
static const int ele_table[4]={3,1,4,2};
pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
ele=ele_table[slot[i]-994];
}
}
if( skill_id == RK_RUNEMASTERY ) {
int temp_qty, skill_lv = pc->checkskill(sd,skill_id);
data = itemdb->search(nameid);
if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
else temp_qty = 1;
if (data->stack.inventory) {
for( i = 0; i < MAX_INVENTORY; i++ ) {
if( sd->status.inventory[i].nameid == nameid ) {
if( sd->status.inventory[i].amount >= data->stack.amount ) {
clif->msgtable(sd->fd,0x61b);
return 0;
} else {
/**
* the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
**/
if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
temp_qty = data->stack.amount - sd->status.inventory[i].amount;
}
break;
}
}
}
qty = temp_qty;
}
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
continue;
num++;
x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
do{
int y=0;
j = pc->search_inventory(sd,id);
if(j >= 0){
y = sd->status.inventory[j].amount;
if(y>x)y=x;
pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
} else
ShowError("skill_produce_mix: material item error\n");
x-=y;
}while( j>=0 && x>0 );
}
if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
wlv = itemdb_wlv(nameid);
if(!equip) {
switch(skill_id){
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
// Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
i = pc->checkskill(sd,skill_id);
make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
switch(nameid){
case 998: // Iron
make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
break;
case 999: // Steel
make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
break;
case 1000: //Star Crumb
make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
break;
default: // Enchanted Stones
make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
break;
}
break;
case ASC_CDP:
make_per = (2000 + 40*status->dex + 20*status->luk);
break;
case AL_HOLYWATER:
/**
* Arch Bishop
**/
case AB_ANCILLA:
make_per = 100000; //100% success
break;
case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50
+ pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ (status->int_/2)*10 + status->dex*10+status->luk*10;
if(homun_alive(sd->hd)) {//Player got a homun
int skill;
if((skill=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
make_per += skill*100; //+1% bonus per level
}
switch(nameid){
case 501: // Red Potion
case 503: // Yellow Potion
case 504: // White Potion
make_per += (1+rnd()%100)*10 + 2000;
break;
case 970: // Alcohol
make_per += (1+rnd()%100)*10 + 1000;
break;
case 7135: // Bottle Grenade
case 7136: // Acid Bottle
case 7137: // Plant Bottle
case 7138: // Marine Sphere Bottle
make_per += (1+rnd()%100)*10;
break;
case 546: // Condensed Yellow Potion
make_per -= (1+rnd()%50)*10;
break;
case 547: // Condensed White Potion
case 7139: // Glistening Coat
make_per -= (1+rnd()%100)*10;
break;
//Common items, recieve no bonus or penalty, listed just because they are commonly produced
case 505: // Blue Potion
case 545: // Condensed Red Potion
case 605: // Anodyne
case 606: // Aloevera
default:
break;
}
if(battle_config.pp_rate != 100)
make_per = make_per * battle_config.pp_rate / 100;
break;
case SA_CREATECON: // Elemental Converter Creation
make_per = 100000; // should be 100% success rate
break;
/**
* Rune Knight
**/
case RK_RUNEMASTERY:
{
int A = 5100 + 200 * pc->checkskill(sd, skill_id);
int B = 10 * status->dex / 3 + (status->luk + sd->status.job_level);
int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
int D = 2500;
switch (nameid) { //rune rank it_diff 9 craftable rune
case ITEMID_RAIDO:
case ITEMID_THURISAZ:
case ITEMID_HAGALAZ:
case ITEMID_OTHILA:
D -= 500; //Rank C
case ITEMID_ISA:
case ITEMID_WYRD:
D -= 500; //Rank B
case ITEMID_NAUTHIZ:
case ITEMID_URUZ:
D -= 500; //Rank A
case ITEMID_BERKANA:
case ITEMID_LUX_ANIMA:
D -= 500; //Rank S
}
make_per = A + B + C - D;
break;
}
/**
* Guilotine Cross
**/
case GC_CREATENEWPOISON:
{
const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6};
const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9};
int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1);
qty = min[lv] + rnd()%(max[lv] - min[lv]);
make_per = 3000 + 500 * (lv+1);
}
break;
case GN_CHANGEMATERIAL:
for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
if( skill_changematerial_db[i].itemid == nameid ){
make_per = skill_changematerial_db[i].rate * 10;
break;
}
break;
case GN_S_PHARMACY:
{
int difficulty = 0;
difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
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) +
(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)
switch(nameid){// difficulty factor
case 12422: case 12425:
case 12428:
difficulty += 10;
break;
case 6212: case 12426:
difficulty += 15;
break;
case 13264: case 12423:
case 12427: case 12436:
difficulty += 20;
break;
case 6210: case 6211:
case 12437:
difficulty += 30;
break;
case 12424: case 12475:
difficulty += 40;
break;
}
if( make_per >= 400 && make_per > difficulty)
qty = 10;
else if( make_per >= 300 && make_per > difficulty)
qty = 7;
else if( make_per >= 100 && make_per > difficulty)
qty = 6;
else if( make_per >= 1 && make_per > difficulty)
qty = 5;
else
qty = 4;
make_per = 10000;
}
break;
case GN_MAKEBOMB:
case GN_MIX_COOKING:
{
int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
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)
qty = ~(5 + rnd()%5) + 1;
switch(nameid){// difficulty factor
case 13260:
difficulty += 5;
break;
case 13261: case 13262:
difficulty += 10;
break;
case 12429: case 12430: case 12431:
case 12432: case 12433: case 12434:
case 13263:
difficulty += 15;
break;
case 13264:
difficulty += 20;
break;
}
if( make_per >= 30 && make_per > difficulty)
qty = 10 + rnd()%2;
else if( make_per >= 10 && make_per > difficulty)
qty = 10;
else if( make_per == 10 && make_per > difficulty)
qty = 8;
else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
;// Food/Bomb creation fails.
else if( make_per >= 30 && make_per < difficulty)
qty = 5;
if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
qty = ~qty + 1;
make_per = 0;
}else
make_per = 10000;
qty = (skill_lv > 1 ? qty : 1);
}
break;
default:
if (sd->menuskill_id == AM_PHARMACY &&
sd->menuskill_val > 10 && sd->menuskill_val <= 20)
{ //Assume Cooking Dish
if (sd->menuskill_val >= 15) //Legendary Cooking Set.
