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author | Hercules.ws <Hercules@efficiently.awesome> | 2015-01-10 19:03:57 +0100 |
---|---|---|
committer | HerculesWSAPI <Hercules@efficiently.awesome> | 2015-01-10 19:03:57 +0100 |
commit | 51ff22c89559b3a6a260e800fc7b556f5fe737d1 (patch) | |
tree | 39d550bfcdcb4aaafc16579cbdf673a69a61a70b | |
parent | 9881d5a0554d72be30109dfeee29390fdbdc799a (diff) | |
download | hercules-51ff22c89559b3a6a260e800fc7b556f5fe737d1.tar.gz hercules-51ff22c89559b3a6a260e800fc7b556f5fe737d1.tar.bz2 hercules-51ff22c89559b3a6a260e800fc7b556f5fe737d1.tar.xz hercules-51ff22c89559b3a6a260e800fc7b556f5fe737d1.zip |
HPM Hooks Update
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
-rw-r--r-- | src/map/skill.c | 38146 |
1 files changed, 19073 insertions, 19073 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 790e86134..56ff26cbc 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1,19073 +1,19073 @@ -// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
-// See the LICENSE file
-// Portions Copyright (c) Athena Dev Teams
-
-#define HERCULES_CORE
-
-#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION()
-#include "skill.h"
-
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <time.h>
-
-#include "battle.h"
-#include "battleground.h"
-#include "chrif.h"
-#include "clif.h"
-#include "date.h"
-#include "elemental.h"
-#include "guild.h"
-#include "homunculus.h"
-#include "intif.h"
-#include "itemdb.h"
-#include "log.h"
-#include "map.h"
-#include "mercenary.h"
-#include "mob.h"
-#include "npc.h"
-#include "party.h"
-#include "path.h"
-#include "pc.h"
-#include "pet.h"
-#include "script.h"
-#include "status.h"
-#include "unit.h"
-#include "../common/cbasetypes.h"
-#include "../common/ers.h"
-#include "../common/malloc.h"
-#include "../common/nullpo.h"
-#include "../common/random.h"
-#include "../common/showmsg.h"
-#include "../common/strlib.h"
-#include "../common/timer.h"
-#include "../common/utils.h"
-
-#define SKILLUNITTIMER_INTERVAL 100
-
-// ranges reserved for mapping skill ids to skilldb offsets
-#define HM_SKILLRANGEMIN 750
-#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL)
-#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1)
-#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL)
-#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1)
-#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL)
-#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1)
-#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL)
-
-#if GD_SKILLRANGEMAX > 999
- #error GD_SKILLRANGEMAX is greater than 999
-#endif
-
-struct skill_interface skill_s;
-
-//Since only mob-casted splash skills can hit ice-walls
-static inline int splash_target(struct block_list* bl) {
-#ifndef RENEWAL
- return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
-#else // Some skills can now hit ground skills(traps, ice wall & etc.)
- return BL_SKILL|BL_CHAR;
-#endif
-}
-
-/// Returns the id of the skill, or 0 if not found.
-int skill_name2id(const char* name) {
- if( name == NULL )
- return 0;
-
- return strdb_iget(skill->name2id_db, name);
-}
-
-/// Maps skill ids to skill db offsets.
-/// Returns the skill's array index, or 0 (Unknown Skill).
-int skill_get_index( uint16 skill_id ) {
- // avoid ranges reserved for mapping guild/homun/mercenary skills
- if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
- || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
- || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
- || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
- return 0;
-
- // map skill id to skill db index
- if( skill_id >= GD_SKILLBASE )
- skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
- else if( skill_id >= EL_SKILLBASE )
- skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
- else if( skill_id >= MC_SKILLBASE )
- skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
- else if( skill_id >= HM_SKILLBASE )
- skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
- //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/
- else if( skill_id > 1019 && skill_id < 8001 ) {
- if( skill_id < 2058 ) // 1020 - 2000 are empty
- skill_id = 1020 + skill_id - 2001;
- else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57
- skill_id = (1077) + skill_id - 2201;
- else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348
- skill_id = (1425) + skill_id - 3001;
- else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35
- skill_id = (1460) + skill_id - 5001;
- else
- ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id);
- }
-
- // validate result
- if( !skill_id || skill_id >= MAX_SKILL_DB )
- return 0;
-
- return skill_id;
-}
-
-const char* skill_get_name( uint16 skill_id ) {
- return skill->db[skill->get_index(skill_id)].name;
-}
-
-const char* skill_get_desc( uint16 skill_id ) {
- return skill->db[skill->get_index(skill_id)].desc;
-}
-
-// out of bounds error checking [celest]
-void skill_chk(uint16* skill_id) {
- *skill_id = skill->get_index(*skill_id); // checks/adjusts id
-}
-
-#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0)
-#define skill_get2(var,id,lv) do { \
- skill->chk(&(id)); \
- if(!(id)) return 0; \
- if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \
- int lv2__ = (lv); (lv) = skill->db[(id)].max; \
- return (var) + ((lv2__-(lv))/2);\
- } \
- return (var);\
-} while(0)
-#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1)
-// Skill DB
-int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); }
-int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
-int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); }
-int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); }
-int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); }
-int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); }
-int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); }
-int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); }
-int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); }
-int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); }
-int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); }
-int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) {
-#ifdef RENEWAL_CAST
- skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv);
-#else
- return 0;
-#endif
-}
-int skill_tree_get_max(uint16 skill_id, int b_class)
-{
- int i;
- b_class = pc->class2idx(b_class);
-
- ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id );
- if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id )
- return pc->skill_tree[b_class][i].max;
- else
- return skill->get_max(skill_id);
-}
-
-int skill_get_casttype (uint16 skill_id) {
- int inf = skill->get_inf(skill_id);
- if (inf&(INF_GROUND_SKILL))
- return CAST_GROUND;
- if (inf&INF_SUPPORT_SKILL)
- return CAST_NODAMAGE;
- if (inf&INF_SELF_SKILL) {
- if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF)
- return CAST_DAMAGE; //Combo skill.
- return CAST_NODAMAGE;
- }
- if (skill->get_nk(skill_id)&NK_NO_DAMAGE)
- return CAST_NODAMAGE;
- return CAST_DAMAGE;
-}
-
-int skill_get_casttype2 (uint16 index) {
- int inf = skill->db[index].inf;
- if (inf&(INF_GROUND_SKILL))
- return CAST_GROUND;
- if (inf&INF_SUPPORT_SKILL)
- return CAST_NODAMAGE;
- if (inf&INF_SELF_SKILL) {
- if(skill->db[index].inf2&INF2_NO_TARGET_SELF)
- return CAST_DAMAGE; //Combo skill.
- return CAST_NODAMAGE;
- }
- if (skill->db[index].nk&NK_NO_DAMAGE)
- return CAST_NODAMAGE;
- return CAST_DAMAGE;
-}
-
-//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
-int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
- int range;
- if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
- return 9; //Mobs have a range of 9 regardless of skill used.
-
- range = skill->get_range(skill_id, skill_lv);
-
- if( range < 0 ) {
- if( battle_config.use_weapon_skill_range&bl->type )
- return status_get_range(bl);
- range *=-1;
- }
-
- //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
- switch( skill_id ) {
- case AC_SHOWER:
- case MA_SHOWER:
- case AC_DOUBLE:
- case MA_DOUBLE:
- case HT_BLITZBEAT:
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- case SN_FALCONASSAULT:
- case HT_POWER:
- /**
- * Ranger
- **/
- case RA_ARROWSTORM:
- case RA_AIMEDBOLT:
- case RA_WUGBITE:
- if( bl->type == BL_PC )
- range += pc->checkskill((TBL_PC*)bl, AC_VULTURE);
- else
- range += 10; //Assume level 10?
- break;
- // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
- case GS_RAPIDSHOWER:
- case GS_PIERCINGSHOT:
- case GS_FULLBUSTER:
- case GS_SPREADATTACK:
- case GS_GROUNDDRIFT:
- if (bl->type == BL_PC)
- range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE);
- else
- range += 10; //Assume level 10?
- break;
- case NJ_KIRIKAGE:
- if (bl->type == BL_PC)
- range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
- break;
- /**
- * Warlock
- **/
- case WL_WHITEIMPRISON:
- case WL_SOULEXPANSION:
- case WL_MARSHOFABYSS:
- case WL_SIENNAEXECRATE:
- case WL_DRAINLIFE:
- case WL_CRIMSONROCK:
- case WL_HELLINFERNO:
- case WL_COMET:
- case WL_CHAINLIGHTNING:
- case WL_TETRAVORTEX:
- case WL_EARTHSTRAIN:
- case WL_RELEASE:
- if( bl->type == BL_PC )
- range += pc->checkskill((TBL_PC*)bl, WL_RADIUS);
- break;
- /**
- * Ranger Bonus
- **/
- case HT_LANDMINE:
- case HT_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- if( bl->type == BL_PC )
- range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
- }
-
- if( !range && bl->type != BL_PC )
- return 9; // Enable non players to use self skills on others. [Skotlex]
- return range;
-}
-
-int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
- int skill2_lv, hp;
- struct map_session_data *sd = BL_CAST(BL_PC, src);
- struct map_session_data *tsd = BL_CAST(BL_PC, target);
- struct status_change* sc;
-
- nullpo_ret(src);
-
- switch( skill_id ) {
- case BA_APPLEIDUN:
-#ifdef RENEWAL
- hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
-#else // not RENEWAL
- hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
-#endif // RENEWAL
- if( sd )
- hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
- break;
- case PR_SANCTUARY:
- hp = (skill_lv>6)?777:skill_lv*100;
- break;
- case NPC_EVILLAND:
- hp = (skill_lv>6)?666:skill_lv*100;
- break;
- default:
- if (skill_lv >= battle_config.max_heal_lv)
- return battle_config.max_heal;
-#ifdef RENEWAL
- /**
- * Renewal Heal Formula
- * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
- **/
- hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
-#else // not RENEWAL
- hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
-#endif // RENEWAL
- if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
- hp += hp * skill2_lv * 2 / 100;
- else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
- hp += hp * skill2_lv * 2 / 100;
- break;
- }
-
- if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
- hp >>= 1;
-
- if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) )
- hp += hp*skill2_lv/100;
-
- if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) )
- hp += hp*skill2_lv/100;
-
- sc = status->get_sc(src);
- if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) {
- if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL )
- hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
- }
- sc = status->get_sc(target);
- if( sc && sc->count ) {
- if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
- hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
- if( sc->data[SC_DEATHHURT] && heal )
- hp -= hp * 20/100;
- if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
- hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
- if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
- hp += hp / 10;
- if ( sc && sc->data[SC_VITALITYACTIVATION] )
- hp = hp * 150 / 100;
- }
-
-#ifdef RENEWAL
- // MATK part of the RE heal formula [malufett]
- // Note: in this part matk bonuses from items or skills are not applied
- switch( skill_id ) {
- case BA_APPLEIDUN:
- case PR_SANCTUARY:
- case NPC_EVILLAND:
- break;
- default:
- hp += status->get_matk(src, 3);
- }
-#endif // RENEWAL
- return hp;
-}
-
-// Making plagiarize check its own function [Aru]
-int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
-{
- // Never copy NPC/Wedding Skills
- if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
- return 0;
-
- // High-class skills
- if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
- {
- if(battle_config.copyskill_restrict == 2)
- return 0;
- else if(battle_config.copyskill_restrict)
- return (sd->status.class_ == JOB_STALKER);
- }
-
- //Added so plagarize can't copy agi/bless if you're undead since it damages you
- if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
- skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
- skill_id == MER_INCAGI || skill_id == MER_BLESSING))
- return 0;
-
- // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
- if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE)))
- return 0;
- // Reproduce will only copy skills according on the list. [Jobbie]
- else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] )
- return 0;
-
- return 1;
-}
-
-// [MouseJstr] - skill ok to cast? and when?
-int skillnotok (uint16 skill_id, struct map_session_data *sd)
-{
- int16 idx,m;
- nullpo_retr (1, sd);
- m = sd->bl.m;
- idx = skill->get_index(skill_id);
-
- if (idx == 0)
- return 1; // invalid skill id
-
- if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) )
- return 1;
-
- if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
- return 0; // can do any damn thing they want
-
- if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
- return 0; // Teleport lv 3 bypasses this check.[Inkfish]
-
- // Epoque:
- // This code will compare the player's attack motion value which is influenced by ASPD before
- // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
- // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
- if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
- DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
- {// attempted to cast a skill before the attack motion has finished
- return 1;
- }
-
- if (sd->blockskill[idx]) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
- return 1;
- }
-
- /**
- * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below
- * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
- **/
- if( sd->skillitem == skill_id )
- return 0;
-
- if( sd->sc.data[SC_ALL_RIDING] )
- return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
-
- switch (skill_id) {
- case AL_WARP:
- case RETURN_TO_ELDICASTES:
- case ALL_GUARDIAN_RECALL:
- case ECLAGE_RECALL:
- if(map->list[m].flag.nowarp) {
- clif->skill_mapinfomessage(sd,0);
- return 1;
- }
- return 0;
- case AL_TELEPORT:
- case SC_FATALMENACE:
- case SC_DIMENSIONDOOR:
- if(map->list[m].flag.noteleport) {
- clif->skill_mapinfomessage(sd,0);
- return 1;
- }
- return 0; // gonna be checked in 'skill->castend_nodamage_id'
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- if (map->list[m].flag.nomemo) {
- clif->skill_mapinfomessage(sd,1);
- return 1;
- }
- break;
- case MC_VENDING:
- case ALL_BUYING_STORE:
- if( npc->isnear(&sd->bl) ) {
- // uncomment for more verbose message.
- //char output[150];
- //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC."
- //clif->message(sd->fd, output);
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
- return 1;
- }
- case MC_IDENTIFY:
- return 0; // always allowed
- case WZ_ICEWALL:
- // noicewall flag [Valaris]
- if (map->list[m].flag.noicewall) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- break;
- case GC_DARKILLUSION:
- if( map_flag_gvg2(m) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- break;
- case GD_EMERGENCYCALL:
- if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1))
- || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4))
- || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle)
- ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- break;
-
- case SC_MANHOLE:
- case WM_SOUND_OF_DESTRUCTION:
- case WM_SATURDAY_NIGHT_FEVER:
- case WM_LULLABY_DEEPSLEEP:
- if( !map_flag_vs(m) ) {
- clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails.
- return 1;
- }
- break;
-
- }
- return (map->list[m].flag.noskill);
-}
-
-int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
-{
- uint16 idx = skill->get_index(skill_id);
- nullpo_retr(1,hd);
-
- if (idx == 0)
- return 1; // invalid skill id
-
- if (hd->blockskill[idx] > 0)
- return 1;
- switch(skill_id){
- case MH_LIGHT_OF_REGENE:
- if( homun->get_intimacy_grade(hd) != 4 ){
- if( hd->master )
- clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
- return 1;
- }
- break;
- case MH_GOLDENE_FERSE: //can be used with angriff
- if(hd->sc.data[SC_ANGRIFFS_MODUS])
- return 1;
- case MH_ANGRIFFS_MODUS:
- if(hd->sc.data[SC_GOLDENE_FERSE])
- return 1;
- break;
- }
-
- //Use master's criteria.
- return skill->not_ok(skill_id, hd->master);
-}
-
-int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
-{
- uint16 idx = skill->get_index(skill_id);
- nullpo_retr(1,md);
-
- if( idx == 0 )
- return 1; // Invalid Skill ID
- if( md->blockskill[idx] > 0 )
- return 1;
-
- return skill->not_ok(skill_id, md->master);
-}
-
-struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
- int pos = skill->get_unit_layout_type(skill_id,skill_lv);
- uint8 dir;
-
- if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
- ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
- pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
- }
-
- if (pos != -1) // simple single-definition layout
- return &skill->unit_layout[pos];
-
- dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction
-
- if (skill_id == MG_FIREWALL)
- return &skill->unit_layout [skill->firewall_unit_pos + dir];
- else if (skill_id == WZ_ICEWALL)
- return &skill->unit_layout [skill->icewall_unit_pos + dir];
- else if( skill_id == WL_EARTHSTRAIN ) //Warlock
- return &skill->unit_layout [skill->earthstrain_unit_pos + dir];
-
- ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
- return &skill->unit_layout[0]; // default 1x1 layout
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) {
- struct map_session_data *sd, *dstsd;
- struct mob_data *md, *dstmd;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc, *tsc;
-
- int temp;
- int rate;
-
- nullpo_ret(src);
- nullpo_ret(bl);
-
- if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
-
- if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
- return 0;
-
- sd = BL_CAST(BL_PC, src);
- md = BL_CAST(BL_MOB, src);
- dstsd = BL_CAST(BL_PC, bl);
- dstmd = BL_CAST(BL_MOB, bl);
-
- sc = 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;
-
- if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
- if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
- // Trigger status effects
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
- rate = sd->addeff[i].rate;
- if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
- rate += sd->addeff[i].arrow_rate;
- if( !rate ) continue;
-
- if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
- // Trigger has attack type consideration.
- if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
- (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
- (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
- else
- continue;
- }
-
- if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
- // Trigger has range consideration.
- if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
-
- type = sd->addeff[i].id;
- temp = skill->get_time2(status->sc2skill(type),7);
-
- if (sd->addeff[i].flag&ATF_TARGET)
- status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE);
-
- if (sd->addeff[i].flag&ATF_SELF)
- status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE);
- }
- }
-
- if( skill_id ) {
- // Trigger status effects on skills
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
- if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
- continue;
- type = sd->addeff3[i].id;
- temp = skill->get_time2(status->sc2skill(type),7);
-
- if( sd->addeff3[i].target&ATF_TARGET )
- status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE);
- if( sd->addeff3[i].target&ATF_SELF )
- status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE);
- }
- }
- }
-
- if( dmg_lv < ATK_DEF ) // no damage, return;
- return 0;
-
- switch(skill_id) {
- case 0: { // Normal attacks (no skill used)
- if( attack_type&BF_SKILL )
- break; // If a normal attack is a skill, it's splash damage. [Inkfish]
- if(sd) {
- // Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 &&
- rnd()%1000 <= sstatus->luk*3 ) {
- rate = sd->status.job_level / 10 + 1;
- skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
- }
- // Automatic trigger of Warg Strike [Jobbie]
- if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 )
- skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
- // Gank
- if(dstmd && sd->status.weapon != W_BOW &&
- (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 &&
- (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
- if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL)))
- clif->skill_nodamage(src,bl,TF_STEAL,temp,1);
- else
- clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
- }
- // Chance to trigger Taekwon kicks [Dralnu]
- if(sc && !sc->data[SC_COMBOATTACK]) {
- if(sc->data[SC_STORMKICK_READY] &&
- sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK,
- bl->id, 2, 0,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_DOWNKICK_READY] &&
- sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK,
- bl->id, 2, 0,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_TURNKICK_READY] &&
- sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK,
- bl->id, 2, 0,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka]
- rate = 20;
- if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
- rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
- status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
- }
- sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id,
- (2000 - 4*sstatus->agi - 2*sstatus->dex));
- }
- }
- if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
- skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
- }
-
- if (sc) {
- struct status_change_entry *sce;
- // Enchant Poison gives a chance to poison attacked enemies
- if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
- skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE);
- // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
- if((sce=sc->data[SC_EDP]))
- sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
- skill->get_time2(ASC_EDP,sce->val1));
- }
- }
- break;
-
- case SM_BASH:
- if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
- status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
- skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE);
- break;
-
- case MER_CRASH:
- sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case AS_VENOMKNIFE:
- if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skill_lv = pc->checkskill(sd, TF_POISON);
- case TF_POISON:
- case AS_SPLASHER:
- if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
- && sd && skill_id==TF_POISON
- )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
-
- case AS_SONICBLOW:
- sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case WZ_FIREPILLAR:
- unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1);
- break;
-
- case MG_FROSTDIVER:
- #ifndef RENEWAL
- case WZ_FROSTNOVA:
- #endif
- if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv))
- && sd && skill_id == MG_FROSTDIVER
- )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
-
- #ifdef RENEWAL
- case WZ_FROSTNOVA:
- sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- #endif
-
- case WZ_STORMGUST:
- /**
- * Storm Gust counter was dropped in renewal
- **/
- #ifdef RENEWAL
- sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
- #else
- //On third hit, there is a 150% to freeze the target
- if(tsc->sg_counter >= 3 &&
- sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv)))
- tsc->sg_counter = 0;
- /**
- * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
- **/
- else if( tsc->sg_counter > 250 )
- tsc->sg_counter = 0;
- #endif
- break;
-
- case WZ_METEOR:
- sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case WZ_VERMILION:
- sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case HT_FLASHER:
- sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case HT_LANDMINE:
- case MA_LANDMINE:
- sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case HT_SHOCKWAVE:
- status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
- break;
-
- case HT_SANDMAN:
- case MA_SANDMAN:
- sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case TF_SPRINKLESAND:
- sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case TF_THROWSTONE:
- if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) )
- sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Chance to cause blind status vs demon and undead element, but not against players
- if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case AM_ACIDTERROR:
- sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
- if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
- clif->emotion(bl,E_OMG);
- break;
-
- case AM_DEMONSTRATION:
- skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
- break;
-
- case CR_SHIELDCHARGE:
- sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case PA_PRESSURE:
- status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
- break;
-
- case RG_RAID:
- sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-
- #ifdef RENEWAL
- sc_start(src,bl,SC_RAID,100,7,5000);
- break;
-
- case RG_BACKSTAP:
- sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
- #endif
- break;
-
- case BA_FROSTJOKER:
- sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case DC_SCREAM:
- sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case BD_LULLABY:
- sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case DC_UGLYDANCE:
- rate = 5+5*skill_lv;
- if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON)))
- rate += 5+temp;
- status_zap(bl, 0, rate);
- break;
- case SL_STUN:
- if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
- sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
- break;
-
- case NPC_PETRIFYATTACK:
- sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv,
- skill_lv,0,0,skill->get_time(skill_id,skill_lv),
- skill->get_time2(skill_id,skill_lv));
- break;
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_HELLPOWER:
- sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case NPC_ACIDBREATH:
- case NPC_ICEBREATH:
- sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case NPC_BLEEDING:
- sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
- break;
- case NPC_MENTALBREAKER:
- {
- //Based on observations by [Tharis], Mental Breaker should do SP damage
- //equal to Matk*skLevel.
- rate = status->get_matk(src, 2);
- rate*=skill_lv;
- status_zap(bl, 0, rate);
- break;
- }
- // Equipment breaking monster skills [Celest]
- case NPC_WEAPONBRAKER:
- skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_ARMORBRAKE:
- skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_HELMBRAKE:
- skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_SHIELDBRAKE:
- skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
- break;
-
- case CH_TIGERFIST:
- sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv));
- break;
-
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
- sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv));
- break;
-
- case ST_REJECTSWORD:
- sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv));
- break;
-
- case PF_FOGWALL:
- if (src != bl && !tsc->data[SC_DELUGE])
- sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element
- if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
- break;
-
- case LK_JOINTBEAT:
- if (tsc->jb_flag) {
- enum sc_type type = status->skill2sc(skill_id);
- sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
- tsc->jb_flag = 0;
- }
- break;
- case ASC_METEORASSAULT:
- //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
- switch(rnd()%3) {
- case 0:
- sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1));
- break;
- case 1:
- sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
- break;
- default:
- sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
- }
- break;
-
- case HW_NAPALMVULCAN:
- sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case WS_CARTTERMINATION:
- sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case CR_ACIDDEMONSTRATION:
- skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
- break;
-
- case TK_DOWNKICK:
- sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case TK_JUMPKICK:
- if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
- {// debuff the following statuses
- status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- status_change_end(bl, SC_KAAHI, INVALID_TIMER);
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
- if(attack_type&BF_MISC) //70% base stun chance...
- sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case GS_BULLSEYE: //0.1% coma rate.
- if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE);
- break;
- case GS_PIERCINGSHOT:
- sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
- break;
- case NJ_HYOUSYOURAKU:
- sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case GS_FLING:
- sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv));
- break;
- case GS_DISARM:
- rate = 3*skill_lv;
- if (sstatus->dex > tstatus->dex)
- rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
- skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case NPC_EVILLAND:
- sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case NPC_HELLJUDGEMENT:
- sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case NPC_CRITICALWOUND:
- sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case RK_WINDCUTTER:
- sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case RK_DRAGONBREATH:
- sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
- break;
- case RK_DRAGONBREATH_WATER:
- sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
- break;
- case AB_ADORAMUS:
- if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect.
- sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case WL_CRIMSONROCK:
- sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case WL_COMET:
- sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
- break;
- case WL_EARTHSTRAIN:
- {
- int i;
- const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
-
- for( i = 0; i < skill_lv; i++ )
- skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv,
- skill_lv,skill->get_time2(skill_id,skill_lv));
- }
- break;
- case WL_JACKFROST:
- sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case WL_FROSTMISTY:
- sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case RA_WUGBITE:
- rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4;
- if ( rate < 50 )
- rate = 50;
- sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0));
- break;
- case RA_SENSITIVEKEEN:
- if( rnd()%100 < 8 * skill_lv )
- skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
- break;
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- if( dstmd && !(dstmd->status.mode&MD_BOSS) )
- sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv));
- break;
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
- break;
- case NC_PILEBUNKER:
- if( rnd()%100 < 25 + 15 *skill_lv ) {
- //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
- status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
- status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
- status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
- status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
- status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
- status_change_end(bl, SC_BANDING, INVALID_TIMER);
- status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
- }
- break;
- case NC_FLAMELAUNCHER:
- sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
- break;
- case NC_COLDSLOWER:
- sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- if ( tsc && !tsc->data[SC_FREEZE] )
- sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
- break;
- case NC_POWERSWING:
- // Use flag=2, the stun duration is not vit-reduced.
- status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK);
- if( rnd()%100 < 5*skill_lv )
- skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1);
- break;
- case NC_MAGMA_ERUPTION:
- sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
- sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case GC_WEAPONCRUSH:
- skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
- break;
- case GC_DARKCROW:
- sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case LG_SHIELDPRESS:
- rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4;
- sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
- break;
- case LG_HESPERUSLIT:
- if ( sc && sc->data[SC_BANDING] ) {
- if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT.
- status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK);
- else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5
- skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0);
- }
- break;
- case LG_PINPOINTATTACK:
- rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10;
- switch( skill_lv ) {
- case 1:
- sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case 2:
- skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY);
- break;
- case 3:
- skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY);
- break;
- case 4:
- skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY);
- break;
- case 5:
- skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY);
- break;
- }
- break;
- case LG_MOONSLASHER:
- rate = 32 + 8 * skill_lv;
- if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet.
- skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
- else if( dstmd && !is_boss(bl) )
- sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
- if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
- sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
- break;
- case LG_EARTHDRIVE:
- skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
- sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case SR_DRAGONCOMBO:
- sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case SR_FALLENEMPIRE:
- sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case SR_WINDMILL:
- if( dstsd )
- skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
- else if( dstmd && !is_boss(bl) )
- sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
- break;
- case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case SR_EARTHSHAKER:
- sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case SR_HOWLINGOFLION:
- sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case SO_EARTHGRAVE:
- sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
- break;
- case SO_DIAMONDDUST:
- rate = 5 + 5 * skill_lv;
- if( sc && sc->data[SC_COOLER_OPTION] )
- rate += sc->data[SC_COOLER_OPTION]->val3 / 5;
- sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv));
- break;
- case SO_VARETYR_SPEAR:
- sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- if( sd ) {
- switch( sd->itemid ) {
- // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
- case ITEMID_COCONUT_BOMB:
- sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official
- sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000);
- break;
- case ITEMID_MELON_BOMB:
- sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed
- break;
- case ITEMID_BANANA_BOMB:
- sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE?
- sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds.
- break;
- }
- sd->itemid = -1;
- }
- break;
- case GN_HELLS_PLANT_ATK:
- sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
- sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
- break;
- case EL_WIND_SLASH: // Non confirmed rate.
- sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
- break;
- case EL_STONE_HAMMER:
- rate = 10 * skill_lv;
- sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
- break;
- case EL_ROCK_CRUSHER:
- case EL_ROCK_CRUSHER_ATK:
- sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
- break;
- case EL_TYPOON_MIS:
- sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case KO_JYUMONJIKIRI:
- sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case KO_MAKIBISHI:
- sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2));
- break;
- case MH_LAVA_SLIDE:
- if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv));
- break;
- case MH_STAHL_HORN:
- sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case MH_NEEDLE_OF_PARALYZE:
- sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case GN_ILLUSIONDOPING:
- if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate.
- sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- break;
- case MH_XENO_SLASHER:
- sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
- break;
- }
-
- if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) {
- //Pass heritage to Master for status causing effects. [Skotlex]
- sd = map->id2sd(md->master_id);
- src = sd?&sd->bl:src;
- }
-
- if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) {
- // Coma, Breaking Equipment
- if( sd && sd->special_state.bonus_coma ) {
- rate = sd->weapon_coma_ele[tstatus->def_ele];
- rate += sd->weapon_coma_race[tstatus->race];
- rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- if (rate)
- status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE);
- }
- if (sd && battle_config.equip_self_break_rate) {
- // Self weapon breaking
- rate = battle_config.equip_natural_break_rate;
- if( sc )
- {
- if(sc->data[SC_GIANTGROWTH])
- rate += 10;
- if(sc->data[SC_OVERTHRUST])
- rate += 10;
- if(sc->data[SC_OVERTHRUSTMAX])
- rate += 10;
- }
- if( rate )
- skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF);
- }
- if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) {
- // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
- // Target weapon breaking
- rate = 0;
- if( sd )
- rate += sd->bonus.break_weapon_rate;
- if( sc && sc->data[SC_MELTDOWN] )
- rate += sc->data[SC_MELTDOWN]->val2;
- if( rate )
- skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
-
- // Target armor breaking
- rate = 0;
- if( sd )
- rate += sd->bonus.break_armor_rate;
- if( sc && sc->data[SC_MELTDOWN] )
- rate += sc->data[SC_MELTDOWN]->val3;
- if( rate )
- skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
- }
- if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
- if (sd->def_set_race[tstatus->race].rate)
- status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
- 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK);
- if (sd->def_set_race[tstatus->race].rate)
- status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
- 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK);
- }
- }
-
- if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) {
- struct unit_data *ud = unit->bl2ud(src);
-
- if( sc->data[SC_WILD_STORM_OPTION] )
- temp = sc->data[SC_WILD_STORM_OPTION]->val2;
- else if( sc->data[SC_UPHEAVAL_OPTION] )
- temp = sc->data[SC_UPHEAVAL_OPTION]->val2;
- else if( sc->data[SC_TROPIC_OPTION] )
- temp = sc->data[SC_TROPIC_OPTION]->val3;
- else if( sc->data[SC_CHILLY_AIR_OPTION] )
- temp = sc->data[SC_CHILLY_AIR_OPTION]->val3;
- else
- temp = 0;
-
- if ( rnd()%100 < 25 && temp ){
- skill->castend_damage_id(src, bl, temp, 5, tick, 0);
-
- if (ud) {
- rate = skill->delay_fix(src, temp, skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
- ud->canact_tick = tick+rate;
- if ( battle_config.display_status_timers )
- clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
- }
- }
- }
- }
-
- // Autospell when attacking
- if( sd && !status->isdead(bl) && sd->autospell[0].id ) {
- struct block_list *tbl;
- struct unit_data *ud;
- int i, auto_skill_lv, type, notok;
-
- for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
-
- if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
- sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
- sd->autospell[i].flag&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
-
- temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
-
- sd->state.autocast = 1;
- notok = skill->not_ok(temp, sd);
- sd->state.autocast = 0;
-
- if ( notok )
- continue;
-
- auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
- if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv);
-
- rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
-
- if (rnd()%1000 >= rate)
- continue;
-
- tbl = (sd->autospell[i].id < 0) ? src : bl;
-
- if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
- int maxcount = 0;
- if( !(BL_PC&battle_config.skill_reiteration) &&
- skill->get_unit_flag(temp)&UF_NOREITERATION &&
- skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv)
- ) {
- continue;
- }
- if( BL_PC&battle_config.skill_nofootset &&
- skill->get_unit_flag(temp)&UF_NOFOOTSET &&
- skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv)
- ) {
- continue;
- }
- if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0
- ) {
- int v;
- for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
- if(sd->ud.skillunit[v]->skill_id == temp)
- maxcount--;
- }
- if( maxcount == 0 ) {
- continue;
- }
- }
- }
- if( battle_config.autospell_check_range &&
- !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
- continue;
-
- if (temp == AS_SONICBLOW)
- pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
- else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding.
- type = CAST_GROUND;
-
- sd->state.autocast = 1;
- skill->consume_requirement(sd,temp,auto_skill_lv,1);
- skill->toggle_magicpower(src, temp);
- switch (type) {
- case CAST_GROUND:
- skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0);
- break;
- }
- sd->state.autocast = 0;
- //Set canact delay. [Skotlex]
- ud = unit->bl2ud(src);
- if (ud) {
- rate = skill->delay_fix(src, temp, auto_skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
- ud->canact_tick = tick+rate;
- if ( battle_config.display_status_timers && sd )
- clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
- }
- }
- }
- }
-
- //Autobonus when attacking
- if( sd && sd->autobonus[0].rate )
- {
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
- {
- if( rnd()%1000 >= sd->autobonus[i].rate )
- continue;
- if( sd->autobonus[i].active != INVALID_TIMER )
- continue;
- if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
- sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
- sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- pc->exeautobonus(sd,&sd->autobonus[i]);
- }
- }
-
- //Polymorph
- if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
- dstmd && !(tstatus->mode&MD_BOSS) &&
- (rnd()%10000 < sd->bonus.classchange))
- {
- struct mob_db *monster;
- int class_;
- temp = 0;
- do {
- do {
- class_ = rnd() % MAX_MOB_DB;
- } while (!mob->db_checkid(class_));
-
- rate = rnd() % 1000000;
- monster = mob->db(class_);
- } while (
- (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) &&
- (temp++) < 2000);
- if (temp < 2000)
- mob->class_change(dstmd,class_);
- }
-
- return 0;
-}
-
-int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) {
- int temp, skill_lv, i, type, notok;
- struct block_list *tbl;
-
- if( sd == NULL || !skill_id )
- return 0;
-
- for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
- if( sd->autospell3[i].flag != skill_id )
- continue;
-
- if( sd->autospell3[i].lock )
- continue; // autospell already being executed
-
- temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
-
- sd->state.autocast = 1;
- notok = skill->not_ok(temp, sd);
- sd->state.autocast = 0;
-
- if ( notok )
- continue;
-
- skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
- if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
-
- if( sd->autospell3[i].id >= 0 && bl == NULL )
- continue; // No target
- if( rnd()%1000 >= sd->autospell3[i].rate )
- continue;
-
- tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
-
- if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
- int maxcount = 0;
- if( !(BL_PC&battle_config.skill_reiteration) &&
- skill->get_unit_flag(temp)&UF_NOREITERATION &&
- skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
- ) {
- continue;
- }
- if( BL_PC&battle_config.skill_nofootset &&
- skill->get_unit_flag(temp)&UF_NOFOOTSET &&
- skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
- ) {
- continue;
- }
- if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill->get_maxcount(temp, skill_lv)) > 0
- ) {
- int v;
- for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
- if(sd->ud.skillunit[v]->skill_id == temp)
- maxcount--;
- }
- if( maxcount == 0 ) {
- continue;
- }
- }
- }
- if( battle_config.autospell_check_range &&
- !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
- continue;
-
- sd->state.autocast = 1;
- sd->autospell3[i].lock = true;
- skill->consume_requirement(sd,temp,skill_lv,1);
- switch( type ) {
- case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break;
- case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break;
- case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break;
- }
- sd->autospell3[i].lock = false;
- sd->state.autocast = 0;
- }
-
- if (sd->autobonus3[0].rate) {
- for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
- if( rnd()%1000 >= sd->autobonus3[i].rate )
- continue;
- if( sd->autobonus3[i].active != INVALID_TIMER )
- continue;
- if( sd->autobonus3[i].atk_type != skill_id )
- continue;
- pc->exeautobonus(sd,&sd->autobonus3[i]);
- }
- }
-
- return 1;
-}
-/* Split off from skill->additional_effect, which is never called when the
- * attack skill kills the enemy. Place in this function counter status effects
- * when using skills (eg: Asura's sp regen penalty, or counter-status effects
- * from cards) that will take effect on the source, not the target. [Skotlex]
- * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
- * type of skills, so not every instance of skill->additional_effect needs a call
- * to this one.
- */
-int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) {
- int rate;
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct status_change *sc;
-
- nullpo_ret(src);
- nullpo_ret(bl);
-
- if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest]
-
- sd = BL_CAST(BL_PC, src);
- dstsd = BL_CAST(BL_PC, bl);
- sc = status->get_sc(src);
-
- 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(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE);
-
- if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl))
- status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE);
- }
- }
-
- switch(skill_id){
- case MO_EXTREMITYFIST:
- sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case GS_FULLBUSTER:
- sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case HFLI_SBR44: // [orn]
- case HVAN_EXPLOSION:
- if(src->type == BL_HOM){
- TBL_HOM *hd = (TBL_HOM*)src;
- hd->homunculus.intimacy = 200;
- if (hd->master)
- clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- attack_type |= BF_WEAPON;
- break;
- case LG_HESPERUSLIT:
- if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
- char i;
- for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++)
- clif->millenniumshield(bl, sc->fv_counter++);
- }
- break;
- }
-
- if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
- && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka]
- sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
-
- if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl)
- && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL))
- && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0
- ) {
- // Soul Drain should only work on targeted spells [Skotlex]
- if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id )
- ;
- else {
- clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2);
- }
- }
-
- if( sd && status->isdead(bl) ) {
- int sp = 0, hp = 0;
- if( attack_type&BF_WEAPON ) {
- sp += sd->bonus.sp_gain_value;
- sp += sd->sp_gain_race[status_get_race(bl)];
- sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
- hp += sd->bonus.hp_gain_value;
- }
- if( attack_type&BF_MAGIC ) {
- sp += sd->bonus.magic_sp_gain_value;
- hp += sd->bonus.magic_hp_gain_value;
- if( skill_id == WZ_WATERBALL ) {// (bugreport:5303)
- if( sc->data[SC_SOULLINK]
- && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
- && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL
- )
- sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
- }
- }
- if( hp || sp ) {
- // updated to force healing to allow healing through berserk
- status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
- }
- }
-
- // Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
- struct block_list *tbl;
- struct unit_data *ud;
- int i, auto_skill_id, auto_skill_lv, type, notok;
-
- for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
-
- if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
- dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
- dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
-
- auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
- auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
- if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv);
-
- rate = dstsd->autospell2[i].rate;
- if (attack_type&BF_LONG)
- rate>>=1;
-
- dstsd->state.autocast = 1;
- notok = skill->not_ok(auto_skill_id, dstsd);
- dstsd->state.autocast = 0;
-
- if ( notok )
- continue;
-
- if (rnd()%1000 >= rate)
- continue;
-
- tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
-
- if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) {
- int maxcount = 0;
- if( !(BL_PC&battle_config.skill_reiteration) &&
- skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION &&
- skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv)
- ) {
- continue;
- }
- if( BL_PC&battle_config.skill_nofootset &&
- skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET &&
- skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv)
- ) {
- continue;
- }
- if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0
- ) {
- int v;
- for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
- if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id)
- maxcount--;
- }
- if( maxcount == 0 ) {
- continue;
- }
- }
- }
-
- if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
- continue;
-
- dstsd->state.autocast = 1;
- skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1);
- switch (type) {
- case CAST_GROUND:
- skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0);
- break;
- }
- dstsd->state.autocast = 0;
- // Set canact delay. [Skotlex]
- ud = unit->bl2ud(bl);
- if (ud) {
- rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv);
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
- ud->canact_tick = tick+rate;
- if ( battle_config.display_status_timers && dstsd )
- clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0);
- }
- }
- }
- }
-
- //Autobonus when attacked
- if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
- int i;
- for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
- if( rnd()%1000 >= dstsd->autobonus2[i].rate )
- continue;
- if( dstsd->autobonus2[i].active != INVALID_TIMER )
- continue;
- if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
- dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
- dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
- continue; // one or more trigger conditions were not fulfilled
- pc->exeautobonus(dstsd,&dstsd->autobonus2[i]);
- }
- }
-
- return 0;
-}
-/*=========================================================================
- * Breaks equipment. On-non players causes the corresponding strip effect.
- * - rate goes from 0 to 10000 (100.00%)
- * - flag is a BCT_ flag to indicate which type of adjustment should be used
- * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
- *------------------------------------------------------------------------*/
-int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) {
- const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
- const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
- const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
- struct status_change *sc = 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->bonus.unbreakable_equip)
- where &= ~sd->bonus.unbreakable_equip;
- if (sd->bonus.unbreakable)
- rate -= rate*sd->bonus.unbreakable/100;
- if (where&EQP_WEAPON) {
- switch (sd->status.weapon) {
- case W_FIST: //Bare fists should not break :P
- case W_1HAXE:
- case W_2HAXE:
- case W_MACE: // Axes and Maces can't be broken [DracoRPG]
- case W_2HMACE:
- case W_STAFF:
- case W_2HSTAFF:
- case W_BOOK: //Rods and Books can't be broken [Skotlex]
- case W_HUUMA:
- where &= ~EQP_WEAPON;
- }
- }
- }
- if (flag&BCT_ENEMY) {
- if (battle_config.equip_skill_break_rate != 100)
- rate = rate*battle_config.equip_skill_break_rate/100;
- } else if (flag&(BCT_PARTY|BCT_SELF)) {
- if (battle_config.equip_self_break_rate != 100)
- rate = rate*battle_config.equip_self_break_rate/100;
- }
-
- for (i = 0; i < 4; i++) {
- if (where&where_list[i]) {
- if (sc && sc->count && sc->data[scdef[i]])
- where&=~where_list[i];
- else if (rnd()%10000 >= rate)
- where&=~where_list[i];
- else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
- sc_start(bl,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;
-
- switch(i) {
- case EQI_HEAD_TOP: //Upper Head
- flag = (where&EQP_HELM);
- break;
- case EQI_ARMOR: //Body
- flag = (where&EQP_ARMOR);
- break;
- case EQI_HAND_R: //Left/Right hands
- case EQI_HAND_L:
- flag = (
- (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
- (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
- break;
- case EQI_SHOES:
- flag = (where&EQP_SHOES);
- break;
- case EQI_GARMENT:
- flag = (where&EQP_GARMENT);
- break;
- default:
- continue;
- }
- if (flag) {
- sd->status.inventory[j].attribute = 1;
- pc->unequipitem(sd, j, 3);
- }
- }
- clif->equiplist(sd);
- }
-
- return where; //Return list of pieces broken.
-}
-
-int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) {
- struct status_change *sc;
- const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
- const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY};
- const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0};
- int i;
-
- if (rnd()%100 >= rate)
- return 0;
-
- sc = status->get_sc(bl);
- if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind]
- return 0;
-
- for (i = 0; i < ARRAYLENGTH(pos); i++) {
- if (where&pos[i] && sc->data[sc_def[i]])
- where&=~pos[i];
- }
- if (!where) return 0;
-
- for (i = 0; i < ARRAYLENGTH(pos); i++) {
- if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time))
- where&=~pos[i];
- }
- return where?1:0;
-}
-/*=========================================================================
- Used to knock back players, monsters, traps, etc
- - 'count' is the number of squares to knock back
- - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
- - if 'flag&0x1', position update packets must not be sent.
- - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
- -------------------------------------------------------------------------*/
-int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
- int dx = 0, dy = 0;
- struct skill_unit* su = NULL;
-
- nullpo_ret(src);
-
- if (src != target && map->list[src->m].flag.noknockback)
- return 0; // No knocking
- if (count == 0)
- return 0; // Actual knockback distance is 0.
-
- switch (target->type) {
- case BL_MOB: {
- struct mob_data* md = BL_CAST(BL_MOB, target);
- if( md->class_ == MOBID_EMPERIUM )
- return 0;
- if(src != target && is_boss(target)) // Bosses can't be knocked-back
- return 0;
- }
- break;
- case BL_PC: {
- struct map_session_data *sd = BL_CAST(BL_PC, target);
- if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
- return 0; // Basilica caster can't be knocked-back by normal monsters.
- if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
- return 0;
- }
- break;
- case BL_SKILL:
- su = (struct skill_unit *)target;
- if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION))
- return 0; // ankle snare cannot be knocked back
- break;
- }
-
- if (dir == -1) // <optimized>: do the computation here instead of outside
- dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed
-
- if (dir >= 0 && dir < 8) {
- // take the reversed 'direction' and reverse it
- dx = -dirx[dir];
- dy = -diry[dir];
- }
-
- return unit->blown(target, dx, dy, count, flag); // send over the proper flag
-}
-
-
-/*
- Checks if 'bl' should reflect back a spell cast by 'src'.
- type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted)
- In case of success returns type of reflection, otherwise 0
- 1 - Regular reflection (Maya)
- 2 - SL_KAITE reflection
-*/
-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);
-
- if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
- return 0;
-
- // item-based reflection
- if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
- return 1;
-
- if( is_boss(src) )
- return 0;
-
- // status-based reflection
- if( !sc || sc->count == 0 )
- return 0;
-
- if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
- return 1;
-
- if( sc->data[SC_KAITE] && (src->type == BL_PC || 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, INVALID_TIMER);
- return 2;
- }
-
- return 0;
-}
-
-/*
- * =========================================================================
- * Does a skill attack with the given properties.
- * src is the master behind the attack (player/mob/pet)
- * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
- * bl is the target to be attacked.
- * flag can hold a bunch of information:
- * flag&0xFFF is passed to the underlying battle_calc_attack for processing
- * (usually holds number of targets, or just 1 for simple splash attacks)
- * flag&0x1000 is used to tag that this is a splash-attack (so the damage
- * packet shouldn't display a skill animation)
- * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
- * client (causes player characters to not scream skill name)
- * flag&0x4000 - Return 0 if damage was reflected
- *-------------------------------------------------------------------------*/
-int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
- struct Damage dmg;
- struct status_data *sstatus, *tstatus;
- struct status_change *sc;
- struct map_session_data *sd, *tsd;
- int type;
- int64 damage;
- bool rmdamage = false;//magic reflected
- bool additional_effects = true, shadow_flag = false;
-
- if(skill_id > 0 && !skill_lv) return 0;
-
- nullpo_ret(src); // Source is the master behind the attack (player/mob/pet)
- nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
- nullpo_ret(bl); //Target to be attacked.
-
- if (src != dsrc) {
- //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
- return 0;
- } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
- //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if (!status->check_skilluse(src, bl, skill_id, 2))
- return 0;
- }
-
- sd = BL_CAST(BL_PC, src);
- tsd = BL_CAST(BL_PC, bl);
-
- // To block skills that aren't called via battle_check_target [Panikon]
- // issue: 8203
- if( sd
- && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM))
- || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) )
- )
- return 0;
-
- 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(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
- return 0;
- //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
- if (sc && sc->data[SC_TRICKDEAD])
- return 0;
-
- dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
-
- //Skotlex: Adjusted to the new system
- if( src->type == BL_PET ) { // [Valaris]
- struct pet_data *pd = (TBL_PET*)src;
- if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
- int element = skill->get_ele(skill_id, skill_lv);
- /*if (skill_id == -1) Does it ever worked?
- element = sstatus->rhw.ele;*/
- if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
- dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
- else
- dmg.damage= skill_lv;
- dmg.damage2=0;
- dmg.div_= pd->a_skill->div_;
- }
- }
-
- if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) {
- // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
- if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) {
- //Magic reflection, switch caster/target
- struct block_list *tbl = bl;
- rmdamage = true;
- bl = src;
- src = tbl;
- dsrc = 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.
- /* bugreport:2564 flag&2 disables double casting trigger */
- flag |= 2;
- /* bugreport:7859 magical reflected zeroes blow count */
- dmg.blewcount = 0;
- //Spirit of Wizard blocks Kaite's reflection
- if (type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD) {
- //Consume one Fragment per hit of the casted skill? [Skotlex]
- type = tsd ? pc->search_inventory(tsd, ITEMID_FRAGMENT_OF_CRYSTAL) : 0;
- if (type != INDEX_NOT_FOUND) {
- if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS;
- sc->data[SC_SOULLINK]->val3 = skill_id;
- sc->data[SC_SOULLINK]->val4 = dsrc->id;
- }
- } else if( type != 2 ) /* Kaite bypasses */
- additional_effects = false;
-
- /**
- * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
- **/
- #if MAGIC_REFLECTION_TYPE
-
- #ifdef RENEWAL
- if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment
- #else
- // issue:6415 in pre-renewal Kaite reflected the entire damage received
- // regardless of caster's equipment (Aegis 11.1)
- if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment
- #endif
- {
- short s_ele = skill->get_ele(skill_id, skill_lv);
-
- if (s_ele == -1) // the skill takes the weapon's element
- s_ele = sstatus->rhw.ele;
- else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status->get_sc(src));
- else if( s_ele == -3 ) //Use random element
- s_ele = rnd()%ELE_MAX;
-
- dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
-
- if( sc && sc->data[SC_ENERGYCOAT] ) {
- struct status_data *st = status->get_status_data(bl);
- int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval
- per /=20; //Uses 20% SP intervals.
