// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/ers.h"
#include "skill.h"
#include "map.h"
#include "path.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "mercenary.h"
#include "mob.h"
#include "npc.h"
#include "battle.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>
#define SKILLUNITTIMER_INTERVAL 100
//Guild Skills are shifted to these to make them stick into the skill array.
#define GD_SKILLRANGEMIN 900
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
#define HM_SKILLRANGEMIN 800
#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
DBMap* skilldb_name2id = NULL;
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_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
//Since only mob-casted splash skills can hit ice-walls
#define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
/// Returns the id of the skill, or 0 if not found.
int skill_name2id(const char* name)
{
if( name == NULL )
return 0;
return (int)strdb_get(skilldb_name2id, name);
}
/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
int skill_get_index( int id )
{
// avoid ranges reserved for mapping guild/homun skills
if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
return 0;
if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
return 0;
// map skill number to skill id
if( id >= GD_SKILLBASE )
id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
if( id >= HM_SKILLBASE )
id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
// validate result
if( id <= 0 || id >= MAX_SKILL_DB )
return 0;
return id;
}
const char* skill_get_name( int id )
{
return skill_db[skill_get_index(id)].name;
}
const char* skill_get_desc( int id )
{
return skill_db[skill_get_index(id)].desc;
}
// out of bounds error checking [celest]
static void skill_chk(int* id, int lv)
{
*id = skill_get_index(*id); // checks/adjusts id
if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
}
#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
// Skill DB
int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int skill_tree_get_max(int 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 == id );
if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
return skill_tree[b_class][i].max;
else
return skill_get_max(id);
}
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
static int skill_unit_effect(struct block_list *bl,va_list ap);
int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };
int skill_get_casttype (int id)
{
int inf = skill_get_inf(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(id)&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill_get_nk(id)&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, int id, int 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(id, 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 (id) {
case AC_SHOWER:
case AC_DOUBLE:
case HT_BLITZBEAT:
case AC_CHARGEARROW:
case SN_FALCONASSAULT:
case SN_SHARPSHOOTING:
case HT_POWER:
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;
}
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, int skill_lv)
{
int skill, heal;
struct status_change* sc;
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
heal += heal * skill * 2 / 100;
if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
heal += heal * skill * 2 / 100;
sc = status_get_sc(target);
if( sc && sc->count )
{
if( sc->data[SC_CRITICALWOUND] )
heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
if( sc->data[SC_INCHEALRATE] )
heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
}
return heal;
}
// Making plagiarize check its own function [Aru]
int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
{
struct status_change* sc;
sc = status_get_sc(bl);
// Never copy NPC/Wedding Skills
if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// High-class skills
if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= 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 ((skillid == AL_INCAGI || skillid == AL_BLESSING))
return 0;
return 1;
}
// [MouseJstr] - skill ok to cast? and when?
int skillnotok (int skillid, struct map_session_data *sd)
{
int i,m;
nullpo_retr (1, sd);
m = sd->bl.m;
i = skill_get_index(skillid);
if (i == 0)
return 1; // invalid skill id
if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
return 0; // GMs can do any damn thing they want
if (sd->blockskill[i] > 0)
return 1;
// Check skill restrictions [Celest]
if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
return 1;
if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
return 1;
if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
return 1;
if(agit_flag && skill_get_nocast (skillid) & 8)
return 1;
if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
return 1;
switch (skillid) {
case AL_WARP:
if(map[m].flag.nowarp) {
clif_skill_teleportmessage(sd,0);
return 1;
}
return 0;
break;
case AL_TELEPORT:
if(map[m].flag.noteleport) {
clif_skill_teleportmessage(sd,0);
return 1;
}
return 0;
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
if (map[m].flag.nomemo) {
clif_skill_teleportmessage(sd,1);
return 1;
}
break;
case MC_VENDING:
case MC_IDENTIFY:
return 0; // always allowed
case WZ_ICEWALL:
// noicewall flag [Valaris]
if (map[m].flag.noicewall) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
break;
case GD_EMERGENCYCALL:
if (
!(battle_config.emergency_call&(agit_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,skillid,0,0);
return 1;
}
break;
}
return (map[m].flag.noskill);
}
// [orn] - skill ok to cast? and when? //homunculus
int skillnotok_hom (int skillid, struct homun_data *hd)
{
int i = skill_get_index(skillid);
nullpo_retr (1, hd);
if (i == 0)
return 1; // invalid skill id
if (hd->blockskill[i] > 0)
return 1;
//Use master's criteria.
return skillnotok(skillid, hd->master);
}
struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
{
int pos = skill_get_unit_layout_type(skillid,skilllv);
int 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, skillid, skilllv);
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 : map_calc_dir(src,x,y); // 6 - default aegis direction
if (skillid == MG_FIREWALL)
return &skill_unit_layout [firewall_unit_pos + dir];
else if (skillid == WZ_ICEWALL)
return &skill_unit_layout [icewall_unit_pos + dir];
ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
return &skill_unit_layout[0]; // default 1x1 layout
}
/*==========================================
*
*------------------------------------------*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, 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 skill;
int rate;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(skillid < 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
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 = status_get_sc(src);
tsc = status_get_sc(bl);
sstatus = status_get_status_data(src);
tstatus = status_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;
switch(skillid)
{
case 0: // Normal attacks (no skill used)
{
if(sd) {
// Automatic trigger of Blitz Beat
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
rand()%1000 <= sstatus->luk*10/3+1 ) {
rate=(sd->status.job_level+9)/10;
skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
}
// Gank
if(dstmd && sd->status.weapon != W_BOW &&
(skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
(skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
else
clif_skill_fail(sd,RG_SNATCHER,0,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
if(sc && !sc->data[SC_COMBO]) {
if(sc->data[SC_READYSTORM] &&
sc_start(src,SC_COMBO, 15, TK_STORMKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sc->data[SC_READYDOWN] &&
sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sc->data[SC_READYTURN] &&
sc_start(src,SC_COMBO, 15, TK_TURNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
else if(sc->data[SC_READYCOUNTER])
{ //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,-1);
}
sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
if (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)
status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
}
}
if (sc) {
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
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->val1,0,0,0,
skill_get_time2(ASC_EDP,sce->val1));
}
}
break;
case SM_BASH:
if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
}
break;
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
skilllv = pc_checkskill(sd, TF_POISON);
case TF_POISON:
case AS_SPLASHER:
if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
&& sd && skillid==TF_POISON
)
clif_skill_fail(sd,skillid,0,0);
break;
case AS_SONICBLOW:
sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_FIREPILLAR:
unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
break;
case MG_FROSTDIVER:
case WZ_FROSTNOVA:
sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_STORMGUST:
//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,skilllv,skill_get_time2(skillid,skilllv)))
tsc->sg_counter = 0;
break;
case WZ_METEOR:
sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_VERMILION:
sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_FREEZINGTRAP:
sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_FLASHER:
sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_LANDMINE:
sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
case HT_SHOCKWAVE:
status_percent_damage(src, bl, 0, 15*skilllv+5, false);
break;
case HT_SANDMAN:
sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
break;
case TF_SPRINKLESAND:
sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
break;
case TF_THROWSTONE:
sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
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,skilllv,skill_get_time2(skillid,skilllv));
break;
case AM_ACIDTERROR:
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
clif_emotion(bl,23);
break;
case AM_DEMONSTRATION:
skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
break;
case CR_SHIELDCHARGE:
sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
break;
case PA_PRESSURE:
status_percent_damage(src, bl, 0, 15+5*skilllv, false);
break;
case RG_RAID:
sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case BA_FROSTJOKER:
sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case DC_SCREAM:
sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case BD_LULLABY:
sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
break;
case DC_UGLYDANCE:
rate = 5+5*skilllv;
if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
rate += 5+skill;
status_zap(bl, 0, rate);
break;
case SL_STUN:
if (tstatus->size==1) //Only stuns mid-sized mobs.
sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
break;
case NPC_PETRIFYATTACK:
sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
skilllv,0,0,skill_get_time(skillid,skilllv),
skill_get_time2(skillid,skilllv));
break;
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_BLINDATTACK:
case NPC_POISON:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_ACIDBREATH:
case NPC_ICEBREATH:
sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_BLEEDING:
sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
//equal to Matk*skLevel.
rate = sstatus->matk_min;
if (rate < sstatus->matk_max)
rate += rand()%(sstatus->matk_max - sstatus->matk_min);
rate*=skilllv;
status_zap(bl, 0, rate);
break;
}
// Equipment breaking monster skills [Celest]
case NPC_WEAPONBRAKER:
skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
break;
case NPC_ARMORBRAKE:
skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
break;
case NPC_HELMBRAKE:
skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
break;
case NPC_SHIELDBRAKE:
skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
break;
case CH_TIGERFIST:
sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
break;
case LK_SPIRALPIERCE:
sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
break;
case ST_REJECTSWORD:
sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
break;
case PF_FOGWALL:
if (src != bl && !tsc->data[SC_DELUGE])
status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
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_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
break;
case LK_JOINTBEAT:
status = status_skill2sc(skillid);
if (tsc->jb_flag) {
sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
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*SkillLV% chance.
switch(rand()%3) {
case 0:
sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
break;
case 1:
sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
break;
default:
sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
}
break;
case HW_NAPALMVULCAN:
sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case WS_CARTTERMINATION: // Cart termination
sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case CR_ACIDDEMONSTRATION:
skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
break;
case TK_DOWNKICK:
sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case TK_JUMPKICK:
//Cancel out Soul Linker status of the target. [Skotlex]
if (tsc->count) {
//Remove NORMAL potions effect.
if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
status_change_end(bl, SC_ASPDPOTION0, -1);
if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
status_change_end(bl, SC_ASPDPOTION1, -1);
if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
status_change_end(bl, SC_ASPDPOTION2, -1);
if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
status_change_end(bl, SC_ASPDPOTION3, -1);
if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
status_change_end(bl, SC_SPEEDUP0, -1);
if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
status_change_end(bl, SC_SPEEDUP1, -1);
if (tsc->data[SC_SPIRIT])
status_change_end(bl, SC_SPIRIT, -1);
if (tsc->data[SC_ONEHAND])
status_change_end(bl, SC_ONEHAND, -1);
if (tsc->data[SC_ADRENALINE2])
status_change_end(bl, SC_ADRENALINE2, -1);
}
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,skilllv,skill_get_time2(skillid,skilllv));
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
break;
case GS_PIERCINGSHOT:
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
break;
case NJ_HYOUSYOURAKU:
sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
case GS_FLING:
sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
break;
case GS_DISARM:
rate = 3*skilllv;
if (sstatus->dex > tstatus->dex)
rate += (sstatus->dex - tstatus->dex)/5;
if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case NPC_EVILLAND:
sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_HELLJUDGEMENT:
sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_CRITICALWOUND:
sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
break;
}
if(sd && attack_type&BF_WEAPON &&
skillid != WS_CARTTERMINATION &&
skillid != AM_DEMONSTRATION &&
skillid != CR_REFLECTSHIELD &&
skillid != 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_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;
skill = skill_get_time2(status_sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
status_change_start(bl,type,rate,7,0,0,0,skill,0);
if (sd->addeff[i].flag&ATF_SELF)
status_change_start(src,type,rate,7,0,0,0,skill,0);
}
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
sd = map_id2sd(md->master_id);
src = sd?&sd->bl:src;
}
// Autospell when attacking
if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
struct block_list *tbl;
struct unit_data *ud;
int i, skilllv;
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
skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
if (skillnotok(skill, sd))
continue;
skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
if (rand()%1000 > rate)
continue;
if (sd->autospell[i].id < 0)
tbl = src;
else
tbl = bl;
switch (skill_get_casttype(skill)) {
case CAST_GROUND:
skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
break;
case CAST_DAMAGE:
skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
break;
}
//Set canact delay. [Skotlex]
ud = unit_bl2ud(src);
if (ud) {
rate = skill_delayfix(src, skill, skilllv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
ud->canact_tick = tick+rate;
}
break; //Only one auto skill comes off at a time.
}
}
//Auto-script when attacking
if(sd && src != bl && sd->autoscript[0].script) {
int i;
for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
if (rand()%1000 > sd->autoscript[i].rate)
continue;
run_script(sd->autoscript[i].script,0,sd->bl.id,0);
break; //Have only one script execute at a time.
}
}
//Polymorph
if(sd && sd->classchange && attack_type&BF_WEAPON &&
dstmd && !(tstatus->mode&MD_BOSS) &&
(rand()%10000 < sd->classchange))
{
struct mob_db *mob;
int class_;
skill = 0;
do {
do {
class_ = rand() % MAX_MOB_DB;
} while (!mobdb_checkid(class_));
rate = rand() % 1000000;
mob = mob_db(class_);
} while (
(mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
(skill++) < 2000);
if (skill < 2000)
mob_class_change(dstmd,class_);
}
return 0;
}
/* 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, int skillid, int skilllv, int attack_type, unsigned int tick)
{
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
struct status_change *tsc;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(skillid < 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
tsc = status_get_sc(bl);
if (tsc && !tsc->count)
tsc = NULL;
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
switch(skillid){
case 0: //Normal Attack
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
tsc->data[SC_KAAHI]->val4 = add_timer(
tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
break;
case MO_EXTREMITYFIST:
sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
break;
case GS_FULLBUSTER:
sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
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,0x100,hd->homunculus.intimacy/100);
}
break;
}
if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
rand()%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 && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
!(skill_get_inf(skillid)&(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]
clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
}
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(status_sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
status_change_start(src,type,rate,7,0,0,0,time,0);
if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
status_change_start(bl,type,rate,7,0,0,0,time,0);
}
}
// Trigger counter-spells to retaliate against damage causing skills.
if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
{
struct block_list *tbl;
struct unit_data *ud;
int i, skillid, skilllv, rate;
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
skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
rate = dstsd->autospell2[i].rate;
if (attack_type&BF_LONG)
rate>>=1;
if (skillnotok(skillid, dstsd))
continue;
if (rand()%1000 > rate)
continue;
if (dstsd->autospell2[i].id < 0)
tbl = bl;
else
tbl = src;
switch (skill_get_casttype(skillid)) {
case CAST_GROUND:
skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
break;
case CAST_DAMAGE:
skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
break;
}
//Set canact delay. [Skotlex]
ud = unit_bl2ud(bl);
if (ud) {
rate = skill_delayfix(bl, skillid, skilllv);
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
ud->canact_tick = tick+rate;
}
break; //trigger only one auto-spell per hit.
}
}
//Auto-script when attacked
if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
{
int i;
for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
if (rand()%1000 > dstsd->autoscript2[i].rate)
continue;
run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
break; //Have only one script execute at a time.
}
}
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_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
struct status_change *sc = status_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->unbreakable_equip)
where &= ~sd->unbreakable_equip;
if (sd->unbreakable)
rate -= rate*sd->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 (rand()%10000 >= rate)
where&=~where_list[i];
else if (!sd) //Cause Strip effect.
sc_start(bl,scatk[i],100,0,skill_get_time(status_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;
flag = 0;
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;
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[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
int i;
if (rand()%100 >= rate)
return 0;
sc = status_get_sc(bl);
if (!sc)
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.
-------------------------------------------------------------------------*/
int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
{
int dx = 0, dy = 0, nx, ny;
int ret;
struct skill_unit* su = NULL;
nullpo_retr(0, src);
if (src != target && map_flag_gvg(target->m))
return 0; //No knocking back in WoE
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 || md->barricade )
return 0;
if(src != target && is_boss(target)) //Bosses can't be knocked-back
return 0;
}
break;
case BL_PC:
if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
return 0;
break;
case BL_SKILL:
su = (struct skill_unit *)target;
break;
}
if (direction == -1) // <optimized>: do the computation here instead of outside
direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
if (direction >= 0 && direction < 8)
{ // take the reversed 'direction' and reverse it
dx = -dirx[direction];
dy = -diry[direction];
}
ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
nx = ret>>16;
ny = ret&0xffff;
if (!su)
unit_stop_walking(target,0);
dx = nx - target->x;
dy = ny - target->y;
if (!dx && !dy) //Could not knockback.
return 0;
map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
if(su)
skill_unit_move_unit_group(su->group,target->m,dx,dy);
else
map_moveblock(target, nx, ny, gettick());
map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
if(!(flag&0x1))
clif_blown(target);
if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
return count; //Return amount of knocked back cells.
}
//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
{
struct status_change *sc = status_get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
// item-based reflection
if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
return 1;
// status-based reflection
if( !sc || sc->count == 0 )
return 0;
if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
return 1;
if( sc->data[SC_KAITE] && (src->type == BL_PC || status_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, -1);
return 1;
}
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 skilllv 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, int skillid, int skilllv, 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,damage,rdamage=0;
if(skillid > 0 && skilllv <= 0) return 0;
nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
nullpo_retr(0, 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 (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
return 0;
} else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&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 (!status_check_skilluse(src, bl, skillid, 2))
return 0;
}
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(bl);
sc= status_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(skillid == 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] && !(sstatus->mode&MD_BOSS))
return 0;
dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
attack_type|=dmg.flag; //Add on the rest of attack properties.