make_per = 10000; //100% Success
else
make_per = 1200 * (sd->menuskill_val - 10)
+ 20 * (sd->status.base_level + 1)
+ 20 * (status->dex + 1)
+ 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
- 400 * (skill_produce_db[idx].itemlv - 11 + 1)
- 10 * (100 - status->luk + 1)
- 500 * (num - 1)
- 100 * (rnd()%4 + 1);
break;
}
make_per = 5000;
break;
}
} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
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
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
if(pc->search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
else if(pc->search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
else if(pc->search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
else if(pc->search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
if(battle_config.wp_rate != 100)
make_per = make_per * battle_config.wp_rate / 100;
}
if (sd->class_&JOBL_BABY) //if it's a Baby Class
make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
if(make_per < 1) make_per = 1;
if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
struct item tmp_item;
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid=nameid;
tmp_item.amount=1;
tmp_item.identify=1;
if(equip){
tmp_item.card[0]=CARD0_FORGE;
tmp_item.card[1]=((sc*5)<<8)+ele;
tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
tmp_item.card[3]=GetWord(sd->status.char_id,1);
} else {
//Flag is only used on the end, so it can be used here. [Skotlex]
switch (skill_id) {
case BS_DAGGER:
case BS_SWORD:
case BS_TWOHANDSWORD:
case BS_AXE:
case BS_MACE:
case BS_KNUCKLE:
case BS_SPEAR:
flag = battle_config.produce_item_name_input&0x1;
break;
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
flag = battle_config.produce_item_name_input&0x2;
break;
case AL_HOLYWATER:
/**
* Arch Bishop
**/
case AB_ANCILLA:
flag = battle_config.produce_item_name_input&0x8;
break;
case ASC_CDP:
flag = battle_config.produce_item_name_input&0x10;
break;
default:
flag = battle_config.produce_item_name_input&0x80;
break;
}
if (flag) {
tmp_item.card[0]=CARD0_CREATE;
tmp_item.card[1]=0;
tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
tmp_item.card[3]=GetWord(sd->status.char_id,1);
}
}
// if(log_config.produce > 0)
// log_produce(sd,nameid,slot1,slot2,slot3,1);
//TODO update PICKLOG
if(equip){
clif->produce_effect(sd,0,nameid);
clif->misceffect(&sd->bl,3);
if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
} else {
int fame = 0;
tmp_item.amount = 0;
for (i=0; i< qty; i++) { //Apply quantity modifiers.
if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
tmp_item.amount = qty;
break;
}
if (rnd()%10000 < make_per || qty == 1) { //Success
tmp_item.amount++;
if(nameid < 545 || nameid > 547)
continue;
if( skill_id != AM_PHARMACY &&
skill_id != AM_TWILIGHT1 &&
skill_id != AM_TWILIGHT2 &&
skill_id != AM_TWILIGHT3 )
continue;
//Add fame as needed.
switch(++sd->potion_success_counter) {
case 3:
fame+=1; // Success to prepare 3 Condensed Potions in a row
break;
case 5:
fame+=3; // Success to prepare 5 Condensed Potions in a row
break;
case 7:
fame+=10; // Success to prepare 7 Condensed Potions in a row
break;
case 10:
fame+=50; // Success to prepare 10 Condensed Potions in a row
sd->potion_success_counter = 0;
break;
}
} else //Failure
sd->potion_success_counter = 0;
}
if (fame)
pc->addfame(sd,fame);
//Visual effects and the like.
switch (skill_id) {
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
case ASC_CDP:
clif->produce_effect(sd,2,nameid);
clif->misceffect(&sd->bl,5);
break;
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
clif->produce_effect(sd,0,nameid);
clif->misceffect(&sd->bl,3);
break;
case RK_RUNEMASTERY:
case GC_CREATENEWPOISON:
clif->produce_effect(sd,2,nameid);
clif->misceffect(&sd->bl,5);
break;
default: //Those that don't require a skill?
if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
{ //Cooking items.
clif->specialeffect(&sd->bl, 608, AREA);
if( sd->cook_mastery < 1999 )
pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
}
break;
}
}
if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
int j, k = 0;
for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
if( skill_changematerial_db[i].itemid == nameid ){
for(j=0; j<5; j++){
if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
k++;
}
}
break;
}
if( k ){
clif->msg_skill(sd,skill_id,0x627);
return 1;
}
} else if (tmp_item.amount) { //Success
if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
clif->msg_skill(sd,skill_id,0x627);
return 1;
}
}
//Failure
// if(log_config.produce)
// log_produce(sd,nameid,slot1,slot2,slot3,0);
//TODO update PICKLOG
if(equip){
clif->produce_effect(sd,1,nameid);
clif->misceffect(&sd->bl,2);
} else {
switch (skill_id) {
case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
status_percent_damage(NULL, &sd->bl, -25, 0, true);
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
clif->produce_effect(sd,3,nameid);
clif->misceffect(&sd->bl,6);
sd->potion_success_counter = 0; // Fame point system [DracoRPG]
break;
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
clif->produce_effect(sd,1,nameid);
clif->misceffect(&sd->bl,2);
break;
case RK_RUNEMASTERY:
case GC_CREATENEWPOISON:
clif->produce_effect(sd,3,nameid);
clif->misceffect(&sd->bl,6);
break;
case GN_MIX_COOKING: {
struct item tmp_item;
const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
int rate = rnd()%500;
memset(&tmp_item,0,sizeof(tmp_item));
if( rate < 50) i = 4;
else if( rate < 100) i = 2+rnd()%1;
else if( rate < 250 ) i = 1;
else if( rate < 500 ) i = 0;
tmp_item.nameid = compensation[i];
tmp_item.amount = qty;
tmp_item.identify = 1;
if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
clif->additem(sd,0,0,flag);
iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
clif->msg_skill(sd,skill_id,0x628);
}
break;
case GN_MAKEBOMB:
case GN_S_PHARMACY:
case GN_CHANGEMATERIAL:
clif->msg_skill(sd,skill_id,0x628);
break;
default:
if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
{ //Cooking items.