- //SP Cost: 1% + 0.5% per every 20% SP
- if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000))
- status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
- //Reduction: 6% + 6% every 20%
- dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
- }
- }
- #endif /* MAGIC_REFLECTION_TYPE */
- }
- if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
- int sp = skill->get_sp(skill_id,skill_lv);
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
- sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
- if(skill_id == WZ_WATERBALL && skill_lv > 1)
- sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
- status->heal(bl, 0, sp, 2);
- }
- }
-
- damage = dmg.damage + dmg.damage2;
-
- if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
- skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
- skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] )
- damage = 1;
-
- if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
- struct block_list *nbl;
- nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
- if( nbl ){ // Only one target is chosen.
- int temp = (int)(damage / (float)(10 / skill_lv));
- clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
- }
- }
-
- //Skill hit type
- type=(skill_id==0)?5:skill->get_hit(skill_id);
-
- if(damage < dmg.div_
- //Only skills that knockback even when they miss. [Skotlex]
- && skill_id != CH_PALMSTRIKE)
- dmg.blewcount = 0;
-
- if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) {
- if(battle_config.gx_disptype) dsrc = src;
- if(src == bl) type = 4;
- else flag|=SD_ANIMATION;
- }
- if(skill_id == NJ_TATAMIGAESHI) {
- dsrc = src; //For correct knockback.
- flag|=SD_ANIMATION;
- }
-
- if(sd) {
- int combo = 0; //Used to signal if this skill can be combo'ed later on.
- struct status_change_entry *sce;
- if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex]
- switch (skill_id) {
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
- sce->val1 = skill_id; //Update combo-skill
- sce->val3 = skill_id;
- if( sce->timer != INVALID_TIMER )
- timer->delete(sce->timer, status->change_timer);
- sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK);
- break;
- }
- unit->cancel_combo(src); // Cancel combo wait
- break;
- default:
- if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
- status_change_end(src, SC_COMBOATTACK, INVALID_TIMER);
- }
- }
- switch(skill_id) {
- case MO_TRIPLEATTACK:
- if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- combo=1;
- break;
- case MO_CHAINCOMBO:
- if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
- combo=1;
- break;
- case MO_COMBOFINISH:
- if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
- party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
- if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
- combo=1;
- case CH_TIGERFIST:
- if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
- combo=1;
- case CH_CHAINCRUSH:
- if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
- combo=1;
- break;
- case AC_DOUBLE:
- // AC_DOUBLE can start the combo with other monster types, but the
- // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon]
- if (pc->checkskill(sd, HT_POWER)) {
- sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000);
- 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 (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY])
- sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv));
- break;
- case GS_FULLBUSTER:
- //Can't attack nor use items until skill's delay expires. [Skotlex]
- sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
- break;
- case TK_DODGE:
- if( pc->checkskill(sd, TK_JUMPKICK) > 0 )
- combo = 1;
- break;
- case SR_DRAGONCOMBO:
- if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 )
- combo = 1;
- break;
- case SR_FALLENEMPIRE:
- if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 )
- combo = 1;
- break;
- } //Switch End
- if (combo) { //Possible to chain
- if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */
- sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo);
- clif->combo_delay(src, combo);
- }
- }
-
- //Display damage.
- switch( skill_id ) {
- case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
- break;
- //Skills that need be passed as a normal attack for the client to display correctly.
- case HVAN_EXPLOSION:
- case NPC_SELFDESTRUCTION:
- if(src->type==BL_PC)
- dmg.blewcount = 10;
- dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
- // fall through
- case KN_AUTOCOUNTER:
- case NPC_CRITICALSLASH:
- case TF_DOUBLE:
- case GS_CHAINACTION:
- dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
- break;
-
- case AS_SPLASHER:
- if( flag&SD_ANIMATION ) // the surrounding targets
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
- else // the central target doesn't display an animation
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
- break;
- case WL_HELLINFERNO:
- case SR_EARTHSHAKER:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
- break;
- case KO_MUCHANAGE:
- if( dmg.dmg_lv == ATK_FLEE )
- break;
- case WL_SOULEXPANSION:
- case WL_COMET:
- case NJ_HUUMA:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
- break;
- case WL_CHAINLIGHTNING_ATK:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
- break;
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND:
- dmg.amotion = status_get_amotion(src) * 2;
- case LG_OVERBRAND_PLUSATK:
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
- break;
- case EL_FIRE_BOMB:
- case EL_FIRE_BOMB_ATK:
- case EL_FIRE_WAVE:
- case EL_FIRE_WAVE_ATK:
- case EL_FIRE_MANTLE:
- case EL_CIRCLE_OF_FIRE:
- case EL_FIRE_ARROW:
- case EL_ICE_NEEDLE:
- case EL_WATER_SCREW:
- case EL_WATER_SCREW_ATK:
- case EL_WIND_SLASH:
- case EL_TIDAL_WEAPON:
- case EL_ROCK_CRUSHER:
- case EL_ROCK_CRUSHER_ATK:
- case EL_HURRICANE:
- case EL_HURRICANE_ATK:
- case EL_TYPOON_MIS:
- case EL_TYPOON_MIS_ATK:
- case GN_CRAZYWEED_ATK:
- case KO_BAKURETSU:
- case NC_MAGMA_ERUPTION:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
- break;
- case SC_FEINTBOMB:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5);
- break;
- case EL_STONE_RAIN:
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
- break;
- case WM_REVERBERATION_MELEE:
- case WM_REVERBERATION_MAGIC:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5);
- break;
- case HT_CLAYMORETRAP:
- case HT_BLASTMINE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
- if( dsrc != src ) // avoid damage display redundancy
- break;
- case HT_LANDMINE:
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
- break;
- case WZ_SIGHTBLASTER:
- dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
- break;
- case AB_DUPLELIGHT_MELEE:
- case AB_DUPLELIGHT_MAGIC:
- dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
- default:
- if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
- type = 5;
- if( bl->type == BL_SKILL ){
- TBL_SKILL *su = (TBL_SKILL*)bl;
- if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
- clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
- }
- dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
- break;
- }
-
- map->freeblock_lock();
-
- if (damage > 0 && dmg.flag&BF_SKILL && tsd
- && pc->checkskill(tsd,RG_PLAGIARISM)
- && (!sc || !sc->data[SC_PRESERVE])
- && damage < tsd->battle_status.hp
- ) {
- //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
- int copy_skill = skill_id, cidx = 0;
- /**
- * Copy Referral: dummy skills should point to their source upon copying
- **/
- switch( skill_id ) {
- case AB_DUPLELIGHT_MELEE:
- case AB_DUPLELIGHT_MAGIC:
- copy_skill = AB_DUPLELIGHT;
- break;
- case WL_CHAINLIGHTNING_ATK:
- copy_skill = WL_CHAINLIGHTNING;
- break;
- case WM_REVERBERATION_MELEE:
- case WM_REVERBERATION_MAGIC:
- copy_skill = WM_REVERBERATION;
- break;
- case WM_SEVERE_RAINSTORM_MELEE:
- copy_skill = WM_SEVERE_RAINSTORM;
- break;
- case GN_CRAZYWEED_ATK:
- copy_skill = GN_CRAZYWEED;
- break;
- case GN_HELLS_PLANT_ATK:
- copy_skill = GN_HELLS_PLANT;
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- copy_skill = GN_SLINGITEM;
- break;
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND_PLUSATK:
- copy_skill = LG_OVERBRAND;
- break;
- }
- cidx = skill->get_index(copy_skill);
- if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) &&
- can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
- {
- int lv, idx = 0;
- if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
- //Level dependent and limitation.
- lv = min(lv,skill->get_max(copy_skill));
-
- if( tsd->reproduceskill_id ) {
- idx = skill->get_index(tsd->reproduceskill_id);
- if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
- tsd->status.skill[idx].id = 0;
- tsd->status.skill[idx].lv = 0;
- tsd->status.skill[idx].flag = 0;
- clif->deleteskill(tsd,tsd->reproduceskill_id);
- }
- }
-
- tsd->reproduceskill_id = copy_skill;
- pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill);
- pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv);
-
- tsd->status.skill[cidx].id = copy_skill;
- tsd->status.skill[cidx].lv = lv;
- tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
- clif->addskill(tsd,copy_skill);
- } else {
- lv = skill_lv;
- if ( tsd->cloneskill_id ) {
- idx = skill->get_index(tsd->cloneskill_id);
- if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){
- tsd->status.skill[idx].id = 0;
- tsd->status.skill[idx].lv = 0;
- tsd->status.skill[idx].flag = 0;
- clif->deleteskill(tsd,tsd->cloneskill_id);
- }
- }
-
- if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv)
- lv = type;
-
- tsd->cloneskill_id = copy_skill;
- pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill);
- pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv);
-
- tsd->status.skill[cidx].id = copy_skill;
- tsd->status.skill[cidx].lv = lv;
- tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
- clif->addskill(tsd,copy_skill);
- }
- }
- }
-
- if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) {
- //Skills with can't walk delay also stop normal attacking for that
- //duration when the attack connects. [Skotlex]
- struct unit_data *ud = unit->bl2ud(src);
- if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
- ud->attackabletime = tick + type;
- }
-
- shadow_flag = skill->check_shadowform(bl, damage, dmg.div_);
-
- if( !dmg.amotion ) {
- //Instant damage
- if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag)
- status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !status->isdead(bl) && additional_effects )
- skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
- if( damage > 0 ) //Counter status effects [Skotlex]
- skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
- }
- // Hell Inferno burning status only starts if Fire part hits.
- if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) )
- sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
- // Apply knock back chance in SC_TRIANGLESHOT skill.
- else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) )
- dmg.blewcount = 0;
-
- //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
- //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
- if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) {
- int8 dir = -1; // default
- switch(skill_id) {//direction
- case MG_FIREWALL:
- case PR_SANCTUARY:
- case SC_TRIANGLESHOT:
- case SR_KNUCKLEARROW:
- case GN_WALLOFTHORN:
- case EL_FIRE_MANTLE:
- dir = unit->getdir(bl);// backwards
- break;
- // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
- case WZ_STORMGUST:
- if(!battle_config.stormgust_knockback)
- dir = rand()%8;
- break;
- case WL_CRIMSONROCK:
- dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]);
- break;
- case MC_CARTREVOLUTION:
- dir = 6; // Official servers push target to the West
- break;
-
- }
-
- /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */
- if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 )
- dmg.blewcount = 25;
-
- //blown-specific handling
- switch( skill_id ) {
- case LG_OVERBRAND_BRANDISH:
- if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount )
- skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
- break;
- case SR_KNUCKLEARROW:
- if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
- short dir_x, dir_y;
- dir_x = dirx[(dir+4)%8];
- dir_y = diry[(dir+4)%8];
- if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
- skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
- }
- break;
- default:
- skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
- if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
- TBL_SKILL *su = (TBL_SKILL*)bl;
- if( su->group && su->group->skill_id == HT_BLASTMINE)
- skill->blown(src, bl, 3, -1, 0);
- }
- break;
- }
- }
-
- //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
- if (dmg.amotion){
- if( shadow_flag ){
- if( !status->isdead(bl) && additional_effects )
- skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
- if( dmg.flag > ATK_BLOCK )
- skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
- }else
- battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
- }
-
- if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
- struct status_change_entry *sce = sc->data[SC_DEVOTION];
- struct block_list *d_bl = map->id2bl(sce->val1);
-
- if( d_bl && (
- (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
- ) && check_distance_bl(bl, d_bl, sce->val3) )
- {
- if(!rmdamage){
- clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0);
- status_fix_damage(NULL,d_bl, damage, 0);
- } else{ //Reflected magics are done directly on the target not on paladin
- //This check is only for magical skill.
- //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
- clif->damage(bl,bl, 0, 0, damage, 0, 0, 0);
- status_fix_damage(bl,bl, damage, 0);
- }
- }
- else {
- status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
- if( !dmg.amotion )
- status_fix_damage(src,bl,damage,dmg.dmotion);
- }
- }
-
- if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
- if( skill_id == RG_INTIMIDATE ) {
- int rate = 50 + skill_lv * 5;
- rate = rate + (status->get_lv(src) - status->get_lv(bl));
- if(rnd()%100 < rate)
- skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
- } else if( skill_id == SC_FATALMENACE )
- skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag);
- }
-
- if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
- dmg.flag |= BF_WEAPON;
-
- if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
- (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
- {
- if (battle_config.left_cardfix_to_right)
- battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
- else
- battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
- }
-
-
- if( damage > 0 ) {
- /**
- * Post-damage effects
- **/
- switch( skill_id ) {
- case GC_VENOMPRESSURE:
- {
- struct status_change *ssc = status->get_sc(src);
- if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
- short rate = 100;
- if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
- rate = 100 - tstatus->int_ * 4 / 5;
- sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
- status_change_end(src,SC_POISONINGWEAPON,-1);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- break;
- case WM_METALICSOUND:
- status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10)));
- break;
- case SR_TIGERCANNON:
- status_zap(bl, 0, damage/10); // 10% of damage dealt
- break;
- }
- if( sd )
- skill->onskillusage(sd, bl, skill_id, tick);
- }
-
- if (!(flag&2)
- && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT)
- && (sc = status->get_sc(src))
- && sc->data[SC_DOUBLECASTING]
- && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2
- ) {
- //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
- skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
- }
-
- map->freeblock_unlock();
-
- if ((flag&0x4000) && rmdamage == 1)
- return 0; //Should return 0 when damage was reflected
-
- return (int)cap_value(damage,INT_MIN,INT_MAX);
-}
-
-/*==========================================
- * sub function for recursive skill call.
- * Checking bl battle flag and display damage
- * then call func with source,target,skill_id,skill_lv,tick,flag
- *------------------------------------------*/
-int skill_area_sub(struct block_list *bl, va_list ap) {
- struct block_list *src;
- uint16 skill_id,skill_lv;
- int flag;
- int64 tick;
- SkillFunc func;
-
- nullpo_ret(bl);
-
- src = va_arg(ap,struct block_list *);
- skill_id = va_arg(ap,int);
- skill_lv = va_arg(ap,int);
- tick = va_arg(ap,int64);
- flag = va_arg(ap,int);
- func = va_arg(ap,SkillFunc);
-
- if(battle->check_target(src,bl,flag) > 0) {
- // several splash skills need this initial dummy packet to display correctly
- if (flag&SD_PREAMBLE && skill->area_temp[2] == 0)
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-
- if (flag&(SD_SPLASH|SD_PREAMBLE))
- skill->area_temp[2]++;
-
- return func(src,bl,skill_id,skill_lv,tick,flag);
- }
- return 0;
-}
-
-int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
- struct skill_unit *su;
- uint16 skill_id,g_skill_id;
-
- su = (struct skill_unit *)bl;
-
- if(bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
-
- if(!su->alive)
- return 0;
-
- skill_id = va_arg(ap,int);
- g_skill_id = su->group->skill_id;
-
- switch (skill_id) {
- case AL_PNEUMA:
- if(g_skill_id == SA_LANDPROTECTOR)
- break;
- case MG_SAFETYWALL:
- case MH_STEINWAND:
- case SC_MAELSTROM:
- case SO_ELEMENTAL_SHIELD:
- if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
- return 0;
- break;
- case AL_WARP:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HT_TALKIEBOX:
- case HP_BASILICA:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case SC_DIMENSIONDOOR:
- case SC_BLOODYLUST:
- case SC_CHAOSPANIC:
- case GN_HELLS_PLANT:
- //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
- if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
- return 0;
- break;
- default: //Avoid stacking with same kind of trap. [Skotlex]
- if (g_skill_id != skill_id)
- return 0;
- break;
- }
-
- return 1;
-}
-
-int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
- //Non players do not check for the skill's splash-trigger area.
- int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0;
- int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
- if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) {
- ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
- return 0;
- }
-
- range += layout_type;
- return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
-}
-
-int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
- uint16 skill_id;
-
- if(bl->prev == NULL)
- return 0;
-
- skill_id = va_arg(ap,int);
-
- if( status->isdead(bl) && skill_id != AL_WARP )
- return 0;
-
- if( skill_id == HP_BASILICA && bl->type == BL_PC )
- return 0;
-
- if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
- return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
- return 1;
-}
-
-int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
- int range, type;
-
- switch (skill_id) {
- // to be expanded later
- case WZ_ICEWALL:
- range = 2;
- break;
- case SC_MANHOLE:
- range = 0;
- break;
- case GN_HELLS_PLANT:
- range = 0;
- break;
- default: {
- int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
- return 0;
- }
- range = skill->get_unit_range(skill_id,skill_lv) + layout_type;
- }
- break;
- }
-
- // if the caster is a monster/NPC, only check for players
- // otherwise just check characters
- if (bl->type == BL_PC)
- type = BL_CHAR;
- else
- type = BL_PC;
-
- return map->foreachinarea(skill->check_unit_range2_sub, bl->m,
- x - range, y - range, x + range, y + range,
- type, skill_id);
-}
-
-/*==========================================
- * Checks that you have the requirements for casting a skill for homunculus/mercenary.
- * Flag:
- * &1: finished casting the skill (invoke hp/sp/item consumption)
- * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
- *------------------------------------------*/
-int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) {
- struct status_data *st;
- struct map_session_data *sd = NULL;
- int i, hp, sp, hp_rate, sp_rate, state, mhp;
- uint16 idx;
- int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
-
- if( lv < 1 || lv > MAX_SKILL_LEVEL )
- return 0;
- nullpo_ret(bl);
-
- switch( bl->type ) {
- case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
- case BL_MER: sd = ((TBL_MER*)bl)->master; break;
- }
-
- st = status->get_status_data(bl);
- if( (idx = skill->get_index(skill_id)) == 0 )
- return 0;
-
- // Requirements
- for( i = 0; i < ARRAYLENGTH(itemid); i++ )
- {
- itemid[i] = skill->db[idx].itemid[i];
- amount[i] = skill->db[idx].amount[i];
- }
- hp = skill->db[idx].hp[lv-1];
- sp = skill->db[idx].sp[lv-1];
- hp_rate = skill->db[idx].hp_rate[lv-1];
- sp_rate = skill->db[idx].sp_rate[lv-1];
- state = skill->db[idx].state;
- if( (mhp = skill->db[idx].mhp[lv-1]) > 0 )
- hp += (st->max_hp * mhp) / 100;
- if( hp_rate > 0 )
- hp += (st->hp * hp_rate) / 100;
- else
- hp += (st->max_hp * (-hp_rate)) / 100;
- if( sp_rate > 0 )
- sp += (st->sp * sp_rate) / 100;
- else
- sp += (st->max_sp * (-sp_rate)) / 100;
-
- if( bl->type == BL_HOM ) { // Intimacy Requirements
- struct homun_data *hd = BL_CAST(BL_HOM, bl);
- switch( skill_id ) {
- case HFLI_SBR44:
- if( hd->homunculus.intimacy <= 200 )
- return 0;
- break;
- case HVAN_EXPLOSION:
- if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
- return 0;
- break;
- }
- }
-
- if( !(type&2) ) {
- if( hp > 0 && st->hp <= (unsigned int)hp ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
- return 0;
- }
- if( sp > 0 && st->sp <= (unsigned int)sp ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
- return 0;
- }
- }
-
- if( !type )
- switch( state ) {
- case ST_MOVE_ENABLE:
- if( !unit->can_move(bl) ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- return 0;
- }
- break;
- }
- if( !(type&1) )
- return 1;
-
- // Check item existences
- for (i = 0; i < ARRAYLENGTH(itemid); i++) {
- index[i] = INDEX_NOT_FOUND;
- if (itemid[i] < 1) continue; // No item
- index[i] = pc->search_inventory(sd, itemid[i]);
- if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16));
- return 0;
- }
- }
-
- // Consume items
- for (i = 0; i < ARRAYLENGTH(itemid); i++) {
- if (index[i] != INDEX_NOT_FOUND)
- pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
- }
-
- if( type&2 )
- return 1;
-
- if( sp || hp )
- status_zap(bl, hp, sp);
-
- return 1;
-}
-
-/*==========================================
- * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~
- *------------------------------------------*/
-int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
- return 1;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_timerskill(int tid, int64 tick, int id, intptr_t data) {
- struct block_list *src = map->id2bl(id),*target;
- struct unit_data *ud = unit->bl2ud(src);
- struct skill_timerskill *skl;
- int range;
-
- nullpo_ret(src);
- nullpo_ret(ud);
- skl = ud->skilltimerskill[data];
- nullpo_ret(skl);
- ud->skilltimerskill[data] = NULL;
-
- do {
- if(src->prev == NULL)
- break; // Source not on Map
- if(skl->target_id) {
- target = map->id2bl(skl->target_id);
- if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
- target = src; //Required since it has to warp.
- if(target == NULL)
- break; // Target offline?
- if(target->prev == NULL)
- break; // Target not on Map
- if(src->m != target->m)
- break; // Different Maps
- if(status->isdead(src)){
- // Exceptions
- switch(skl->skill_id){
- case WL_CHAINLIGHTNING_ATK:
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- // SR_FLASHCOMBO
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- case SR_SKYNETBLOW:
- break;
- default:
- continue; // Caster is Dead
- }
- }
- 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,CLR_TELEPORT) == 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, CLR_TELEPORT);
- }
- 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 KN_AUTOCOUNTER:
- clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
- break;
- case NPC_EARTHQUAKE:
- if( skl->type > 1 )
- skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
- skill->area_temp[1] = src->id;
- skill->area_temp[2] = 0;
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
- break;
- case WZ_WATERBALL:
- skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- 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) && !status->isdead(src)) {
- skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- } else {
- struct status_change *sc = status->get_sc(src);
- if(sc) {
- if(sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
- sc->data[SC_SOULLINK]->val3 == skl->skill_id)
- sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
- }
- }
- break;
- /**
- * Warlock
- **/
- case WL_CHAINLIGHTNING_ATK: {
- struct block_list *nbl = NULL; // Next Target of Chain
- skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target
- skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
-
- if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
- { // Remaining Chains Hit
- nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
- BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
- if( nbl == NULL)
- skl->x++;
- else
- skl->x = 0;
-
- skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
- }
- }
- break;
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1);
- skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
- skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if( skl->type == 4 ){
- const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used.
- int rate = skl->y, index = skl->x-1;
- sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1));
- }
- break;
- case WM_REVERBERATION_MELEE:
- case WM_REVERBERATION_MAGIC:
- skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL);
- break;
- case SC_FATALMENACE:
- if( src == target ) // Casters Part
- unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
- else { // Target's Part
- short x = skl->x, y = skl->y;
- map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
- unit->warp(target,-1,x,y,CLR_TELEPORT);
- }
- break;
- case LG_MOONSLASHER:
- case SR_WINDMILL:
- if( target->type == BL_PC ) {
- struct map_session_data *tsd = NULL;
- if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
- pc_setsit(tsd);
- skill->sit(tsd,1);
- clif->sitting(&tsd->bl);
- }
- }
- break;
- case SR_KNUCKLEARROW:
- skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
- break;
- case GN_SPORE_EXPLOSION:
- map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
- src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id);
- break;
- // SR_FLASHCOMBO
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- case SR_SKYNETBLOW:
- {
- struct map_session_data *sd = NULL;
-
- if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) {
- if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
- break;
-
- skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0);
- }
- break;
- }
- case SC_ESCAPE:
- if( skl->type < 4+skl->skill_lv ){
- clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5);
- skill->blown(src,src,1,unit->getdir(src),0);
- skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0);
- }
- break;
- case RK_HUNDREDSPEAR:
- if(src->type == BL_PC) {
- int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG);
- if(skill_lv > 0)
- skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag);
- } else
- skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag);
- break;
- case CH_PALMSTRIKE:
- {
- struct status_change* tsc = status->get_sc(target);
- struct status_change* sc = status->get_sc(src);
- if( (tsc && tsc->option&OPTION_HIDE)
- || (sc && sc->option&OPTION_HIDE)
- ) {
- skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
- break;
- }
- }
- default:
- skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- } else {
- if(src->m != skl->map)
- break;
- switch( skl->skill_id ) {
- case WZ_METEOR:
- if( skl->type >= 0 ) {
- int x = skl->type>>16, y = skl->type&0xFFFF;
- if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
- skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
- if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
- && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
- clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
- }
- else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
- skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
- break;
- case GN_CRAZYWEED_ATK: {
- int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv);
-
- map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
- }
- // fall through ...