//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 == skillid)
{
int element = skill_get_ele(skillid, skilllv);
if (skillid == -1)
element = sstatus->rhw.ele;
if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
else
dmg.damage= skilllv;
dmg.damage2=0;
dmg.div_= pd->a_skill->div_;
}
}
if (attack_type&BF_MAGIC) {
if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
{ //Magic reflection, switch caster/target
struct block_list *tbl = bl;
bl = src;
src = tbl;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL; //Don't need it.
//Spirit of Wizard blocks bounced back spells.
if (sc && sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
{
//It should only consume once per skill casted. Val3 is the skill
//id and val4 is the ID of the damage src, this should account for
//ground spells (and single target spells will be completed on
//castend_id) [Skotlex]
if (tsd && !(
sc->data[SC_SPIRIT]->val3 == skillid &&
sc->data[SC_SPIRIT]->val4 == dsrc->id)
) { //Check if you have stone to consume.
type = pc_search_inventory (tsd, 7321);
if (type >= 0)
pc_delitem(tsd, type, 1, 0);
} else
type = 0;
if (type >= 0) {
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE;
sc->data[SC_SPIRIT]->val3 = skillid;
sc->data[SC_SPIRIT]->val4 = dsrc->id;
}
}
}
if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
int sp = skill_get_sp(skillid,skilllv);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
if(skillid == WZ_WATERBALL && skilllv > 1)
sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
status_heal(bl, 0, sp, 2);
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
}
}
damage = dmg.damage + dmg.damage2;
if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
damage = 1;
if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
&& skillid != WS_CARTTERMINATION )
rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
//Skill hit type
type=(skillid==0)?5:skill_get_hit(skillid);
if(damage < dmg.div_
//Only skills that knockback even when they miss. [Skotlex]
&& skillid != CH_PALMSTRIKE)
dmg.blewcount = 0;
if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
if(battle_config.gx_disptype) dsrc = src;
if(src == bl) type = 4;
else flag|=SD_ANIMATION;
}
if(skillid == 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.
if (sd->sc.data[SC_COMBO])
{ //End combo state after skill is invoked. [Skotlex]
switch (skillid) {
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
{ //Extend combo time.
sd->skillid_old = skillid; //Set as previous so you can't repeat
sd->skilllv_old = skilllv;
sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
sd->sc.data[SC_COMBO]->timer = add_timer(
tick+sd->sc.data[SC_COMBO]->val4,
status_change_timer, src->id, SC_COMBO);
break;
}
default:
status_change_end(src,SC_COMBO,-1);
}
}
switch(skillid)
{
case MO_TRIPLEATTACK:
if (pc_checkskill(sd, MO_CHAINCOMBO) > 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, skilllv);
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_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
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 (skilllv >= 7 && !sd->sc.data[SC_SMA])
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
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;
} //Switch End
if (flag) { //Possible to chain
flag = DIFF_TICK(sd->ud.canact_tick, tick);
if (flag < 0) flag = 0;
flag += 300 * battle_config.combo_delay_rate/100;
sc_start(src,SC_COMBO,100,skillid,flag);
clif_combo_delay(src, flag);
}
}
//Display damage.
switch( skillid )
{
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_, skillid, -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_, skillid, -2, 5); // needs -2(!) as skill level
break;
default:
if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
type = 5;
dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
break;
}
map_freeblock_lock();
if(damage > 0 && dmg.flag&BF_SKILL && tsd
&& pc_checkskill(tsd,RG_PLAGIARISM)
&& (!sc || !sc->data[SC_PRESERVE])
&& damage < tsd->status.hp)
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
{
int lv = skilllv;
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
tsd->status.skill[tsd->cloneskill_id].id = 0;
tsd->status.skill[tsd->cloneskill_id].lv = 0;
tsd->status.skill[tsd->cloneskill_id].flag = 0;
}
if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
lv = type;
//kRO Update makes it impossible to copy skills beyond the skill_db max.
if ((type = skill_get_max(skillid)) < lv)
lv = type;
tsd->cloneskill_id = skillid;
tsd->status.skill[skillid].id = skillid;
tsd->status.skill[skillid].lv = lv;
tsd->status.skill[skillid].flag = 13;//cloneskill flag
pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
clif_skillinfoblock(tsd);
}
}
if (skillid != WZ_SIGHTRASHER &&
skillid != WZ_SIGHTBLASTER &&
skillid != AC_SHOWER &&
skillid != SM_MAGNUM &&
bl->type == BL_SKILL && damage > 0) {
struct skill_unit* su = (struct skill_unit*)bl;
if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
}
if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 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) {
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if (damage > 0) {
if (!status_isdead(bl))
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
//Counter status effects [Skotlex]
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
}
}
//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 && !status_isdead(bl))
{
int direction = -1; // default
switch(skillid)
{
case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
case WZ_STORMGUST: direction = rand()%8; break; // randomly
case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
}
skill_blown(dsrc,bl,dmg.blewcount,direction,0);
}
//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,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
int rate = 50 + skilllv * 5;
rate = rate + (status_get_lv(src) - status_get_lv(bl));
if(rand()%100 < rate)
skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
}
if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
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 (rdamage>0) {
if (dmg.amotion)
battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
if (tsd && src != bl)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
}
if (!(flag&2) &&
(
skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
) &&
(sc = status_get_sc(src)) &&
sc->data[SC_DOUBLECAST] &&
rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
{
// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
}
map_freeblock_unlock();
return damage;
}
/*==========================================
* �X�L����??U?�p(map_foreachinarea������)
* flag�ɂ���?F16?i?���m�F
* MSB <- 00fTffff ->LSB
* T =�^?�Q�b�g�I?�p(BCT_*)
* ffff=���R�Ɏg�p�\
* 0 =�\��?B0�ɌŒ�
*------------------------------------------*/
static int skill_area_temp[8];
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;
int skill_id,skill_lv,flag;
unsigned int tick;
SkillFunc func;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
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;
}
static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
{
struct skill_unit *unit;
int skillid,g_skillid;
unit = (struct skill_unit *)bl;
if(bl->prev == NULL || bl->type != BL_SKILL)
return 0;
if(!unit->alive)
return 0;
skillid = va_arg(ap,int);
g_skillid = unit->group->skill_id;
switch (skillid)
{
case MG_SAFETYWALL:
case AL_PNEUMA:
if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
return 0;
break;
case AL_WARP:
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_TALKIEBOX:
case HP_BASILICA:
//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
return 0;
break;
default: //Avoid stacking with same kind of trap. [Skotlex]
if (g_skillid != skillid)
return 0;
break;
}
return 1;
}
static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
{
//Non players do not check for the skill's splash-trigger area.
int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
return 0;
}
range += layout_type;
return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
}
static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
{
int skillid;
if(bl->prev == NULL)
return 0;
if(status_isdead(bl))
return 0;
skillid = va_arg(ap,int);
if (skillid==HP_BASILICA && bl->type==BL_PC)
return 0;
if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
return 1;
}
static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
{
int range, type;
switch (skillid) { // to be expanded later
case WZ_ICEWALL:
range = 2;
break;
default:
{
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
return 0;
}
range = skill_get_unit_range(skillid,skilllv) + 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 map_foreachinarea(skill_check_unit_range2_sub, bl->m,
x - range, y - range, x + range, y + range,
type, skillid);
}
int skill_guildaura_sub (struct block_list *bl, va_list ap)
{
struct map_session_data *sd;
int gid, id, strvit, agidex;
sd = (struct map_session_data *)bl;
id = va_arg(ap,int);
gid = va_arg(ap,int);
if (sd->status.guild_id != gid)
return 0;
if(id == sd->bl.id && battle_config.guild_aura&16)
return 0;
strvit = va_arg(ap,int);
agidex = va_arg(ap,int);
if (sd->sc.data[SC_GUILDAURA]) {
struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
if (sce->val3 != strvit || sce->val4 != agidex) {
sce->val3 = strvit;
sce->val4 = agidex;
status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
}
return 0;
}
sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
return 1;
}
/*==========================================
* [orn]
* Checks that you have the requirements for casting a skill for homunculus.
* Flag:
* &1: finished casting the skill (invoke hp/sp/item consumption)
* &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
*------------------------------------------*/
static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
{
struct status_data *status;
TBL_PC * sd;
int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
nullpo_retr(0, hd);
sd = hd->master;
if (lv <= 0) return 0;
status = &hd->battle_status;
//Code speedup, rather than using skill_get_* over and over again.
j = skill_get_index(skill);
if( j == 0 )
return 0;
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return 0;
for(i = 0; i < 10; i++) {
itemid[i] = skill_db[j].itemid[i];
amount[i] = skill_db[j].amount[i];
}
hp = skill_db[j].hp[lv-1];
sp = skill_db[j].sp[lv-1];
hp_rate = skill_db[j].hp_rate[lv-1];
sp_rate = skill_db[j].sp_rate[lv-1];
state = skill_db[j].state;
mhp = skill_db[j].mhp[lv-1];
if(mhp > 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;
switch(skill) { // Check for cost reductions due to skills & SCs
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,2,0);
return 0;
}
if( sp>0 && status->sp < (unsigned int)sp) {
clif_skill_fail(sd,skill,1,0);
return 0;
}
}
if (!type) //States are only checked on begin casting.
switch(state) {
case ST_MOVE_ENABLE:
if(!unit_can_move(&hd->bl)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
}
if(!(type&1))
return 1;
// Check items and reduce required amounts
for( i = 0; i < ARRAYLENGTH(itemid); ++i )
{
index[i] = -1;
if(itemid[i] <= 0)
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,0,0);
return 0;
}
}
// Consume items
for( i = 0; i < ARRAYLENGTH(itemid); ++i )
{
if(index[i] >= 0)
pc_delitem(sd,index[i],amount[i],0);
}
if(type&2)
return 1;
if(sp || hp)
status_zap(&hd->bl, hp, sp);
return 1;
}
/*==========================================
*
*------------------------------------------*/
int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
{
return 1;
}
/*==========================================
*
*------------------------------------------*/
static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
{
struct block_list *src = map_id2bl(id),*target;
struct unit_data *ud = unit_bl2ud(src);
struct skill_timerskill *skl = NULL;
int range;
nullpo_retr(0, src);
nullpo_retr(0, ud);
skl = ud->skilltimerskill[data];
nullpo_retr(0, skl);
ud->skilltimerskill[data] = NULL;
do {
if(src->prev == NULL)
break;
if(skl->target_id) {
target = map_id2bl(skl->target_id);
if(!target && skl->skill_id == RG_INTIMIDATE)
target = src; //Required since it has to warp.
if(target == NULL)
break;
if(target->prev == NULL)
break;
if(src->m != target->m)
break;
if(status_isdead(src))
break;
if(status_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,-1,3) == 0) {
short x,y;
map_search_freecell(src, 0, &x, &y, 1, 1, 0);
if (target != src && !status_isdead(target))
unit_warp(target, -1, x, y, 3);
}
break;
case BA_FROSTJOKER:
case DC_SCREAM:
range= skill_get_splash(skl->skill_id, skl->skill_lv);
map_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 WZ_WATERBALL:
if (!status_isdead(target))
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
if (skl->type>1 && !status_isdead(target)) {
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 = status_get_sc(src);
if(sc) {
if(sc->data[SC_MAGICPOWER])
status_change_end(src,SC_MAGICPOWER,-1);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == skl->skill_id)
sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
}
}
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) {
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
}
else
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,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, int skill_id, int skill_lv, int type, int flag)
{
int i;
struct unit_data *ud;
nullpo_retr(1, src);
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 = 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_retr(0, src);
ud = unit_bl2ud(src);
nullpo_retr(0, ud);
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
if(ud->skilltimerskill[i]) {
delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
ers_free(skill_timer_ers, ud->skilltimerskill[i]);
ud->skilltimerskill[i]=NULL;
}
}
return 1;
}
static 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, int skillid, int skilllv, unsigned int tick, int flag)
{
struct map_session_data *sd = NULL, *tsd = NULL;
struct status_data *tstatus;
struct status_change *sc;
if (skillid > 0 && skilllv <= 0) 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);
tsd = BL_CAST(BL_PC, bl);
if (status_isdead(bl))
return 1;
if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
{ //GTB makes all targetted magic display miss with a single bolt.
sc_type sct = status_skill2sc(skillid);
if(sct != SC_NONE)
status_change_end(bl, sct, -1);
clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
return 1;
}
sc = status_get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
tstatus = status_get_status_data(bl);
map_freeblock_lock();
switch(skillid)
{
case SM_BASH:
case MC_MAMMONITE:
case TF_DOUBLE:
case AC_DOUBLE:
case AS_SONICBLOW:
case KN_PIERCE:
case KN_SPEARBOOMERANG:
case TF_POISON:
case TF_SPRINKLESAND:
case AC_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 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:
case ASC_BREAKER:
case HFLI_MOON: //[orn]
case HFLI_SBR44: //[orn]
case NPC_BLEEDING:
case NPC_CRITICALWOUND:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
switch( rand()%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 = status_get_sc(bl);
if (sc) sc->jb_flag = flag;
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case MO_COMBOFINISH:
if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
{ //Becomes a splash attack when Soul Linked.
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),splash_target(src),
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
} else
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case TK_STORMKICK: // Taekwon kicks [Dralnu]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), splash_target(src),
BF_WEAPON, src, src, skillid, skilllv, 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);
unsigned int dir = map_calc_dir(bl, src->x, src->y);
// teleport to target (if not on WoE grounds)
if( !map_flag_gvg(src->m) && 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, skillid, skilllv, 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 TK_JUMPKICK:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (unit_movepos(src, bl->x, bl->y, 1, 1)) //Should not jump over objects and cliffs
clif_slide(src,bl->x,bl->y);
break;
case SN_SHARPSHOOTING:
case NJ_KAMAITACHI:
//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;
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
skill_get_type(skillid),src,src,skillid,skilllv,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;
map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sc && sc->data[SC_BLADESTOP])
status_change_end(src,SC_BLADESTOP,-1);
break;
case RG_BACKSTAP:
{
int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
if (sc && sc->data[SC_HIDING])
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
unit_setdir(bl,dir);
}
else if (sd)
clif_skill_fail(sd,skillid,0,0);
}
break;
case MO_FINGEROFFENSIVE:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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, skillid, skilllv, BF_WEAPON, flag);
}
if (sc && sc->data[SC_BLADESTOP])
status_change_end(src,SC_BLADESTOP,-1);
break;
case MO_CHAINCOMBO:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sc && sc->data[SC_BLADESTOP])
status_change_end(src,SC_BLADESTOP,-1);
break;
case NJ_ISSEN:
status_change_end(src,SC_NEN,-1);
status_change_end(src,SC_HIDING,-1);
// fall through
case MO_EXTREMITYFIST:
if( skillid == MO_EXTREMITYFIST )
{
status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
status_change_end(src,SC_BLADESTOP,-1);
}
//Client expects you to move to target regardless of distance
{
struct unit_data *ud = unit_bl2ud(src);
short dx,dy;
int i,speed;
i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
dx = bl->x - src->x;
dy = bl->y - src->y;
if (dx < 0) dx-=i;
else if (dx > 0) dx+=i;
if (dy < 0) dy-=i;
else if (dy > 0) dy+=i;
if (!dx && !dy) dy++;
if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
{
dx = bl->x;
dy = bl->y;
} else {
dx = src->x + dx;
dy = src->y + dy;
}
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(unit_walktoxy(src, dx, dy, 2) && ud) {
//Increase can't walk delay to not alter your walk path
ud->canmove_tick = tick;
speed = status_get_speed(src);
for (i = 0; i < ud->walkpath.path_len; i ++)
{
if(ud->walkpath.path[i]&1)
ud->canmove_tick+=7*speed/5;
else
ud->canmove_tick+=speed;
}
}
}
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 HT_BLITZBEAT:
case AC_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:
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;
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(skillid)&INF2_NPC_SKILL) )
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
}
else
{
if ( skillid == NJ_BAKUENRYU )
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
skill_area_temp[2] = 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(skillid)&NK_SPLASHSPLIT )
skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
// recursive invocation of skill_castend_damage_id() with flag|1
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
//FIXME: move this to skill_additional_effect or some such? [ultramage]
if (skillid == SM_MAGNUM) {
//Initiate 10% of your damage becomes fire element.