clif->specialeffect(&sd->bl, 609, AREA);
if( sd->cook_mastery > 0 )
pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
}
}
}
return 0;
}
int skill_arrow_create (struct map_session_data *sd, int nameid)
{
int i,j,flag,index=-1;
struct item tmp_item;
nullpo_ret(sd);
if(nameid <= 0)
return 1;
for(i=0;i<MAX_SKILL_ARROW_DB;i++)
if(nameid == skill_arrow_db[i].nameid) {
index = i;
break;
}
if(index < 0 || (j = pc->search_inventory(sd,nameid)) < 0)
return 1;
pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
for(i=0;i<MAX_ARROW_RESOURCE;i++) {
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.identify = 1;
tmp_item.nameid = skill_arrow_db[index].cre_id[i];
tmp_item.amount = skill_arrow_db[index].cre_amount[i];
if(battle_config.produce_item_name_input&0x4) {
tmp_item.card[0]=CARD0_CREATE;
tmp_item.card[1]=0;
tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
tmp_item.card[3]=GetWord(sd->status.char_id,1);
}
if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
continue;
if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
return 0;
}
int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
sc_type type;
int chance, i;
nullpo_ret(sd);
if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) < 0 || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
return 0;
}
switch( nameid )
{ // t_lv used to take duration from skill->get_time2
case PO_PARALYSE: type = SC_PARALYSE; break;
case PO_PYREXIA: type = SC_PYREXIA; break;
case PO_DEATHHURT: type = SC_DEATHHURT; break;
case PO_LEECHESEND: type = SC_LEECHESEND; break;
case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
case PO_TOXIN: type = SC_TOXIN; break;
case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
default:
clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
return 0;
}
chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val));
return 0;
}
void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
struct status_change *sc = iStatus->get_sc(bl);
// non-offensive and non-magic skills do not affect the status
if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
return;
if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
if (sc->data[SC_MAGICPOWER]->val4) {
status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
} else {
sc->data[SC_MAGICPOWER]->val4 = 1;
status_calc_bl(bl, iStatus->sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
clif->updatestatus(((TBL_PC *)bl),SP_MATK2);
}
#endif
}
}
}
int skill_magicdecoy(struct map_session_data *sd, int nameid) {
int x, y, i, class_, skill_id;
struct mob_data *md;
nullpo_ret(sd);
skill_id = sd->menuskill_val;
if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) < 0 || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
{
clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
return 0;
}
// Spawn Position
pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
x = sd->sc.comet_x;
y = sd->sc.comet_y;
sd->sc.comet_x = sd->sc.comet_y = 0;
sd->menuskill_val = 0;
class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
if( md ) {
md->master_id = sd->bl.id;
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
iTimer->delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob_timer_delete, md->bl.id, 0);
mob_spawn(md);
md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id);
}
return 0;
}
// Warlock Spellbooks. [LimitLine/3CeAM]
int skill_spellbook (struct map_session_data *sd, int nameid) {
int i, max_preserve, skill_id, point;
struct status_change *sc;
nullpo_ret(sd);
sc = iStatus->get_sc(&sd->bl);
status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
if( i > SC_SPELLBOOK7 )
{
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
return 0;
}
ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
if( !pc->checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
{ // User don't know the skill
sc_start(&sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB)));
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
return 0;
}
max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10;
point = skill_spellbook_db[i].point;
if( sc && sc->data[SC_READING_SB] ) {
if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
return 0;
}
for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
if( !sc->data[i] ){
sc->data[SC_READING_SB]->val2 += point; // increase points
sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
break;
}
}
}else{
sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
sc_start4(&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
}
return 1;
}
int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
int id, lv, prob, aslvl = 0, idx = 0;
nullpo_ret(sd);
if (sd->sc.data[SC_STOP]) {
aslvl = sd->sc.data[SC_STOP]->val1;
status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
}
idx = skill->get_index(skill_id);
if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC ||
(id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) {
clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
return 0;
}
lv = (aslvl + 1) / 2; // The level the skill will be autocasted
lv = min(lv,sd->status.skill[idx].lv);
prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl));
return 0;
}
int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
int i;
nullpo_ret(sd);
nullpo_ret(item_list);
if( n <= 0 )
return 1;
for( i = 0; i < n; i++ ) {
int nameid, add_amount, del_amount, idx, product, flag;
struct item tmp_item;
idx = item_list[i*2+0]-2;
del_amount = item_list[i*2+1];
if( skill_lv == 2 )
del_amount -= (del_amount % 10);
add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
switch( nameid ) {
// Level 1
case 994: product = 990; break; // Flame Heart -> Red Blood.
case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
case 997: product = 993; break; // Great Nature -> Green Live.
// Level 2
case 990: product = 994; break; // Red Blood -> Flame Heart.
case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
case 993: product = 997; break; // Green Live -> Great Nature.
default:
clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid = product;
tmp_item.amount = add_amount;
tmp_item.identify = 1;
if( tmp_item.amount ) {
if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
clif->additem(sd,0,0,flag);
iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
return 0;
}
int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
int i, j, k, c, p = 0, nameid, amount;
nullpo_ret(sd);
nullpo_ret(item_list);
// Search for objects that can be created.
for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
if( skill_produce_db[i].itemlv == 26 ) {
p = 0;
do {
c = 0;
// Verification of overlap between the objects required and the list submitted.
for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
if( skill_produce_db[i].mat_id[j] > 0 ) {
for( k = 0; k < n; k++ ) {
int idx = item_list[k*2+0]-2;
nameid = sd->status.inventory[idx].nameid;
amount = item_list[k*2+1];
if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
return 0;
}
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]
&& (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
c++; // match
}
}
else
break; // No more items required
}
p++;
} while(n == j && c == n);
p--;
if ( p > 0 ) {
skill->produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
return 1;
}
}
}
if( p == 0)
clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623);
return 0;
}
/**
* for Royal Guard's LG_TRAMPLE
**/
int skill_destroy_trap( struct block_list *bl, va_list ap ) {
struct skill_unit *su = (struct skill_unit *)bl;
struct skill_unit_group *sg;
unsigned int tick;
nullpo_ret(su);
tick = va_arg(ap, unsigned int);
if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) {
switch( sg->unit_id ) {
case UNT_CLAYMORETRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
iMap->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);
break;
case UNT_LANDMINE:
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLUSTERBOMB:
iMap->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
break;
}
// Traps aren't recovered.
skill->delunit(su);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
struct map_session_data *sd = iMap->id2sd(id);
struct skill_cd * cd = NULL;
if (data <= 0 || data >= MAX_SKILL)
return 0;
if (!sd) return 0;
if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) {
int i;
for( i = 0; i < cd->cursor; i++ ) {
if( cd->entry[i]->skidx == data )
break;
}
if( i == cd->cursor ) {
ShowError("skill_blockpc_end: '%s' : no data found for '%d'\n",sd->status.name,data);
} else {
int cursor = 0;
ers_free(skill->cd_entry_ers, cd->entry[i]);
cd->entry[i] = NULL;
for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
if( !cd->entry[i] )
continue;
if( cursor != i )
cd->entry[cursor] = cd->entry[i];
cursor++;
}
if( (cd->cursor = cursor) == 0 ) {
idb_remove(skill->cd_db,sd->status.char_id);
ers_free(skill->cd_ers, cd);
}
}
}
if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
sd->blockskill[data] = 0;
return 1;
}
/**
* flags a singular skill as being blocked from persistent usage.