- case WL_EARTHSTRAIN:
- skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
- break;
- case LG_OVERBRAND_BRANDISH:
- skill->area_temp[1] = 0;
- map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR,
- skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY);
- 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, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) {
- int i;
- struct unit_data *ud;
- nullpo_retr(1, src);
- if (src->prev == NULL)
- return 0;
- ud = unit->bl2ud(src);
- nullpo_retr(1, ud);
-
- ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
- if( i == MAX_SKILLTIMERSKILL ) return 1;
-
- ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill);
- ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i);
- ud->skilltimerskill[i]->src_id = src->id;
- ud->skilltimerskill[i]->target_id = target;
- ud->skilltimerskill[i]->skill_id = skill_id;
- ud->skilltimerskill[i]->skill_lv = skill_lv;
- ud->skilltimerskill[i]->map = src->m;
- ud->skilltimerskill[i]->x = x;
- ud->skilltimerskill[i]->y = y;
- ud->skilltimerskill[i]->type = type;
- ud->skilltimerskill[i]->flag = flag;
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_cleartimerskill (struct block_list *src)
-{
- int i;
- struct unit_data *ud;
- nullpo_ret(src);
- ud = unit->bl2ud(src);
- nullpo_ret(ud);
-
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(ud->skilltimerskill[i]) {
- switch(ud->skilltimerskill[i]->skill_id){
- case WL_TETRAVORTEX_FIRE:
- case WL_TETRAVORTEX_WATER:
- case WL_TETRAVORTEX_WIND:
- case WL_TETRAVORTEX_GROUND:
- // SR_FLASHCOMBO
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- case SR_TIGERCANNON:
- case SR_SKYNETBLOW:
- continue;
- }
- timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill);
- ers_free(skill->timer_ers, ud->skilltimerskill[i]);
- ud->skilltimerskill[i]=NULL;
- }
- }
- return 1;
-}
-int skill_activate_reverberation(struct block_list *bl, va_list ap) {
- struct skill_unit *su = (TBL_SKILL*)bl;
- struct skill_unit_group *sg;
- if( bl->type != BL_SKILL )
- return 0;
- if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) {
- int64 tick = timer->gettick();
- clif->changetraplook(bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick);
- su->limit = DIFF_TICK32(tick,sg->tick)+1500;
- sg->unit_id = UNT_USED_TRAPS;
- }
- return 0;
-}
-
-int skill_reveal_trap (struct block_list *bl, va_list ap) {
- TBL_SKILL *su = (TBL_SKILL*)bl;
- if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap.
- //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
- //clif->changetraplook(bl, su->group->unit_id);
- clif->getareachar_skillunit(&su->bl,su,AREA);
- return 1;
- }
- return 0;
-}
-
-/*==========================================
- *
- *
- *------------------------------------------*/
-int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
- struct map_session_data *sd = NULL;
- struct status_data *tstatus;
- struct status_change *sc;
-
- if (skill_id > 0 && !skill_lv) return 0;
-
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
-
- if (src->m != bl->m)
- return 1;
-
- if (bl->prev == NULL)
- return 1;
-
- sd = BL_CAST(BL_PC, src);
-
- if (status->isdead(bl))
- return 1;
-
- if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) {
- //GTB makes all targeted magic display miss with a single bolt.
- sc_type sct = status->skill2sc(skill_id);
- if(sct != SC_NONE)
- status_change_end(bl, sct, INVALID_TIMER);
- clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
- return 1;
- }
-
- sc = status->get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
-
- tstatus = status->get_status_data(bl);
-
- map->freeblock_lock();
-
- switch(skill_id) {
- case MER_CRASH:
- case SM_BASH:
- case MS_BASH:
- case MC_MAMMONITE:
- case TF_DOUBLE:
- case AC_DOUBLE:
- case MA_DOUBLE:
- case AS_SONICBLOW:
- case KN_PIERCE:
- case ML_PIERCE:
- case KN_SPEARBOOMERANG:
- case TF_POISON:
- case TF_SPRINKLESAND:
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- case RG_INTIMIDATE:
- case AM_ACIDTERROR:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- case BA_DISSONANCE:
- case CR_HOLYCROSS:
- case NPC_DARKCROSS:
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_RANDOMATTACK:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_ARMORBRAKE:
- case NPC_WEAPONBRAKER:
- case NPC_HELMBRAKE:
- case NPC_SHIELDBRAKE:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case LK_AURABLADE:
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- case LK_HEADCRUSH:
- case CG_ARROWVULCAN:
- case HW_MAGICCRASHER:
- case ITM_TOMAHAWK:
- case MO_TRIPLEATTACK:
- case CH_CHAINCRUSH:
- case CH_TIGERFIST:
- case PA_SHIELDCHAIN:
- case PA_SACRIFICE:
- case WS_CARTTERMINATION:
- case AS_VENOMKNIFE:
- case HT_PHANTASMIC:
- 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:
- case GS_FULLBUSTER:
- case NJ_SYURIKEN:
- case NJ_KUNAI:
-#ifndef RENEWAL
- case ASC_BREAKER:
-#endif
- case HFLI_MOON: //[orn]
- case HFLI_SBR44: //[orn]
- case NPC_BLEEDING:
- case NPC_CRITICALWOUND:
- case NPC_HELLPOWER:
- case RK_SONICWAVE:
- case RK_STORMBLAST:
- case AB_DUPLELIGHT_MELEE:
- case RA_AIMEDBOLT:
- case NC_AXEBOOMERANG:
- case NC_POWERSWING:
- case GC_CROSSIMPACT:
- case GC_VENOMPRESSURE:
- case SC_TRIANGLESHOT:
- case SC_FEINTBOMB:
- case LG_BANISHINGPOINT:
- case LG_SHIELDPRESS:
- case LG_RAGEBURST:
- case LG_RAYOFGENESIS:
- case LG_HESPERUSLIT:
- case SR_FALLENEMPIRE:
- case SR_CRESCENTELBOW_AUTOSPELL:
- case SR_GATEOFHELL:
- case SR_GENTLETOUCH_QUIET:
- case WM_SEVERE_RAINSTORM_MELEE:
- case WM_GREAT_ECHO:
- case GN_SLINGITEM_RANGEMELEEATK:
- case KO_SETSUDAN:
- case GC_DARKCROW:
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- /**
- * Mechanic (MADO GEAR)
- **/
- case NC_BOOSTKNUCKLE:
- case NC_PILEBUNKER:
- case NC_COLDSLOWER:
- if (sd) pc->overheat(sd,1);
- case RK_WINDCUTTER:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- break;
-
- case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
- switch( rnd()%6 ){
- case 0: flag |= BREAK_ANKLE; break;
- case 1: flag |= BREAK_WRIST; break;
- case 2: flag |= BREAK_KNEE; break;
- case 3: flag |= BREAK_SHOULDER; break;
- case 4: flag |= BREAK_WAIST; break;
- case 5: flag |= BREAK_NECK; break;
- }
- //TODO: is there really no cleaner way to do this?
- sc = status->get_sc(bl);
- if (sc) sc->jb_flag = flag;
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) {
- //Becomes a splash attack when Soul Linked.
- map->foreachinrange(skill->area_sub, bl,
- skill->get_splash(skill_id, skill_lv),splash_target(src),
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill->castend_damage_id);
- } else
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case TK_STORMKICK: // Taekwon kicks [Dralnu]
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->area_temp[1] = 0;
- map->foreachinrange(skill->attack_area, src,
- skill->get_splash(skill_id, skill_lv), splash_target(src),
- BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- break;
-
- case KN_CHARGEATK: {
- bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
- unsigned int dist = distance_bl(src, bl);
- uint8 dir = map->calc_dir(bl, src->x, src->y);
-
- // teleport to target (if not on WoE grounds)
- if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) )
- clif->slide(src, bl->x, bl->y);
-
- // cause damage and knockback if the path to target was a straight one
- if( path_exists ) {
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
- skill->blown(src, bl, dist, dir, 0);
- //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
- // make the caster look in the direction of the target
- unit->setdir(src, (dir+4)%8);
- }
-
- }
- break;
-
- case NC_FLAMELAUNCHER:
- if (sd) pc->overheat(sd,1);
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- case NJ_KAMAITACHI:
- case LG_CANNONSPEAR:
- //It won't shoot through walls since on castend there has to be a direct
- //line of sight between caster and target.
- skill->area_temp[1] = bl->id;
- map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
- skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
- break;
-
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- skill->area_temp[1] = bl->id;
- map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
- skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
- break;
-
- case MO_INVESTIGATE:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- break;
-
- case RG_BACKSTAP:
- {
- uint8 dir = 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) {
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
- unit->setdir(bl,dir);
- }
- else if (sd)
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case MO_FINGEROFFENSIVE:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if (battle_config.finger_offensive_type && sd) {
- int i;
- for (i = 1; i < sd->spiritball_old; i++)
- skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- }
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- break;
-
- case MO_CHAINCOMBO:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- break;
-
- case NJ_ISSEN:
- case MO_EXTREMITYFIST:
- {
- short x, y, i = 2; // Move 2 cells for Issen(from target)
- struct block_list *mbl = bl;
- short dir = 0;
-
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-
- if( skill_id == MO_EXTREMITYFIST ) {
- mbl = src;
- i = 3; // for Asura(from caster)
- status->set_sp(src, 0, 0);
- status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-#ifdef RENEWAL
- sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
-#endif // RENEWAL
- } else {
- status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
- status_change_end(src, SC_HIDING, INVALID_TIMER);
-#ifdef RENEWAL
- status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);
-#else // not RENEWAL
- status->set_hp(src, 1, 0);
-#endif // RENEWAL
- }
- dir = map->calc_dir(src,bl->x,bl->y);
- if( dir > 0 && dir < 4) x = -i;
- else if( dir > 4 ) x = i;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = -i;
- else if( dir == 7 || dir < 2 ) y = i;
- else y = 0;
- if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG
- && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1)
- ) {
- clif->slide(src, src->x, src->y);
- clif->fixpos(src);
- clif->spiritball(src);
- }
- }
- break;
-
- case HT_POWER:
- if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- 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 HT_BLITZBEAT:
- case AC_SHOWER:
- case MA_SHOWER:
- case MG_NAPALMBEAT:
- case MG_FIREBALL:
- case RG_RAID:
- case HW_NAPALMVULCAN:
- case NJ_HUUMA:
- case NJ_BAKUENRYU:
- case ASC_METEORASSAULT:
- case GS_DESPERADO:
- case GS_SPREADATTACK:
- case NPC_EARTHQUAKE:
- case NPC_PULSESTRIKE:
- case NPC_HELLJUDGEMENT:
- case NPC_VAMPIRE_GIFT:
- case RK_IGNITIONBREAK:
- case AB_JUDEX:
- case WL_SOULEXPANSION:
- case WL_CRIMSONROCK:
- case WL_COMET:
- case WL_JACKFROST:
- case RA_ARROWSTORM:
- case RA_WUGDASH:
- case NC_VULCANARM:
- case NC_ARMSCANNON:
- case NC_SELFDESTRUCTION:
- case NC_AXETORNADO:
- case GC_ROLLINGCUTTER:
- case GC_COUNTERSLASH:
- case LG_MOONSLASHER:
- case LG_EARTHDRIVE:
- case SR_TIGERCANNON:
- case SR_RAMPAGEBLASTER:
- case SR_SKYNETBLOW:
- case SR_WINDMILL:
- case SR_RIDEINLIGHTNING:
- case WM_REVERBERATION:
- case SO_VARETYR_SPEAR:
- case GN_CART_TORNADO:
- case GN_CARTCANNON:
- case KO_HAPPOKUNAI:
- case KO_HUUMARANKA:
- case KO_MUCHANAGE:
- case KO_BAKURETSU:
- case GN_ILLUSIONDOPING:
- case MH_XENO_SLASHER:
- if( flag&1 ) {//Recursive invocation
- // skill->area_temp[0] holds number of targets in area
- // skill->area_temp[1] holds the id of the original target
- // skill->area_temp[2] counts how many targets have already been processed
- int sflag = skill->area_temp[0] & 0xFFF, heal;
- struct status_change *tsc = status->get_sc(bl);
- if( flag&SD_LEVEL )
- sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
- sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
-
- if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) )
- break;
-
- heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
- if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status->heal(src,heal,0,0);
- }
- } else {
- switch ( skill_id ) {
- case NJ_BAKUENRYU:
- case LG_EARTHDRIVE:
- case GN_CARTCANNON:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case SR_TIGERCANNON:
- case GC_COUNTERSLASH:
- case GC_ROLLINGCUTTER:
- flag |= SD_ANIMATION;
- case LG_MOONSLASHER:
- case MH_XENO_SLASHER:
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
- case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
- skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
- default:
- break;
- }
-
- skill->area_temp[0] = 0;
- skill->area_temp[1] = bl->id;
- skill->area_temp[2] = 0;
- if( skill_id == WL_CRIMSONROCK ) {
- skill->area_temp[4] = bl->x;
- skill->area_temp[5] = bl->y;
- }
-
- if( skill_id == NC_VULCANARM )
- if (sd) pc->overheat(sd,1);
-
- // if skill damage should be split among targets, count them
- //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
- //special case: Venom Splasher uses a different range for searching than for splashing
- if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
- skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
-
- // recursive invocation of skill->castend_damage_id() with flag|1
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
- }
- break;
-
- case SM_MAGNUM:
- case MS_MAGNUM:
- if( flag&1 ) {
- //Damage depends on distance, so add it to flag if it is > 1
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
- }
- break;
-
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- //Coded apart for it needs the flag passed to the damage calculation.
- if (skill->area_temp[1] != bl->id)
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- else
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
-
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- {
- int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
- // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
- c = (skill_lv-(flag&0xFFF)+1)/2;
- // Determine the Bowling Bash area depending on configuration
- if (battle_config.bowling_bash_area == 0) {
- // Gutter line system
- min_x = ((src->x)-c) - ((src->x)-c)%40;
- if(min_x < 0) min_x = 0;
- max_x = min_x + 39;
- min_y = ((src->y)-c) - ((src->y)-c)%40;
- if(min_y < 0) min_y = 0;
- max_y = min_y + 39;
- } else if (battle_config.bowling_bash_area == 1) {
- // Gutter line system without demi gutter bug
- min_x = src->x - (src->x)%40;
- max_x = min_x + 39;
- min_y = src->y - (src->y)%40;
- max_y = min_y + 39;
- } else {
- // Area around caster
- min_x = src->x - battle_config.bowling_bash_area;
- max_x = src->x + battle_config.bowling_bash_area;
- min_y = src->y - battle_config.bowling_bash_area;
- max_y = src->y + battle_config.bowling_bash_area;
- }
- // Initialization, break checks, direction
- if((flag&0xFFF) > 0) {
- // Ignore monsters outside area
- if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
- break;
- // Ignore monsters already in list
- if(idb_exists(skill->bowling_db, bl->id))
- break;
- // Random direction
- dir = rnd()%8;
- } else {
- // Create an empty list of already hit targets
- db_clear(skill->bowling_db);
- // Direction is walkpath
- dir = (unit->getdir(src)+4)%8;
- }
- // Add current target to the list of already hit targets
- idb_put(skill->bowling_db, bl->id, bl);
- // Keep moving target in direction square by square
- tx = bl->x;
- ty = bl->y;
- for(i=0;i<c;i++) {
- // Target coordinates (get changed even if knockback fails)
- tx -= dirx[dir];
- ty -= diry[dir];
- // If target cell is a wall then break
- if(map->getcell(bl->m,tx,ty,CELL_CHKWALL))
- break;
- skill->blown(src,bl,1,dir,0);
- // Splash around target cell, but only cells inside area; we first have to check the area is not negative
- if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
- (max(min_y,ty-1) <= min(max_y,ty+1)) &&
- (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) {
- // Recursive call
- map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id);
- // Self-collision
- if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
- break;
- }
- }
- // Original hit or chain hit depending on flag
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
- }
- break;
-
- case KN_SPEARSTAB:
- if(flag&1) {
- if (bl->id==skill->area_temp[1])
- break;
- if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
- skill->blown(src,bl,skill->area_temp[2],-1,0);
- } else {
- int x=bl->x,y=bl->y,i,dir;
- dir = map->calc_dir(bl,src->x,src->y);
- skill->area_temp[1] = bl->id;
- skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
- // all the enemies between the caster and the target are hit, as well as the target
- if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
- skill->blown(src,bl,skill->area_temp[2],-1,0);
- for (i=0;i<4;i++) {
- map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv,
- tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- x += dirx[dir];
- y += diry[dir];
- }
- }
- break;
-
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
- {
- skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
- if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
- map->foreachinrange(skill->area_sub,bl,
- skill->get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
- skill->castend_nodamage_id);
- }
- break;
- case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
- clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
- skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- break;
-
- case PR_TURNUNDEAD:
- case ALL_RESURRECTION:
- if (!battle->check_undead(tstatus->race, tstatus->def_ele))
- break;
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case MG_SOULSTRIKE:
- case NPC_DARKSTRIKE:
- case MG_COLDBOLT:
- case MG_FIREBOLT:
- case MG_LIGHTNINGBOLT:
- case WZ_EARTHSPIKE:
- case AL_HEAL:
- case AL_HOLYLIGHT:
- case WZ_JUPITEL:
- case NPC_DARKTHUNDER:
- case PR_ASPERSIO:
- case MG_FROSTDIVER:
- case WZ_SIGHTBLASTER:
- case WZ_SIGHTRASHER:
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HUUJIN:
- case AB_ADORAMUS:
- case AB_RENOVATIO:
- case AB_HIGHNESSHEAL:
- case AB_DUPLELIGHT_MAGIC:
- case WM_METALICSOUND:
- case MH_ERASER_CUTTER:
- case KO_KAIHOU:
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case NPC_MAGICALATTACK:
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
-
- case HVAN_CAPRICE: //[blackhole89]
- {
- int ran=rnd()%4;
- int sid = 0;
- switch(ran)
- {
- case 0: sid=MG_COLDBOLT; break;
- case 1: sid=MG_FIREBOLT; break;
- case 2: sid=MG_LIGHTNINGBOLT; break;
- case 3: sid=WZ_EARTHSPIKE; break;
- }
- skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
- }
- break;
- case WZ_WATERBALL:
- {
- int range = skill_lv / 2;
- int maxlv = skill->get_max(skill_id); // learnable level
- int count = 0;
- int x, y;
- struct skill_unit *su;
-
- if( skill_lv > maxlv ) {
- if( src->type == BL_MOB && skill_lv == 10 )
- range = 4;
- else
- range = maxlv / 2;
- }
-
- for( y = src->y - range; y <= src->y + range; ++y )
- for( x = src->x - range; x <= src->x + range; ++x ) {
- if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) {
- if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
- count++; // natural water cell
- else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL
- || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) {
- count++; // skill-induced water cell
- skill->delunit(su); // consume cell
- }
- }
- }
-
- if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
- skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
- }
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case PR_BENEDICTIO:
- //Should attack undead and demons. [Skotlex]
- if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
- skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
-
- case SL_SMA:
- status_change_end(src, SC_SMA_READY, INVALID_TIMER);
- case SL_STIN:
- case SL_STUN:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case NPC_DARKBREATH:
- clif->emotion(src,E_AG);
- case SN_FALCONASSAULT:
- case PA_PRESSURE:
- case CR_ACIDDEMONSTRATION:
- case TF_THROWSTONE:
- case NPC_SMOKING:
- case GS_FLING:
- case NJ_ZENYNAGE:
- case GN_THORNS_TRAP:
- case GN_HELLS_PLANT_ATK:
-#ifdef RENEWAL
- case ASC_BREAKER:
-#endif
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- /**
- * Rune Knight
- **/
- case RK_DRAGONBREATH_WATER:
- case RK_DRAGONBREATH:
- {
- struct status_change *tsc = NULL;
- if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- } else
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case NPC_SELFDESTRUCTION: {
- struct status_change *tsc = NULL;
- if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] )
- break;
- }
- case HVAN_EXPLOSION:
- if (src != bl)
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- // [Celest]
- case PF_SOULBURN:
- if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (skill_lv == 5)
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- status_percent_damage(src, bl, 0, 100, false);
- } else {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- if (skill_lv == 5)
- skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
- status_percent_damage(src, src, 0, 100, false);
- }
- break;
-
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skill_id, skill_lv, tick, flag);
- if (heal > 0){
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status->heal(src, heal, 0, 0);
- }
- }
- break;
-
- case GS_BULLSEYE:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case NJ_KASUMIKIRI:
- if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
- sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case NJ_KIRIKAGE:
- if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) {
- //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);
- }
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case RK_HUNDREDSPEAR:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if(rnd()%100 < (10 + 3*skill_lv)) {
- if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 )
- break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
- skill->blown(src,bl,6,-1,0);
- skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
- skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
- }
- break;
- case RK_PHANTOMTHRUST:
- {
- struct map_session_data *tsd = BL_CAST(BL_PC, bl);
- unit->setdir(src,map->calc_dir(src, bl->x, bl->y));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
-
- skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0);
- if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members.
- ; // No damage to Members
- else
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
-
- case KO_JYUMONJIKIRI:
- case GC_DARKILLUSION:
- {
- short x, y;
- short dir = map->calc_dir(bl, src->x, src->y);
-
- if ( dir < 4 ) {
- x = bl->x + 2 * (dir > 0) - 3 * (dir > 0);
- y = bl->y + 1 - (dir / 2) - (dir > 2);
- } else {
- x = bl->x + 2 * (dir > 4) - 1 * (dir > 4);
- y = bl->y + (dir / 6) - 1 + (dir > 6);
- }
-
- if ( unit->movepos(src, x, y, 1, 1) ) {
- clif->slide(src, x, y);
- clif->fixpos(src); // the official server send these two packets.
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION )
- skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag);
- }
- }
- break;
- case GC_WEAPONCRUSH:
- if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING )
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
- break;
-
- case GC_CROSSRIPPERSLASHER:
- if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
- else
- {
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
- }
- break;
-
- case GC_PHANTOMMENACE:
- if( flag&1 ) {
- // Only Hits Invisible Targets
- struct status_change *tsc = status->get_sc(bl);
- if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
- case WL_CHAINLIGHTNING:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
- break;
- case WL_DRAINLIFE:
- {
- int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- int rate = 70 + 5 * skill_lv;
-
- heal = heal * (5 + 5 * skill_lv) / 100;
-
- if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
- heal = 0; // Don't absorb heal from Ice Walls or other skill units.
-
- if( heal && rnd()%100 < rate ) {
- status->heal(src, heal, 0, 0);
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- }
- }
- break;
-
- case WL_TETRAVORTEX:
- if( sc ){
- int i = SC_SUMMON5, x = 0;
- int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
- for(; i >= SC_SUMMON1; i--){
- if( sc->data[i] ){
- int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0;
- if( x < 4 ){
- types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1;
- types[x][1] = 25; // 25% each for equal sharing
- if( x == 3 ){
- x = 0;
- sc_index = types[rnd()%4][0];
- for(; x < 4; x++)
- if(types[x][0] == sc_index)
- rate += types[x][1];
- }
- skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag);
- }
- status_change_end(src, (sc_type)i, INVALID_TIMER);
- x++;
- }
- }
- }
- break;
-
- case WL_RELEASE:
- if( sd ) {
- int i, cooldown;
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill->toggle_magicpower(src, skill_id);
- // Priority is to release SpellBook
- if( sc && sc->data[SC_READING_SB] ) { // SpellBook
- uint16 spell_skill_id, spell_skill_lv, point, s = 0;
- int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1];
-
- for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
- if( sc->data[i] ) spell[s++] = i;
-
- if ( s == 0 )
- break;
-
- i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
- if( s && sc->data[i] ){// Now extract the data from the preserved spell
- spell_skill_id = sc->data[i]->val1;
- spell_skill_lv = sc->data[i]->val2;
- point = sc->data[i]->val3;
- status_change_end(src, (sc_type)i, INVALID_TIMER);
- }else //something went wrong :(
- break;
-
- if( sc->data[SC_READING_SB]->val2 > point )
- sc->data[SC_READING_SB]->val2 -= point;
- else // Last spell to be released
- status_change_end(src, SC_READING_SB, INVALID_TIMER);
-
- if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) )
- break;
-
- switch( skill->get_casttype(spell_skill_id) ) {
- case CAST_GROUND:
- skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0);
- break;
- }
-
- sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv);
- clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0);
-
- cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv);
- for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
- if (sd->skillcooldown[i].id == spell_skill_id){
- cooldown += sd->skillcooldown[i].val;
- break;
- }
- }
- if(cooldown)
- skill->blockpc_start(sd, spell_skill_id, cooldown);
- }else if( sc ){ // Summon Balls
- for(i = SC_SUMMON5; i >= SC_SUMMON1; i--){
- if( sc->data[i] ){
- int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE);
- skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag);
- status_change_end(src, (sc_type)i, INVALID_TIMER);
- if(skill_lv == 1)
- break;
- }
- }
- }
- }
- break;
- case WL_FROSTMISTY:
- // Doesn't deal damage through non-shootable walls.