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
}
}
break;
case KN_BRANDISHSPEAR:
//Coded apart for it needs the flag passed to the damage calculation.
if (skill_area_temp[1] != bl->id)
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
else
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
break;
case KN_BOWLINGBASH:
if(flag&1){
if(bl->id==skill_area_temp[1])
break;
//two hits for 500%
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
} else {
int i,c;
c = skill_get_blewcount(skillid,skilllv);
// 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] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, 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;
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
}
//Weirdo dual-hit property, two attacks for 500%
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,SD_ANIMATION))
skill_blown(src,bl,skill_area_temp[2],-1,0);
} else {
int x=bl->x,y=bl->y,i,dir;
dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
// all the enemies between the caster and the target are hit, as well as the target
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
skill_blown(src,bl,skill_area_temp[2],-1,0);
for (i=0;i<4;i++) {
map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
src,skillid,skilllv,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,skillid,skilllv,tick,flag))
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,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,skillid,skilllv,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, bl->id, 0, 0, skillid, skilllv, 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,skillid,skilllv,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:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case NPC_MAGICALATTACK:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
break;
case HVAN_CAPRICE: //[blackhole89]
{
int ran=rand()%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,skilllv,tick,flag|SD_LEVEL);
}
break;
case WZ_WATERBALL:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
{
int range = skilllv/2;
int size = 2*range + 1;
int count = 0;
if( src->type == BL_PC )
{// count the number of water cells in range
struct skill_unit* unit;
int x, y;
for( y = src->y - range; y <= src->y + range; ++y )
for( x = src->x - range; x <= src->x + range; ++x )
{
if( map_getcell(src->m,x,y,CELL_CHKWATER) )
count++; // natural water cell
else
if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
|| (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
{
count++; // skill-induced water cell
skill_delunit(unit); // consume cell
}
}
}
else // non-players bypass the water requirement
count = size*size;
if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,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, skillid, skilllv, tick, flag);
break;
case SL_SMA:
if (sc && sc->data[SC_SMA])
status_change_end(src,SC_SMA,-1);
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
clif_skill_fail(sd,skillid,0,0);
break;
}
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case NPC_DARKBREATH:
clif_emotion(src,7);
case SN_FALCONASSAULT:
case PA_PRESSURE:
case CR_ACIDDEMONSTRATION:
case TF_THROWSTONE:
case NPC_SMOKING:
case GS_FLING:
case NJ_ZENYNAGE:
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
case HVAN_EXPLOSION:
case NPC_SELFDESTRUCTION:
if (src != bl)
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
// Celest
case PF_SOULBURN:
if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (skilllv == 5)
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
status_percent_damage(src, bl, 0, 100, false);
} else {
clif_skill_nodamage(src,src,skillid,skilllv,1);
if (skilllv == 5)
skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
status_percent_damage(src, src, 0, 100, false);
}
if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
break;
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
src, src, bl, skillid, skilllv, tick, flag);
if (heal > 0){
clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
status_heal(src, heal, 0, 0);
}
}
break;
case GS_BULLSEYE:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case NJ_KASUMIKIRI:
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
break;
case NJ_KIRIKAGE:
if (!map_flag_gvg(src->m))
{ //You don't move on GVG grounds.
short x, y;
map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
if (unit_movepos(src, x, y, 0, 0))
clif_slide(src,src->x,src->y);
}
if (sc && sc->data[SC_HIDING])
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case 0:
if(sd) {
if (flag & 3){
if (bl->id != skill_area_temp[1])
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
} else {
skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
sd->splash_range, BL_CHAR,
src, skillid, skilllv, 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",skillid);
clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
0, abs(skill_get_num(skillid, skilllv)),
skillid, skilllv, skill_get_hit(skillid));
map_freeblock_unlock();
return 1;
}
map_freeblock_unlock();
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
struct map_session_data *sd;
struct homun_data *hd;
struct map_session_data *dstsd;
struct status_data *sstatus, *tstatus;
struct status_change *tsc;
struct status_change_entry *tsce;
struct mob_data *md;
struct mob_data *dstmd;
int i;
enum sc_type type;
if(skillid > 0 && skilllv <= 0) 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);
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
if(bl->prev == NULL)
return 1;
if(status_isdead(src))
return 1;
if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
return 1;
tstatus = status_get_status_data(bl);
sstatus = status_get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skillid) {
case HLIF_HEAL: //[orn]
if (bl->type != BL_HOM) {
if (sd) clif_skill_fail(sd,skillid,0,0) ;
break ;
}
case AL_HEAL:
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)) {
if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
//Offensive heal does not works on non-enemies. [Skotlex]
clif_skill_fail(sd,skillid,0,0);
return 0;
}
return skill_castend_damage_id (src, bl, skillid, skilllv, 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, skillid, skilllv, tick, flag);
default:
//Skill is actually ground placed.
if (src == bl && skill_get_unit_id(skillid,0))
return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
}
type = status_skill2sc(skillid);
tsc = status_get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
(i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
skill_get_inf(skillid) != 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.
map_freeblock_lock();
switch(skillid)
{
case HLIF_HEAL: //[orn]
case AL_HEAL:
{
int heal = skill_calc_heal(src, bl, skilllv);
int heal_get_jobexp;
if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
heal=0;
if (sd) {
if ((i = pc_skillheal_bonus(sd, skillid)))
heal += heal * i / 100;
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, -1);
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])
heal = 0; //Needed so that it actually displays 0 when healing.
}
heal_get_jobexp = status_heal(bl,heal,0,0);
clif_skill_nodamage (src, bl, skillid, heal, 1);
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);
}
}
break;
case PR_REDEMPTIO:
if (sd && !(flag&1)) {
if (sd->status.party_id == 0) {
clif_skill_fail(sd,skillid,0,0);
break;
}
skill_area_temp[0] = 0;
party_foreachsamemap(skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
if (skill_area_temp[0] == 0) {
clif_skill_fail(sd,skillid,0,0);
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 -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
clif_updatestatus(sd,SP_BASEEXP);
clif_updatestatus(sd,SP_JOBEXP);
}
status_set_hp(src, 1, 0);
status_set_sp(src, 0, 0);
break;
} else if (status_isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skilllv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
break;
case ALL_RESURRECTION:
if(sd && map_flag_gvg(bl->m))
{ //No reviving in WoE grounds!
clif_skill_fail(sd,skillid,0,0);
break;
}
if (!status_isdead(bl))
break;
{
int per = 0, sper = 0;
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
break;
switch(skilllv){
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 (status_revive(bl, per, sper))
{
clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,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);
}
}
}
break;
case AL_DECAGI:
clif_skill_nodamage (src, bl, skillid, skilllv,
sc_start(bl, type,
(40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
skilllv, skill_get_time(skillid,skilllv)));
break;
case AL_CRUCIS:
if (flag&1)
sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
else {
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
}
break;
case PR_LEXDIVINA:
if (tsce) {
status_change_end(bl,type, -1);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
} else
clif_skill_nodamage (src, bl, skillid, skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case SA_ABRACADABRA:
{
int abra_skillid = 0, abra_skilllv;
do {
i = rand() % MAX_SKILL_ABRA_DB;
abra_skillid = skill_abra_db[i].skillid;
} while (abra_skillid == 0 ||
skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
rand()%10000 >= skill_abra_db[i].per
);
abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if( sd )
{// player-casted
sd->state.abra_flag = 1;
sd->skillitem = abra_skillid;
sd->skillitemlv = abra_skilllv;
clif_item_skill(sd, abra_skillid, abra_skilllv);
}
else
{// mob-casted
struct unit_data *ud = unit_bl2ud(src);
int inf = skill_get_inf(abra_skillid);
int target_id = 0;
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_skillid, abra_skilllv);
} else { //Assume offensive skills
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_skillid) == CAST_GROUND) {
bl = map_id2bl(target_id);
if (!bl) bl = src;
unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
} else
unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
}
}
}
break;
case SA_COMA:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
break;
case SA_FULLRECOVERY:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (status_isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case SA_SUMMONMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
break;
case SA_LEVELUP:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
break;
case SA_INSTANTDEATH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case SA_CLASSCHANGE:
case SA_MONOCELL:
if (dstmd)
{
int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
clif_skill_nodamage(src,bl,skillid,skilllv,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_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
for (i = 0; i < ARRAYLENGTH(scs); i++)
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
}
}
break;
case SA_DEATH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_kill(bl);
break;
case SA_REVERSEORCISH:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
break;
case SA_FORTUNE:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
break;
case SA_TAMINGMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case CG_MARIONETTE:
{
struct status_change *sc= status_get_sc(src);
enum sc_type type2 = SC_MARIONETTE2;
if(sc && tsc){
if (!sc->data[type] && !tsc->data[type2]) {
sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
else if (sc->data[type] && tsc->data[type2] &&
sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
status_change_end(src, type, -1);
status_change_end(bl, type2, -1);
}
else {
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
}
break;
case RG_CLOSECONFINE:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
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_FIREWEAPON] ||
dstsd->sc.data[SC_WATERWEAPON] ||
dstsd->sc.data[SC_WINDWEAPON] ||
dstsd->sc.data[SC_EARTHWEAPON] ||
dstsd->sc.data[SC_SHADOWWEAPON] ||
dstsd->sc.data[SC_GHOSTWEAPON] ||
dstsd->sc.data[SC_ENCPOISON]
))
) {
if (sd) clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
}
if (sd) {
int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
clif_skill_fail(sd,skillid,0,0);
break;
}
pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
}
// 100% success rate at lv4 & 5, but lasts longer at lv5
if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
if (sd)
clif_skill_fail(sd,skillid,0,0);
if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
clif_displaymessage(sd->fd,"You broke target's weapon");
}
break;
case PR_ASPERSIO:
if (sd && dstmd) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case ITEM_ENCHANTARMS:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start2(bl,type,100,skilllv,
skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
break;
case TK_SEVENWIND:
switch(skill_get_ele(skillid,skilllv)) {
case ELE_EARTH : type = SC_EARTHWEAPON; break;
case ELE_WIND : type = SC_WINDWEAPON; break;
case ELE_WATER : type = SC_WATERWEAPON; break;
case ELE_FIRE : type = SC_FIREWEAPON; break;
case ELE_GHOST : type = SC_GHOSTWEAPON; break;
case ELE_DARK : type = SC_SHADOWWEAPON; break;
case ELE_HOLY : type = SC_ASPERSIO; break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
break;
case PR_KYRIE:
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
skill_area_temp[1] = 0;
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
clif_skill_nodamage (src,src,skillid,skilllv,1);
//Initiate 10% of your damage becomes fire element.
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
break;
case AL_INCAGI:
case AL_BLESSING:
if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
}
case PR_SLOWPOISON:
case PR_IMPOSITIO:
case PR_LEXAETERNA:
case PR_SUFFRAGIUM:
case PR_BENEDICTIO:
case LK_BERSERK:
case KN_AUTOCOUNTER:
case KN_TWOHANDQUICKEN:
case KN_ONEHAND:
case CR_SPEARQUICKEN:
case CR_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 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 NPC_STOP:
case PF_DOUBLECASTING:
case SG_SUN_COMFORT:
case SG_MOON_COMFORT:
case SG_STAR_COMFORT:
case NPC_HALLUCINATION:
case HP_ASSUMPTIO:
case GS_MADNESSCANCEL:
case GS_ADJUSTMENT:
case GS_INCREASING:
case NJ_KASUMIKIRI:
case NJ_UTSUSEMI:
case NJ_NEN:
case NPC_DEFENDER:
case NPC_MAGICMIRROR:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case MG_SIGHT:
case AL_RUWACH:
case WZ_SIGHTBLASTER:
case NPC_WIDESIGHT:
case NPC_STONESKIN:
case NPC_ANTIMAGIC:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
break;
case HLIF_AVOID:
case HAMI_DEFENCE:
i = skill_get_time(skillid,skilllv);
clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
break;
case NJ_BUNSINJYUTSU:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (tsc && tsc->data[SC_NEN])
status_change_end(bl,SC_NEN,-1);
break;
/* Was modified to only affect targetted char. [Skotlex]
case HP_ASSUMPTIO:
if (flag&1)
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
else
{
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_PC,
src, skillid, skilllv, tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
*/
case SM_ENDURE:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (sd)
skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
if (sd && dstsd && dstsd->sc.count) {
if (dstsd->sc.data[SC_FIREWEAPON] ||
dstsd->sc.data[SC_WATERWEAPON] ||
dstsd->sc.data[SC_WINDWEAPON] ||
dstsd->sc.data[SC_EARTHWEAPON] ||
dstsd->sc.data[SC_SHADOWWEAPON] ||
dstsd->sc.data[SC_GHOSTWEAPON]
// dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
clif_skill_fail(sd,skillid,0,0);
break;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case LK_TENSIONRELAX:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
skill_get_time(skillid,skilllv)));
break;
case MC_CHANGECART:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case TK_MISSION:
if (sd) {
int id;
if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
clif_skill_fail(sd,skillid,0,0);
break;
}
id = mob_get_random_id(0,0xE, sd->status.base_level);
if (!id) {
clif_skill_fail(sd,skillid,0,0);
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,skillid,skilllv,1);
}
break;
case AC_CONCENTRATION:
{
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
map_foreachinrange( status_change_timer_sub, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,NULL,type,tick);
}
break;
case SM_PROVOKE:
if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
map_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,skillid,skilllv,
(i=sc_start(bl,type,
50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
skilllv,skill_get_time(skillid,skilllv))));
if (!i)
{
if (sd)
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl, 2);
if(tsc && tsc->count){
if(tsc->data[SC_FREEZE])
status_change_end(bl,SC_FREEZE,-1);
if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
status_change_end(bl,SC_STONE,-1);
if(tsc->data[SC_SLEEP])
status_change_end(bl,SC_SLEEP,-1);
}
if(dstmd) {
dstmd->state.provoke_flag = src->id;
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
}
break;
case CR_DEVOTION:
if(sd && dstsd)
{
int count = min(skilllv, 5);
int lv = sd->status.base_level - dstsd->status.base_level;
if (lv < 0) lv = -lv;
if (lv > battle_config.devotion_level_difference ||
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
// check if the char isn't devoted already
ARR_FIND( 0, count, i, sd->devotion[i] == bl->id );
if( i == count )
{// not there, find first empty slot
ARR_FIND( 0, count, i, sd->devotion[i] == 0 );
if( i == count )
{// all slots full, fail
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
sd->devotion[i] = bl->id;
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
clif_devotion(sd,NULL);
}
else
if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
case MO_CALLSPIRITS:
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
}
break;
case CH_SOULCOLLECT:
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
for (i = 0; i < 5; i++)
pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
}
break;
case MO_KITRANSLATION:
if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),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(skillid,skilllv),-1,0);
skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,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 * 10;
pc_delspiritball(dstsd,dstsd->spiritball,0);
} else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 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) status_heal(src, 0, i, 3);
clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
break;
case AC_MAKINGARROW:
if(sd) {
clif_arrow_create_list(sd);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case AM_PHARMACY:
if(sd) {
clif_skill_produce_mix_list(sd,22);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case SA_CREATECON:
if(sd) {
clif_skill_produce_mix_list(sd,23);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case BS_HAMMERFALL:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
break;
case RG_RAID:
skill_area_temp[1] = 0;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), splash_target(src),
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
status_change_end(src, SC_HIDING, -1);
break;
case ASC_METEORASSAULT:
case GS_SPREADATTACK:
case NPC_EARTHQUAKE:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
break;
case KN_BRANDISHSPEAR:
{
int c,n=4;
int dir = map_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(skilllv > 9){
for(c=1;c<4;c++){
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
}
}
if(skilllv > 6){
skill_brandishspear_dir(&tc,dir,-1);
n--;
}else{
skill_brandishspear_dir(&tc,dir,-2);
n-=2;
}
if(skilllv > 3){
for(c=0;c<5;c++){
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
if(skilllv > 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);
map_foreachincell(skill_area_sub,
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
}
break;
case WZ_SIGHTRASHER:
//Passive side of the attack.
status_change_end(src,SC_SIGHT,-1);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub,src,
skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
case WZ_FROSTNOVA:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), splash_target(src),
BF_MAGIC, src, src, skillid, skilllv, 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, skillid, -1, 1);
map_delblock(src); //Required to prevent chain-self-destructions hitting back.