* @param sd the player the skill delay affects
* @param skill_id the skill which should be delayed
* @param tick the length of time the delay should last
* @param load whether this assignment is being loaded upon player login
* @return 0 if successful, -1 otherwise
*/
int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load) {
uint16 idx = skill->get_index(skill_id);
nullpo_retr (-1, sd);
if (idx == 0)
return -1;
if (tick < 1) {
sd->blockskill[idx] = 0;
return -1;
}
if( !load && battle_config.display_status_timers )
clif->skill_cooldown(sd, skill_id, tick);
if( !load ) {// not being loaded initially so ensure the skill delay is recorded
struct skill_cd* cd = NULL;
int i;
if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
cd = ers_alloc(skill->cd_ers, struct skill_cd);
cd->cursor = 0;
memset(cd->entry, 0, sizeof(cd->entry));
idb_put( skill->cd_db, sd->status.char_id, cd );
}
for(i = 0; i < MAX_SKILL_TREE; i++) {
if( !cd->entry[i] )
break;
}
if( i == MAX_SKILL_TREE ) {
ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE);
} else {
cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry);
cd->entry[cd->cursor]->duration = tick;
#if PACKETVER >= 20120604
cd->entry[cd->cursor]->total = tick;
#endif
cd->entry[cd->cursor]->skidx = idx;
cd->entry[cd->cursor]->skill_id = skill_id;
cd->entry[cd->cursor]->started = iTimer->gettick();
cd->cursor++;
}
}
sd->blockskill[idx] = 0x1|(0xFE&iTimer->add_timer(iTimer->gettick()+tick,skill->blockpc_end,sd->bl.id,idx));
return 0;
}
int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) { //[orn]
struct homun_data *hd = (TBL_HOM*) iMap->id2bl(id);
if (data <= 0 || data >= MAX_SKILL)
return 0;
if (hd) hd->blockskill[data] = 0;
return 1;
}
int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { //[orn]
uint16 idx = skill->get_index(skill_id);
nullpo_retr (-1, hd);
if (idx == 0)
return -1;
if (tick < 1) {
hd->blockskill[idx] = 0;
return -1;
}
hd->blockskill[idx] = 1;
return iTimer->add_timer(iTimer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
}
int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) {//[orn]
struct mercenary_data *md = (TBL_MER*)iMap->id2bl(id);
if( data <= 0 || data >= MAX_SKILL )
return 0;
if( md ) md->blockskill[data] = 0;
return 1;
}
int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
{
uint16 idx = skill->get_index(skill_id);
nullpo_retr (-1, md);
if (idx == 0)
return -1;
if( tick < 1 )
{
md->blockskill[idx] = 0;
return -1;
}
md->blockskill[idx] = 1;
return iTimer->add_timer(iTimer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
}
/**
* Adds a new skill unit entry for this player to recast after map load
**/
void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
struct skill_usave * sus = NULL;
if( idb_exists(skillusave_db,sd->status.char_id) ) {
idb_remove(skillusave_db,sd->status.char_id);
}
CREATE( sus, struct skill_usave, 1 );
idb_put( skillusave_db, sd->status.char_id, sus );
sus->skill_id = skill_id;
sus->skill_lv = skill_lv;
return;
}
void skill_usave_trigger(struct map_session_data *sd) {
struct skill_usave * sus = NULL;
if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
return;
}
skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
idb_remove(skillusave_db,sd->status.char_id);
return;
}
/*
*
*/
int skill_split_str (char *str, char **val, int num) {
int i;
for( i = 0; i < num && str; i++ ) {
val[i] = str;
str = strchr(str,',');
if( str )
*str++=0;
}
return i;
}
/*
*
*/
int skill_split_atoi (char *str, int *val) {
int i, j, diff, step = 1;
for (i=0; i<MAX_SKILL_LEVEL; i++) {
if (!str) break;
val[i] = atoi(str);
str = strchr(str,':');
if (str)
*str++=0;
}
if(i==0) //No data found.
return 0;
if(i==1) { //Single value, have the whole range have the same value.
for (; i < MAX_SKILL_LEVEL; i++)
val[i] = val[i-1];
return i;
}
//Check for linear change with increasing steps until we reach half of the data acquired.
for (step = 1; step <= i/2; step++) {
diff = val[i-1] - val[i-step-1];
for(j = i-1; j >= step; j--)
if ((val[j]-val[j-step]) != diff)
break;
if (j>=step) //No match, try next step.
continue;
for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
val[i] = val[i-step]+diff;
if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
{ val[i] = 1; diff = 0; step = 1; }
}
return i;
}
//Okay.. we can't figure this one out, just fill out the stuff with the previous value.
for (;i<MAX_SKILL_LEVEL; i++)
val[i] = val[i-1];
return i;
}
/*
*
*/
void skill_init_unit_layout (void) {
int i,j,size,pos = 0;
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
// standard square layouts go first
for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
size = i*2+1;
skill_unit_layout[i].count = size*size;
for (j=0; j<size*size; j++) {
skill_unit_layout[i].dx[j] = (j%size-i);
skill_unit_layout[i].dy[j] = (j/size-i);
}
}
// afterwards add special ones
pos = i;
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;
switch (skill_db[i].nameid) {
case MG_FIREWALL:
case WZ_ICEWALL:
case WL_EARTHSTRAIN://Warlock
// these will be handled later
break;
case PR_SANCTUARY:
case NPC_EVILLAND: {
static const int dx[] = {
-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
static const int dy[]={
-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
skill_unit_layout[pos].count = 21;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case PR_MAGNUS: {
static const int dx[] = {
-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
static const int dy[] = {
-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
skill_unit_layout[pos].count = 33;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case MH_POISON_MIST:
case AS_VENOMDUST: {
static const int dx[] = {-1, 0, 0, 0, 1};
static const int dy[] = { 0,-1, 0, 1, 0};
skill_unit_layout[pos].count = 5;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS: {
static const int dx[] = {
0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
-1, 0, 1, 2,-1, 0, 1, 0, 0};
static const int dy[] = {
-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 2, 2, 2, 3, 4};
skill_unit_layout[pos].count = 29;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case PF_FOGWALL: {
static const int dx[] = {
-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
static const int dy[] = {
-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
skill_unit_layout[pos].count = 15;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case PA_GOSPEL: {
static const int dx[] = {
-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
-1, 0, 1};
static const int dy[] = {
-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
3, 3, 3};
skill_unit_layout[pos].count = 33;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case NJ_KAENSIN: {
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};
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};
skill_unit_layout[pos].count = 24;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case NJ_TATAMIGAESHI: {
//Level 1 (count 4, cross of 3x3)
static const int dx1[] = {-1, 1, 0, 0};
static const int dy1[] = { 0, 0,-1, 1};
//Level 2-3 (count 8, cross of 5x5)
static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
//Level 4-5 (count 12, cross of 7x7
static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
//lv1
j = 0;
skill_unit_layout[pos].count = 4;
memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
skill_db[i].unit_layout_type[j] = pos;
//lv2/3
j++;
pos++;
skill_unit_layout[pos].count = 8;
memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
skill_db[i].unit_layout_type[j] = pos;
skill_db[i].unit_layout_type[++j] = pos;
//lv4/5
j++;
pos++;
skill_unit_layout[pos].count = 12;
memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
skill_db[i].unit_layout_type[j] = pos;
skill_db[i].unit_layout_type[++j] = pos;
//Fill in the rest using lv 5.