- if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- break;
- case WL_HELLINFERNO:
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
- break;
- case RA_WUGSTRIKE:
- if( sd && pc_isridingwug(sd) ){
- short x[8]={0,-1,-1,-1,0,1,1,1};
- short y[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map->calc_dir(bl, src->x, src->y);
-
- if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
- {
- clif->slide(src, bl->x+x[dir], bl->y+y[dir]);
- clif->fixpos(src);
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- }
- break;
- }
- case RA_WUGBITE:
- if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-
- break;
-
- case RA_SENSITIVEKEEN:
- if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
- struct status_change * tsc = status->get_sc(bl);
- if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- }
- } else {
- struct skill_unit *su = BL_CAST(BL_SKILL,bl);
- struct skill_unit_group* sg;
-
- if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) {
- if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) {
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- if( item_tmp.nameid )
- map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
- }
- skill->delunit(su);
- }
- }
- break;
- case NC_INFRAREDSCAN:
- if( flag&1 ) {
- //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
- sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv));
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
- } else {
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
- clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( sd ) pc->overheat(sd,1);
- }
- break;
-
- case NC_MAGNETICFIELD:
- sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
- break;
- case SC_FATALMENACE:
- if( flag&1 )
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- short x, y;
- map->search_freecell(src, 0, &x, &y, -1, -1, 0);
- // Destination area
- skill->area_temp[4] = x;
- skill->area_temp[5] = y;
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
- skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
- clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- }
- break;
- case LG_PINPOINTATTACK:
- if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) )
- clif->slide(src,bl->x,bl->y);
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case LG_SHIELDSPELL:
- if ( skill_lv == 1 )
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else if ( skill_lv == 2 )
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case SR_DRAGONCOMBO:
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case SR_KNUCKLEARROW:
- if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) {
- clif->slide(src,bl->x,bl->y);
- clif->fixpos(src); // Aegis send this packet too.
- }
-
- if( flag&1 )
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
- else
- skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
- break;
-
- case SR_HOWLINGOFLION:
- status_change_end(bl, SC_SWING, INVALID_TIMER);
- status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
- status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
- status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
- status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- status_change_end(bl, SC_SIREN, INVALID_TIMER);
- status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
- status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
- status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
- status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
- status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
- status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
- status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
- status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- break;
-
- case SR_EARTHSHAKER:
- if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- } else{
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- }
- break;
-
- case WM_SOUND_OF_DESTRUCTION:
- {
- struct status_change *tsc = status->get_sc(bl);
- if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] ||
- tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
- tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
- tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] ||
- tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] ||
- tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) &&
- rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) {
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE);
- status_change_end(bl, SC_SWING, INVALID_TIMER);
- status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
- status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
- status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
- status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- status_change_end(bl, SC_SIREN, INVALID_TIMER);
- status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
- status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
- status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
- status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
- status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
- status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
- status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
- status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
- }
- }
- break;
-
- case SO_POISON_BUSTER:
- {
- struct status_change *tsc = status->get_sc(bl);
- if( tsc && tsc->data[SC_POISON] ) {
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- } else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
- break;
-
- case GN_SPORE_EXPLOSION:
- if( flag&1 )
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- else {
- clif->skill_nodamage(src, bl, skill_id, 0, 1);
- skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
- }
- break;
-
- case EL_FIRE_BOMB:
- case EL_FIRE_WAVE:
- case EL_WATER_SCREW:
- case EL_HURRICANE:
- case EL_TYPOON_MIS:
- if( flag&1 )
- skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
- else {
- int i = skill->get_splash(skill_id,skill_lv);
- clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
- clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( rnd()%100 < 30 )
- map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- else
- skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
-
- case EL_ROCK_CRUSHER:
- clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( rnd()%100 < 50 )
- skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- else
- skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
- break;
-
- case EL_STONE_RAIN:
- if( flag&1 )
- skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- int i = skill->get_splash(skill_id,skill_lv);
- clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( rnd()%100 < 30 )
- map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- else
- skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- }
- break;
-
- case EL_FIRE_ARROW:
- case EL_ICE_NEEDLE:
- case EL_WIND_SLASH:
- case EL_STONE_HAMMER:
- clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
- clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case EL_TIDAL_WEAPON:
- if( src->type == BL_ELEM ) {
- struct elemental_data *ele = BL_CAST(BL_ELEM,src);
- struct status_change *esc = status->get_sc(&ele->bl);
- struct status_change *tsc = status->get_sc(bl);
- sc_type type = status->skill2sc(skill_id), type2;
- type2 = type-1;
-
- clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- }
- if( rnd()%100 < 50 )
- skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
- else {
- sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv));
- }
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
-
- // Recursive homun skill
- case MH_MAGMA_FLOW:
- case MH_HEILIGE_STANGE:
- if(flag & 1)
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- else {
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id);
- }
- break;
-
- case MH_STAHL_HORN:
- case MH_NEEDLE_OF_PARALYZE:
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case MH_TINDER_BREAKER:
- if (unit->movepos(src, bl->x, bl->y, 1, 1)) {
- #if PACKETVER >= 20111005
- clif->snap(src, bl->x, bl->y);
- #else
- clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
- #endif
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
-
- case 0:/* no skill - basic/normal attack */
- if(sd) {
- if (flag & 3){
- if (bl->id != skill->area_temp[1])
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
- } else {
- skill->area_temp[1] = bl->id;
- map->foreachinrange(skill->area_sub, bl,
- sd->bonus.splash_range, BL_CHAR,
- src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
- skill->castend_damage_id);
- flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
- }
- }
- break;
-
- default:
- ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
- clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
- 0, abs(skill->get_num(skill_id, skill_lv)),
- skill_id, skill_lv, skill->get_hit(skill_id));
- map->freeblock_unlock();
- return 1;
- }
-
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
-
- map->freeblock_unlock();
-
- if( sd && !(flag&1) )
- {// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = timer->gettick();
-
- if( sd->state.arrow_atk )
- {// consume arrow on last invocation to this skill.
- battle->consume_ammo(sd, skill_id, skill_lv);
- }
-
- // perform skill requirement consumption
- skill->consume_requirement(sd,skill_id,skill_lv,2);
- }
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
- struct block_list *target, *src;
- struct map_session_data *sd;
- struct mob_data *md;
- struct unit_data *ud;
- struct status_change *sc = NULL;
- int inf,inf2,flag = 0;
-
- src = 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);
- md = BL_CAST(BL_MOB, src);
-
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
-
- if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit->skillcastcancel()
- if( ud->skilltimer != tid ) {
- ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
-
- if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, SCB_SPEED);
- }
-
- ud->skilltimer = INVALID_TIMER;
- }
-
- if (ud->skilltarget == id)
- target = src;
- else
- target = 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->skill_id) {
- //These should become skill_castend_pos
- case WE_CALLPARTNER:
- if(sd) clif->callpartner(sd);
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AM_RESURRECTHOMUN:
- case PF_SPIDERWEB:
- //Find a random spot to place the skill. [Skotlex]
- inf2 = skill->get_splash(ud->skill_id, ud->skill_lv);
- ud->skillx = target->x + inf2;
- ud->skilly = target->y + inf2;
- if (inf2 && !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);
- case GN_WALLOFTHORN:
- ud->skillx = target->x;
- ud->skilly = target->y;
- ud->skilltimer = tid;
- return skill->castend_pos(tid,tick,id,data);
- }
-
- if(ud->skill_id == RG_BACKSTAP) {
- uint8 dir = 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->skill_id == PR_TURNUNDEAD ) {
- struct status_data *tstatus = status->get_status_data(target);
- if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
- break;
- }
-
- if( ud->skill_id == RA_WUGSTRIKE ){
- if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
- break;
- }
-
- if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) {
- sc = 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->skill_id, ud->skill_lv, 0);
- break;
- }
- }
- else
- { // Check target validity.
- inf = skill->get_inf(ud->skill_id);
- inf2 = skill->get_inf2(ud->skill_id);
-
- if(inf&INF_ATTACK_SKILL ||
- (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
- ) // Casted through combo.
- inf = BCT_ENEMY; //Offensive skill.
- else if(inf2&INF2_NO_ENEMY)
- inf = BCT_NOENEMY;
- else
- inf = 0;
-
- if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
- {
- inf |=
- (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
- (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
- //Remove neutral targets (but allow enemy if skill is designed to be so)
- inf &= ~BCT_NEUTRAL;
- }
-
- if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
- clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
- break;
- }
-
- if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
- {
- if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
- break;
- }
- else if (inf && battle->check_target(src, target, inf) <= 0){
- if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
- if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 )
- break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
- }
-
- if( inf&BCT_ENEMY
- && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL]
- && rnd() % 100 < 75
- ) {
- // Fogwall makes all offensive-type targeted skills fail at 75%
- if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- }
-
- //Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1))
- break;
-
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
- clif->emotion(src, md->db->skill[md->skill_idx].emotion);
- }
-
- if(src != target && battle_config.skill_add_range &&
- !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
- {
- if (sd) {
- clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
- }
- break;
- }
-
- if( sd )
- {
- if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
- break;
- else
- skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
- }
-#ifdef OFFICIAL_WALKPATH
- if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
- break;
-#endif
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
- break;
-
- if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
- ud->state.running = 0;
- status_change_end(src, SC_RUN, INVALID_TIMER);
- flag = 1;
- }
-
- if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
- unit->stop_walking(src,1);
-
- if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
- if (sd) { // Cooldown application
- int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
- for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
- if (sd->skillcooldown[i].id == ud->skill_id){
- cooldown += sd->skillcooldown[i].val;
- break;
- }
- }
- if(cooldown)
- skill->blockpc_start(sd, ud->skill_id, cooldown);
- }
- if( battle_config.display_status_timers && sd )
- clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
- if( sd )
- {
- switch( ud->skill_id )
- {
- case GS_DESPERADO:
- sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv);
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) {
- const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer);
- if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
- break;
- }
- sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
- break;
- }
- }
- if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE)
- unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
-
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
- src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
-
- map->freeblock_lock();
-
- // SC_MAGICPOWER needs to switch states before any damage is actually dealt
- skill->toggle_magicpower(src, ud->skill_id);
-
- /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO.
- if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
- */
-
- if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE)
- skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- else
- skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
-
- sc = status->get_sc(src);
- if(sc && sc->count) {
- if( sc->data[SC_SOULLINK]
- && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
- && sc->data[SC_SOULLINK]->val3 == ud->skill_id
- && ud->skill_id != WZ_WATERBALL
- )
- sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
-
- if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
- skill->blockpc_start(sd,BD_ADAPTATION,3000);
- }
-
- if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
- sd->skillitem = sd->skillitemlv = 0;
-
- if (ud->skilltimer == INVALID_TIMER) {
- if(md) md->skill_idx = -1;
- else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skill_lv = ud->skilltarget = 0;
- }
- map->freeblock_unlock();
- return 1;
- } while(0);
-
- //Skill failed.
- if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) {
- //When Asura fails... (except when it fails from Fog of Wall)
- //Consume SP/spheres
- skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- status->set_sp(src, 0, 0);
- sc = &sd->sc;
- if (sc->count) {
- //End states
- status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-#ifdef RENEWAL
- sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv));
-#endif
- }
- if (target && target->m == src->m) {
- //Move character to target anyway.
- int dir, x, y;
- dir = map->calc_dir(src,target->x,target->y);
- if( dir > 0 && dir < 4) x = -2;
- else if( dir > 4 ) x = 2;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = -2;
- else if( dir == 7 || dir < 2 ) y = 2;
- else y = 0;
- if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) {
- //Display movement + animation.
- clif->slide(src,src->x,src->y);
- clif->spiritball(src);
- }
- clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }
-
- ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
- if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick;
- //You can't place a skill failed packet here because it would be
- //sent in ALL cases, even cases where skill_check_condition fails
- //which would lead to double 'skill failed' messages u.u [Skotlex]
- if(sd)
- sd->skillitem = sd->skillitemlv = 0;
- else if(md)
- md->skill_idx = -1;
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
- struct map_session_data *sd, *dstsd;
- struct mob_data *md, *dstmd;
- struct homun_data *hd;
- struct mercenary_data *mer;
- struct status_data *sstatus, *tstatus;
- struct status_change *tsc;
- struct status_change_entry *tsce;
-
- int element = 0;
- enum sc_type type;
-
- if(skill_id > 0 && !skill_lv) return 0; // [Celest]
-
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
-
- if (src->m != bl->m)
- return 1;
-
- sd = BL_CAST(BL_PC, src);
- hd = BL_CAST(BL_HOM, src);
- md = BL_CAST(BL_MOB, src);
- mer = BL_CAST(BL_MER, src);
-
- dstsd = BL_CAST(BL_PC, bl);
- dstmd = BL_CAST(BL_MOB, bl);
-
- if(bl->prev == NULL)
- return 1;
- if(status->isdead(src))
- return 1;
-
- if( src != bl && status->isdead(bl) ) {
- /**
- * Skills that may be cast on dead targets
- **/
- switch( skill_id ) {
- case NPC_WIDESOULDRAIN:
- case PR_REDEMPTIO:
- case ALL_RESURRECTION:
- case WM_DEADHILLHERE:
- break;
- default:
- return 1;
- }
- }
-
- // Supportive skills that can't be cast in users with mado
- if( sd && dstsd && pc_ismadogear(dstsd) ) {
- switch( skill_id ) {
- case AL_HEAL:
- case AL_INCAGI:
- case AL_DECAGI:
- case AB_RENOVATIO:
- case AB_HIGHNESSHEAL:
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
- return 0;
- default:
- break;
- }
- }
-
- 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 (skill_id) {
- case HLIF_HEAL: // [orn]
- if (bl->type != BL_HOM) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
- break ;
- }
- case AL_HEAL:
-
- /**
- * Arch Bishop
- **/
- case AB_RENOVATIO:
- case AB_HIGHNESSHEAL:
- case AL_INCAGI:
- case ALL_RESURRECTION:
- case PR_ASPERSIO:
- //Apparently only player casted skills can be offensive like this.
- if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) {
- if (battle->check_target(src, bl, BCT_ENEMY) < 1) {
- //Offensive heal does not works on non-enemies. [Skotlex]
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag);
- }
- break;
- case SO_ELEMENTAL_SHIELD:
- {
- struct party_data *p;
- short ret = 0;
- int x0, y0, x1, y1, range, i;
-
- if(sd == NULL || !sd->ed)
- break;
- if((p = party->search(sd->status.party_id)) == NULL)
- break;
-
- range = skill->get_splash(skill_id,skill_lv);
- x0 = sd->bl.x - range;
- y0 = sd->bl.y - range;
- x1 = sd->bl.x + range;
- y1 = sd->bl.y + range;
-
- elemental->delete(sd->ed,0);
-
- if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv))
- ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
- for(i = 0; i < MAX_PARTY; i++) {
- struct map_session_data *psd = p->data[i].sd;
- if(!psd)
- continue;
- if(psd->bl.m != sd->bl.m || !psd->bl.prev)
- continue;
- if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
- psd->bl.x > x1 || psd->bl.y > y1))
- continue;
- if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
- ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
- }
- return ret;
- }
- break;
- case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag);
- case MH_STEINWAND: {
- struct block_list *s_src = battle->get_master(src);
- short ret = 0;
- if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
- ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun
- if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
- ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- return ret;
- }
- break;
- case RK_MILLENNIUMSHIELD:
- case RK_CRUSHSTRIKE:
- case RK_REFRESH:
- case RK_GIANTGROWTH:
- case RK_STONEHARDSKIN:
- case RK_VITALITYACTIVATION:
- case RK_STORMBLAST:
- case RK_FIGHTINGSPIRIT:
- case RK_ABUNDANCE:
- if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
- if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){
- skill->consume_requirement(sd,skill_id,skill_lv,2);
- map->freeblock_unlock();
- return 0;
- }
- }
- break;
- default:
- //Skill is actually ground placed.
- if (src == bl && skill->get_unit_id(skill_id,0))
- return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
- }
-
- type = status->skill2sc(skill_id);
- tsc = status->get_sc(bl);
- tsce = (tsc && type != -1)?tsc->data[type]:NULL;
-
- if (src!=bl && type > -1 &&
- (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
- skill->get_inf(skill_id) != INF_SUPPORT_SKILL &&
- battle->attr_fix(NULL, NULL, 100, element, 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(skill_id) {
- case HLIF_HEAL: // [orn]
- case AL_HEAL:
- /**
- * Arch Bishop
- **/
- case AB_HIGHNESSHEAL:
- {
- int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
- int heal_get_jobexp;
- //Highness Heal: starts at 1.7 boost + 0.3 for each level
- if( skill_id == AB_HIGHNESSHEAL ) {
- heal = heal * ( 17 + 3 * skill_lv ) / 10;
- }
- if( status->isimmune(bl) ||
- (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
- heal=0;
-
- if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
- heal = heal*2;
-
- if( tsc && tsc->count )
- {
- if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
- { //Bounce back heal
- if (--tsc->data[SC_KAITE]->val2 <= 0)
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- if (src == bl)
- heal=0; //When you try to heal yourself under Kaite, the heal is voided.
- else {
- bl = src;
- dstsd = sd;
- }
- }
- else if (tsc->data[SC_BERSERK])
- heal = 0; //Needed so that it actually displays 0 when healing.
- }
- clif->skill_nodamage (src, bl, skill_id, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
- heal = ~heal + 1;
- heal_get_jobexp = status->heal(bl,heal,0,0);
-
- if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
- heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
- if (heal_get_jobexp <= 0)
- heal_get_jobexp = 1;
- pc->gainexp (sd, bl, 0, heal_get_jobexp, false);
- }
- }
- break;
-
- case PR_REDEMPTIO:
- if (sd && !(flag&1)) {
- if (sd->status.party_id == 0) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill->area_temp[0] = 0;
- party->foreachsamemap(skill->area_sub,
- sd,skill->get_splash(skill_id, skill_lv),
- src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
- skill->castend_nodamage_id);
- if (skill->area_temp[0] == 0) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty...
- if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty
- sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each.
- sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000);
- clif->updatestatus(sd,SP_BASEEXP);
- clif->updatestatus(sd,SP_JOBEXP);
- }
- 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.
- skill_lv = 3; //Resurrection level 3 is used
- } else //Invalid target, skip resurrection.
- break;
-
- case ALL_RESURRECTION:
- if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) {
- //No reviving in WoE grounds!
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if (!status->isdead(bl))
- break;
- {
- int per = 0, sper = 0;
- if (tsc && tsc->data[SC_HELLPOWER])
- break;
-
- if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
- break;
-
- switch(skill_lv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
- }
- if(dstsd && dstsd->special_state.restart_full_recover)
- per = sper = 100;
- if (status->revive(bl, per, sper))
- {
- clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
- if(sd && dstsd && battle_config.resurrection_exp > 0)
- {
- int exp = 0,jexp = 0;
- int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
- if(lv > 0 && pc->nextbaseexp(dstsd)) {
- exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (exp < 1) exp = 1;
- }
- if(jlv > 0 && pc->nextjobexp(dstsd)) {
- jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (jexp < 1) jexp = 1;
- }
- if(exp > 0 || jexp > 0)
- pc->gainexp (sd, bl, exp, jexp, false);
- }
- }
- }
- break;
-
- case AL_DECAGI:
- clif->skill_nodamage (src, bl, skill_id, skill_lv,
- sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv,
- /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */
- ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv)));
- break;
-
- case MER_DECAGI:
- if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect.
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
- break;
-
- case AL_CRUCIS:
- if (flag&1)
- sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
- else {
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
-
- case PR_LEXDIVINA:
- case MER_LEXDIVINA:
- if( tsce )
- status_change_end(bl,type, INVALID_TIMER);
- else
- sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
- break;
-
- case SA_ABRACADABRA:
- {
- int abra_skill_id = 0, abra_skill_lv, abra_idx;
- do {
- abra_idx = rnd() % MAX_SKILL_ABRA_DB;
- abra_skill_id = skill->abra_db[abra_idx].skill_id;
- } while (abra_skill_id == 0 ||
- skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear
- rnd()%10000 >= skill->abra_db[abra_idx].per
- );
- abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
- clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
-
- if( sd )
- {// player-casted
- sd->state.abra_flag = 1;
- sd->skillitem = abra_skill_id;
- sd->skillitemlv = abra_skill_lv;
- clif->item_skill(sd, abra_skill_id, abra_skill_lv);
- }
- else
- {// mob-casted
- struct unit_data *ud = unit->bl2ud(src);
- int inf = skill->get_inf(abra_skill_id);
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->msd;
- if (!bl) bl = src;
- unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
- } else { //Assume offensive skills
- int target_id = 0;
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
- case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
- }
- if (!target_id)
- break;
- if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
- bl = map->id2bl(target_id);
- if (!bl) bl = src;
- unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
- } else
- unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
- }
- }
- }
- break;
-
- case SA_COMA:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
- break;
- case SA_FULLRECOVERY:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (status->isimmune(bl))
- break;
- status_percent_heal(bl, 100, 100);
- break;
- case NPC_ALLHEAL:
- {
- int heal;
- if( status->isimmune(bl) )
- break;
- heal = status_percent_heal(bl, 100, 0);
- clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
- if( dstmd ) {
- // Reset Damage Logs
- memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
- dstmd->tdmg = 0;
- }
- }
- break;
- case SA_SUMMONMONSTER:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
- break;
- case SA_LEVELUP:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false);
- break;
- case SA_INSTANTDEATH:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status->set_hp(bl,1,0);
- break;
- case SA_QUESTION:
- case SA_GRAVITY:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case SA_CLASSCHANGE:
- case SA_MONOCELL:
- if (dstmd)
- {
- int class_;
- if ( sd && dstmd->status.mode&MD_BOSS )
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- mob->class_change(dstmd,class_);
- if( tsc && dstmd->status.mode&MD_BOSS )
- {
- int i;
- const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP };
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
- if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
- for (i = 0; i < ARRAYLENGTH(scs); i++)
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
- }
- }
- break;
- case SA_DEATH:
- if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_kill(bl);
- break;
- case SA_REVERSEORCISH:
- case ALL_REVERSEORCISH:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
- break;
- case SA_FORTUNE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
- break;
- case SA_TAMINGMONSTER:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd && dstmd) {
- int i;
- ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ );
- if( i < MAX_PET_DB )
- pet->catch_process1(sd, dstmd->class_);
- }
- break;
-
- case CR_PROVIDENCE:
- if(sd && dstsd){ //Check they are not another crusader [Skotlex]
- if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
-
- case CG_MARIONETTE:
- {
- struct status_change* sc = status->get_sc(src);
-
- if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) {
- // Cannot cast on another bard/dancer-type class of the same gender as caster
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
-
- if( sc && tsc ) {
- if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) {
- sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv));
- sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id
- && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id
- ) {
- status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER);
- status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
- } else {
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
- }
- }
- break;
-
- case RG_CLOSECONFINE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
- break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if (dstsd) {
- if(dstsd->status.weapon == W_FIST ||
- (dstsd->sc.count && !dstsd->sc.data[type] &&
- ( //Allow re-enchanting to lengthen time. [Skotlex]
- dstsd->sc.data[SC_PROPERTYFIRE] ||
- dstsd->sc.data[SC_PROPERTYWATER] ||
- dstsd->sc.data[SC_PROPERTYWIND] ||
- dstsd->sc.data[SC_PROPERTYGROUND] ||
- dstsd->sc.data[SC_PROPERTYDARK] ||
- dstsd->sc.data[SC_PROPERTYTELEKINESIS] ||
- dstsd->sc.data[SC_ENCHANTPOISON]
- ))
- ) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- }
- // 100% success rate at lv4 & 5, but lasts longer at lv5
- if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) {
- if (sd)
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
- clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon."
- }
- break;
-
- case PR_ASPERSIO:
- if (sd && dstmd) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
-
- case ITEM_ENCHANTARMS:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,
- skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv)));
- break;
-
- case TK_SEVENWIND:
- switch(skill->get_ele(skill_id,skill_lv)) {
- case ELE_EARTH : type = SC_PROPERTYGROUND; break;
- case ELE_WIND : type = SC_PROPERTYWIND; break;
- case ELE_WATER : type = SC_PROPERTYWATER; break;
- case ELE_FIRE : type = SC_PROPERTYFIRE; break;
- case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break;
- case ELE_DARK : type = SC_PROPERTYDARK; break;
- case ELE_HOLY : type = SC_ASPERSIO; break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-
- sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv));
-
- break;
-
- case PR_KYRIE:
- case MER_KYRIE:
- clif->skill_nodamage(bl, bl, skill_id, -1,
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- break;
- //Passive Magnum, should had been casted on yourself.