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), splash_target(src),
src, skillid, skilllv, tick, flag|i,
skill_castend_damage_id);
map_addblock(src);
status_damage(src, src, sstatus->max_hp,0,0,1);
break;
case AL_ANGELUS:
case PR_MAGNIFICAT:
case PR_GLORIA:
case SN_WINDWALK:
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
} else if (sd) {
party_foreachsamemap (skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
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,skillid,skilllv,
sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
} else if (sd) {
party_foreachsamemap(skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
break;
case BS_MAXIMIZE:
case NV_TRICKDEAD:
case CR_DEFENDER:
case CR_AUTOGUARD:
case TK_READYSTORM:
case TK_READYDOWN:
case TK_READYTURN:
case TK_READYCOUNTER:
case TK_DODGE:
case CR_SHRINK:
case ST_PRESERVE:
case SG_FUSION:
case GS_GATLINGFEVER:
if (tsce)
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case SL_KAITE:
case SL_KAAHI:
case SL_KAIZEL:
case SL_KAUPE:
if (sd) {
if (!dstsd || !(
(sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->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
)) {
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
clif_skill_fail(sd,skillid,0,0);
break;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
break;
case SM_AUTOBERSERK: // Celest
if (tsce)
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,60000);
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
case TF_HIDING:
case ST_CHASEWALK:
if (tsce)
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
break;
case TK_RUN:
if (tsce)
clif_skill_nodamage(src,bl,skillid,skilllv,
status_change_end(bl, type, -1));
else {
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
// If the client receives a skill-use packet inmediately before
// a walkok packet, it will discard the walk packet! [Skotlex]
// So aegis has to resend the walk ok.
if (sd) clif_walkok(sd);
}
break;
case AS_CLOAKING:
if( !tsce )
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
else
i = status_change_end(bl, type, -1);
if( i )
clif_skill_nodamage(src,bl,skillid,-1,i);
else
if( sd ) clif_skill_fail(sd,skillid,0,0);
break;
case BD_ADAPTATION:
if(tsc && tsc->data[SC_DANCING]){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_stop_dancing(bl);
}
break;
case BA_FROSTJOKER:
case DC_SCREAM:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,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[skillid].desc);
clif_message(&md->bl,temp);
}
break;
case BA_PANGVOICE:
clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
break;
case DC_WINKCHARM:
if( dstsd )
clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
else
if( dstmd )
{
if( status_get_lv(src) > status_get_lv(bl)
&& (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
&& !(tstatus->mode&MD_BOSS) )
clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
else
{
clif_skill_nodamage(src,bl,skillid,skilllv,0);
if(sd) clif_skill_fail(sd,skillid,0,0);
}
}
break;
case TF_STEAL:
if(sd) {
if(pc_steal_item(sd,bl,skilllv))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
clif_skill_fail(sd,skillid,0x0a,0);
}
break;
case RG_STEALCOIN:
if(sd) {
if(pc_steal_coin(sd,bl))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
clif_skill_fail(sd,skillid,0,0);
}
break;
case MG_STONECURSE:
{
if (tstatus->mode&MD_BOSS) {
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
if(status_isimmune(bl) || !tsc)
break;
if (dstmd)
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
if (tsc->data[SC_STONE]) {
status_change_end(bl,SC_STONE,-1);
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
if (sc_start4(bl,SC_STONE,(skilllv*4+20),
skilllv, 0, 0, skill_get_time(skillid, skilllv),
skill_get_time2(skillid,skilllv)))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else if(sd) {
clif_skill_fail(sd,skillid,0,0);
// Level 6-10 doesn't consume a red gem if it fails [celest]
if (skilllv > 5) break;
}
if (sd) {
if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
break; //Do not delete the gemstone.
if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
}
}
break;
case NV_FIRSTAID:
clif_skill_nodamage(src,bl,skillid,5,1);
status_heal(bl,5,0,0);
break;
case AL_CURE:
if(status_isimmune(bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
status_change_end(bl, SC_SILENCE , -1 );
status_change_end(bl, SC_BLIND , -1 );
status_change_end(bl, SC_CONFUSION, -1 );
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case TF_DETOXIFY:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_end(bl, SC_POISON , -1 );
status_change_end(bl, SC_DPOISON , -1 );
break;
case PR_STRECOVERY:
if(status_isimmune(bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
if (tsc && tsc->opt1) {
status_change_end(bl, SC_FREEZE, -1 );
status_change_end(bl, SC_STONE, -1 );
status_change_end(bl, SC_SLEEP, -1 );
status_change_end(bl, SC_STUN, -1 );
}
//Is this equation really right? It looks so... special.
if(battle_check_undead(tstatus->race,tstatus->def_ele))
{
status_change_start(bl, SC_BLIND,
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
1,0,0,0,
skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstmd)
mob_unlocktarget(dstmd,tick);
break;
case WZ_ESTIMATION:
if(sd) {
if (dstsd) {
clif_skill_fail(sd,skillid,0,0);
break;
}
if (dstmd && dstmd->class_ == MOBID_EMPERIUM) {
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
clif_skill_estimation((struct map_session_data *)src,bl);
}
break;
case BS_REPAIRWEAPON:
if(sd && dstsd)
clif_item_repair_list(sd,dstsd);
break;
case MC_IDENTIFY:
if(sd)
clif_item_identify_list(sd);
break;
// Weapon Refining [Celest]
case WS_WEAPONREFINE:
if(sd)
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(pc_isGM(sd)) )
clif_skill_fail(sd,skillid,0,0);
else
clif_openvendingreq(sd,2+skilllv);
}
break;
case AL_TELEPORT:
if(sd)
{
if (map[bl->m].flag.noteleport) {
clif_skill_teleportmessage(sd,0);
break;
}
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(skilllv == 1) {
// possibility to skip menu [LuzZza]
if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
else
pc_randomwarp(sd,3);
} else {
if (sd->skillitem != AL_TELEPORT)
clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
else //Autocasted Teleport level 2??
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
}
} else
unit_warp(bl,-1,-1,-1,3);
break;
case NPC_EXPULSION:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
unit_warp(bl,-1,-1,-1,3);
break;
case AL_HOLYWATER:
if(sd) {
if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
clif_skill_fail(sd,skillid,0,0);
}
break;
case TF_PICKSTONE:
if(sd) {
int eflag;
struct item item_tmp;
struct block_list tbl;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
memset(&item_tmp,0,sizeof(item_tmp));
memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
item_tmp.nameid = 7049;
item_tmp.identify = 1;
tbl.id = 0;
clif_takeitem(&sd->bl,&tbl);
eflag = pc_additem(sd,&item_tmp,1);
if(eflag) {
clif_additem(sd,0,0,eflag);
map_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,skillid,skilllv,1);
skill_produce_mix(sd, skillid, 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:
{
unsigned short location = 0;
i = 5+2*skilllv;
if (sstatus->dex > tstatus->dex)
i += (sstatus->dex - tstatus->dex)/5;
switch (skillid) {
case RG_STRIPWEAPON:
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;
}
//Note that Full Strip autospell doesn't use a duration
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
skill_strip_equip(bl, location, i, skilllv,
sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
&& sd)
clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
}
break;
case AM_BERSERKPITCHER:
case AM_POTIONPITCHER:
{
int i,x,hp = 0,sp = 0,bonus=100;
if(sd) {
x = skilllv%11 - 1;
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
}
potion_flag = 1;
potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
potion_target = bl->id;
run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
pc_delitem(sd,i,skill_db[skillid].amount[x],0);
potion_flag = potion_target = 0;
if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
bonus += sd->status.base_level;
if(potion_per_hp > 0 || potion_per_sp > 0) {
hp = tstatus->max_hp * 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 * potion_per_sp / 100;
sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
}
}
else {
if(potion_hp > 0) {
hp = 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(potion_sp > 0) {
sp = 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;
}
}
if (sd->itemgrouphealrate[IG_POTION]>0)
{
hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
}
if ((i = pc_skillheal_bonus(sd, skillid)))
{
hp += hp * i / 100;
sp += sp * i / 100;
}
}
else {
hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
if (tsc && tsc->data[SC_CRITICALWOUND])
{
hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
status_heal(bl,hp,sp,0);
}
break;
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
{
enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
if(tsc && tsc->data[scid])
status_change_end(bl, scid, -1 );
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
}
break;
case AM_TWILIGHT1:
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
//Prepare 200 White Potions.
if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
clif_skill_fail(sd,skillid,0,0);
}
break;
case AM_TWILIGHT2:
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
//Prepare 200 Slim White Potions.
if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
clif_skill_fail(sd,skillid,0,0);
}
break;
case AM_TWILIGHT3:
if (sd) {
//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
) {
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
}
break;
case SA_DISPELL:
if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
{
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
|| rand()%100 >= 50+10*skilllv)
{
if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
}
if(status_isimmune(bl) || !tsc || !tsc->count)
break;
for(i=0;i<SC_MAX;i++)
{
if (!tsc->data[i])
continue;
switch (i) {
case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
continue;
}
if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
status_change_end(bl,(sc_type)i,-1);
}
break;
}
//Affect all targets on splash area.
map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
src, skillid, skilllv, 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,skillid,skilllv,1);
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
break;
case TK_HIGHJUMP:
{
int x,y, dir = unit_getdir(src);
//Fails on noteleport maps, except for vs maps [Skotlex]
if(map[src->m].flag.noteleport &&
!(map_flag_vs(src->m) || map_flag_gvg2(src->m))
) {
x = src->x;
y = src->y;
} else {
x = src->x + dirx[dir]*skilllv*2;
y = src->y + diry[dir]*skilllv*2;
}
clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
clif_slide(src,x,y);
unit_movepos(src, x, y, 1, 0);
}
}
break;
case SA_CASTCANCEL:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
unit_skillcastcancel(src,1);
if(sd) {
int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
sp = sp * (90 - (skilllv-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(skillid,skilllv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
status_heal(bl,0,sp,2);
clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit_bl2ud(bl);
int bl_skillid=0,bl_skilllv=0,hp = 0;
if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
bl_skillid = ud->skillid;
bl_skilllv = ud->skilllv;
if (tstatus->mode & MD_BOSS)
{ //Only 10% success chance against bosses. [Skotlex]
if (rand()%100 < 90)
{
if (sd) clif_skill_fail(sd,skillid,0,0);
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,skillid,skilllv,1);
unit_skillcastcancel(bl,0);
sp = skill_get_sp(bl_skillid,bl_skilllv);
status_zap(bl, hp, sp);
if (hp && skilllv >= 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*(skilllv-1))/100;
if(hp || sp)
status_heal(src, hp, sp, 2);
}
}
break;
case SA_MAGICROD:
//It activates silently, no use animation.
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
break;
case SA_AUTOSPELL:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd)
clif_autospell(sd,skilllv);
else {
int maxlv=1,spellid=0;
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
if(skilllv >= 10) {
spellid = MG_FROSTDIVER;
// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
// maxlv = 10;
// else
maxlv = skilllv - 9;
}
else if(skilllv >=8) {
spellid = MG_FIREBALL;
maxlv = skilllv - 7;
}
else if(skilllv >=5) {
spellid = MG_SOULSTRIKE;
maxlv = skilllv - 4;
}
else if(skilllv >=2) {
int i = rand()%3;
spellid = spellarray[i];
maxlv = skilllv - 1;
}
else if(skilllv > 0) {
spellid = MG_NAPALMBEAT;
maxlv = 3;
}
if(spellid > 0)
sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
skill_get_time(SA_AUTOSPELL,skilllv));
}
break;
case BS_GREED:
if(sd){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_greed,bl,
skill_get_splash(skillid, skilllv),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,skillid,skilllv,
sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
skill_get_time(skillid, skilllv)));
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,skillid,skilllv,
sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
skill_get_time(skillid, skilllv)));
break;
case NPC_PROVOCATION:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (md) mob_unlocktarget(md, tick);
break;
case NPC_KEEPING:
case NPC_BARRIER:
{
int skill_time = skill_get_time(skillid,skilllv);
struct unit_data *ud = unit_bl2ud(bl);
if (clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,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:
//New rebirth System uses Kaizel [Skotlex]
sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
break;
case NPC_DARKBLESSING:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
break;
case NPC_LICK:
status_zap(bl, 0, 100);
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
break;
case NPC_SUICIDE:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_kill(src); //When suiciding, neither exp nor drops is given.
break;
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
if(md && md->skillidx >= 0)
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
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_ASPDPOTION0 + skilllv - 1;
if (i > SC_ASPDPOTION3)
i = SC_ASPDPOTION3;
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,(sc_type)i,100,skilllv,skilllv * 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 = map_id2bl(md->master_id)) == NULL ||
(tbl = battle_gettargeted(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}};
int dir = (bl == src)?unit_getdir(src):map_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 + skilllv * mask[dir][0], src->y + skilllv * 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->skillidx >= 0) {
int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
if (class_) mob_class_change(md, class_);
}
break;
case NPC_EMOTION_ON:
case NPC_EMOTION:
//va[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->skillidx >= 0 && tsc)
{
clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
if(md->db->skill[md->skillidx].val[4] && tsce)
status_change_end(bl, type, -1);
if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
sc_start4(src, type, 100, skilllv,
md->db->skill[md->skillidx].val[1],
md->db->skill[md->skillidx].val[2],
md->db->skill[md->skillidx].val[3],
skill_get_time(skillid, skilllv));
}
break;
case NPC_POWERUP:
sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
break;
case NPC_AGIUP:
sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
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,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
break;
case NPC_SIEGEMODE:
// not sure what it does
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case WE_MALE:
{
int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-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,skillid,status_heal(bl, gain_hp, 0, 0),1);
}
break;
case WE_FEMALE:
{
int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-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,skillid,status_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,skillid,0,0);
map_freeblock_unlock();
return 0;
}
status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
}
break;
case PF_HPCONVERSION:
{
int hp, sp;
hp = sstatus->max_hp/10;
sp = hp * 10 * skilllv / 100;
if (!status_charge(src,hp,0)) {
if (sd) clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
status_heal(bl,0,sp,2);
}
break;
case HT_REMOVETRAP:
//FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
{
struct skill_unit* su;
struct skill_unit_group* sg;
su = BL_CAST(BL_SKILL, bl);
if( (su)
&& (sg = su->group)
&& (sg->src_id == src->id || map_flag_vs(bl->m))
&& (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
{ // prevent picking up expired traps
if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
{
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]))){
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
} else { // get back 1 trap
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = ITEMID_TRAP;
item_tmp.identify = 1;
if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
skill_delunit(su);
}
}
break;
case HT_SPRINGTRAP:
clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,1);
if(sd)
unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
break;
case AS_SPLASHER:
if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
break;
case PF_MINDBREAKER:
{
if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
{
map_freeblock_unlock();
return 1;
}
if (tsce)
{ //HelloKitty2 (?) explained that this silently fails when target is
//already inflicted. [Skotlex]
map_freeblock_unlock();
return 1;
}
//Has a 55% + skilllv*5% success chance.
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
{
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl,0);
if(tsc && tsc->count){
if(tsc->data[SC_FREEZE])
status_change_end(bl,SC_FREEZE,-1);
if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
status_change_end(bl,SC_STONE,-1);
if(tsc->data[SC_SLEEP])
status_change_end(bl,SC_SLEEP,-1);
}
if(dstmd)
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
}
break;
case PF_SOULCHANGE:
{
unsigned int sp1 = 0, sp2 = 0;
if (dstmd) {
if (dstmd->state.soul_change_flag) {
if(sd) clif_skill_fail(sd,skillid,0,0);
break;
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
status_heal(src, 0, sp2, 2);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
}
sp1 = sstatus->sp;
sp2 = tstatus->sp;
status_set_sp(src, sp2, 3);
status_set_sp(bl, sp1, 3);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
// Slim Pitcher
case CR_SLIMPITCHER:
if (potion_hp || potion_sp) {
int hp = potion_hp, sp = 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)/100;
if (sp)
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
}
if (tsc && tsc->data[SC_CRITICALWOUND])
{
hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
}
if(hp > 0)
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
status_heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
case CR_FULLPROTECTION:
{
int i, skilltime;
skilltime = skill_get_time(skillid,skilllv);
if (!tsc) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
for (i=0; i<4; i++) {
if(tsc->data[SC_STRIPWEAPON + i])
status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case RG_CLEANER: //AppleGirl
clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
}
}
break;
case CG_TAROTCARD:
{
int eff, count = -1;
if (rand() % 100 > skilllv * 8) {
if (sd) clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
do {
eff = rand() % 14;
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(skillid,skilllv));
break;
case 2: // all buffs removed
status_change_clear_buffs(bl,1);
break;
case 3: // 1000 damage, random armor destroyed
{
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
status_fix_damage(src, bl, 1000, 0);
clif_damage(src,bl,tick,0,0,1000,0,0,0);
skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
}
break;
case 4: // atk halved
sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
break;
case 5: // 2000HP heal, random teleported
status_heal(src, 2000, 0, 0);
unit_warp(src, -1,-1,-1, 3);
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[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
}
break;
case 8: // curse coma and poison
sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case 9: // confusion
sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
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(skillid,skilllv));
sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
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,skilllv,5000);
break;
case 13: // atk,matk,hit,flee,def reduced
sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
break;
default:
break;
}
} while ((--count) > 0);
clif_skill_nodamage(src,bl,skillid,skilllv,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_SPIRIT constant.
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
clif_skill_fail(sd,skillid,0,0);
break;
}
if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
{ //Erase death count 1% of the casts
dstsd->die_counter = 0;
pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
clif_misceffect2(bl, 0x152);
//SC_SPIRIT invokes status_calc_pc for us.