for (;j<MAX_SKILL_LEVEL;j++)
skill_db[i].unit_layout_type[j] = pos;
//Skip, this way the check below will fail and continue to the next skill.
pos++;
}
break;
case GN_WALLOFTHORN: {
static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
skill_unit_layout[pos].count = 16;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case EL_FIRE_MANTLE: {
static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
skill_unit_layout[pos].count = 8;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
default:
ShowError("unknown unit layout at skill %d\n",i);
break;
}
if (!skill_unit_layout[pos].count)
continue;
for (j=0;j<MAX_SKILL_LEVEL;j++)
skill_db[i].unit_layout_type[j] = pos;
pos++;
}
// firewall and icewall have 8 layouts (direction-dependent)
firewall_unit_pos = pos;
for (i=0;i<8;i++) {
if (i&1) {
skill_unit_layout[pos].count = 5;
if (i&0x2) {
int dx[] = {-1,-1, 0, 0, 1};
int dy[] = { 1, 0, 0,-1,-1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 1, 1 ,0, 0,-1};
int dy[] = { 1, 0, 0,-1,-1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
} else {
skill_unit_layout[pos].count = 3;
if (i%4==0) {
int dx[] = {-1, 0, 1};
int dy[] = { 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 0, 0, 0};
int dy[] = {-1, 0, 1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
icewall_unit_pos = pos;
for (i=0;i<8;i++) {
skill_unit_layout[pos].count = 5;
if (i&1) {
if (i&0x2) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 2, 1, 0,-1,-2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 2, 1 ,0,-1,-2};
int dy[] = { 2, 1, 0,-1,-2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
} else {
if (i%4==0) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 0, 0, 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 0, 0, 0, 0, 0};
int dy[] = {-2,-1, 0, 1, 2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
earthstrain_unit_pos = pos;
for( i = 0; i < 8; i++ )
{ // For each Direction
skill_unit_layout[pos].count = 15;
switch( i )
{
case 0: case 1: case 3: case 4: case 5: case 7:
{
int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
case 2:
case 6:
{
int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
break;
}
pos++;
}
}
int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
int inf = 0;
struct status_change *sc = iStatus->get_sc(bl);
if( !sc || !bl || !skill_id )
return 0; // Can do it
switch(type){
case SC_STASIS:
inf = skill->get_inf2(skill_id);
if( inf == INF2_SONG_DANCE || /*skill->get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
return 1; // Can't do it.
switch( skill_id ) {
case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
// Skills that need to be confirmed.
case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
case SO_ARRULLO:
return 1; // Can't do it.
}
break;
case SC_KG_KAGEHUMI:
switch(skill_id) {
case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
return 1; // needs more info
}
break;
}
return 0;
}
int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
int type = 0;
switch( skill_id ) {
case SO_SUMMON_AGNI: type = 2114; break;
case SO_SUMMON_AQUA: type = 2117; break;
case SO_SUMMON_VENTUS: type = 2120; break;
case SO_SUMMON_TERA: type = 2123; break;
}
type += skill_lv - 1;
return type;
}
/**
* update stored skill cooldowns for player logout
* @param sd the affected player structure
*/
void skill_cooldown_save(struct map_session_data * sd) {
int i;
struct skill_cd* cd = NULL;
unsigned int now = 0;
// always check to make sure the session properly exists
nullpo_retv(sd);
if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
return;
}
now = iTimer->gettick();
// process each individual cooldown associated with the character
for( i = 0; i < cd->cursor; i++ ) {
cd->entry[i]->duration = DIFF_TICK(cd->entry[i]->started+cd->entry[i]->duration,now);
}
}
/**
* reload stored skill cooldowns when a player logs in.
* @param sd the affected player structure
*/
void skill_cooldown_load(struct map_session_data * sd) {
int i;
struct skill_cd* cd = NULL;
unsigned int now = 0;
// always check to make sure the session properly exists
nullpo_retv(sd);
if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
return;
}
clif->cooldown_list(sd->fd,cd);
now = iTimer->gettick();
// process each individual cooldown associated with the character
for( i = 0; i < cd->cursor; i++ ) {
cd->entry[i]->started = now;
// block the skill from usage but ensure it is not recorded (load = true)
skill->blockpc_start( sd, cd->entry[i]->skill_id, cd->entry[i]->duration, true );
}
}
/*==========================================
* sub-function of DB reading.
* skill_db.txt
*------------------------------------------*/
bool skill_parse_row_skilldb(char* split[], int columns, int current) {
// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
uint16 skill_id = atoi(split[0]);
uint16 idx;
if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
|| (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
|| (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
|| (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
return false;
}
idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
skill_db[idx].nameid = skill_id;
skill->split_atoi(split[1],skill_db[idx].range);
skill_db[idx].hit = atoi(split[2]);
skill_db[idx].inf = atoi(split[3]);
skill->split_atoi(split[4],skill_db[idx].element);
skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
skill->split_atoi(split[6],skill_db[idx].splash);
skill_db[idx].max = atoi(split[7]);
skill->split_atoi(split[8],skill_db[idx].num);
if( strcmpi(split[9],"yes") == 0 )
skill_db[idx].castcancel = 1;
else
skill_db[idx].castcancel = 0;
skill_db[idx].cast_def_rate = atoi(split[10]);
skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
skill->split_atoi(split[12],skill_db[idx].maxcount);
if( strcmpi(split[13],"weapon") == 0 )
skill_db[idx].skill_type = BF_WEAPON;
else if( strcmpi(split[13],"magic") == 0 )
skill_db[idx].skill_type = BF_MAGIC;
else if( strcmpi(split[13],"misc") == 0 )
skill_db[idx].skill_type = BF_MISC;
else
skill_db[idx].skill_type = 0;
skill->split_atoi(split[14],skill_db[idx].blewcount);
safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
return true;
}
bool skill_parse_row_requiredb(char* split[], int columns, int current) {
// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
char* p;
int j;
uint16 skill_id = atoi(split[0]);
uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
skill->split_atoi(split[1],skill_db[idx].hp);
skill->split_atoi(split[2],skill_db[idx].mhp);
skill->split_atoi(split[3],skill_db[idx].sp);
skill->split_atoi(split[4],skill_db[idx].hp_rate);
skill->split_atoi(split[5],skill_db[idx].sp_rate);
skill->split_atoi(split[6],skill_db[idx].zeny);
//Wich weapon type are required, see doc/item_db for types
p = split[7];
for( j = 0; j < 32; j++ ) {
int l = atoi(p);
if( l == 99 ) { // Any weapon
skill_db[idx].weapon = 0;
break;
} else
skill_db[idx].weapon |= 1<<l;
p = strchr(p,':');
if(!p)
break;
p++;
}
//FIXME: document this
p = split[8];
for( j = 0; j < 32; j++ ) {
int l = atoi(p);
if( l == 99 ) { // Any ammo type
skill_db[idx].ammo = 0xFFFFFFFF;
break;
} else if( l ) // 0 stands for no requirement
skill_db[idx].ammo |= 1<<l;
p = strchr(p,':');
if( !p )
break;
p++;
}
skill->split_atoi(split[9],skill_db[idx].ammo_qty);
if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING;
else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING;
else if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].state = ST_HIDDEN;
else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].state = ST_RIDING;
else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].state = ST_FALCON;