- case SM_MAGNUM:
- case MS_MAGNUM:
- skill->area_temp[1] = 0;
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
- clif->skill_nodamage (src,src,skill_id,skill_lv,1);
- // Initiate 10% of your damage becomes fire element.
- sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
- if( sd )
- skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv));
- else if( bl->type == BL_MER )
- skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));
- break;
-
- case TK_JUMPKICK:
- /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */
- if( battle->check_target(src, bl, BCT_ENEMY) > 0 )
- {
- if( unit->movepos(src, bl->x, bl->y, 1, 1) )
- {
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- clif->slide(src,bl->x,bl->y);
- }
- }
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
- break;
-
- case AL_INCAGI:
- case AL_BLESSING:
- case MER_INCAGI:
- case MER_BLESSING:
- if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) {
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- }
- case PR_SLOWPOISON:
- case PR_IMPOSITIO:
- case PR_LEXAETERNA:
- case PR_SUFFRAGIUM:
- case PR_BENEDICTIO:
- case LK_BERSERK:
- case MS_BERSERK:
- case KN_TWOHANDQUICKEN:
- case KN_ONEHAND:
- case MER_QUICKEN:
- case CR_SPEARQUICKEN:
- case CR_REFLECTSHIELD:
- case MS_REFLECTSHIELD:
- case AS_POISONREACT:
- case MC_LOUD:
- case MG_ENERGYCOAT:
- case MO_EXPLOSIONSPIRITS:
- case MO_STEELBODY:
- case MO_BLADESTOP:
- case LK_AURABLADE:
- case LK_PARRYING:
- case MS_PARRYING:
- case LK_CONCENTRATION:
- case WS_CARTBOOST:
- case SN_SIGHT:
- case WS_MELTDOWN:
- case WS_OVERTHRUSTMAX:
- case ST_REJECTSWORD:
- case HW_MAGICPOWER:
- case PF_MEMORIZE:
- case PA_SACRIFICE:
- case ASC_EDP:
- case PF_DOUBLECASTING:
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- case NPC_HALLUCINATION:
- case GS_MADNESSCANCEL:
- case GS_ADJUSTMENT:
- case GS_INCREASING:
- case NJ_KASUMIKIRI:
- case NJ_UTSUSEMI:
- case NJ_NEN:
- case NPC_DEFENDER:
- case NPC_MAGICMIRROR:
- case ST_PRESERVE:
- case NPC_INVINCIBLE:
- case NPC_INVINCIBLEOFF:
- case RK_DEATHBOUND:
- case AB_RENOVATIO:
- case AB_EXPIATIO:
- case AB_DUPLELIGHT:
- case AB_SECRAMENT:
- case NC_ACCELERATION:
- case NC_HOVERING:
- case NC_SHAPESHIFT:
- case WL_RECOGNIZEDSPELL:
- case GC_VENOMIMPRESS:
- case SC_INVISIBILITY:
- case SC_DEADLYINFECT:
- case LG_EXEEDBREAK:
- case LG_PRESTIGE:
- case SR_CRESCENTELBOW:
- case SR_LIGHTNINGWALK:
- case SR_GENTLETOUCH_ENERGYGAIN:
- case GN_CARTBOOST:
- case KO_MEIKYOUSISUI:
- case ALL_FULL_THROTTLE:
- case RA_UNLIMIT:
- case WL_TELEKINESIS_INTENSE:
- case AB_OFFERTORIUM:
- case RK_GIANTGROWTH:
- case RK_VITALITYACTIVATION:
- case RK_ABUNDANCE:
- case RK_CRUSHSTRIKE:
- case ALL_ODINS_POWER:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
-
- case KN_AUTOCOUNTER:
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- break;
-
- case SO_STRIKING:
- if (sd) {
- int bonus = 25 + 10 * skill_lv;
- bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5;
- clif->skill_nodamage( src, bl, skill_id, skill_lv,
- battle->check_target(src,bl,BCT_PARTY) > 0 ?
- sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) :
- 0
- );
- }
- break;
-
- case NPC_STOP:
- if( clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) )
- sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv));
- break;
- case HP_ASSUMPTIO:
- if( sd && dstmd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- else
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
- case MG_SIGHT:
- case MER_SIGHT:
- case AL_RUWACH:
- case WZ_SIGHTBLASTER:
- case NPC_WIDESIGHT:
- case NPC_STONESKIN:
- case NPC_ANTIMAGIC:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv)));
- break;
- case HLIF_AVOID:
- case HAMI_DEFENCE:
- {
- int duration = skill->get_time(skill_id,skill_lv);
- clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master
- clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun
- }
- break;
- case NJ_BUNSINJYUTSU:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- status_change_end(bl, SC_NJ_NEN, INVALID_TIMER);
- break;
-#if 0 /* Was modified to only affect targetted char. [Skotlex] */
- case HP_ASSUMPTIO:
- if (flag&1)
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- else {
- map->foreachinrange(skill->area_sub, bl,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
- skill->castend_nodamage_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-#endif // 0
- case SM_ENDURE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- if (sd)
- skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv));
- break;
-
- case ALL_ANGEL_PROTECT:
- if( dstsd )
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (sd && dstsd && dstsd->sc.count) {
- if (dstsd->sc.data[SC_PROPERTYFIRE] ||
- dstsd->sc.data[SC_PROPERTYWATER] ||
- dstsd->sc.data[SC_PROPERTYWIND] ||
- dstsd->sc.data[SC_PROPERTYGROUND] ||
- dstsd->sc.data[SC_PROPERTYDARK] ||
- dstsd->sc.data[SC_PROPERTYTELEKINESIS]
- //dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
- ) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
-
- case LK_TENSIONRELAX:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv),
- skill->get_time(skill_id,skill_lv)));
- break;
-
- case MC_CHANGECART:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case TK_MISSION:
- if (sd) {
- int id;
- if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
- clif->mission_info(sd, sd->mission_mobid, sd->mission_count);
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- id = mob->get_random_id(0,0xF, sd->status.base_level);
- if (!id) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- sd->mission_mobid = id;
- sd->mission_count = 0;
- pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id);
- clif->mission_info(sd, id, 0);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case AC_CONCENTRATION:
- {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- map->foreachinrange(status->change_timer_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src,NULL,type,tick);
- }
- break;
-
- case SM_PROVOKE:
- case SM_SELFPROVOKE:
- case MER_PROVOKE:
- {
- int failure;
- 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,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
- (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
- if( !failure ) {
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 0;
- }
- unit->skillcastcancel(bl, 2);
-
- if( tsc && tsc->count )
- {
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
- }
-
- if( dstmd )
- {
- dstmd->state.provoke_flag = src->id;
- mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
- }
- }
- break;
-
- case ML_DEVOTION:
- case CR_DEVOTION:
- {
- int count, lv, i;
- if( !dstsd || (!sd && !mer) )
- { // Only players can be devoted
- if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
-
- if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 )
- lv = -lv;
- if( lv > battle_config.devotion_level_difference || // Level difference requeriments
- (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
- (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
- (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
- {
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
-
- i = 0;
- count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
- if( sd )
- { // Player Devoting Player
- ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
- if( i == count )
- {
- ARR_FIND(0, count, i, sd->devotion[i] == 0 );
- if( i == count ) {
- // No free slots, skill Fail
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map->freeblock_unlock();
- return 1;
- }
- }
-
- sd->devotion[i] = bl->id;
- }
- else
- mer->devotion_flag = 1; // Mercenary Devoting Owner
-
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv)));
- clif->devotion(src, NULL);
- }
- break;
-
- case MO_CALLSPIRITS:
- if(sd) {
- int limit = skill_lv;
- if( sd->sc.data[SC_RAISINGDRAGON] )
- limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
- }
- break;
-
- case CH_SOULCOLLECT:
- if(sd) {
- int limit = 5, i;
- if( sd->sc.data[SC_RAISINGDRAGON] )
- limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- for (i = 0; i < limit; i++)
- pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
- }
- break;
-
- case MO_KITRANSLATION:
- if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) {
- pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
- }
- break;
-
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
- if (skill->area_temp[1] != bl->id) {
- skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
- skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
- }
- break;
-
- case MO_ABSORBSPIRITS:
- {
- int sp = 0;
- if ( dstsd && dstsd->spiritball
- && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group))
- && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)
- ) {
- // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
- sp = dstsd->spiritball * 7;
- pc->delspiritball(dstsd, dstsd->spiritball, 0);
- } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) {
- // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
- sp = 2 * dstmd->level;
- mob->target(dstmd,src,0);
- }
- if ( dstsd ) {
- int i;
- for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ )
- pc->del_charm(dstsd, dstsd->spiritcharm[i], i);
- }
- if (sp) status->heal(src, 0, sp, 3);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0);
- }
- break;
-
- case AC_MAKINGARROW:
- if(sd) {
- clif->arrow_create_list(sd);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case AM_PHARMACY:
- if(sd) {
- clif->skill_produce_mix_list(sd,skill_id,22);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case SA_CREATECON:
- if(sd) {
- clif->elementalconverter_list(sd);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case BS_HAMMERFALL:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
- break;
- case RG_RAID:
- skill->area_temp[1] = 0;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, bl,
- skill->get_splash(skill_id, skill_lv), splash_target(src),
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill->castend_damage_id);
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- break;
-
- case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
- case RK_STORMBLAST:
- case NC_AXETORNADO:
- case GC_COUNTERSLASH:
- case SR_SKYNETBLOW:
- case SR_RAMPAGEBLASTER:
- case SR_HOWLINGOFLION:
- case KO_HAPPOKUNAI:
- {
- int count = 0;
- skill->area_temp[1] = 0;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
- if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
- clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- }
- break;
-
- case NC_EMERGENCYCOOL:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
- status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
- break;
- case SR_WINDMILL:
- case GN_CART_TORNADO:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- case SR_EARTHSHAKER:
- case NC_INFRAREDSCAN:
- case NPC_EARTHQUAKE:
- case NPC_VAMPIRE_GIFT:
- case NPC_HELLJUDGEMENT:
- case NPC_PULSESTRIKE:
- case LG_MOONSLASHER:
- skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- break;
-
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag);
- break;
-
- case WZ_SIGHTRASHER:
- //Passive side of the attack.
- status_change_end(src, SC_SIGHT, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub,src,
- skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill->castend_damage_id);
- break;
-
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case WZ_FROSTNOVA:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->area_temp[1] = 0;
- map->foreachinrange(skill->attack_area, src,
- skill->get_splash(skill_id, skill_lv), splash_target(src),
- BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
- break;
-
- case HVAN_EXPLOSION: // [orn]
- case NPC_SELFDESTRUCTION:
- {
- //Self Destruction hits everyone in range (allies+enemies)
- //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
- int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
- BCT_ENEMY:BCT_ALL;
- clif->skill_nodamage(src, src, skill_id, -1, 1);
- map->delblock(src); //Required to prevent chain-self-destructions hitting back.
- map->foreachinrange(skill->area_sub, bl,
- skill->get_splash(skill_id, skill_lv), splash_target(src),
- src, skill_id, skill_lv, tick, flag|targetmask,
- 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:
- case CASH_BLESSING:
- case CASH_INCAGI:
- case CASH_ASSUMPTIO:
- case WM_FRIGG_SONG:
- if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- else if( sd )
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- break;
- case MER_MAGNIFICAT:
- if( mer != NULL )
- {
- clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
- party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- else if( mer->master && !(flag&1) )
- clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- }
- break;
-
- case BS_ADRENALINE:
- case BS_ADRENALINE2:
- case BS_WEAPONPERFECT:
- case BS_OVERTHRUST:
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- clif->skill_nodamage(bl,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv)));
- } else if (sd) {
- party->foreachsamemap(skill->area_sub,
- sd,skill->get_splash(skill_id, skill_lv),
- src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
- skill->castend_nodamage_id);
- }
- break;
-
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case CR_DEFENDER:
- case ML_DEFENDER:
- case CR_AUTOGUARD:
- case ML_AUTOGUARD:
- case TK_READYSTORM:
- case TK_READYDOWN:
- case TK_READYTURN:
- case TK_READYCOUNTER:
- case TK_DODGE:
- case CR_SHRINK:
- case SG_FUSION:
- case GS_GATLINGFEVER:
- if( tsce )
- {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map->freeblock_unlock();
- return 0;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
- case SL_KAITE:
- case SL_KAAHI:
- case SL_KAIZEL:
- case SL_KAUPE:
- if (sd) {
- if (!dstsd || !(
- (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER)
- || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER
- || dstsd->status.char_id == sd->status.char_id
- || dstsd->status.char_id == sd->status.partner_id
- || dstsd->status.char_id == sd->status.child
- )
- ) {
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE);
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
- break;
- case SM_AUTOBERSERK:
- case MER_AUTOBERSERK:
- {
- int failure;
- if( tsce )
- failure = status_change_end(bl, type, INVALID_TIMER);
- else
- failure = sc_start(src,bl,type,100,skill_lv,60000);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,failure);
- }
- break;
- case TF_HIDING:
- case ST_CHASEWALK:
- case KO_YAMIKUMO:
- if (tsce) {
- clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
- map->freeblock_unlock();
- return 0;
- } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
- //Mado Gear cannot hide
- if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 0;
- }
- clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
- case TK_RUN:
- if (tsce) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map->freeblock_unlock();
- return 0;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0));
- if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex]
- clif->walkok(sd); // So aegis has to resend the walk ok.
- break;
- case AS_CLOAKING:
- case GC_CLOAKINGEXCEED:
- case LG_FORCEOFVANGUARD:
- case SC_REPRODUCE:
- case RA_CAMOUFLAGE:
- if (tsce) {
- int failure = status_change_end(bl, type, INVALID_TIMER);
- if( failure )
- clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
- else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE )
- break;
- map->freeblock_unlock();
- return 0;
- } else {
- int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- if( failure )
- clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
- else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case BD_ADAPTATION:
- if(tsc && tsc->data[SC_DANCING]){
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- }
- break;
-
- case BA_FROSTJOKER:
- case DC_SCREAM:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
-
- if (md) {
- // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
- //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
- char temp[70];
- snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc);
- clif->disp_overhead(&md->bl,temp);
- }
- break;
-
- case BA_PANGVOICE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv)));
- break;
-
- case DC_WINKCHARM:
- if( dstsd )
- clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
- 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,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
- } else {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }
- break;
-
- case TF_STEAL:
- if(sd) {
- if(pc->steal_item(sd,bl,skill_lv))
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
- }
- break;
-
- case RG_STEALCOIN:
- if(sd) {
- int amount = pc->steal_coin(sd, bl);
- if( amount > 0 ) {
- dstmd->state.provoke_flag = src->id;
- mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv));
- clif->skill_nodamage(src, bl, skill_id, amount, 1);
-
- } else
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
- break;
-
- case MG_STONECURSE:
- {
- int brate = 0;
- if (tstatus->mode&MD_BOSS) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if(status->isimmune(bl) || !tsc)
- break;
-
- if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
- brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
-
- if (tsc->data[SC_STONE]) {
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- }
- if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
- skill_lv, 0, 0, skill->get_time(skill_id, skill_lv),
- skill->get_time2(skill_id,skill_lv)))
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- else if(sd) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skill_lv > 5) {
- // not to consume items
- map->freeblock_unlock();
- return 0;
- }
- }
- }
- break;
-
- case NV_FIRSTAID:
- clif->skill_nodamage(src,bl,skill_id,5,1);
- status->heal(bl,5,0,0);
- break;
-
- case AL_CURE:
- if(status->isimmune(bl)) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case TF_DETOXIFY:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- status_change_end(bl, SC_DPOISON, INVALID_TIMER);
- break;
-
- case PR_STRECOVERY:
- if(status->isimmune(bl)) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
- if (tsc && tsc->opt1) {
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
- }
- //Is this equation really right? It looks so... special.
- if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
- status->change_start(src, bl, SC_BLIND,
- 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0,
- skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE);
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(dstmd)
- mob->unlocktarget(dstmd,tick);
- break;
-
- // Mercenary Supportive Skills
- case MER_BENEDICTION:
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_COMPRESS:
- status_change_end(bl, SC_BLOODING, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_MENTALCURE:
- status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_RECUPERATE:
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_REGAIN:
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_TENDER:
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case MER_SCAPEGOAT:
- if( mer && mer->master ) {
- status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
- }
- break;
-
- case MER_ESTIMATION:
- if( !mer )
- break;
- sd = mer->master;
- case WZ_ESTIMATION:
- if( sd == NULL )
- break;
- if( dstsd )
- { // Fail on Players
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
- break; // Cannot be Used on Emperium
-
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- clif->skill_estimation(sd, bl);
- if( skill_id == MER_ESTIMATION )
- sd = NULL;
- break;
-
- case BS_REPAIRWEAPON:
- if(sd && dstsd)
- clif->item_repair_list(sd,dstsd,skill_lv);
- break;
-
- case MC_IDENTIFY:
- if(sd) {
- clif->item_identify_list(sd);
- if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */
- map->freeblock_unlock();
- return 1;
- }
- status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
- }
- break;
-
- // Weapon Refining [Celest]
- case WS_WEAPONREFINE:
- if(sd){
- sd->state.prerefining = 1;
- clif->item_refine_list(sd);
- }
- break;
-
- case MC_VENDING:
- if (sd) {
- //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
- if ( !pc_can_give_items(sd) )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- else {
- sd->state.prevend = sd->state.workinprogress = 3;
- clif->openvendingreq(sd,2+skill_lv);
- }
- }
- break;
-
- case AL_TELEPORT:
- if(sd) {
- if (map->list[bl->m].flag.noteleport && skill_lv <= 2) {
- clif->skill_mapinfomessage(sd,0);
- break;
- }
- if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
- char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT));
- clif->message(sd->fd, output); //"Duel: Can't use %s in duel."
- break;
- }
-
- if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
- {
- if( skill_lv == 1 )
- pc->randomwarp(sd,CLR_TELEPORT);
- else
- pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
- break;
- }
-
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( skill_lv == 1 )
- clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
- else
- clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
- } else
- unit->warp(bl,-1,-1,-1,CLR_TELEPORT);
- break;
-
- case NPC_EXPULSION:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit->warp(bl,-1,-1,-1,CLR_TELEPORT);
- break;
-
- case AL_HOLYWATER:
- if(sd) {
- if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case TF_PICKSTONE:
- if(sd) {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = ITEMID_STONE;
- item_tmp.identify = 1;
- tbl.id = 0;
- clif->takeitem(&sd->bl,&tbl);
- eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
- if(eflag) {
- clif->additem(sd,0,0,eflag);
- 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,skill_id,skill_lv,1);
- skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
- }
- break;
-
- case RG_STRIPWEAPON:
- case RG_STRIPSHIELD:
- case RG_STRIPARMOR:
- case RG_STRIPHELM:
- case ST_FULLSTRIP:
- case GC_WEAPONCRUSH:
- case SC_STRIPACCESSARY: {
- unsigned short location = 0;
- int d = 0, rate;
-
- //Rate in percent
- if ( skill_id == ST_FULLSTRIP ) {
- rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
- } else if( skill_id == SC_STRIPACCESSARY ) {
- rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
- } else {
- rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
- }
-
- if (rate < 5) rate = 5; //Minimum rate 5%
-
- //Duration in ms
- if( skill_id == GC_WEAPONCRUSH){
- d = skill->get_time(skill_id,skill_lv);
- if(bl->type == BL_PC)
- d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) );
- else
- d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 );
- }else
- d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
-
- if (d < 0) d = 0; //Minimum duration 0ms
-
- switch (skill_id) {
- case RG_STRIPWEAPON:
- case GC_WEAPONCRUSH:
- location = EQP_WEAPON;
- break;
- case RG_STRIPSHIELD:
- location = EQP_SHIELD;
- break;
- case RG_STRIPARMOR:
- location = EQP_ARMOR;
- break;
- case RG_STRIPHELM:
- location = EQP_HELM;
- break;
- case ST_FULLSTRIP:
- location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
- break;
- case SC_STRIPACCESSARY:
- location = EQP_ACC;
- break;
- }
-
- //Special message when trying to use strip on FCP [Jobbie]
- if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD])
- {
- clif->gospel_info(sd, 0x28);
- break;
- }
-
- //Attempts to strip at rate i and duration d
- if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
- clif->skill_nodamage(src,bl,skill_id,skill_lv,rate);
-
- //Nothing stripped.
- if( sd && !rate )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
-
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER:
- {
- int i,sp = 0;
- int64 hp = 0;
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
- map->freeblock_unlock();
- return 1;
- }
- if( sd ) {
- int x,bonus=100, potion = min(500+skill_lv,505);
- x = skill_lv%11 - 1;
- i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]);
- if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
- if( skill_id == AM_BERSERKPITCHER ) {
- if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
- }
- script->potion_flag = 1;
- script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0;
- script->potion_target = bl->id;
- script->run(sd->inventory_data[i]->script,0,sd->bl.id,0);
- script->potion_flag = script->potion_target = 0;
- if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST )
- bonus += sd->status.base_level;
- if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) {
- hp = tstatus->max_hp * script->potion_per_hp / 100;
- hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- if( dstsd ) {
- sp = dstsd->status.max_sp * script->potion_per_sp / 100;
- sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- }
- } else {
- if( script->potion_hp > 0 ) {
- hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( script->potion_sp > 0 ) {
- sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- sp = sp * (100 + (tstatus->int_<<1)) / 100;
- if( dstsd )
- sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100;
- }
- }
-
- for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) {
- if (sd->itemhealrate[i].nameid == potion) {
- hp += hp * sd->itemhealrate[i].rate / 100;
- sp += sp * sd->itemhealrate[i].rate / 100;
- break;
- }
- }
-
- if( (i = pc->skillheal_bonus(sd, skill_id)) ) {
- hp += hp * i / 100;
- sp += sp * i / 100;
- }
- } else {
- //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
- switch (skill_lv) {
- case 1: hp = 45; break;
- case 2: hp = 105; break;
- case 3: hp = 175; break;
- default: hp = 325; break;
- }
- hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) {
- hp += hp * i / 100;
- sp += sp * i / 100;
- }
- if( tsc && tsc->count ) {
- if( tsc->data[SC_CRITICALWOUND] ) {
- hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- }
- if( tsc->data[SC_DEATHHURT] ) {
- hp -= hp * 20 / 100;
- sp -= sp * 20 / 100;
- }
- if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
- hp += hp / 10;
- sp += sp / 10;
- }
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
- clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1);
- if( sp > 0 )
- clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- #ifdef RENEWAL
- if( tsc && tsc->data[SC_EXTREMITYFIST2] )
- sp = 0;
- #endif
- status->heal(bl,(int)hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]])
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case AM_CP_SHIELD: {
- int i;
- if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
- dstsd->inventory_data[i]->type==IT_ARMOR)
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- }
- break;
- case AM_CP_ARMOR:
- if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]])
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case AM_CP_HELM:
- if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]])
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case AM_TWILIGHT1:
- if (sd) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- //Prepare 200 White Potions.
- if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case AM_TWILIGHT2:
- if (sd) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- //Prepare 200 Slim White Potions.
- if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case AM_TWILIGHT3:
- if (sd) {
- int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE);
- if (ebottle != INDEX_NOT_FOUND)
- ebottle = sd->status.inventory[ebottle].amount;
- //check if you can produce all three, if not, then fail:
- if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol
- || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
- || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
- || ebottle < 200 //200 empty bottle are required at total.
- ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100);
- skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
- skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
- }
- break;
- case SA_DISPELL:
- {
- int splash;
- if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) {
- int i;
- if( sd && dstsd && !map_flag_vs(sd->bl.m)
- && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) {
- // Outside PvP it should only affect party members and no skill fail message.
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel.
- || (dstsd && pc_ismadogear(dstsd))
- || rnd()%100 >= 50+10*skill_lv )
- {
- if (sd)
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if(status->isimmune(bl) || !tsc || !tsc->count)
- break;
- for(i = 0; i < SC_MAX; i++) {
- if ( !tsc->data[i] )
- continue;
- if( SC_COMMON_MAX < i ) {
- if ( status->get_sc_type(i)&SC_NO_DISPELL )
- continue;
- }
- switch (i) {
- /**
- * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
- **/
- case SC_WHISTLE:
- case SC_ASSNCROS:
- case SC_POEMBRAGI:
- case SC_APPLEIDUN:
- case SC_HUMMING:
- case SC_DONTFORGETME:
- case SC_FORTUNE:
- case SC_SERVICEFORYOU:
- if( tsc->data[i]->val4 ) //val4 = out-of-song-area
- continue;
- break;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
- break;
- case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
- tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
- break;
- }
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- }
- break;
- } else {
- //Affect all targets on splash area.