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
break;
case SL_HIGH:
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
break;
case SL_SWOO:
if (tsce) {
sc_start(src,SC_STUN,100,skilllv,10000);
break;
}
case SL_SKA: // [marquis007]
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif_skill_fail(sd,skillid,0,0);
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
} else
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (skillid == SL_SKE)
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
break;
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_PC,
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case GD_REGENERATION:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_PC,
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case GD_RESTORE:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv), BL_PC,
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
skill_castend_nodamage_id);
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
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 = NULL;
// i don't know if it actually summons in a circle, but oh well. ;P
g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
if (!g)
break;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
for(i = 0; i < g->max_member; i++, j++) {
if (j>8) j=0;
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
continue;
if(map_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], 2);
}
}
if (sd)
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
}
break;
case SG_FEEL:
//AuronX reported you CAN memorize the same map as all three. [Skotlex]
if (sd) {
if(!sd->feel_map[skilllv-1].index)
clif_parse_ReqFeel(sd->fd,sd, skilllv);
else
clif_feel_info(sd, skilllv-1, 1);
}
break;
case SG_HATE:
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (!pc_set_hate_mob(sd, skilllv-1, bl))
clif_skill_fail(sd,skillid,0,0);
}
break;
case GS_GLITTERING:
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(rand()%100 < (20+10*skilllv))
pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
else if(sd->spiritball > 0)
pc_delspiritball(sd,1,0);
}
break;
case GS_CRACKER:
if (!dstsd) // according to latest patch, should not work on players [Reddozen]
{
i =65 -5*distance_bl(src,bl); //Base rate
if (i < 30) i = 30;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
}
else if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
case AM_CALLHOMUN: //[orn]
if (sd && !merc_call_homunculus(sd))
clif_skill_fail(sd,skillid,0,0);
break;
case AM_REST:
if (sd)
{
if (merc_hom_vaporize(sd,1))
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
else
clif_skill_fail(sd,skillid,0,0);
}
break;
case HAMI_CASTLE: //[orn]
if(rand()%100 < 20*skilllv && src != bl)
{
int x,y;
x = src->x;
y = src->y;
if (hd)
skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
if (unit_movepos(src,bl->x,bl->y,0,0)) {
clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
clif_slide(src,bl->x,bl->y) ;
if (unit_movepos(bl,x,y,0,0))
{
clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
clif_slide(bl,x,y) ;
}
//TODO: Shouldn't also players and the like switch targets?
map_foreachinrange(skill_chastle_mob_changetarget,src,
AREA_SIZE, BL_MOB, bl, src);
}
}
// Failed
else if (hd && hd->master)
clif_skill_fail(hd->master, skillid, 0, 0);
else if (sd)
clif_skill_fail(sd, skillid, 0, 0);
break;
case HVAN_CHAOTIC: //[orn]
{
static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
int rnd = rand()%100;
i = (skilllv-1)%5;
if(rnd<per[i][0]) //Self
bl = src;
else if(rnd<per[i][1]) //Master
bl = battle_get_master(src);
else //Enemy
bl = map_id2bl(battle_gettarget(src));
if (!bl) bl = src;
i = skill_calc_heal( src, bl, 1+rand()%skilllv);
if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
i += i * rnd / 100;
//Eh? why double skill packet?
clif_skill_nodamage(src,bl,AL_HEAL,i,1);
clif_skill_nodamage(src,bl,skillid,i,1);
status_heal(bl, i, 0, 0);
}
break;
//Homun single-target support skills [orn]
case HAMI_BLOODLUST:
case HFLI_FLEET:
case HFLI_SPEED:
case HLIF_CHANGE:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (hd)
skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
break;
case NPC_DRAGONFEAR:
if (flag&1) {
const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
i = rand()%ARRAYLENGTH(sc);
sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
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:
if (flag&1)
sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill_castend_nodamage_id);
}
break;
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_freeblock_unlock();
return 1;
}
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|(skillid<<16));
}
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
map_freeblock_unlock();
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
{
struct block_list* target = NULL;
struct block_list* src = NULL;
struct map_session_data* sd = NULL;
struct homun_data* hd = NULL; //[orn]
struct mob_data* md = NULL;
struct unit_data* ud = NULL;
struct status_change* sc = NULL;
int inf,inf2,flag=0;
src = map_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);
hd = BL_CAST(BL_HOM, src);
md = BL_CAST(BL_MOB, src);
if( src->prev == NULL ) {
ud->skilltimer = -1;
return 0;
}
if(ud->skillid != SA_CASTCANCEL )
{// otherwise handled in unit_skillcastcancel()
if( ud->skilltimer != tid ) {
ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
ud->skilltimer = -1;
return 0;
}
if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
{// restore original walk speed
ud->skilltimer = -1;
status_calc_bl(&sd->bl, SCB_SPEED);
}
ud->skilltimer = -1;
}
if (ud->skilltarget == id)
target = src;
else
target = map_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 || status_isdead(src)) break;
switch (ud->skillid) {
//These should become skill_castend_pos
case WE_CALLPARTNER:
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->skillid, ud->skilllv);
ud->skillx = target->x + inf2;
ud->skilly = target->y + inf2;
if (inf2 && !map_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);
}
if(ud->skillid == RG_BACKSTAP) {
int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
break;
}
}
if (ud->skillid == PR_LEXDIVINA)
{
sc = status_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->skillid, ud->skilllv, 0);
break;
}
} else {
//Check target validity.
inf = skill_get_inf(ud->skillid);
inf2 = skill_get_inf2(ud->skillid);
if(inf&INF_ATTACK_SKILL ||
(inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
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 (inf && battle_check_target(src, target, inf) <= 0)
break;
if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
sc->data[SC_FOGWALL] &&
rand()%100 < 75)
{ //Fogwall makes all offensive-type targetted skills fail at 75%
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
break;
}
}
//Avoid doing double checks for instant-cast skills.
if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
break;
if(md) {
md->last_thinktime=tick +MIN_MOBTHINKTIME;
if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(src, md->db->skill[md->skillidx].emotion);
}
if(src != target && battle_config.skill_add_range &&
!check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
{
if (sd) {
clif_skill_fail(sd,ud->skillid,0,0);
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
skill_check_condition(sd,ud->skillid, ud->skilllv,1);
}
break;
}
if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
break;
if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
break;
if (ud->state.running && ud->skillid == TK_JUMPKICK)
flag = 1;
if (ud->walktimer != -1 && ud->skillid != TK_RUN)
unit_stop_walking(src,1);
ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 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->skillid, ud->skilllv, target->id);
map_freeblock_lock();
if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
else
skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
sc = status_get_sc(src);
if(sc && sc->count) {
if(sc->data[SC_MAGICPOWER] &&
ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
status_change_end(src,SC_MAGICPOWER,-1);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == ud->skillid &&
ud->skillid != WZ_WATERBALL)
sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
}
if (ud->skilltimer == -1) {
if(md) md->skillidx = -1;
else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skilllv = ud->skilltarget = 0;
}
map_freeblock_unlock();
return 1;
} while(0);
//Skill failed.
if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
{ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill_check_condition(sd,ud->skillid, ud->skilllv,1);
status_set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
{ //End states
if (sc->data[SC_EXPLOSIONSPIRITS])
status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
if (sc->data[SC_BLADESTOP])
status_change_end(src,SC_BLADESTOP,-1);
}
if (target && target->m == src->m)
{ //Move character to target anyway.
int dx,dy;
dx = target->x - src->x;
dy = target->y - src->y;
if(dx > 0) dx++;
else if(dx < 0) dx--;
if (dy > 0) dy++;
else if(dy < 0) dy--;
if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
{ //Display movement + animation.
clif_slide(src,src->x,src->y);
clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
}
clif_skill_fail(sd,ud->skillid,0,0);
}
}
ud->skillid = ud->skilllv = ud->skilltarget = 0;
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->skillidx = -1;
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
{
struct block_list* src = map_id2bl(id);
int maxcount;
struct map_session_data *sd = NULL;
struct homun_data *hd = NULL; //[orn]
struct unit_data *ud = unit_bl2ud(src);
struct mob_data *md = NULL;
nullpo_retr(0, ud);
sd = BL_CAST(BL_PC , src);
hd = BL_CAST(BL_HOM, src);
md = BL_CAST(BL_MOB, src);
if( src->prev == NULL ) {
ud->skilltimer = -1;
return 0;
}
if( ud->skilltimer != tid )
{
ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
ud->skilltimer = -1;
return 0;
}
if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
{// restore original walk speed
ud->skilltimer=-1;
status_calc_bl(&sd->bl, SCB_SPEED);
}
ud->skilltimer=-1;
do {
if(status_isdead(src))
break;
if( !(src->type&battle_config.skill_reiteration) &&
skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
)
{
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
break;
}
if( src->type&battle_config.skill_nofootset &&
skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
)
{
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
break;
}
if( src->type&battle_config.land_skill_limit &&
(maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
) {
int i;
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
if(ud->skillunit[i]->skill_id == ud->skillid)
maxcount--;
}
if( maxcount == 0 )
{
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
break;
}
}
if(tid != -1)
{ //Avoid double checks on instant cast skills. [Skotlex]
if (!status_check_skilluse(src, NULL, ud->skillid, 1))
break;
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
skill_check_condition(sd,ud->skillid, ud->skilllv,1);
break;
}
}
if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
break;
if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
break;
if(md) {
md->last_thinktime=tick +MIN_MOBTHINKTIME;
if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(src, md->db->skill[md->skillidx].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->skillid, ud->skilllv, ud->skillx, ud->skilly);
unit_stop_walking(src,1);
ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
map_freeblock_lock();
skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
if (ud->skilltimer == -1) {
if (md) md->skillidx = -1;
else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skilllv = ud->skillx = ud->skilly = 0;
}
map_freeblock_unlock();
return 1;
} while(0);
ud->canact_tick = tick;
ud->skillid = ud->skilllv = 0;
if(sd)
sd->skillitem = sd->skillitemlv = 0;
else if(md)
md->skillidx = -1;
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, 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(skilllv <= 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // celest
nullpo_retr(0, src);
if(status_isdead(src))
return 0;
sd = BL_CAST(BL_PC, src);
sc = status_get_sc(src);
type = status_skill2sc(skillid);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skillid) { //Skill effect.
case WZ_METEOR:
case MO_BODYRELOCATION:
case CR_CULTIVATION:
case HW_GANBANTEIN:
break; //Effect is displayed on respective switch case.
default:
if(skill_get_inf(skillid)&INF_SELF_SKILL)
clif_skill_nodamage(src,src,skillid,skilllv,1);
else
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
}
switch(skillid)
{
case PR_BENEDICTIO:
skill_area_temp[1] = src->id;
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_PC,
src, skillid, skilllv, tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
map_foreachinarea(skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case BS_HAMMERFALL:
i = skill_get_splash(skillid, skilllv);
map_foreachinarea (skill_area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
skill_castend_nodamage_id);
break;
case HT_DETECTING:
i = skill_get_splash(skillid, skilllv);
map_foreachinarea( status_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)
map_foreachinarea( skill_reveal_trap,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
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 HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_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 SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
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:
case NPC_EVILLAND:
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,skillid,skilllv,x,y,0);
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill_clear_unitgroup(src);
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case HP_BASILICA:
skill_clear_unitgroup(src);
if (skill_unitsetting(src,skillid,skilllv,x,y,0))
sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
flag|=1;
break;
case CG_HERMODE:
skill_clear_unitgroup(src);
if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
sc_start4(src,SC_DANCING,100,
skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
flag|=1;
break;
case RG_CLEANER: // [Valaris]
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
case WZ_METEOR:
{
int flag=0, area = skill_get_splash(skillid, skilllv);
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
if (sc && sc->data[SC_MAGICPOWER])
flag = flag|2; //Store the magic power flag for future use. [Skotlex]
for(i=0;i<2+(skilllv>>1);i++) {
tmpx = x;
tmpy = y;
if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
continue;
if(!(flag&1)){
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
flag=flag|1;
}
if(i > 0)
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
x1 = tmpx;
y1 = tmpy;
}
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
}
break;
case AL_WARP:
if(sd)
{
clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
(skilllv >= 2) ? sd->status.memo_point[0].map : 0,
(skilllv >= 3) ? sd->status.memo_point[1].map : 0,
(skilllv >= 4) ? sd->status.memo_point[2].map : 0
);
}
break;
case MO_BODYRELOCATION:
if (unit_movepos(src, x, y, 1, 1)) {
clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
// clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
}
break;
case NJ_SHADOWJUMP:
{
if (!map_flag_gvg(src->m))
{ //You don't move on GVG grounds.
unit_movepos(src, x, y, 1, 0);
clif_slide(src,x,y);
}
if (sc && sc->data[SC_HIDING])
status_change_end(src, SC_HIDING, -1);
}
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_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
struct mob_data *md;
// Correct info, don't change any of this! [celest]
md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
if (md) {
md->master_id = src->id;
md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), 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 = skilllv%11 - 1;
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
potion_flag = 1;
potion_hp = 0;
potion_sp = 0;
run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
pc_delitem(sd,j,skill_db[skillid].amount[i],0);
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, skillid);
potion_hp = potion_hp * (100+i)/100;
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill_castend_nodamage_id);
}
} else {
int i = skilllv%11 - 1;
struct item_data *item = itemdb_search(i);
i = skill_db[skillid].itemid[i];
item = itemdb_search(i);
potion_flag = 1;
potion_hp = 0;
potion_sp = 0;
run_script(item->script,0,src->id,0);
potion_flag = 0;
i = skill_get_max(CR_SLIMPITCHER)*10;
potion_hp = potion_hp * (100+i)/100;
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill_castend_nodamage_id);
}
}
break;
case HW_GANBANTEIN:
if (rand()%100 < 80) {
int dummy = 1;
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
i = skill_get_splash(skillid, skilllv);
map_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,skillid,0,0);
return 1;
}
break;
case HW_GRAVITATION:
if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
flag|=1;
break;
// Plant Cultivation [Celest]
case CR_CULTIVATION:
if (sd) {
int i = skilllv - 1;
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
map_count_oncell(src->m,x,y,BL_CHAR) > 0
) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
pc_delitem(sd,j,skill_db[skillid].amount[i],0);
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
if (rand()%100 < 50) {
clif_skill_fail(sd,skillid,0,0);
} else {
TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
if (!md) break;
if ((i = skill_get_time(skillid, skilllv)) > 0)
md->deletetimer = 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,skillid,skilllv,src->x,src->y,0)))
sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
flag|=1;
break;
case PA_GOSPEL:
if (sce && sce->val4 == BCT_SELF)
status_change_end(src,SC_GOSPEL,-1);
else
{
sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
if (!sg) break;
if (sce)
status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
}
break;
case NJ_TATAMIGAESHI:
if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case AM_RESURRECTHOMUN: //[orn]
if (sd)
{
if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
{
clif_skill_fail(sd,skillid,0,0);
break;
}
}
break;
default:
ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
return 1;
}
if (sc && sc->data[SC_MAGICPOWER])
status_change_end(src,SC_MAGICPOWER,-1);
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
battle_consume_ammo(sd, skillid, skilllv);
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
{
nullpo_retr(0, sd);
//Simplify skill_failed code.
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
if(skill_num != sd->menuskill_id)
return 0;
if( sd->bl.prev == NULL || pc_isdead(sd) ) {
skill_failed(sd);
return 0;
}
if(sd->sc.opt1 || 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] ||
sd->sc.data[SC_BERSERK] ||
sd->sc.data[SC_MARIONETTE]
)) {
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_num,map);
if(strcmp(map,"cancel")==0) {
skill_failed(sd);
return 0;
}
switch(skill_num)
{
case AL_TELEPORT:
if(strcmp(map,"Random")==0)
pc_randomwarp(sd,3);
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,3);
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_num,0,0);
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_num, sd->menuskill_val)) > 0) {
for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
if(sd->ud.skillunit[i]->skill_id == skill_num)
maxcount--;
}
if(!maxcount) {
clif_skill_fail(sd,skill_num,0,0);
skill_failed(sd);
return 0;
}
}
//When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
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(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
{
skill_failed(sd);
return 0;
}
// This makes Warp Portal fail if the cell is not empty
//if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
// clif_skill_fail(sd,0,0,0);
// skill_failed(sd);
// return 0;
//}
if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
skill_failed(sd);
return 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
}
/// transforms 'target' skill unit into dissonance (if conditions are met)
static 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 (!flag && !(unit->val2&UF_ENSEMBLE))
return 0; //Nothing to remove, this unit is not overlapped.
if (unit->val1 != unit->group->skill_id)
{ //Reset state
unit->val1 = unit->group->skill_id;
unit->val2 &= ~UF_ENSEMBLE;
}
return map_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.
*------------------------------------------*/
static bool skill_dance_switch(struct skill_unit* unit, int flag)
{
static struct skill_unit_group backup;
struct skill_unit_group* group = unit->group;
//TODO: add protection against attempts to read an empty backup / write to a full backup
// val2&UF_ENSEMBLE is a hack to indicate dissonance
if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
return false;
if( !flag )
{ //Transform
int skillid = 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 = skillid;
group->skill_lv = 1;
group->unit_id = skill_get_unit_id(skillid,0);
group->target_flag = skill_get_unit_target(skillid);
group->bl_flag = skill_get_unit_bl_target(skillid);
group->interval = skill_get_unit_interval(skillid);
}
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;
}
/*==========================================
* 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)
* flag&2 is used to determine if this skill was casted with Magic Power active.