else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].state = ST_CART;
else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].state = ST_SHIELD;
else if( strcmpi(split[10],"sight") == 0 ) skill_db[idx].state = ST_SIGHT;
else if( strcmpi(split[10],"explosionspirits") == 0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
else if( strcmpi(split[10],"cartboost") == 0 ) skill_db[idx].state = ST_CARTBOOST;
else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].state = ST_MOVE_ENABLE;
else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].state = ST_WATER;
else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].state = ST_RIDINGDRAGON;
else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].state = ST_WUG;
else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].state = ST_RIDINGWUG;
else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].state = ST_MADO;
else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
else if( strcmpi(split[10],"poisonweapon") == 0 ) skill_db[idx].state = ST_POISONINGWEAPON;
else if( strcmpi(split[10],"rollingcutter") == 0 ) skill_db[idx].state = ST_ROLLINGCUTTER;
else if( strcmpi(split[10],"mh_fighting") == 0 ) skill_db[idx].state = ST_MH_FIGHTING;
else if( strcmpi(split[10],"mh_grappling") == 0 ) skill_db[idx].state = ST_MH_GRAPPLING;
else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].state = ST_PECO;
/**
* Unknown or no state
**/
else skill_db[idx].state = ST_NONE;
skill->split_atoi(split[11],skill_db[idx].spiritball);
for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
}
return true;
}
bool skill_parse_row_castdb(char* split[], int columns, int current) {
// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
uint16 skill_id = atoi(split[0]);
uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
skill->split_atoi(split[1],skill_db[idx].cast);
skill->split_atoi(split[2],skill_db[idx].delay);
skill->split_atoi(split[3],skill_db[idx].walkdelay);
skill->split_atoi(split[4],skill_db[idx].upkeep_time);
skill->split_atoi(split[5],skill_db[idx].upkeep_time2);
skill->split_atoi(split[6],skill_db[idx].cooldown);
#ifdef RENEWAL_CAST
skill->split_atoi(split[7],skill_db[idx].fixed_cast);
#endif
return true;
}
bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
// Skill id,Cast,Delay (optional)
uint16 skill_id = atoi(split[0]);
uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
skill->split_atoi(split[1],skill_db[idx].castnodex);
if( split[2] ) // optional column
skill->split_atoi(split[2],skill_db[idx].delaynodex);
return true;
}
bool skill_parse_row_unitdb(char* split[], int columns, int current) {
// ID,unit ID,unit ID 2,layout,range,interval,target,flag
uint16 skill_id = atoi(split[0]);
uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
skill->split_atoi(split[3],skill_db[idx].unit_layout_type);
skill->split_atoi(split[4],skill_db[idx].unit_range);
skill_db[idx].unit_interval = atoi(split[5]);
if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
else skill_db[idx].unit_target = strtol(split[6],NULL,16);
skill_db[idx].unit_flag = strtol(split[7],NULL,16);
if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
skill_db[idx].unit_target = BCT_NOENEMY;
//By default, target just characters.
skill_db[idx].unit_target |= BL_CHAR;
if (skill_db[idx].unit_flag&UF_NOPC)
skill_db[idx].unit_target &= ~BL_PC;
if (skill_db[idx].unit_flag&UF_NOMOB)
skill_db[idx].unit_target &= ~BL_MOB;
if (skill_db[idx].unit_flag&UF_SKILL)
skill_db[idx].unit_target |= BL_SKILL;
return true;
}
bool skill_parse_row_producedb(char* split[], int columns, int current) {
// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
int x,y;
int i = atoi(split[0]);
if( !i )
return false;
skill_produce_db[current].nameid = i;
skill_produce_db[current].itemlv = atoi(split[1]);
skill_produce_db[current].req_skill = atoi(split[2]);
skill_produce_db[current].req_skill_lv = atoi(split[3]);
for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
skill_produce_db[current].mat_id[y] = atoi(split[x]);
skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
}
return true;
}
bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
int x,y;
int i = atoi(split[0]);
if( !i )
return false;
skill_arrow_db[current].nameid = i;
for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
skill_arrow_db[current].cre_id[y] = atoi(split[x]);
skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
}
return true;
}
bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
// skill_id,PreservePoints
uint16 skill_id = atoi(split[0]);
int points = atoi(split[1]);
int nameid = atoi(split[2]);
if( !skill->get_index(skill_id) || !skill->get_max(skill_id) )
ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
if ( !skill->get_inf(skill_id) )
ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id));
if( points < 1 )
ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
else {
skill_spellbook_db[current].skill_id = skill_id;
skill_spellbook_db[current].point = points;
skill_spellbook_db[current].nameid = nameid;
return true;
}
return false;
}
bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
// SkillID,Rate
uint16 skill_id = atoi(split[0]);
short j = atoi(split[1]);
if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
return false;
}
if ( !skill->get_inf(skill_id) ) {
ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
return false;
}
if( j < 1 ) {
ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
return false;
}
if( current >= MAX_SKILL_IMPROVISE_DB ) {
ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
}
skill_improvise_db[current].skill_id = skill_id;
skill_improvise_db[current].per = j; // Still need confirm it.
return true;
}
bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
// SkillID
uint16 skill_id = atoi(split[0]);
if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
return false;
}
if ( !skill->get_inf(skill_id) ) {
ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
return false;
}
skill_magicmushroom_db[current].skill_id = skill_id;
return true;
}
bool skill_parse_row_reproducedb(char* split[], int column, int current) {
uint16 skill_id = atoi(split[0]);
uint16 idx = skill->get_index(skill_id);
if( !idx )
return false;
skill_reproduce_db[idx] = true;
return true;
}
bool skill_parse_row_abradb(char* split[], int columns, int current) {
// skill_id,DummyName,RequiredHocusPocusLevel,Rate
uint16 skill_id = atoi(split[0]);
if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
ShowError("abra_db: Invalid skill ID %d\n", skill_id);
return false;
}
if ( !skill->get_inf(skill_id) ) {
ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
return false;
}
skill_abra_db[current].skill_id = skill_id;
skill_abra_db[current].req_lv = atoi(split[2]);
skill_abra_db[current].per = atoi(split[3]);
return true;
}
bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
uint16 skill_id = atoi(split[0]);
short j = atoi(split[1]);
int x,y;
for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
if( skill_produce_db[x].nameid == skill_id )
if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
break;
}
if( x >= MAX_SKILL_PRODUCE_DB ){
ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
return false;
}
if( current >= MAX_SKILL_PRODUCE_DB ) {
ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
}
skill_changematerial_db[current].itemid = skill_id;
skill_changematerial_db[current].rate = j;
for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
skill_changematerial_db[current].qty[y] = atoi(split[x]);
skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
}
return true;
}
/*===============================
* DB reading.