- map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|1,
- skill->castend_damage_id);
- }
- }
- break;
-
- case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0);
- clif->fixpos(bl);
- break;
-
- case TK_HIGHJUMP:
- {
- int x,y, dir = unit->getdir(src);
-
- //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
- if( map->list[src->m].flag.noteleport
- && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m))
- ) {
- x = src->x;
- y = src->y;
- } else {
- x = src->x + dirx[dir]*skill_lv*2;
- y = src->y + diry[dir]*skill_lv*2;
- }
-
- clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
- if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) {
- clif->slide(src,x,y);
- unit->movepos(src, x, y, 1, 0);
- }
- }
- break;
-
- case SA_CASTCANCEL:
- case SO_SPELLFIST:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit->skillcastcancel(src,1);
- if(sd) {
- int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old);
- if( skill_id == SO_SPELLFIST ){
- sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv));
- sd->skill_id_old = sd->skill_lv_old = 0;
- break;
- }
- sp = sp * (90 - (skill_lv-1)*20) / 100;
- if(sp < 0) sp = 0;
- status_zap(src, 0, sp);
- }
- break;
- case SA_SPELLBREAKER:
- {
- int sp;
- if(tsc && tsc->data[SC_MAGICROD]) {
- sp = skill->get_sp(skill_id,skill_lv);
- sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
- if(sp < 1) sp = 1;
- status->heal(bl,0,sp,2);
- status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
- } else {
- struct unit_data *ud = unit->bl2ud(bl);
- int bl_skill_id=0,bl_skill_lv=0,hp = 0;
- if (!ud || ud->skilltimer == INVALID_TIMER)
- break; //Nothing to cancel.
- bl_skill_id = ud->skill_id;
- bl_skill_lv = ud->skill_lv;
- if (tstatus->mode & MD_BOSS) {
- //Only 10% success chance against bosses. [Skotlex]
- if (rnd()%100 < 90)
- {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
- hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
-
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit->skillcastcancel(bl,0);
- sp = skill->get_sp(bl_skill_id,bl_skill_lv);
- status_zap(bl, hp, sp);
-
- if (hp && skill_lv >= 5)
- hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
- else
- hp = 0;
-
- if (sp) //Recover some of the SP used
- sp = sp*(25*(skill_lv-1))/100;
-
- if(hp || sp)
- status->heal(src, hp, sp, 2);
- }
- }
- break;
- case SA_MAGICROD:
- clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
- case SA_AUTOSPELL:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd){
- sd->state.workinprogress = 3;
- clif->autospell(sd,skill_lv);
- }else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skill_lv >= 10) {
- spellid = MG_FROSTDIVER;
-#if 0
- if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE)
- maxlv = 10;
- else
-#endif // 0
- maxlv = skill_lv - 9;
- }
- else if(skill_lv >=8) {
- spellid = MG_FIREBALL;
- maxlv = skill_lv - 7;
- }
- else if(skill_lv >=5) {
- spellid = MG_SOULSTRIKE;
- maxlv = skill_lv - 4;
- }
- else if(skill_lv >=2) {
- int i = rnd()%3;
- spellid = spellarray[i];
- maxlv = skill_lv - 1;
- }
- else if(skill_lv > 0) {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if(spellid > 0)
- sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
- skill->get_time(SA_AUTOSPELL,skill_lv));
- }
- break;
-
- case BS_GREED:
- if(sd){
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->greed,bl,
- skill->get_splash(skill_id, skill_lv),BL_ITEM,bl);
- }
- break;
-
- case SA_ELEMENTWATER:
- case SA_ELEMENTFIRE:
- case SA_ELEMENTGROUND:
- case SA_ELEMENTWIND:
- if(sd && !dstmd) //Only works on monsters.
- break;
- if(tstatus->mode&MD_BOSS)
- break;
- case NPC_ATTRICHANGE:
- case NPC_CHANGEWATER:
- case NPC_CHANGEGROUND:
- case NPC_CHANGEFIRE:
- case NPC_CHANGEWIND:
- case NPC_CHANGEPOISON:
- case NPC_CHANGEHOLY:
- case NPC_CHANGEDARKNESS:
- case NPC_CHANGETELEKINESIS:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
- skill->get_time(skill_id, skill_lv)));
- break;
- case NPC_CHANGEUNDEAD:
- //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
- //TO-DO This is ugly, fix it
- if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
- skill->get_time(skill_id, skill_lv)));
- break;
-
- case NPC_PROVOCATION:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (md) mob->unlocktarget(md, tick);
- break;
-
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill->get_time(skill_id,skill_lv);
- struct unit_data *ud = unit->bl2ud(bl);
- if (clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill_time))
- && ud) {
- //Disable attacking/acting/moving for skill's duration.
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = tick + skill_time;
- }
- }
- break;
-
- case NPC_REBIRTH:
- if( md && md->state.rebirth )
- break; // only works once
- sc_start(src,bl,type,100,skill_lv,-1);
- break;
-
- case NPC_DARKBLESSING:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)));
- break;
-
- case NPC_LICK:
- status_zap(bl, 0, 100);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)));
- break;
-
- case NPC_SUICIDE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_kill(src); //When suiciding, neither exp nor drops is given.
- break;
-
- case NPC_SUMMONSLAVE:
- case NPC_SUMMONMONSTER:
- if(md && md->skill_idx >= 0)
- mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
- break;
-
- case NPC_CALLSLAVE:
- mob->warpslave(src,MOB_SLAVEDISTANCE);
- break;
-
- case NPC_RANDOMMOVE:
- if (md) {
- md->next_walktime = tick - 1;
- mob->randomwalk(md,tick);
- }
- break;
-
- case NPC_SPEEDUP:
- {
- // or does it increase casting rate? just a guess xD
- int i = SC_ATTHASTE_POTION1 + skill_lv - 1;
- if (i > SC_ATTHASTE_INFINITY)
- i = SC_ATTHASTE_INFINITY;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
- }
- break;
-
- case NPC_REVENGE:
- // not really needed... but adding here anyway ^^
- if (md && md->master_id > 0) {
- struct block_list *mbl, *tbl;
- if ((mbl = map->id2bl(md->master_id)) == NULL ||
- (tbl = battle->get_targeted(mbl)) == NULL)
- break;
- md->state.provoke_flag = tbl->id;
- mob->target(md, tbl, sstatus->rhw.range);
- }
- break;
-
- case NPC_RUN:
- {
- const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- uint8 dir = (bl == src)?unit->getdir(src):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 + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
- md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI.
- }
- break;
-
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
- if(md && md->skill_idx >= 0) {
- int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0);
- if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
- mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
- if (class_) mob->class_change(md, class_);
- }
- break;
-
- case NPC_EMOTION_ON:
- case NPC_EMOTION:
- //val[0] is the emotion to use.
- //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
- //val[1] 'sets' the mode
- //val[2] adds to the current mode
- //val[3] removes from the current mode
- //val[4] if set, asks to delete the previous mode change.
- if(md && md->skill_idx >= 0 && tsc) {
- clif->emotion(bl, md->db->skill[md->skill_idx].val[0]);
- if(md->db->skill[md->skill_idx].val[4] && tsce)
- status_change_end(bl, type, INVALID_TIMER);
-
- //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
- if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
- mob->unlocktarget(md,tick);
-
- if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
- sc_start4(src, src, type, 100, skill_lv,
- md->db->skill[md->skill_idx].val[1],
- md->db->skill[md->skill_idx].val[2],
- md->db->skill[md->skill_idx].val[3],
- skill->get_time(skill_id, skill_lv));
- }
- break;
-
- case NPC_POWERUP:
- sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv)));
- break;
-
- case NPC_AGIUP:
- sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv)));
- break;
-
- case NPC_INVISIBLE:
- //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv)));
- break;
-
- case NPC_SIEGEMODE:
- // not sure what it does
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case WE_MALE:
- {
- int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1];
- int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1);
- }
- break;
- case WE_FEMALE:
- {
- int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1];
- int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,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);
- bool we_baby_parents = false;
- if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) {
- sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- clif->specialeffect(&m_sd->bl,408,AREA);
- we_baby_parents = true;
- }
- if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) {
- sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- clif->specialeffect(&f_sd->bl,408,AREA);
- we_baby_parents = true;
- }
- if (!we_baby_parents) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 0;
- }
- else
- status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE);
- }
- break;
-
- case PF_HPCONVERSION:
- {
- int hp, sp;
- hp = sstatus->max_hp/10;
- sp = hp * 10 * skill_lv / 100;
- if (!status->charge(src,hp,0)) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status->heal(bl,0,sp,2);
- }
- break;
-
- case MA_REMOVETRAP:
- case HT_REMOVETRAP:
- {
- struct skill_unit* su;
- struct skill_unit_group* sg;
- su = BL_CAST(BL_SKILL, bl);
-
- // Mercenaries can remove any trap
- // Players can only remove their own traps or traps on Vs maps.
- if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
- {
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) {
- // prevent picking up expired traps
- if( battle_config.skill_removetrap_type ) {
- int i;
- // 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 success;
- 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 && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) {
- clif->additem(sd,0,0,success);
- 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 = su->group->item_id?su->group->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) {
- clif->additem(sd,0,0,flag);
- map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
- }
- skill->delunit(su);
- }else if(sd)
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-
- }
- break;
- case HT_SPRINGTRAP:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case UNT_ANKLESNARE:
- if (su->group->val2 != 0)
- // if it is already trapping something don't spring it,
- // remove trap should be used instead
- break;
- // otherwise fall through 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_TICK32(tick+1500,su->group->tick);
- su->limit=DIFF_TICK32(tick+1500,su->group->tick);
- }
- }
- }
- break;
- case BD_ENCORE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd)
- unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
- break;
-
- case AS_SPLASHER:
- if( tstatus->mode&MD_BOSS
-#ifndef RENEWAL
- /** Renewal dropped the 3/4 hp requirement **/
- || tstatus-> hp > tstatus->max_hp*3/4
-#endif // RENEWAL
- ) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 1;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000));
- #ifndef RENEWAL
- if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000);
- #endif
- 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% + skill_lv*5% success chance.
- if (!clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)))
- ) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 0;
- }
-
- unit->skillcastcancel(bl,0);
-
- if(tsc && tsc->count){
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- }
-
- if(dstmd)
- mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv));
- }
- break;
-
- case PF_SOULCHANGE:
- {
- unsigned int sp1 = 0, sp2 = 0;
- if (dstmd) {
- if (dstmd->state.soul_change_flag) {
- if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- dstmd->state.soul_change_flag = 1;
- sp2 = sstatus->max_sp * 3 /100;
- status->heal(src, 0, sp2, 2);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- }
- sp1 = sstatus->sp;
- sp2 = tstatus->sp;
-#ifdef RENEWAL
- sp1 = sp1 / 2;
- sp2 = sp2 / 2;
- if( tsc && tsc->data[SC_EXTREMITYFIST2] )
- sp1 = tstatus->sp;
-#endif // RENEWAL
- status->set_sp(src, sp2, 3);
- status->set_sp(bl, sp1, 3);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- // Slim Pitcher
- case CR_SLIMPITCHER:
- // Updated to block Slim Pitcher from working on barricades and guardian stones.
- if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
- break;
- if (script->potion_hp || script->potion_sp) {
- int hp = script->potion_hp, sp = script->potion_sp;
- hp = hp * (100 + (tstatus->vit<<1))/100;
- sp = sp * (100 + (tstatus->int_<<1))/100;
- if (dstsd) {
- if (hp)
- hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
- if (sp)
- sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
- }
- if( tsc && tsc->count ) {
- if (tsc->data[SC_CRITICALWOUND]) {
- hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- }
- if (tsc->data[SC_DEATHHURT]) {
- hp -= hp * 20 / 100;
- sp -= sp * 20 / 100;
- }
- if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
- hp += hp / 10;
- sp += sp / 10;
- }
- }
- if(hp > 0)
- clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status->heal(bl,hp,sp,0);
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION: {
- bool iused=false;
- int i;
- if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) {
- iused=true;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
- dstsd->inventory_data[i]->type==IT_ARMOR) {
- iused=true;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) {
- iused=true;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) {
- iused=true;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- } if(iused)
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- }
- break;
-
- case RG_CLEANER: //AppleGirl
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case CG_LONGINGFREEDOM:
- {
- if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
- && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
- {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- }
- }
- break;
-
- case CG_TAROTCARD:
- {
- int eff, count = -1;
- if( tsc && tsc->data[type] ){
- map->freeblock_unlock();
- return 0;
- }
- if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-
- map->freeblock_unlock();
- return 0;
- }
- status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
- do {
- eff = rnd() % 14;
- if( eff == 5 )
- clif->specialeffect(src, 528, AREA);
- else
- clif->specialeffect(bl, 523 + eff, AREA);
- switch (eff)
- {
- case 0: // heals SP to 0
- status_percent_damage(src, bl, 0, 100, false);
- break;
- case 1: // matk halved
- sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
- break;
- case 2: // all buffs removed
- status->change_clear_buffs(bl,1);
- break;
- case 3: // 1000 damage, random armor destroyed
- {
- status_fix_damage(src, bl, 1000, 0);
- clif->damage(src,bl,0,0,1000,0,0,0);
- if( !status->isdead(bl) ) {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
- skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
- }
- }
- break;
- case 4: // atk halved
- sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
- break;
- case 5: // 2000HP heal, random teleported
- status->heal(src, 2000, 0, 0);
- if( !map_flag_vs(bl->m) )
- unit->warp(bl, -1,-1,-1, CLR_TELEPORT);
- break;
- case 6: // random 2 other effects
- if (count == -1)
- count = 3;
- else
- count++; //Should not re-trigger this one.
- break;
- case 7: // stop freeze or stoned
- {
- enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
- sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
- }
- break;
- case 8: // curse coma and poison
- sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case 9: // confusion
- sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- case 10: // 6666 damage, atk matk halved, cursed
- status_fix_damage(src, bl, 6666, 0);
- clif->damage(src,bl,0,0,6666,0,0,0);
- sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
- break;
- case 11: // 4444 damage
- status_fix_damage(src, bl, 4444, 0);
- clif->damage(src,bl,0,0,4444,0,0,0);
- break;
- case 12: // stun
- sc_start(src,bl,SC_STUN,100,skill_lv,5000);
- break;
- case 13: // atk,matk,hit,flee,def reduced
- sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
- sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
- default:
- break;
- }
- } while ((--count) > 0);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case SL_ALCHEMIST:
- case SL_ASSASIN:
- case SL_BARDDANCER:
- case SL_BLACKSMITH:
- case SL_CRUSADER:
- case SL_HUNTER:
- case SL_KNIGHT:
- case SL_MONK:
- case SL_PRIEST:
- case SL_ROGUE:
- case SL_SAGE:
- case SL_SOULLINKER:
- case SL_STAR:
- case SL_SUPERNOVICE:
- case SL_WIZARD:
- //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant.
- if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) {
- //Erase death count 1% of the casts
- dstsd->die_counter = 0;
- pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0);
- clif->specialeffect(bl, 0x152, AREA);
- //SC_SOULLINK invokes status_calc_pc for us.
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
- sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
- break;
- case SL_HIGH:
- if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
- sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
- break;
-
- case SL_SWOO:
- if (tsce) {
- if(sd)
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE);
- status_change_end(bl, SC_SWOO, INVALID_TIMER);
- break;
- }
- case SL_SKA: // [marquis007]
- case SL_SKE:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- if (skill_id == SL_SKE)
- sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
- break;
-
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- if(flag&1) {
- if (status->get_guild_id(src) == status->get_guild_id(bl))
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (status->get_guild_id(src)) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
- if (sd)
- guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
- }
- break;
- case GD_REGENERATION:
- if(flag&1) {
- if (status->get_guild_id(src) == status->get_guild_id(bl))
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (status->get_guild_id(src)) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
- if (sd)
- guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
- }
- break;
- case GD_RESTORE:
- if(flag&1) {
- if (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,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
- if (sd)
- guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
- }
- break;
- case GD_EMERGENCYCALL:
- {
- int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
- int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
- int i, j = 0;
- struct guild *g;
- // i don't know if it actually summons in a circle, but oh well. ;P
- g = sd ? sd->guild : guild->search(status->get_guild_id(src));
- if (!g)
- break;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- for(i = 0; i < g->max_member; i++, j++) {
- if (j>8) j=0;
- if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
- if (map->list[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], CLR_RESPAWN);
- }
- }
- if (sd)
- guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
- }
- break;
-
- case SG_FEEL:
- //AuronX reported you CAN memorize the same map as all three. [Skotlex]
- if (sd) {
- if(!sd->feel_map[skill_lv-1].index)
- clif->feel_req(sd->fd,sd, skill_lv);
- else
- clif->feel_info(sd, skill_lv-1, 1);
- }
- break;
-
- case SG_HATE:
- if (sd) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (!pc->set_hate_mob(sd, skill_lv-1, bl))
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case GS_GLITTERING:
- if(sd) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(rnd()%100 < (20+10*skill_lv))
- pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
- else if(sd->spiritball > 0)
- pc->delspiritball(sd,1,0);
- }
- break;
-
- case GS_CRACKER:
- /* per official standards, this skill works on players and mobs. */
- if (sd && (dstsd || dstmd))
- {
- int rate = 65 -5*distance_bl(src,bl); //Base rate
- if (rate < 30) rate = 30;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv));
- }
- break;
-
- case AM_CALLHOMUN: // [orn]
- if( sd ) {
- if (homun->call(sd))
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case AM_REST:
- if (sd) {
- if (homun->vaporize(sd,HOM_ST_REST))
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case HAMI_CASTLE: // [orn]
- if(rnd()%100 < 20*skill_lv && src != bl)
- {
- int x,y;
- x = src->x;
- y = src->y;
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
-
- if (unit->movepos(src,bl->x,bl->y,0,0)) {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun
- clif->slide(src,bl->x,bl->y) ;
- if (unit->movepos(bl,x,y,0,0))
- {
- clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
- clif->slide(bl,x,y) ;
- }
-
- //TODO: Shouldn't also players and the like switch targets?
- map->foreachinrange(skill->chastle_mob_changetarget,src,
- AREA_SIZE, BL_MOB, bl, src);
- }
- }
- // Failed
- else if (hd && hd->master)
- clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
- else if (sd)
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case HVAN_CHAOTIC: // [orn]
- {
- static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
- int r = rnd()%100;
- int target = (skill_lv-1)%5;
- int hp;
- if(r<per[target][0]) //Self
- bl = src;
- else if(r<per[target][1]) //Master
- bl = battle->get_master(src);
- else //Enemy
- bl = map->id2bl(battle->get_target(src));
-
- if (!bl) bl = src;
- hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
- //Eh? why double skill packet?
- clif->skill_nodamage(src,bl,AL_HEAL,hp,1);
- clif->skill_nodamage(src,bl,skill_id,hp,1);
- status->heal(bl, hp, 0, 0);
- }
- break;
- // Homun single-target support skills [orn]
- case HAMI_BLOODLUST:
- case HFLI_FLEET:
- case HFLI_SPEED:
- case HLIF_CHANGE:
- case MH_ANGRIFFS_MODUS:
- case MH_GOLDENE_FERSE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
- break;
-
- case NPC_DRAGONFEAR:
- if (flag&1) {
- const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING };
- int i, j;
- j = i = rnd()%ARRAYLENGTH(sc);
- while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
- i++;
- if ( i == ARRAYLENGTH(sc) )
- i = 0;
- if (i == j)
- break;
- }
- break;
- }
- case NPC_WIDEBLEEDING:
- case NPC_WIDECONFUSE:
- case NPC_WIDECURSE:
- case NPC_WIDEFREEZE:
- case NPC_WIDESLEEP:
- case NPC_WIDESILENCE:
- case NPC_WIDESTONE:
- case NPC_WIDESTUN:
- case NPC_SLOWCAST:
- case NPC_WIDEHELLDIGNITY:
- case NPC_WIDEHEALTHFEAR:
- case NPC_WIDEBODYBURNNING:
- case NPC_WIDEFROSTMISTY:
- case NPC_WIDECOLD:
- case NPC_WIDE_DEEP_SLEEP:
- case NPC_WIDESIREN:
- if (flag&1){
- switch( type ){
- case SC_BURNING:
- sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
- break;
- case SC_SIREN:
- sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
- break;
- default:
- sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
- }
- } else {
- skill->area_temp[2] = 0; //For SD_PREAMBLE
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, bl,
- skill->get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill->castend_nodamage_id);
- }
- break;
- case NPC_WIDESOULDRAIN:
- if (flag&1)
- status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
- else {
- skill->area_temp[2] = 0; //For SD_PREAMBLE
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, bl,
- skill->get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill->castend_nodamage_id);
- }
- break;
- case ALL_PARTYFLEE:
- if( sd && !(flag&1) )
- {
- if( !sd->status.party_id )
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- }
- else
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- break;
- case NPC_TALK:
- case ALL_WEWISH:
- case ALL_CATCRY:
- case ALL_DREAM_SUMMERNIGHT:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case ALL_BUYING_STORE:
- if( sd )
- {// players only, skill allows 5 buying slots
- clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS));
- }
- break;
- case RK_ENCHANTBLADE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
- sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv)));
- break;
- case RK_DRAGONHOWLING:
- if( flag&1)
- sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- else {
- skill->area_temp[2] = 0;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id,skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill->castend_nodamage_id);
- }
- break;
- case RK_IGNITIONBREAK:
- case LG_EARTHDRIVE:
- {
- int splash;
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- splash = skill->get_splash(skill_id,skill_lv);
- if( skill_id == LG_EARTHDRIVE ) {
- int dummy = 1;
- map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
- }
- map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- }
- break;
- case RK_STONEHARDSKIN:
- if( sd ) {
- int heal = sstatus->hp / 5; // 20% HP
- if( status->charge(bl,heal,0) )
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case RK_REFRESH:
- {
- int heal = status_get_max_hp(bl) * 25 / 100;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- status->heal(bl,heal,0,1);
- status->change_clear_buffs(bl,4);
- }
- break;
-
- case RK_MILLENNIUMSHIELD:
- if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) {
- short chance = 0;
- short num_shields = 0;
- chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate.
- if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields.
- num_shields = 4;
- else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields.
- num_shields = 3;
- else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields.
- num_shields = 2;
- sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv));
- clif->millenniumshield(src,num_shields);
- clif->skill_nodamage(src,bl,skill_id,1,1);
- }
- break;
-
- case RK_FIGHTINGSPIRIT:
- if( flag&1 ) {
- int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count);
- if( src == bl )
- sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
- else
- sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv));
- } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
- if( sd->status.party_id )
- party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
- else
- sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,1,1);
- }
- break;
-
- case RK_LUXANIMA:
- if( sd == NULL || sd->status.party_id == 0 || flag&1 ){
- if( src == bl )
- break;
- while( skill->area_temp[5] >= 0x10 ){
- int value = 0;
- type = SC_NONE;
- if( skill->area_temp[5]&0x10 ){
- value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
- clif->millenniumshield(bl,value);
- skill->area_temp[5] &= ~0x10;
- type = SC_MILLENNIUMSHIELD;
- }else if( skill->area_temp[5]&0x20 ){
- value = status_get_max_hp(bl) * 25 / 100;
- status->change_clear_buffs(bl,4);
- skill->area_temp[5] &= ~0x20;
- status->heal(bl,value,0,1);
- type = SC_REFRESH;
- }else if( skill->area_temp[5]&0x40 ){
- skill->area_temp[5] &= ~0x40;
- type = SC_GIANTGROWTH;
- }else if( skill->area_temp[5]&0x80 ){
- if( dstsd ){
- value = sstatus->hp / 4;
- if( status->charge(bl,value,0) )
- type = SC_STONEHARDSKIN;
- skill->area_temp[5] &= ~0x80;
- }
- }else if( skill->area_temp[5]&0x100 ){
- skill->area_temp[5] &= ~0x100;
- type = SC_VITALITYACTIVATION;
- }else if( skill->area_temp[5]&0x200 ){
- skill->area_temp[5] &= ~0x200;
- type = SC_ABUNDANCE;
- }
- if( type > SC_NONE )
- clif->skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv)));
- }
- }else if( sd ){
- if( tsc && tsc->count ){
- if(tsc->data[SC_MILLENNIUMSHIELD])
- skill->area_temp[5] |= 0x10;
- if(tsc->data[SC_REFRESH])
- skill->area_temp[5] |= 0x20;
- if(tsc->data[SC_GIANTGROWTH])
- skill->area_temp[5] |= 0x40;
- if(tsc->data[SC_STONEHARDSKIN])
- skill->area_temp[5] |= 0x80;
- if(tsc->data[SC_VITALITYACTIVATION])
- skill->area_temp[5] |= 0x100;
- if(tsc->data[SC_ABUNDANCE])
- skill->area_temp[5] |= 0x200;
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- }
- break;
- /**
- * Guilotine Cross
- **/
- case GC_ROLLINGCUTTER:
- {
- short count = 1;
- skill->area_temp[2] = 0;
- map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
- if( tsc && tsc->data[SC_ROLLINGCUTTER] )
- { // Every time the skill is casted the status change is reseted adding a counter.