*------------------------------------------*/
struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
{
struct skill_unit_group *group;
int i,limit,val1=0,val2=0,val3=0;
int target,interval,range,unit_flag;
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(skillid,skilllv);
range = skill_get_unit_range(skillid,skilllv);
interval = skill_get_unit_interval(skillid);
target = skill_get_unit_target(skillid);
unit_flag = skill_get_unit_flag(skillid);
layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
sd = BL_CAST(BL_PC, src);
status = status_get_status_data(src);
sc = status_get_sc(src); // for traps, firewall and fogwall - celest
switch(skillid)
{
case MG_SAFETYWALL:
val2=skilllv+1;
break;
case MG_FIREWALL:
if(sc && sc->data[SC_VIOLENTGALE])
limit = limit*3/2;
val2=4+skilllv;
break;
case AL_WARP:
val1=skilllv+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 = map_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 PR_SANCTUARY:
case NPC_EVILLAND:
val1=(skilllv+3)*2;
val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
if (sd && (i = pc_skillheal_bonus(sd, skillid)))
val2 += val2 * i / 100;
break;
case WZ_FIREPILLAR:
if((flag&1)!=0)
limit=1000;
val1=skilllv+2;
break;
case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
case AM_DEMONSTRATION:
if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
case HT_SHOCKWAVE:
val1=skilllv*15+10;
case HT_SANDMAN:
case HT_CLAYMORETRAP:
case HT_SKIDTRAP:
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
if( map_flag_gvg(src->m) )
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(gettick(), old_sg->tick);
if (limit < 0) //This can happen...
limit = skill_get_time(skillid,skilllv);
}
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 = skilllv +status->agi/10; // Flee increase
val2 = ((skilllv+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*skilllv+status->dex/10; // Hit increase
if(sd)
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
break;
case BA_POEMBRAGI:
val1 = 3*skilllv+status->dex/10; // Casting time reduction
//For some reason at level 10 the base delay reduction is 50%.
val2 = (skilllv<10?3*skilllv: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:
val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
val2 += pc_checkskill(sd,DC_DANCINGLESSON);
}
break;
case BA_APPLEIDUN:
val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
if(sd){
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
if ((i = pc_skillheal_bonus(sd, skillid)))
val2 += val2 * i / 100;
}
break;
case DC_SERVICEFORYOU:
val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
val2 = 20+3*skilllv+(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:
val1 = 100+10*skilllv+status->agi; // ASPD increase
if(sd)
val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
break;
case DC_FORTUNEKISS:
val1 = 10+skilllv+(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:
val1 = (skilllv+1)*25; //Watk increase
val2 = (skilllv+1)*2; //Def increase
break;
case BD_RINGNIBELUNGEN:
val1 = (skilllv+2)*25; //Watk increase
break;
case BD_RICHMANKIM:
val1 = 25 + 11*skilllv; //Exp increase bonus.
break;
case BD_SIEGFRIED:
val1 = 55 + skilllv*5; //Elemental Resistance
val2 = skilllv*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 = (skilllv+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[rand()%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=rand()%5;
break;
}
break;
}
}
nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,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(skillid);
group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != 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
//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
if (DIFF_TICK(group->tick, gettick()) > 100)
active_flag = 0;
if(skillid==HT_TALKIEBOX || skillid==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->skillid_dance = skillid;
sd->skilllv_dance = skilllv;
}
if (
sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
(group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
)
skill_check_pc_partner(sd, skillid, &skilllv, 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 = skilllv;
int val2 = 0;
int alive = 1;
if( !group->state.song_dance && !map_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(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
switch (skillid) {
case MG_FIREWALL:
case NJ_KAENSIN:
val2=group->val2;
break;
case WZ_ICEWALL:
val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
break;
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_TALKIEBOX:
case HT_SKIDTRAP:
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;
default:
if (group->state.song_dance&0x1)
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
break;
}
if( range <= 0 )
map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
if( !alive )
continue;
nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
unit->limit=limit;
unit->range=range;
if (skillid == 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)
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
}
if (!group->alive_count)
{ //No cells? Something that was blocked completely by Land Protector?
skill_delunitgroup(src, group);
return NULL;
}
if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
group->val1 = group->alive_count;
return group;
}
/*==========================================
*
*------------------------------------------*/
static 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;
int skillid;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(bl->prev==NULL || !src->alive || status_isdead(bl))
return 0;
nullpo_retr(0, sg=src->group);
nullpo_retr(0, ss=map_id2bl(sg->src_id));
if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)
&& !skill_get_inf2(sg->skill_id) == INF2_TRAP) //Traps work on top of land protector, magical or not [Brain]
return 0; //AoE skills are ineffective. [Skotlex]
sc = status_get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
type = status_skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id) {
case UNT_SAFETYWALL:
//TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
break;
case UNT_PNEUMA:
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
break;
case UNT_WARP_WAITING:
if(bl->type==BL_PC){
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;
unsigned short m = sg->val3;
if( --sg->val1 <= 0 )
skill_delunitgroup(NULL, sg);
pc_setpos(sd,m,x,y,3);
sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
}
} else
if(bl->type == BL_MOB && battle_config.mob_warp&2)
{
int m = map_mapindex2mapid(sg->val3);
if (m < 0) break; //Map not available on this map-server.
unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
}
break;
case UNT_QUAGMIRE:
if(!sce)
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)
status_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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
return skillid;
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_SPIRIT] && sc->data[SC_SPIRIT]->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;
delete_timer(sce->timer, status_change_timer);
sce->timer = add_timer(tick+sg->limit, status_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, 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;
}
return skillid;
}
/*==========================================
*
*------------------------------------------*/
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* sd;
TBL_PC* tsd;
struct status_data *tstatus, *sstatus;
struct status_change *tsc, *sc;
struct skill_unit_group_tickset *ts;
enum sc_type type;
int skillid;
int diff=0;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if (bl->prev==NULL || !src->alive || status_isdead(bl))
return 0;
nullpo_retr(0, sg=src->group);
nullpo_retr(0, ss=map_id2bl(sg->src_id));
sd = BL_CAST(BL_PC, ss);
tsd = BL_CAST(BL_PC, bl);
tsc = status_get_sc(bl);
tstatus = status_get_status_data(bl);
if (sg->state.magic_power) //For magic power.
{
sc = status_get_sc(ss);
sstatus = status_get_status_data(ss);
} else {
sc = NULL;
sstatus = NULL;
}
type = status_skill2sc(sg->skill_id);
skillid = 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_SPIDERWEB:
case UNT_FIREPILLAR_ACTIVE:
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 ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
//Temporarily set magic power to have it take effect. [Skotlex]
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
{ //Store previous values.
swap(sstatus->matk_min, sc->mp_matk_min);
swap(sstatus->matk_max, sc->mp_matk_max);
//Note to NOT return from the function until this is unset!
}
switch (sg->unit_id)
{
case UNT_FIREWALL:
case UNT_KAENSIN:
{
int count=0;
const int x = bl->x, y = bl->y;
//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 && !status_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))
// reduce healing count if this was meant for damaging [hekate]
sg->val1 -= 2;
} else {
int heal = sg->val2;
if (tstatus->hp >= tstatus->max_hp)
break;
if( tsc )
{
if( tsc->data[SC_INCHEALRATE] )
heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
if( tsc->data[SC_CRITICALWOUND] )
heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
}
if (status_isimmune(bl))
heal = 0; /* 黄金蟲カード(ヒール量0) */
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_heal(bl, heal, 0, 0);
if (diff >= 500)
sg->val1--;
}
if (sg->val1 <= 0)
skill_delunitgroup(NULL,sg);
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 = sg->val2;
if (tstatus->hp >= tstatus->max_hp)
break;
if (tsc && tsc->data[SC_CRITICALWOUND])
heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
if (status_isimmune(bl))
heal = 0;
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_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_ATTACK_SKILLS:
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 20ms [Playtester]
do
{
if( bl->type == BL_PC )
status_zap(bl, 0, 15); // sp damage to players
else // mobs
if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
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 && !status_isdead(bl) );
}
break;
case WZ_STORMGUST:
if (tsc)
{ //Reset hit counter when under new storm gust.
if (tsc->sg_id != sg->group_id) {
tsc->sg_id = sg->group_id;
tsc->sg_counter = 0;
}
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;
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_SPIDERWEB:
case UNT_ANKLESNARE:
if(sg->val2==0 && tsc){
int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
{
const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
if (td) sec = DIFF_TICK(td->tick, tick);
map_moveblock(bl, src->bl.x, src->bl.y, tick);
clif_fixpos(bl);
sg->val2=bl->id;
} else
sec = 3000; //Couldn't trap it?
if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
sg->interval = -1;
src->range = 0;
}
break;
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
break;
case UNT_LANDMINE:
case UNT_CLAYMORETRAP:
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_FIREPILLAR_ACTIVE:
map_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);
src->range = -1; //Disable range so it does not invoke a for each in area again.
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
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, 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, 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;
if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
break; // affects self only when soullinked
heal = sg->val2;
if(tsc && tsc->data[SC_CRITICALWOUND])
heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_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 (rand()%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 = rand()%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 = rand() %9999+1;
clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
status_heal(bl,heal,0,0);
break;
case 1: // End all negative status
status_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_INCREASEAGI,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 = rand()%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_GRAVITATION:
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_DESPERADO:
if (rand()%100 < src->val1)
skill_attack(BF_WEAPON,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:
map_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;
}
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
{ //Unset magic power.
swap(sstatus->matk_min, sc->mp_matk_min);
swap(sstatus->matk_max, sc->mp_matk_max);
}
if (bl->type == BL_MOB && ss != bl)
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
return skillid;
}
/*==========================================
* 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_retr(0, src);
nullpo_retr(0, bl);
nullpo_retr(0, sg=src->group);
sc = status_get_sc(bl);
type = status_skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
(status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
return 0;
switch(sg->unit_id){
case UNT_SAFETYWALL:
case UNT_PNEUMA:
if (sce)
status_change_end(bl,type,-1);
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,-1);
break;
case UNT_SPIDERWEB:
{
struct block_list *target = map_id2bl(sg->val2);
if (target && target==bl)
{
if (sce && sce->val2 == sg->group_id)
status_change_end(bl,type,-1);
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 (int skill_id, struct block_list *bl, unsigned int tick)
{
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
type = status_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, -1);
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.
skill_stop_dancing(bl);
}
case MG_SAFETYWALL:
case AL_PNEUMA:
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
case CG_HERMODE:
case HW_GRAVITATION:
case NJ_SUITON:
if (sce)
status_change_end(bl, type, -1);
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)
{
delete_timer(sce->timer, status_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 = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
if (sce)
{
status_change_end(bl,type,-1);
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, -1);
else {
delete_timer(sce->timer, status_change_timer);
sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
}
}
}
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)
*------------------------------------------*/
static 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);
int skill_id;
bool dissonance;
if( !unit->alive || bl->prev == NULL )
return 0;
nullpo_retr(0, 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) )
{
if( flag&4 && 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, int damage, unsigned int tick)
{
struct skill_unit_group *sg;
nullpo_retr(0, src);
nullpo_retr(0, sg=src->group);
switch( sg->unit_id )
{
case UNT_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_TALKIEBOX:
case UNT_ANKLESNARE:
case UNT_ICEWALL:
src->val1-=damage;
break;
case UNT_BLASTMINE:
case UNT_CLAYMORETRAP:
skill_blown(bl, &src->bl, 2, -1, 0);
break;
default:
damage = 0;
break;
}
return damage;
}
/*==========================================
*
*------------------------------------------*/
static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
{
int *c, skillid;
struct block_list *src;
struct map_session_data *sd;
struct map_session_data *tsd;
int *p_sd; //Contains the list of characters found.
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, tsd=(struct map_session_data*)bl);
nullpo_retr(0, src=va_arg(ap,struct block_list *));
nullpo_retr(0, sd=(struct map_session_data*)src);
c=va_arg(ap,int *);
p_sd = va_arg(ap, int *);
skillid = va_arg(ap,int);
if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
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)
return 0;
switch(skillid)
{
case PR_BENEDICTIO:
{
int dir = map_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;
}
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
int skilllv;
if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
(skilllv = pc_checkskill(tsd, skillid)) > 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 skilllv;
} else {
return 0;
}
}
break;
}
return 0;
}
/*==========================================
* Checks and stores partners for ensemble skills [Skotlex]
*------------------------------------------*/
int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
{
static int c=0;
static int p_sd[2] = { 0, 0 };
int i;
if (!battle_config.player_skill_partner_check ||
(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
return 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 = map_id2sd(p_sd[i])) != NULL)
status_charge(&tsd->bl, 0, 10);
}
return c;
default: //Warning: Assuming Ensemble skills here (for speed)
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_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->skillid_dance = skill_id;
tsd->skilllv_dance = *skill_lv;
}
return c;
}
}
//Else: new search for partners.
c = 0;
memset (p_sd, 0, sizeof(p_sd));
i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
if (skill_id != PR_BENEDICTIO) //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;
}
/*==========================================
*
*------------------------------------------*/
static 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?2:3) )
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)
{
return (
battle_config.arrow_decrement==2 &&
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
skill != HT_PHANTASMIC &&
skill_get_type(skill) == BF_WEAPON &&
!(skill_get_nk(skill)&NK_NO_DAMAGE) &&
!skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
);
}
/*==========================================
* Checks that you have the requirements for casting a skill.
* 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(struct map_session_data* sd, short skill, short lv, int type)
{
struct status_data *status;
struct status_change *sc;
int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
int itemid[10],amount[10];
char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
nullpo_retr(0, sd);
if (lv <= 0 || sd->chatID) return 0;
if( battle_config.gm_skilluncond &&
pc_isGM(sd)>= battle_config.gm_skilluncond &&
sd->skillitem != skill)
{ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
sd->skillitem = sd->skillitemlv = 0;
//Need to do arrow state check.
sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
//Need to do Spiritball check.
sd->spiritball_old = sd->spiritball;
return 1;
}
status = &sd->battle_status;
sc = &sd->sc;
if (!sc->count)
sc = NULL;
if(pc_is90overweight(sd)) {
clif_skill_fail(sd,skill,9,0);
sd->skillitem = sd->skillitemlv = 0;
return 0;
}
if (sd->state.abra_flag)
{
if (sd->skillitem != skill)
{ //Cancelled, using a different skill.
sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
} else {
//Abracadabra skill, skip requisites!
if(type&1)
{ //Clear out the data.
sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
}
return 1;
}
}
if (sd->menuskill_id == AM_PHARMACY &&
(skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
)) {
sd->skillitem = sd->skillitemlv = 0;
return 0;
}
if(sd->skillitem == skill) {
if(!type) //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 == WZ_EARTHSPIKE && sc &&
sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
; //Do not consume item.
else
pc_delitem(sd,i,1,0);
}
if (type&1) //Casting finished
sd->skillitem = sd->skillitemlv = 0;
return 1;
}
//Code speedup, rather than using skill_get_* over and over again.
j = skill_get_index(skill);
if( j == 0 ) // invalid skill id
return 0;
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return 0;
hp = skill_db[j].hp[lv-1];
sp = skill_db[j].sp[lv-1];
if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
sp=sp/2;
hp_rate = skill_db[j].hp_rate[lv-1];
sp_rate = skill_db[j].sp_rate[lv-1];
zeny = skill_db[j].zeny[lv-1];
weapon = skill_db[j].weapon;
ammo = skill_db[j].ammo;
ammo_qty = skill_db[j].ammo_qty[lv-1];
state = skill_db[j].state;
spiritball = skill_db[j].spiritball[lv-1];
mhp = skill_db[j].mhp[lv-1];
for(i = 0; i < 10; i++) {
itemid[i] = skill_db[j].itemid[i];
amount[i] = skill_db[j].amount[i];
}
if(mhp > 0 && get_percentage(status->hp, status->max_hp) > 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,2,0);
return 0;
}
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 (weapon && !ammo && skill && skill_isammotype(sd, skill))
{ //Assume this skill is using the weapon, therefore it requires arrows.
ammo = 0xFFFFFFFF; //Enable use on all ammo types.
ammo_qty = 1;
}
//Can only update state when weapon/arrow info is checked.