* skill_db.txt
* skill_require_db.txt
* skill_cast_db.txt
* skill_castnodex_db.txt
* skill_nocast_db.txt
* skill_unit_db.txt
* produce_db.txt
* create_arrow_db.txt
* abra_db.txt
*------------------------------*/
void skill_readdb(void) {
// init skill db structures
db_clear(skilldb_name2id);
memset(skill_db,0,sizeof(skill_db));
memset(skill_produce_db,0,sizeof(skill_produce_db));
memset(skill_arrow_db,0,sizeof(skill_arrow_db));
memset(skill_abra_db,0,sizeof(skill_abra_db));
memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
// load skill databases
safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
sv->readdb(iMap->db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
sv->readdb(iMap->db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
#ifdef RENEWAL_CAST
sv->readdb(iMap->db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
#else
sv->readdb(iMap->db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
#endif
sv->readdb(iMap->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
sv->readdb(iMap->db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
skill->init_unit_layout();
sv->readdb(iMap->db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
sv->readdb(iMap->db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
sv->readdb(iMap->db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
//Warlock
sv->readdb(iMap->db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
//Guillotine Cross
sv->readdb(iMap->db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
sv->readdb(iMap->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb);
sv->readdb(iMap->db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
sv->readdb(iMap->db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
}
void skill_reload (void) {
struct s_mapiterator *iter;
struct map_session_data *sd;
int i,c,k;
skill->read_db();
//[Ind/Hercules] refresh index cache
for(c = 0; c < CLASS_COUNT; c++) {
for( i = 0; i < MAX_SKILL_TREE; i++ ) {
if( skill_tree[c][i].id ) {
skill_tree[c][i].idx = skill->get_index(skill_tree[c][i].id);
for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) {
if( skill_tree[c][i].need[k].id )
skill_tree[c][i].need[k].idx = skill->get_index(skill_tree[c][i].need[k].id);
}
}
}
}
chrif->skillid2idx(0);
/* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
iter = mapit_getallusers();
for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
clif->skillinfoblock(sd);
mapit->free(iter);
}
/*==========================================
*
*------------------------------------------*/
int do_init_skill (void) {
skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH);
skill->read_db();
group_db = idb_alloc(DB_OPT_BASE);
skillunit_db = idb_alloc(DB_OPT_BASE);
skill->cd_db = idb_alloc(DB_OPT_BASE);
skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR);
skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR);
ers_chunk_size(skill->cd_ers, 25);
ers_chunk_size(skill->cd_entry_ers, 100);
iTimer->add_timer_func_list(skill->unit_timer,"skill_unit_timer");
iTimer->add_timer_func_list(skill->castend_id,"skill_castend_id");
iTimer->add_timer_func_list(skill->castend_pos,"skill_castend_pos");
iTimer->add_timer_func_list(skill->timerskill,"skill_timerskill");
iTimer->add_timer_func_list(skill->blockpc_end, "skill_blockpc_end");
iTimer->add_timer_interval(iTimer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
return 0;
}
int do_final_skill(void) {
db_destroy(skilldb_name2id);
db_destroy(group_db);
db_destroy(skillunit_db);
db_destroy(skill->cd_db);
db_destroy(skillusave_db);
ers_destroy(skill->unit_ers);
ers_destroy(skill->timer_ers);
ers_destroy(skill->cd_ers);
ers_destroy(skill->cd_entry_ers);
return 0;
}
/* initialize the interface */
void skill_defaults(void) {
skill = &skill_s;
skill->init = do_init_skill;
skill->final = do_final_skill;
skill->reload = skill_reload;
skill->read_db = skill_readdb;
/* */
skill->cd_db = NULL;
/* */
skill->unit_ers = NULL;
skill->timer_ers = NULL;
skill->cd_ers = NULL;
skill->cd_entry_ers = NULL;
/* accesssors */
skill->get_index = skill_get_index;
skill->get_type = skill_get_type;
skill->get_hit = skill_get_hit;
skill->get_inf = skill_get_inf;
skill->get_ele = skill_get_ele;
skill->get_nk = skill_get_nk;
skill->get_max = skill_get_max;
skill->get_range = skill_get_range;
skill->get_range2 = skill_get_range2;
skill->get_splash = skill_get_splash;
skill->get_hp = skill_get_hp;
skill->get_mhp = skill_get_mhp;
skill->get_sp = skill_get_sp;
skill->get_state = skill_get_state;
skill->get_spiritball = skill_get_spiritball;
skill->get_zeny = skill_get_zeny;
skill->get_num = skill_get_num;
skill->get_cast = skill_get_cast;
skill->get_delay = skill_get_delay;
skill->get_walkdelay = skill_get_walkdelay;
skill->get_time = skill_get_time;
skill->get_time2 = skill_get_time2;
skill->get_castnodex = skill_get_castnodex;
skill->get_delaynodex = skill_get_delaynodex;
skill->get_castdef = skill_get_castdef;
skill->get_weapontype = skill_get_weapontype;
skill->get_ammotype = skill_get_ammotype;
skill->get_ammo_qty = skill_get_ammo_qty;
skill->get_unit_id = skill_get_unit_id;
skill->get_inf2 = skill_get_inf2;
skill->get_castcancel = skill_get_castcancel;
skill->get_maxcount = skill_get_maxcount;
skill->get_blewcount = skill_get_blewcount;
skill->get_unit_flag = skill_get_unit_flag;
skill->get_unit_target = skill_get_unit_target;
skill->get_unit_interval = skill_get_unit_interval;
skill->get_unit_bl_target = skill_get_unit_bl_target;
skill->get_unit_layout_type = skill_get_unit_layout_type;
skill->get_unit_range = skill_get_unit_range;
skill->get_cooldown = skill_get_cooldown;
skill->tree_get_max = skill_tree_get_max;
skill->get_name = skill_get_name;
skill->get_desc = skill_get_desc;
skill->chk = skill_chk;
skill->get_casttype = skill_get_casttype;
skill->get_casttype2 = skill_get_casttype2;
skill->name2id = skill_name2id;
skill->isammotype = skill_isammotype;
skill->castend_id = skill_castend_id;
skill->castend_pos = skill_castend_pos;
skill->castend_map = skill_castend_map;
skill->cleartimerskill = skill_cleartimerskill;
skill->addtimerskill = skill_addtimerskill;
skill->additional_effect = skill_additional_effect;
skill->counter_additional_effect = skill_counter_additional_effect;
skill->blown = skill_blown;
skill->break_equip = skill_break_equip;
skill->strip_equip = skill_strip_equip;
skill->id2group = skill_id2group;
skill->unitsetting = skill_unitsetting;
skill->initunit = skill_initunit;
skill->delunit = skill_delunit;
skill->init_unitgroup = skill_initunitgroup;
skill->del_unitgroup = skill_delunitgroup;
skill->clear_unitgroup = skill_clear_unitgroup;
skill->clear_group = skill_clear_group;
skill->unit_onplace = skill_unit_onplace;
skill->unit_ondamaged = skill_unit_ondamaged;
skill->cast_fix = skill_castfix;
skill->cast_fix_sc = skill_castfix_sc;
#ifdef RENEWAL_CAST
skill->vf_cast_fix = skill_vfcastfix;
#endif
skill->delay_fix = skill_delay_fix;
skill->check_condition_castbegin = skill_check_condition_castbegin;
skill->check_condition_castend = skill_check_condition_castend;
skill->consume_requirement = skill_consume_requirement;
skill->get_requirement = skill_get_requirement;
skill->check_pc_partner = skill_check_pc_partner;
skill->unit_move = skill_unit_move;
skill->unit_onleft = skill_unit_onleft;
skill->unit_onout = skill_unit_onout;
skill->unit_move_unit_group = skill_unit_move_unit_group;
skill->sit = skill_sit;
skill->brandishspear = skill_brandishspear;
skill->repairweapon = skill_repairweapon;
skill->identify = skill_identify;
skill->weaponrefine = skill_weaponrefine;
skill->autospell = skill_autospell;
skill->calc_heal = skill_calc_heal;
skill->check_cloaking = skill_check_cloaking;
skill->enchant_elemental_end = skill_enchant_elemental_end;
skill->not_ok = skillnotok;
skill->not_ok_hom = skillnotok_hom;
skill->not_ok_mercenary = skillnotok_mercenary;
skill->chastle_mob_changetarget = skill_chastle_mob_changetarget;
skill->can_produce_mix = skill_can_produce_mix;
skill->produce_mix = skill_produce_mix;
skill->arrow_create = skill_arrow_create;
skill->castend_nodamage_id = skill_castend_nodamage_id;
skill->castend_damage_id = skill_castend_damage_id;
skill->castend_pos2 = skill_castend_pos2;
skill->blockpc_start = skill_blockpc_start_;
skill->blockhomun_start = skill_blockhomun_start;
skill->blockmerc_start = skill_blockmerc_start;
skill->attack = skill_attack;
skill->attack_area = skill_attack_area;
skill->area_sub = skill_area_sub;
skill->area_sub_count = skill_area_sub_count;
skill->check_unit_range = skill_check_unit_range;
skill->check_unit_range_sub = skill_check_unit_range_sub;
skill->check_unit_range2 = skill_check_unit_range2;
skill->check_unit_range2_sub = skill_check_unit_range2_sub;
skill->toggle_magicpower = skill_toggle_magicpower;
skill->magic_reflect = skill_magic_reflect;
skill->onskillusage = skill_onskillusage;
skill->cell_overlap = skill_cell_overlap;
skill->timerskill = skill_timerskill;
skill->trap_splash = skill_trap_splash;
skill->check_condition_mercenary = skill_check_condition_mercenary;
skill->locate_element_field = skill_locate_element_field;
skill->graffitiremover = skill_graffitiremover;
skill->activate_reverberation = skill_activate_reverbetion;
skill->dance_overlap = skill_dance_overlap;
skill->dance_overlap_sub = skill_dance_overlap_sub;
skill->get_unit_layout = skill_get_unit_layout;
skill->frostjoke_scream = skill_frostjoke_scream;
skill->greed = skill_greed;
skill->destroy_trap = skill_destroy_trap;
skill->icewall_block = skill_icewall_block;
skill->unitgrouptickset_search = skill_unitgrouptickset_search;
skill->dance_switch = skill_dance_switch;
skill->check_condition_char_sub = skill_check_condition_char_sub;
skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub;
skill->brandishspear_first = skill_brandishspear_first;
skill->brandishspear_dir = skill_brandishspear_dir;
#ifdef RENEWAL_CAST
skill->get_fixed_cast = skill_get_fixed_cast;
#endif
skill->sit_count = skill_sit_count;
skill->sit_in = skill_sit_in;
skill->sit_out = skill_sit_out;
skill->unitsetmapcell = skill_unitsetmapcell;
skill->unit_onplace_timer = skill_unit_onplace_timer;
skill->unit_effect = skill_unit_effect;
skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace;
skill->unit_move_sub = skill_unit_move_sub;
skill->blockpc_end = skill_blockpc_end;
skill->blockhomun_end = skill_blockhomun_end;
skill->blockmerc_end = skill_blockmerc_end;
skill->split_atoi = skill_split_atoi;
skill->unit_timer = skill_unit_timer;
skill->unit_timer_sub = skill_unit_timer_sub;
skill->init_unit_layout = skill_init_unit_layout;
skill->parse_row_skilldb = skill_parse_row_skilldb;
skill->parse_row_requiredb = skill_parse_row_requiredb;
skill->parse_row_castdb = skill_parse_row_castdb;
skill->parse_row_castnodexdb = skill_parse_row_castnodexdb;
skill->parse_row_unitdb = skill_parse_row_unitdb;
skill->parse_row_producedb = skill_parse_row_producedb;
skill->parse_row_createarrowdb = skill_parse_row_createarrowdb;
skill->parse_row_abradb = skill_parse_row_abradb;
skill->parse_row_spellbookdb = skill_parse_row_spellbookdb;
skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb;
skill->parse_row_reproducedb = skill_parse_row_reproducedb;
skill->parse_row_improvisedb = skill_parse_row_improvisedb;
skill->parse_row_changematerialdb = skill_parse_row_changematerialdb;
skill->usave_add = skill_usave_add;
skill->usave_trigger = skill_usave_trigger;
skill->cooldown_load = skill_cooldown_load;
skill->spellbook = skill_spellbook;
skill->block_check = skill_block_check;
skill->detonator = skill_detonator;
skill->check_camouflage = skill_check_camouflage;
skill->magicdecoy = skill_magicdecoy;
skill->poisoningweapon = skill_poisoningweapon;
skill->select_menu = skill_select_menu;
skill->elementalanalysis = skill_elementalanalysis;
skill->changematerial = skill_changematerial;
skill->get_elemental_type = skill_get_elemental_type;
skill->cooldown_save = skill_cooldown_save;
skill->maelstrom_suction = skill_maelstrom_suction;
}