if (weapon) sd->state.arrow_atk = ammo?1:0;
switch(skill) { // Check for cost reductions due to skills & SCs
case MC_MAMMONITE:
if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
zeny -= zeny*10/100;
break;
case AL_HOLYLIGHT:
if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
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)
sp -= sp*7*kaina_lv/100;
else if(sd->status.base_level>=80)
sp -= sp*5*kaina_lv/100;
else if(sd->status.base_level>=70)
sp -= 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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
break;
}
if(sd->dsprate!=100)
sp=sp*sd->dsprate/100;
// perform skill-specific checks (and actions)
switch( skill )
{
case SA_CASTCANCEL:
if(sd->ud.skilltimer == -1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case BS_MAXIMIZE:
case NV_TRICKDEAD:
case TF_HIDING:
case AS_CLOAKING:
case CR_AUTOGUARD:
case CR_DEFENDER:
case ST_CHASEWALK:
case PA_GOSPEL:
case CR_SHRINK:
case TK_RUN:
case GS_GATLINGFEVER:
if(sc && sc->data[status_skill2sc(skill)])
return 1; //Allow turning off.
break;
case AL_WARP:
if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
item_flag = 1;
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
return 0;
}
break;
case MO_CALLSPIRITS:
if(sd->spiritball >= lv) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case MO_FINGEROFFENSIVE: //指弾
case GS_FLING:
if (sd->spiritball > 0 && sd->spiritball < spiritball) {
spiritball = sd->spiritball;
sd->spiritball_old = sd->spiritball;
}
else sd->spiritball_old = spiritball;
break;
case MO_BODYRELOCATION:
if (sc && sc->data[SC_EXPLOSIONSPIRITS])
spiritball = 0;
break;
case MO_CHAINCOMBO:
if(!sc)
return 0;
if(sc->data[SC_BLADESTOP])
break;
if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
break;
return 0;
case MO_COMBOFINISH:
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
return 0;
break;
case CH_TIGERFIST:
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
return 0;
break;
case CH_CHAINCRUSH:
if(!(sc && sc->data[SC_COMBO]))
return 0;
if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
return 0;
break;
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])
spiritball--;
else if (sc && sc->data[SC_COMBO]) {
switch(sc->data[SC_COMBO]->val1) {
case MO_COMBOFINISH:
spiritball = 4;
break;
case CH_TIGERFIST:
spiritball = 3;
break;
case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
spiritball = sd->spiritball?sd->spiritball:1;
break;
default:
return 0;
}
} else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
{ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case TK_MISSION: //Does not works on Non-Taekwon
if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case TK_READYCOUNTER:
case TK_READYDOWN:
case TK_READYSTORM:
case TK_READYTURN:
if(sc && sc->data[status_skill2sc(skill)])
return 1; //Enable disabling them regardless of who you are.
case TK_JUMPKICK:
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
//They do not work on Soul Linkers.
clif_skill_fail(sd,skill,0,0);
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_COMBO]))
return 0; //Combo needs to be ready
if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
{ //Unlimited Combo
if (skill == sd->skillid_old) {
status_change_end(&sd->bl, SC_COMBO, -1);
sd->skillid_old = sd->skilllv_old = 0;
return 0; //Can't repeat previous combo skill.
}
break;
} else
if(sc->data[SC_COMBO]->val1 == skill)
break; //Combo ready.
//Cancel combo wait.
unit_cancel_combo(&sd->bl);
return 0;
case BD_ADAPTATION:
{
int time;
if(!(sc && sc->data[SC_DANCING]))
{
clif_skill_fail(sd,skill,0,0);
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,lv))
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
break;
case PR_BENEDICTIO:
if (!(type&1))
{ //Started casting.
if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
else
//Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
skill_check_pc_partner(sd, skill, &lv, 1, 1);
break;
case AM_CANNIBALIZE:
case AM_SPHEREMINE:
if(type&1){
int c=0;
int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
if(c >= maxcount ||
(skill==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,0,0);
return 0;
}
}
}
break;
case WZ_FIREPILLAR: // celest
if (lv <= 5) // no gems required at level 1-5
itemid[0] = 0;
break;
case SL_SMA:
if(type) break; //Only do the combo check when the target is selected (type == 0)
if(!(sc && sc->data[SC_SMA]))
return 0;
break;
case HT_POWER:
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
return 0;
break;
case AM_BERSERKPITCHER:
case AM_POTIONPITCHER:
case CR_SLIMPITCHER:
case MG_STONECURSE:
case CR_CULTIVATION:
case SA_FLAMELAUNCHER:
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
item_flag = 1;
break;
case SA_DELUGE:
case SA_VOLCANO:
case SA_VIOLENTGALE:
{ //Does not consumes if the skill is already active. [Skotlex]
struct skill_unit_group *sg;
if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
(
sg->skill_id == SA_VOLCANO ||
sg->skill_id == SA_DELUGE ||
sg->skill_id == SA_VIOLENTGALE
)) {
if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
item_flag = 0;
else
sg->limit = 0; //Disable it.
}
break;
}
case CG_HERMODE:
if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
{
clif_skill_fail(sd,skill,0,0);
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, 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 (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
}
break;
case PR_REDEMPTIO:
{
int exp;
if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
clif_skill_fail(sd,skill,0,0); //Not enough exp.
return 0;
}
break;
}
case AM_TWILIGHT2:
case AM_TWILIGHT3:
if (!party_skill_check(sd, sd->status.party_id, skill, lv))
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
if (sc && sc->data[SC_MIRACLE])
break;
i = skill-SG_SUN_WARM;
if (sd->bl.m == sd->feel_map[i].m)
break;
clif_skill_fail(sd,skill,0,0);
return 0;
break;
case SG_SUN_COMFORT:
case SG_MOON_COMFORT:
case SG_STAR_COMFORT:
if (sc && sc->data[SC_MIRACLE])
break;
i = skill-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,0,0);
return 0;
case SG_FUSION:
if (sc && sc->data[SC_FUSION])
return 1;
if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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(sp>0 && !type)
{
if (status->sp < (unsigned int)sp)
clif_skill_fail(sd,skill,1,0);
else
status_zap(&sd->bl, 0, sp);
}
return 0;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
if (!map_flag_gvg2(sd->bl.m)) {
clif_skill_fail(sd,skill,0,0);
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,0,0);
return 0;
}
break;
case NJ_ISSEN:
if (status->hp < 2) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
case NJ_BUNSINJYUTSU:
if (!(sc && sc->data[SC_NEN])) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case NJ_ZENYNAGE:
if(sd->status.zeny < zeny) {
clif_skill_fail(sd,skill,5,0);
return 0;
}
zeny = 0; //Zeny is reduced on skill_attack.
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,0,0);
return 0;
}
if (sd->status.hom_id) //Don't delete items when hom is already out.
item_flag = 0;
break;
case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
{
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
}
if(!(type&2)){
if( hp>0 && status->hp <= (unsigned int)hp) { /* HPチェック */
clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
return 0;
}
if( sp>0 && status->sp < (unsigned int)sp) { /* SPチェック */
clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
return 0;
}
if(zeny>0 && sd->status.zeny < zeny) {
clif_skill_fail(sd,skill,5,0);
return 0;
}
if(weapon && !pc_check_weapontype(sd,weapon)) {
clif_skill_fail(sd,skill,6,0);
return 0;
}
if(ammo) { //Skill requires stuff equipped in the arrow slot.
if((i=sd->equip_index[EQI_AMMO]) < 0 ||
!sd->inventory_data[i] ||
sd->status.inventory[i].amount < ammo_qty
) {
clif_arrow_fail(sd,0);
return 0;
}
if (!(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,6,0);
return 0;
}
}
if( spiritball > 0 && sd->spiritball < spiritball) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
switch(state) {
case ST_HIDING:
if(!(sc && sc->option&OPTION_HIDE)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_CLOAKING:
if(!pc_iscloaking(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_HIDDEN:
if(!pc_ishiding(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_RIDING:
if(!pc_isriding(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_FALCON:
if(!pc_isfalcon(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_CARTBOOST:
if(!(sc && sc->data[SC_CARTBOOST])) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
case ST_CART:
if(!pc_iscarton(sd)) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_SHIELD:
if(sd->status.shield <= 0) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_SIGHT:
if(!(sc && sc->data[SC_SIGHT])) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case ST_EXPLOSIONSPIRITS:
if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
clif_skill_fail(sd,skill,0,0);
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,0,0);
return 0;
}
break;
case ST_MOVE_ENABLE:
if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
sd->ud.canmove_tick = 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,0,0);
return 0;
}
break;
case ST_WATER:
if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
break;
if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
break;
clif_skill_fail(sd,skill,0,0);
return 0;
}
if(!(type&1))
return 1; // consumption only happens on cast-end
if( item_flag )
{
int index[ARRAYLENGTH(itemid)];
// Check consumed items and reduce required amounts
for( i = 0; i < ARRAYLENGTH(itemid); ++i )
{
index[i] = -1;
if( itemid[i] <= 0 )
continue;// no item
if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
{
if( sd->special_state.no_gemstone )
{ //Make it substract 1 gem rather than skipping the cost.
if( --amount[i] < 1 )
continue;
}
if(sc && sc->data[SC_INTOABYSS])
{
if( skill != SA_ABRACADABRA )
continue;
else if( --amount[i] < 1 )
amount[i] = 1; // Hocus Pocus allways use at least 1 gem
}
}
if((skill == AM_POTIONPITCHER ||
skill == CR_SLIMPITCHER ||
skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
continue;
index[i] = pc_search_inventory(sd,itemid[i]);
if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
if( itemid[i] == ITEMID_RED_GEMSTONE )
clif_skill_fail(sd,skill,7,0);// red gemstone required
else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
clif_skill_fail(sd,skill,8,0);// blue gemstone required
else
clif_skill_fail(sd,skill,0,0);
return 0;
}
if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
index[i] = -1; //Gemstones are checked, but not substracted from inventory.
}
// Consume items
if (item_flag==2)
for( i = 0; i < ARRAYLENGTH(itemid); ++i )
{
if(index[i] >= 0)
pc_delitem(sd,index[i],amount[i],0);
}
}
if(type&2)
return 1;
if(sp || hp)
status_zap(&sd->bl, hp, sp);
if(zeny > 0) // Zeny消費
pc_payzeny(sd,zeny);
if(spiritball > 0)
pc_delspiritball(sd,spiritball,0);
return 1;
}
/*==========================================
* Does cast-time reductions based on dex, item bonuses and config setting
*------------------------------------------*/
int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
{
int time = skill_get_cast(skill_id, skill_lv);
struct map_session_data *sd;
nullpo_retr(0, bl);
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;
}
}
}
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
// return final cast time
return (time > 0) ? time : 0;
}
/*==========================================
* Does cast-time reductions based on sc data.
*------------------------------------------*/
int skill_castfix_sc (struct block_list *bl, int time)
{
struct status_change *sc = status_get_sc(bl);
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
if (sc->data[SC_FASTCAST])
time -= time * sc->data[SC_FASTCAST]->val1 / 100;
if (sc->data[SC_SUFFRAGIUM]) {
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
status_change_end(bl, SC_SUFFRAGIUM, -1);
}
if (sc->data[SC_MEMORIZE]) {
time>>=1;
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, -1);
}
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
}
return (time > 0) ? time : 0;
}
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
{
int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
int time = skill_get_delay(skill_id, skill_lv);
nullpo_retr(0, bl);
if (skill_id == SA_ABRACADABRA)
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:
time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
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 (!(delaynodex&2))
{
struct status_change *sc;
sc= status_get_sc(bl);
if (sc && sc->count) {
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
if (sc->data[SC_SPIRIT])
switch (skill_id) {
case CR_SHIELDBOOMERANG:
if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
time /=2;
break;
case AS_SONICBLOW:
if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
time /= 2;
break;
}
}
}
if (!(delaynodex&4))
if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
time = time * ((TBL_PC*)bl)->delayrate / 100;
if (battle_config.delay_rate != 100)
time = time * battle_config.delay_rate / 100;
if (time < status_get_amotion(bl))
time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
return max(time, battle_config.min_skill_delay_limit);
}
/*=========================================
*
*-----------------------------------------*/
void skill_brandishspear_first (struct square *tc, int dir, int x, int 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, int 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;
}
}
}
/*==========================================
* 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);
target_sd = map_id2sd(sd->menuskill_val);
if (!target_sd) //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,pc_checkskill(sd, sd->menuskill_id)))){
clif_item_repaireffect(sd,item->nameid,1);
return;
}
if (itemdb_type(item->nameid)==4)
material = materials [itemdb_wlv(item->nameid)-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,0,0);
return;
}
clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
item->attribute=0;
clif_equiplist(target_sd);
pc_delitem(sd,pc_search_inventory(sd,material),1,0);
clif_item_repaireffect(sd,item->nameid,0);
if(sd!=target_sd)
clif_item_repaireffect(target_sd,item->nameid,0);
}
/*==========================================
* Item Appraisal
*------------------------------------------*/
void skill_identify (struct map_session_data *sd, int idx)
{
int flag=1;
nullpo_retv(sd);
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)
{
int i = 0, ep = 0, per;
int material[5] = { 0, 1010, 1011, 984, 984 };
struct item *item;
nullpo_retv(sd);
if (idx >= 0 && idx < MAX_INVENTORY)
{
struct item_data *ditem = sd->inventory_data[idx];
item = &sd->status.inventory[idx];
if(item->nameid > 0 && ditem->type == 4)
{
if( item->refine >= sd->menuskill_val
|| item->refine >= MAX_REFINE // if it's no longer refineable
|| ditem->flag.no_refine // if the item isn't refinable
|| (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
{
clif_skill_fail(sd,sd->menuskill_id,0,0);
return;
}
per = percentrefinery [ditem->wlv][(int)item->refine];
per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
pc_delitem(sd, i, 1, 0);
if (per > rand() % 100) {
item->refine++;
if(item->equip) {
ep = item->equip;
pc_unequipitem(sd,idx,3);
}
clif_refine(sd->fd,0,idx,item->refine);
clif_delitem(sd,idx,1);
clif_additem(sd,idx,1,0);
if (ep)
pc_equipitem(sd,idx,ep);
clif_misceffect(&sd->bl,3);
if(item->refine == MAX_REFINE &&
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);
clif_misceffect(&sd->bl,2);
clif_emotion(&sd->bl, 23);
}
}
}
}
/*==========================================
*
*------------------------------------------*/
int skill_autospell (struct map_session_data *sd, int skillid)
{
int skilllv;
int maxlv=1,lv;
nullpo_retr(0, sd);
skilllv = sd->menuskill_val;
lv=pc_checkskill(sd,skillid);
if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
if(skillid==MG_NAPALMBEAT) maxlv=3;
else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
maxlv =10; //Soul Linker bonus. [Skotlex]
else if(skilllv==2) maxlv=1;
else if(skilllv==3) maxlv=2;
else if(skilllv>=4) maxlv=3;
}
else if(skillid==MG_SOULSTRIKE){
if(skilllv==5) maxlv=1;
else if(skilllv==6) maxlv=2;
else if(skilllv>=7) maxlv=3;
}
else if(skillid==MG_FIREBALL){
if(skilllv==8) maxlv=1;
else if(skilllv>=9) maxlv=2;
}
else if(skillid==MG_FROSTDIVER) maxlv=1;
else return 0;
if(maxlv > lv)
maxlv = lv;
sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
skill_get_time(SA_AUTOSPELL,skilllv));
return 0;
}
/*==========================================
* Sitting skills functions.
*------------------------------------------*/
static 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;
}
static 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;
status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
static 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;
status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_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_retr(0, 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 (!flag) return 0;
if(type) {
if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
} else {
if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
map_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;
int skillnum,skilllv;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, src=va_arg(ap,struct block_list*));
skillnum=va_arg(ap,int);
skilllv=va_arg(ap,int);
if(skilllv <= 0) return 0;
tick=va_arg(ap,unsigned int);
if (src == bl || status_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)
return 0;
}
//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,skillnum,skilllv,BF_MISC,tick);
else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
return 0;
}
/*==========================================
*
*------------------------------------------*/
static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
{
int range = skill_get_unit_range(skill_num,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_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,skillid,skilllv,flag,type;
unsigned int tick;
if(status_isdead(bl))
return 0;
atk_type = va_arg(ap,int);
src=va_arg(ap,struct block_list*);
dsrc=va_arg(ap,struct block_list*);
skillid=va_arg(ap,int);
skilllv=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,skillid,skilllv,tick,flag);
if(battle_check_target(dsrc,bl,type) <= 0 ||
!status_check_skilluse(NULL, bl, skillid, 2))
return 0;
switch (skillid) {
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,skillid,skilllv,tick,flag);
default:
//Area-splash, disable skill animation.
return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,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_retr(0, 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;
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_delunitgroup(bl, group[i]);
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_retr(0, 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:
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_retr(0, bl);
nullpo_retr(0, 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_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, 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;
}
/*==========================================
*
*------------------------------------------*/
static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
int skillid;
int *alive;
struct skill_unit *unit;
struct block_list *src;
skillid = va_arg(ap,int);
alive = va_arg(ap,int *);
src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)bl;
if (unit == NULL || unit->group == NULL || (*alive) == 0)
return 0;
switch (skillid)
{
case SA_LANDPROTECTOR:
if( unit->group->skill_id == SA_LANDPROTECTOR &&
battle_check_target(bl, src, BCT_ENEMY) > 0 )
{ //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)) )
{ //It deletes everything except songs/dances and traps
skill_delunit(unit);
return 1;
}
break;
case HW_GANBANTEIN:
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;
}
if (unit->group->skill_id == SA_LANDPROTECTOR &&
!(skill_get_inf2(skillid)&(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;
}
/*==========================================
*
*------------------------------------------*/
static 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);
nullpo_retr(0, sg = unit->group);
nullpo_retr(0, ss = map_id2bl(sg->src_id));
if(battle_check_target(src,bl,BCT_ENEMY) <= 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,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;
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_enchant_elemental_end (struct block_list *bl, int type)
{
struct status_change *sc;
const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
int i;
nullpo_retr(0, bl);
nullpo_retr(0, sc= status_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], -1);
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;
int i;
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.
ARR_FIND( 0, 8, i, map_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, -1);
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;
}
/*==========================================
*
*
*------------------------------------------*/
void skill_stop_dancing (struct block_list *src)
{
struct status_change* sc;
struct status_change_entry *sce;
struct skill_unit_group* group;
struct map_session_data* dsd = NULL;
nullpo_retv(src);
nullpo_retv(sc = status_get_sc(src));
if(!sc->count || !(sce=sc->data[SC_DANCING]))
return;
group = (struct skill_unit_group *)sce->val2;
sce->val2 = 0;
if (sce->val4)
{
if (sce->val4 != BCT_SELF)
dsd = map_id2sd(sce->val4);
sce->val4 = 0;
}
status_change_end(src, SC_DANCING, -1);
if (dsd && (sce=dsd->sc.data[SC_DANCING]))
{
sce->val4 = sce->val2 = 0;
status_change_end(&dsd->bl, SC_DANCING, -1);
}
if (group)
skill_delunitgroup(NULL, group);
}
/*==========================================
*
*------------------------------------------*/
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(!unit->alive)
group->alive_count++;
unit->bl.id=map_addobject(&unit->bl);
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;
map_addblock(&unit->bl);
// perform oninit actions
switch (group->skill_id) {
case WZ_ICEWALL:
map_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);
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;
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_retr(0, unit);
if( !unit->alive )
return 0;
nullpo_retr(0, group=unit->group);
if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
skill_dance_overlap(unit, 0);
// invoke onout event
if( !unit->range )
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
// perform ondelete actions
switch (group->skill_id) {
case HT_ANKLESNARE:
{
struct block_list* target = map_id2bl(group->val2);
if( target )
status_change_end(target,SC_ANKLE,-1);
}
break;
case WZ_ICEWALL:
map_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
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;
}
clif_skill_delunit(unit);
unit->group=NULL;
unit->alive=0;
map_delobjectnofree(unit->bl.id);
if(--group->alive_count==0)
skill_delunitgroup(NULL, group);
return 0;
}
/*==========================================
*
*------------------------------------------*/
static int skill_unit_group_newid = MAX_SKILL_DB;
struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
{
struct unit_data* ud = unit_bl2ud( src );
struct skill_unit_group* group;
int i;
if(skilllv <= 0) 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=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_delunitgroup(src, ud->skillunit[j]);
//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 = status_get_party_id(src);
group->guild_id = status_get_guild_id(src);
group->group_id = skill_unit_group_newid++;
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 = skillid;
group->skill_lv = skilllv;
group->unit_id = unit_id;
group->map = src->m;
group->limit = limit;
group->interval = interval;
group->tick = gettick();
group->valstr = NULL;
ud->skillunit[i] = group;
if(skill_unit_group_newid<=0)
skill_unit_group_newid = MAX_SKILL_DB;
if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
group->tick += 1500;
return group;
}
/*==========================================
*
*------------------------------------------*/
int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
{
struct unit_data *ud;
int i,j;
nullpo_retr(0, group);
if (!src) src=map_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 (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
{
struct status_change* sc = status_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,-1);
}
}
// 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 = status_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,-1);
}
}
if (group->skill_id == SG_SUN_WARM ||
group->skill_id == SG_MOON_WARM ||
group->skill_id == SG_STAR_WARM) {
struct status_change *sc = status_get_sc(src);
if(sc && sc->data[SC_WARM]) {
sc->data[SC_WARM]->val4 = 0;
status_change_end(src,SC_WARM,-1);
}
}
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;
}
map_freeblock(&group->unit->bl);
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_retr(0, ud);
while (ud->skillunit[0])
skill_delunitgroup(src, ud->skillunit[0]);
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_retr(0, 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\n");
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_retr(0, group);
if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_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;
}
/*==========================================
*
*------------------------------------------*/
int skill_unit_timer_sub (struct block_list* bl, va_list ap)
{
struct skill_unit* unit = (struct skill_unit *)bl;
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
bool dissonance;
if( !unit->alive )
return 0;
nullpo_retr(0, group);
dissonance = skill_dance_switch(unit, 0);
if( unit->range >= 0 && group->interval != -1 )
{
if( battle_config.skill_wall_check )
map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
else
map_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;
if( !unit->alive )
{
if( dissonance ) skill_dance_switch(unit, 1);
return 0;
}
}
if( dissonance ) skill_dance_switch(unit, 1);
// check for expiration
if( (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:
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:
if( group->val2 > 0 ) {
// 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:
case UNT_CLAYMORETRAP:
case UNT_TALKIEBOX:
{
struct block_list* src;
if( unit->val1 > 0 && (src = map_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 = ITEMID_TRAP;
item_tmp.identify = 1;
map_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
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
break;
case UNT_CALLFAMILY:
{
struct map_session_data *sd = NULL;
if(group->val1) {
sd = map_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,3);
}
if(group->val2) {
sd = map_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,3);
}
skill_delunit(unit);
}
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_SKIDTRAP:
case UNT_LANDMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
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 {
group->unit_id = UNT_USED_TRAPS;
group->limit = DIFF_TICK(tick, group->tick) + 1500;
}
}
break;
case UNT_TATAMIGAESHI:
if( unit->range >= 0 )
{ //Disable processed cell.
unit->range = -1;
if (--group->val1 <= 0) // number of live cells
{ //All tiles were processed, disable skill.
group->target_flag=BCT_NOONE;
group->bl_flag= BL_NUL;
}
}
break;
}
}
return 0;
}
/*==========================================
* Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
*------------------------------------------*/
int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
{
map_freeblock_lock();
map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
map_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;
int skill_id;
int i;
nullpo_retr(0, group);
if( !unit->alive || target->prev == NULL )
return 0;
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) )
{ //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_retr(0, bl);
if( bl->prev == NULL )
return 0;
if( flag&2 && !(flag&1) )
{ //Onout, clear data
memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
}
map_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, int m, int dx, int dy)
{
int i,j;
unsigned int tick = 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 )
return 0; //Icewalls 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);
map_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.
map_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];
map_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);
map_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_retr(0, sd);
if(nameid<=0)
return 0;
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
if(skill_produce_db[i].nameid == nameid )
break;
}
if( i >= MAX_SKILL_PRODUCE_DB )
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;
}
}
if((j=skill_produce_db[i].req_skill)>0 &&
pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
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, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
{
int slot[3];
int i,sc,ele,idx,equip,wlv,make_per,flag;
struct status_data *status;
nullpo_retr(0, sd);
status = status_get_status_data(&sd->bl);
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;
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);
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);
ele=ele_table[slot[i]-994];
}
}
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
continue;
x=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);
} else
ShowError("skill_produce_mix: material item error\n");
x-=y;
}while( j>=0 && x>0 );
}
if((equip=itemdb_isequip(nameid)))
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:
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(merc_is_hom_active(sd->hd)) {//Player got a homun
int skill;
if((skill=merc_hom_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+rand()%100)*10 + 2000;
break;
case 970: // Alcohol
make_per += (1+rand()%100)*10 + 1000;
break;
case 7135: // Bottle Grenade
case 7136: // Acid Bottle
case 7137: // Plant Bottle
case 7138: // Marine Sphere Bottle
make_per += (1+rand()%100)*10;
break;
case 546: // Condensed Yellow Potion
make_per -= (1+rand()%50)*10;
break;
case 547: // Condensed White Potion
case 7139: // Glistening Coat
make_per -= (1+rand()%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;
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) //12% chance per set level.
+ 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
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;
}
// - Baby Class Penalty = 80% (from adult's chance) ----//
if (sd->class_&JOBL_BABY) //if it's a Baby Class
make_per = (make_per * 70) / 100; //Baby penalty is 30%
if(make_per < 1) make_per = 1;
if(rand()%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:
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_produceeffect(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 (rand()%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_produceeffect(sd,2,nameid);
clif_misceffect(&sd->bl,5);
break;
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
clif_produceeffect(sd,0,nameid);
clif_misceffect(&sd->bl,3);
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);
break;
}
}
if (tmp_item.amount) { //Success
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
return 1;
}
}
//Failure
// if(log_config.produce)
// log_produce(sd,nameid,slot1,slot2,slot3,0);
//TODO update PICKLOG
if(equip){
clif_produceeffect(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_produceeffect(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_produceeffect(sd,1,nameid);
clif_misceffect(&sd->bl,2);
break;
default:
if (skill_produce_db[idx].itemlv>10 &&
skill_produce_db[idx].itemlv<= 20) //Cooking items.
clif_specialeffect(&sd->bl, 609, AREA);
}
}
return 0;
}
int skill_arrow_create (struct map_session_data *sd, int nameid)
{
int i,j,flag,index=-1;
struct item tmp_item;
nullpo_retr(0, 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);
for(i=0;i<5;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))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
{
struct map_session_data *sd = map_id2sd(id);
if (data <= 0 || data >= MAX_SKILL)
return 0;
if (sd) sd->blockskill[data] = 0;
return 1;
}
int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
{
nullpo_retr (-1, sd);
skillid = skill_get_index(skillid);
if (skillid == 0)
return -1;
if (tick < 1) {
sd->blockskill[skillid] = 0;
return -1;
}
sd->blockskill[skillid] = 1;
return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
}
int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
{
struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
if (data <= 0 || data >= MAX_SKILL)
return 0;
if (hd) hd->blockskill[data] = 0;
return 1;
}
int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
{
nullpo_retr (-1, hd);
skillid = skill_get_index(skillid);
if (skillid == 0)
return -1;
if (tick < 1) {
hd->blockskill[skillid] = 0;
return -1;
}
hd->blockskill[skillid] = 1;
return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
}
/*
*
*/
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 (i) {
case MG_FIREWALL:
case WZ_ICEWALL:
// 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 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;
}
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++;
}
}
/*==========================================
* 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
*------------------------------------------*/
static 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
int id = atoi(split[0]);
int i;
if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX ) {
ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
return false;
}
if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX ) {
ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
return false;
}
i = skill_get_index(id);
if( !i ) // invalid skill id
return false;
skill_split_atoi(split[1],skill_db[i].range);
skill_db[i].hit = atoi(split[2]);
skill_db[i].inf = atoi(split[3]);
skill_split_atoi(split[4],skill_db[i].element);
skill_db[i].nk = (int)strtol(split[5], NULL, 0);
skill_split_atoi(split[6],skill_db[i].splash);
skill_db[i].max = atoi(split[7]);
skill_split_atoi(split[8],skill_db[i].num);
if( strcmpi(split[9],"yes") == 0 )
skill_db[i].castcancel = 1;
else
skill_db[i].castcancel = 0;
skill_db[i].cast_def_rate = atoi(split[10]);
skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
skill_split_atoi(split[12],skill_db[i].maxcount);
if( strcmpi(split[13],"weapon") == 0 )
skill_db[i].skill_type = BF_WEAPON;
else if( strcmpi(split[13],"magic") == 0 )
skill_db[i].skill_type = BF_MAGIC;
else if( strcmpi(split[13],"misc") == 0 )
skill_db[i].skill_type = BF_MISC;
else
skill_db[i].skill_type = 0;
skill_split_atoi(split[14],skill_db[i].blewcount);
safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
return true;
}
static bool skill_parse_row_requiredb(char* split[], int columns, int current)
{// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
char* p;
int j;
int i = atoi(split[0]);
i = skill_get_index(i);
if( !i ) // invalid skill id
return false;
skill_split_atoi(split[1],skill_db[i].hp);
skill_split_atoi(split[2],skill_db[i].mhp);
skill_split_atoi(split[3],skill_db[i].sp);
skill_split_atoi(split[4],skill_db[i].hp_rate);
skill_split_atoi(split[5],skill_db[i].sp_rate);
skill_split_atoi(split[6],skill_db[i].zeny);
//FIXME: document this
p = split[7];
for( j = 0; j < 32; j++ )
{
int l = atoi(p);
if( l == 99 ) // magic value?
{
skill_db[i].weapon = 0xffffffff;
break;
}
else
skill_db[i].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 ) // magic value?
{
skill_db[i].ammo = 0xffffffff;
break;
}
else if( l ) // 0 not allowed?
skill_db[i].ammo |= 1<<l;
p = strchr(p,':');
if( !p )
break;
p++;
}
skill_split_atoi(split[9],skill_db[i].ammo_qty);
if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
else skill_db[i].state = ST_NONE;
skill_split_atoi(split[11],skill_db[i].spiritball);
for( j = 0; j < 10; j++ ) {
skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
skill_db[i].amount[j] = atoi(split[13+ 2*j]);
}
return true;
}
static bool skill_parse_row_castdb(char* split[], int columns, int current)
{// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
int i = atoi(split[0]);
i = skill_get_index(i);
if( !i ) // invalid skill id
return false;
skill_split_atoi(split[1],skill_db[i].cast);
skill_split_atoi(split[2],skill_db[i].delay);
skill_split_atoi(split[3],skill_db[i].walkdelay);
skill_split_atoi(split[4],skill_db[i].upkeep_time);
skill_split_atoi(split[5],skill_db[i].upkeep_time2);
return true;
}
static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
{// Skill id,Cast,Delay (optional)
int i = atoi(split[0]);
i = skill_get_index(i);
if( !i ) // invalid skill id
return false;
skill_split_atoi(split[1],skill_db[i].castnodex);
if( split[2] ) // optional column
skill_split_atoi(split[2],skill_db[i].delaynodex);
return true;
}
static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
{// SkillID,Flag
int i = atoi(split[0]);
i = skill_get_index(i);
if( !i ) // invalid skill id
return false;
skill_db[i].nocast |= atoi(split[1]);
return true;
}
static bool skill_parse_row_unitdb(char* split[], int columns, int current)
{// ID,unit ID,unit ID 2,layout,range,interval,target,flag
int i = atoi(split[0]);
i = skill_get_index(i);
if( !i ) // invalid skill id
return false;
skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
skill_split_atoi(split[3],skill_db[i].unit_layout_type);
skill_split_atoi(split[4],skill_db[i].unit_range);
skill_db[i].unit_interval = atoi(split[5]);
if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
else skill_db[i].unit_target = strtol(split[6],NULL,16);
skill_db[i].unit_flag = strtol(split[7],NULL,16);
if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
skill_db[i].unit_target = BCT_NOENEMY;
//By default, target just characters.
skill_db[i].unit_target |= BL_CHAR;
if (skill_db[i].unit_flag&UF_NOPC)
skill_db[i].unit_target &= ~BL_PC;
if (skill_db[i].unit_flag&UF_NOMOB)
skill_db[i].unit_target &= ~BL_MOB;
if (skill_db[i].unit_flag&UF_SKILL)
skill_db[i].unit_target |= BL_SKILL;
return true;
}
static bool skill_parse_row_producedb(char* split[], int columns, int current)
{// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,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;
}
static 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;
}
static bool skill_parse_row_abradb(char* split[], int columns, int current)
{// SkillID,DummyName,RequiredHocusPocusLevel,Rate
int i = atoi(split[0]);
if( !skill_get_index(i) || !skill_get_max(i) )
{
ShowError("abra_db: Invalid skill ID %d\n", i);
return false;
}
if ( !skill_get_inf(i) )
{
ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
return false;
}
skill_abra_db[current].skillid = i;
skill_abra_db[current].req_lv = atoi(split[2]);
skill_abra_db[current].per = atoi(split[3]);
return true;
}
static 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));
// 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(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
skill_init_unit_layout();
sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
}
void skill_reload (void)
{
skill_readdb();
}
/*==========================================
*
*------------------------------------------*/
int do_init_skill (void)
{
skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
skill_readdb();
skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
add_timer_func_list(skill_unit_timer,"skill_unit_timer");
add_timer_func_list(skill_castend_id,"skill_castend_id");
add_timer_func_list(skill_castend_pos,"skill_castend_pos");
add_timer_func_list(skill_timerskill,"skill_timerskill");
add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
return 0;
}
int do_final_skill(void)
{
db_destroy(skilldb_name2id);
ers_destroy(skill_unit_ers);
ers_destroy(skill_timer_ers);
return 0;
}