- count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
- if( count > 10 )
- count = 10; // Max counter
- status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
- }
- sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
-
- case GC_WEAPONBLOCKING:
- if( tsc && tsc->data[SC_WEAPONBLOCKING] )
- status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
- else
- sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case GC_CREATENEWPOISON:
- if( sd )
- {
- clif->skill_produce_mix_list(sd,skill_id,25);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
-
- case GC_POISONINGWEAPON:
- if( sd ) {
- clif->poison_list(sd,skill_lv);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case GC_ANTIDOTE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( tsc )
- {
- status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
- status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
- status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
- status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
- status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
- status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
- status_change_end(bl, SC_TOXIN, INVALID_TIMER);
- status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
- }
- break;
-
- case GC_PHANTOMMENACE:
- {
- int r;
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- map->foreachinarea( status->change_timer_sub,
- src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick);
- }
- break;
- case GC_HALLUCINATIONWALK:
- {
- int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100;
- if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
- if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- break;
- }
- if( !status->charge(bl,heal,0) ) {
- if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- }
- break;
- /**
- * Arch Bishop
- **/
- case AB_ANCILLA:
- if( sd ) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
- }
- break;
-
- case AB_CLEMENTIA:
- case AB_CANTO:
- {
- int level = 0;
- if( sd )
- level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI);
- if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv)));
- else if( sd ) {
- if( !level )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
- else
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- }
- }
- break;
-
- case AB_PRAEFATIO:
- if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) {
- int count = 1;
-
- if( dstsd && dstsd->special_state.no_magic_damage )
- break;
-
- if( sd && sd->status.party_id != 0 )
- count = party->foreachsamemap(party->sub_count, sd, 0);
-
- clif->skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv)));
- } else if( sd )
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- break;
- case AB_CHEAL:
- if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
- if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
- int lv = pc->checkskill(sd, AL_HEAL);
- int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true);
-
- if( sd->status.party_id ) {
- int partycount = party->foreachsamemap(party->sub_count, sd, 0);
- if (partycount > 1)
- heal += ((heal / 100) * (partycount * 10) / 4);
- }
- if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) )
- heal = 0;
-
- clif->skill_nodamage(bl, bl, skill_id, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status->heal(bl, heal, 0, 1);
- }
- } else if( sd )
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- break;
- case AB_ORATIO:
- if( flag&1 )
- sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- else {
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
-
- case AB_LAUDAAGNUS:
- if( (flag&1 || sd == NULL) || !sd->status.party_id) {
- if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
- tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) {
- // Success Chance: (40 + 10 * Skill Level) %
- if( rnd()%100 > 40+10*skill_lv ) break;
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_COLD, INVALID_TIMER);
- }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif->skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- } else if( sd )
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
- src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- break;
-
- case AB_LAUDARAMUS:
- if( (flag&1 || sd == NULL) || !sd->status.party_id ) {
- if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] ||
- tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){
- // Success Chance: (40 + 10 * Skill Level) %
- if( rnd()%100 > 40+10*skill_lv ) break;
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif->skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- } else if( sd )
- party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
- src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
- break;
-
- case AB_CLEARANCE:
- {
- int splash;
- if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) {
- int i;
- //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
- if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self.
- break;
-
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
-
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
- if (sd)
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if(status->isimmune(bl) || !tsc || !tsc->count)
- break;
- for(i = 0; i < SC_MAX; i++) {
- if ( !tsc->data[i] )
- continue;
- if( SC_COMMON_MAX > i )
- if ( status->get_sc_type(i)&SC_NO_CLEARANCE )
- continue;
- switch (i) {
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
- break;
- case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
- tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
- break;
- }
- status_change_end(bl,(sc_type)i,INVALID_TIMER);
- }
- break;
- } else {
- map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
- }
- }
- break;
-
- case AB_SILENTIUM:
- // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- /**
- * Warlock
- **/
- case WL_STASIS:
- if( flag&1 )
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- else {
- map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
-
- case WL_WHITEIMPRISON:
- if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses.
- {
- int rate = ( sd? sd->status.job_level : 50 ) / 4;
-
- if( src == bl ) rate = 100; // Success Chance: On self, 100%
- else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
- else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
-
- if( sd )
- skill->blockpc_start(sd,skill_id,4000);
-
- if( !(tsc && tsc->data[type]) ){
- int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,failure);
- if( sd && !failure )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }else
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
- break;
-
- case WL_FROSTMISTY:
- if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)))
- break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech]
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
- break;
-
- case WL_JACKFROST:
- if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)))
- break; // Do not hit invisible enemy
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- break;
-
- case WL_MARSHOFABYSS:
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- break;
-
- case WL_SIENNAEXECRATE:
- if( flag&1 ) {
- if( status->isimmune(bl) || !tsc )
- break;
- if( tsc && tsc->data[SC_STONE] )
- status_change_end(bl,SC_STONE,INVALID_TIMER);
- else
- status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK);
- } else {
- int rate = 45 + 5 * skill_lv;
- if( rnd()%100 < rate ){
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
- }else if( sd ) // Failure on Rate
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case WL_SUMMONFB:
- case WL_SUMMONBL:
- case WL_SUMMONWB:
- case WL_SUMMONSTONE:
- {
- int i;
- for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){
- if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack
- int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0);
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv)));
- break;
- }
- }
- }
- break;
-
- case WL_READING_SB:
- if( sd ) {
- struct status_change *sc = status->get_sc(bl);
- int i;
-
- for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
- if( sc && !sc->data[i] )
- break;
- if( i == SC_SPELLBOOK7 ) {
- clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
- break;
- }
-
- sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
- clif->spellbook_list(sd);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- /**
- * Ranger
- **/
- case RA_FEARBREEZE:
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- break;
-
- case RA_WUGMASTERY:
- if( sd ) {
- if( !pc_iswug(sd) )
- pc->setoption(sd,sd->sc.option|OPTION_WUG);
- else
- pc->setoption(sd,sd->sc.option&~OPTION_WUG);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case RA_WUGRIDER:
- if( sd ) {
- if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
- pc->setoption(sd,sd->sc.option&~OPTION_WUG);
- pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER);
- } else if( pc_isridingwug(sd) ) {
- pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
- pc->setoption(sd,sd->sc.option|OPTION_WUG);
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case RA_WUGDASH:
- if( tsce ) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map->freeblock_unlock();
- return 0;
- }
- if( sd && pc_isridingwug(sd) ) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1));
- clif->walkok(sd);
- }
- break;
-
- case RA_SENSITIVEKEEN:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
- break;
- /**
- * Mechanic
- **/
- case NC_F_SIDESLIDE:
- case NC_B_SIDESLIDE:
- {
- uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src);
- skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0);
- clif->slide(src,src->x,src->y);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case NC_SELFDESTRUCTION:
- if (sd) {
- if (pc_ismadogear(sd))
- pc->setmadogear(sd, false);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- status->set_sp(src, 0, 0);
- }
- break;
-
- case NC_ANALYZE:
- clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
- if( sd ) pc->overheat(sd,1);
- break;
-
- case NC_MAGNETICFIELD:
- {
- int failure;
- if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
- {
- map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
- clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- if (sd) pc->overheat(sd,1);
- }
- clif->skill_nodamage(src,src,skill_id,skill_lv,failure);
- }
- break;
-
- case NC_REPAIR:
- if( sd ) {
- int heal, hp = 0; // % of max hp regen
- if( !dstsd || !pc_ismadogear(dstsd) ) {
- clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0);
- break;
- }
- switch (cap_value(skill_lv, 1, 5)) {
- case 1: hp = 4; break;
- case 2: hp = 7; break;
- case 3: hp = 13; break;
- case 4: hp = 17; break;
- case 5: hp = 23; break;
- }
- heal = tstatus->max_hp * hp / 100;
- status->heal(bl,heal,0,2);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, heal);
- }
- break;
-
- case NC_DISJOINT:
- {
- if( bl->type != BL_MOB ) break;
- md = map->id2md(bl->id);
- if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
- status_kill(bl);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case SC_AUTOSHADOWSPELL:
- if( sd ) {
- int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id);
- if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) {
- sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
- clif->autoshadowspell_list(sd);
- clif->skill_nodamage(src,bl,skill_id,1,1);
- }
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
- }
- break;
-
- case SC_SHADOWFORM:
- if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
- if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) )
- dstsd->shadowform_id = src->id;
- }
- else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
-
- case SC_BODYPAINT:
- if( flag&1 ) {
- if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
-
- sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
- }
- } else {
- clif->skill_nodamage(src, bl, skill_id, 0, 1);
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- }
- break;
-
- case SC_ENERVATION:
- case SC_GROOMY:
- case SC_IGNORANCE:
- case SC_LAZINESS:
- case SC_UNLUCKY:
- case SC_WEAKNESS:
- if( !(tsc && tsc->data[type]) ) {
- int joblvbonus = 0;
- int rate = 0;
- if (is_boss(bl)) break;
- joblvbonus = ( sd ? sd->status.job_level : 50 );
- //First we set the success chance based on the caster's build which increases the chance.
- rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10;
- // We then reduce the success chance based on the target's build.
- rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10;
- //Finally we set the minimum success chance cap based on the caster's skill level and DEX.
- rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100);
- clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
- if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) {
- //If the target was successfully inflected with the Ignorance status, drain some of the targets SP.
- int sp = 100 * skill_lv;
- if( dstmd ) sp = dstmd->level * 2;
- if( status_zap(bl,0,sp) )
- status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech]
- }
- if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) {
- //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's.
- switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance.
- case 0:
- status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- break;
- case 1:
- status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- break;
- case 2:
- status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- }
- }
- } else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
-
- case LG_TRAMPLE:
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
- break;
-
- case LG_REFLECTDAMAGE:
- if( tsc && tsc->data[type] )
- status_change_end(bl,type,INVALID_TIMER);
- else
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case LG_SHIELDSPELL:
- if( !sd )
- break;
- if( flag&1 ) {
- sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000);
- } else {
- int opt = 0, val = 0, splashrange = 0;
- struct item_data *shield_data = NULL;
- if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) {
- //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail.
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- //Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
- opt = rnd()%3 + 1;
- switch( skill_lv ) {
- case 1:
- if ( shield_data->def >= 0 && shield_data->def <= 40)
- splashrange = 1;
- else if ( shield_data->def >= 41 && shield_data->def <= 80)
- splashrange = 2;
- else
- splashrange = 3;
- switch( opt ) {
- case 1:
- sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
- break;
- case 2:
- val = shield_data->def/10; //Damage Reflecting Increase.
- sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
- break;
- case 3:
- //Weapon Attack Increase.
- val = shield_data->def;
- sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
- break;
- }
- break;
- case 2:
- if( sd->bonus.shieldmdef == 0 )
- break; // Nothing should happen if the shield has no mdef, not even displaying a message
- if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 )
- splashrange = 1;
- else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 )
- splashrange = 2;
- else
- splashrange = 3;
- switch( opt ) {
- case 1:
- sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
- break;
- case 2:
- sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina
- clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
- break;
- case 3:
- if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat
- clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
- sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
- break;
- }
- break;
- case 3:
- {
- int rate = 0;
- struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
-
- if( shield->refine == 0 )
- break; // Nothing should happen if the shield has no refine, not even displaying a message
-
- switch( opt ) {
- case 1:
- sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate
- break;
- case 2:
- val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase
- rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate
- if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000))
- clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv,
- sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000));
- break;
- case 3:
- sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery
- val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100;
- status->heal(bl, val, 0, 2);
- status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
- break;
- }
- }
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case LG_PIETY:
- if( flag&1 )
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- else {
- skill->area_temp[2] = 0;
- map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case LG_KINGS_GRACE:
- if( flag&1 ){
- int i;
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- for(i=0; i<SC_MAX; i++)
- {
- if (!tsc->data[i])
- continue;
- switch(i){
- case SC_POISON:
- case SC_BLIND:
- case SC_FREEZE:
- case SC_STONE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_BLOODING:
- case SC_CURSE:
- case SC_CONFUSION:
- case SC_ILLUSION:
- case SC_SILENCE:
- case SC_BURNING:
- case SC_COLD:
- case SC_FROSTMISTY:
- case SC_DEEP_SLEEP:
- case SC_FEAR:
- case SC_MANDRAGORA:
- case SC__CHAOS:
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- }
- }
- }else {
- skill->area_temp[2] = 0;
- if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
- flag |= BCT_GUILD;
- map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case LG_INSPIRATION:
- if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
- sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty.
- sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100);
- clif->updatestatus(sd,SP_BASEEXP);
- clif->updatestatus(sd,SP_JOBEXP);
- }
- clif->skill_nodamage(bl,src,skill_id,skill_lv,
- sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- break;
- case SR_CURSEDCIRCLE:
- if( flag&1 ) {
- if( is_boss(bl) ) break;
- if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
- if( bl->type == BL_MOB )
- mob->unlocktarget((TBL_MOB*)bl,timer->gettick());
- unit->stop_attack(bl);
- clif->bladestop(src, bl->id, 1);
- map->freeblock_unlock();
- return 1;
- }
- } else {
- int count = 0;
- clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters
- BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- if( sd ) pc->delspiritball(sd, count, 0);
- clif->skill_nodamage(src, src, skill_id, skill_lv,
- sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv)));
- }
- break;
-
- case SR_RAISINGDRAGON:
- if( sd ) {
- short max = 5 + skill_lv;
- int i;
- sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
- pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
- }
- break;
-
- case SR_ASSIMILATEPOWER:
- if( flag&1 ) {
- int sp = 0;
- if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
- {
- sp = dstsd->spiritball; //1%sp per spiritball.
- pc->delspiritball(dstsd, dstsd->spiritball, 0);
- status_percent_heal(src, 0, sp);
- }
- if ( dstsd ) {
- int i;
- for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++)
- pc->del_charm(dstsd, dstsd->spiritcharm[i], i);
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0);
- } else {
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
- }
- break;
-
- case SR_POWERVELOCITY:
- if( !dstsd )
- break;
- if( sd && dstsd->spiritball <= 5 ) {
- int i;
- for(i = 0; i <= 5; i++) {
- pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i);
- pc->delspiritball(sd, sd->spiritball, 0);
- }
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
-
- case SR_GENTLETOUCH_CURE:
- {
- int heal;
-
- if( status->isimmune(bl) ) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
- }
-
- heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
- status->heal(bl, heal, 0, 0);
-
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_ILLUSION, INVALID_TIMER);
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- }
-
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SR_GENTLETOUCH_CHANGE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)));
- break;
- case SR_GENTLETOUCH_REVITALIZE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv)));
- break;
- case SR_FLASHCOMBO:
- {
- const int combo[] = {
- SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW
- };
- int i;
-
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)));
-
- for( i = 0; i < ARRAYLENGTH(combo); i++ )
- skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL);
-
- break;
- }
- case WA_SWING_DANCE:
- case WA_SYMPHONY_OF_LOVER:
- case WA_MOONLIT_SERENADE:
- case MI_RUSH_WINDMILL:
- case MI_ECHOSONG:
- if( flag&1 )
- sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv));
- else if( sd ) {
- party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
- sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case MI_HARMONIZE:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv)));
- break;
-
- case WM_DEADHILLHERE:
- if( bl->type == BL_PC ) {
- if( !status->isdead(bl) )
- break;
-
- if( rnd()%100 < 88 + 2 * skill_lv ) {
- int heal = 0;
- status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100);
- heal = tstatus->sp;
- if ( heal <= 0 )
- heal = 1;
- status->fixed_revive(bl, heal, 0);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status->set_sp(bl, 0, 0);
- }
- }
- break;
-
- case WM_LULLABY_DEEPSLEEP:
- if ( flag&1 )
- sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
- else if ( sd ) {
- int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5;
- if ( rnd()%100 < rate ) {
- flag |= BCT_PARTY|BCT_GUILD;
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- }
- }
- break;
- case WM_SIRCLEOFNATURE:
- flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
- case WM_VOICEOFSIREN:
- if( skill_id != WM_SIRCLEOFNATURE )
- flag &= ~BCT_SELF;
- if( flag&1 ) {
- sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv));
- } else if( sd ) {
- int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2;
- if ( rnd()%100 < rate ) {
- flag |= BCT_PARTY|BCT_GUILD;
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_SIREN, INVALID_TIMER);
- }
- }
- break;
-
- case WM_GLOOMYDAY:
- if ( tsc && tsc->data[type] ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- // val4 indicates caster's voice lesson level
- sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case WM_SONG_OF_MANA:
- case WM_DANCE_WITH_WUG:
- case WM_LERADS_DEW:
- case WM_UNLIMITED_HUMMING_VOICE:
- {
- int chorusbonus = battle->calc_chorusbonus(sd);
- if( flag&1 )
- sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv));
- else if( sd ) {
- party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
- sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- break;
- case WM_SATURDAY_NIGHT_FEVER:
- {
- if( flag&1 ) {
- int madnesscheck = 0;
- if ( sd )//Required to check if the lord of madness effect will be applied.
- madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
- sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
- if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected.
- status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0));
- //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech]
- } else if( sd ) {
- int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4;
- if ( rnd()%100 < rate ) {
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- }
- }
- break;
-
- case WM_MELODYOFSINK:
- case WM_BEYOND_OF_WARCRY:
- {
- int chorusbonus = battle->calc_chorusbonus(sd);
- if( flag&1 )
- sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv));
- else if( sd ) {
- if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) {
- map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- }
- }
- break;
-
- case WM_RANDOMIZESPELL: {
- int improv_skill_id = 0, improv_skill_lv, improv_idx;
- do {
- improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB;
- improv_skill_id = skill->improvise_db[improv_idx].skill_id;
- } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per );
- improv_skill_lv = 4 + skill_lv;
- clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
-
- if( sd ) {
- sd->state.abra_flag = 2;
- sd->skillitem = improv_skill_id;
- sd->skillitemlv = improv_skill_lv;
- clif->item_skill(sd, improv_skill_id, improv_skill_lv);
- } else {
- struct unit_data *ud = unit->bl2ud(src);
- int inf = skill->get_inf(improv_skill_id);
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->msd;
- if (!bl) bl = src;
- unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
- } else {
- int target_id = 0;
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
- case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
- }
- if (!target_id)
- break;
- if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
- bl = map->id2bl(target_id);
- if (!bl) bl = src;
- unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
- } else
- unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
- }
- }
- }
- break;
-
- case RETURN_TO_ELDICASTES:
- case ALL_GUARDIAN_RECALL:
- case ECLAGE_RECALL:
- if( sd ) {
- short x = 0, y = 0; //Destiny position.
- unsigned short map_index = 0;
-
- switch( skill_id ) {
- default:
- case RETURN_TO_ELDICASTES:
- x = 198;
- y = 187;
- map_index = mapindex->name2id(MAP_DICASTES);
- break;
- case ALL_GUARDIAN_RECALL:
- x = 44;
- y = 151;
- map_index = mapindex->name2id(MAP_MORA);
- break;
- case ECLAGE_RECALL:
- x = 47;
- y = 31;
- map_index = mapindex->name2id(MAP_ECLAGE_IN);
- break;
- }
- if( !mapindex ) { //Given map not found?
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map->freeblock_unlock();
- return 0;
- }
- pc->setpos(sd,map_index,x,y,CLR_TELEPORT);
- }
- break;
-
- case ECL_SNOWFLIP:
- case ECL_PEONYMAMY:
- case ECL_SADAGUI:
- case ECL_SEQUOIADUST:
- switch( skill_id ) {
- case ECL_SNOWFLIP:
- status_change_end(bl,SC_SLEEP,INVALID_TIMER);
- status_change_end(bl,SC_BLOODING,INVALID_TIMER);
- status_change_end(bl,SC_BURNING,INVALID_TIMER);
- status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER);
- break;
- case ECL_PEONYMAMY:
- status_change_end(bl,SC_FREEZE,INVALID_TIMER);
- status_change_end(bl,SC_FROSTMISTY,INVALID_TIMER);
- status_change_end(bl,SC_COLD,INVALID_TIMER);
- break;
- case ECL_SADAGUI:
- status_change_end(bl,SC_STUN,INVALID_TIMER);
- status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
- status_change_end(bl,SC_ILLUSION,INVALID_TIMER);
- status_change_end(bl,SC_FEAR,INVALID_TIMER);
- break;
- case ECL_SEQUOIADUST:
- status_change_end(bl,SC_STONE,INVALID_TIMER);
- status_change_end(bl,SC_POISON,INVALID_TIMER);
- status_change_end(bl,SC_CURSE,INVALID_TIMER);
- status_change_end(bl,SC_BLIND,INVALID_TIMER);
- status_change_end(bl,SC_ORCISH,INVALID_TIMER);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, 0, 1, skill_id, -2, 6);
- break;
-
- case GM_SANDMAN:
- if( tsc ) {
- if( tsc->opt1 == OPT1_SLEEP )
- tsc->opt1 = 0;
- else
- tsc->opt1 = OPT1_SLEEP;
- clif->changeoption(bl);
- clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
- }
- break;
-
- case SO_ARRULLO:
- {
- // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] %
- int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5;
- rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv));
- }
- break;
-
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA:
- if( sd ) {
- int elemental_class = skill->get_elemental_type(skill_id,skill_lv);
-
- // Remove previous elemental first.
- if( sd->ed )
- elemental->delete(sd->ed,0);
-
- // Summoning the new one.
- if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case SO_EL_CONTROL:
- if( sd ) {
- int mode = EL_MODE_PASSIVE; // Standard mode.
-
- if( !sd->ed ) break;
-
- if( skill_lv == 4 ) {// At level 4 delete elementals.
- elemental->delete(sd->ed, 0);
- break;
- }
- switch( skill_lv ) {// Select mode based on skill level used.
- case 2: mode = EL_MODE_ASSIST; break;
- case 3: mode = EL_MODE_AGGRESSIVE; break;
- }
- if( !elemental->change_mode(sd->ed,mode) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case SO_EL_ACTION:
- if( sd ) {
- int duration = 3000;
- if( !sd->ed )
- break;
-
- switch(sd->ed->db->class_){
- case 2115:case 2124:
- case 2118:case 2121:
- duration = 6000;
- break;
- case 2116:case 2119:
- case 2122:case 2125:
- duration = 9000;
- break;
- }
-
- sd->skill_id_old = skill_id;
- elemental->action(sd->ed, bl, tick);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
-
- skill->blockpc_start(sd, skill_id, duration);
- }
- break;
-
- case SO_EL_CURE:
- if( sd ) {
- struct elemental_data *ed = sd->ed;
- int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
- int e_hp, e_sp;
-
- if( !ed ) break;
- if( !status->charge(&sd->bl,s_hp,s_sp) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- e_hp = ed->battle_status.max_hp * 10 / 100;
- e_sp = ed->battle_status.max_sp * 10 / 100;
- status->heal(&ed->bl,e_hp,e_sp,3);
- clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
- }
- break;
-
- case GN_CHANGEMATERIAL:
- case SO_EL_ANALYSIS:
- if( sd ) {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif->skill_itemlistwindow(sd,skill_id,skill_lv);
- }
- break;
-
- case GN_BLOOD_SUCKER:
- {
- struct status_change *sc = status->get_sc(src);
-
- if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
- if( tsc && tsc->data[type] ){
- (sc->bs_counter)--;
- status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
- (sc->bs_counter)++;
- } else if( sd ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- }
- break;
-
- case GN_MANDRAGORA:
- if( flag&1 ) {
- int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5;
- if ( chance < 10 )
- chance = 10;//Minimal chance is 10%.
- if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech]
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
- }
- } else if ( sd ) {
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- clif->skill_nodamage(bl, src, skill_id, skill_lv, 1);
- }
- break;
-
- case GN_SLINGITEM:
- if( sd ) {
- short ammo_id;
- int equip_idx = sd->equip_index[EQI_AMMO];
- if( equip_idx <= 0 )
- break; // No ammo.
- ammo_id = sd->inventory_data[equip_idx]->nameid;
- if( ammo_id <= 0 )
- break;
- sd->itemid = ammo_id;
- if( itemdb_is_GNbomb(ammo_id) ) {
- if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
- if( ammo_id == ITEMID_PINEAPPLE_BOMB )
- map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- else
- skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
- } else //Otherwise, it fails, shows animation and removes items.
- clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
- } else if( itemdb_is_GNthrowable(ammo_id) ) {
- struct script_code *scriptroot = sd->inventory_data[equip_idx]->script;
- if( !scriptroot )
- break;
- if( dstsd )
- script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id);
- else
- script->run(scriptroot,0,src->id,0);
- }
- }
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
- break;
-
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- if( sd ) {
- int qty = 1;
- sd->skill_id_old = skill_id;
- sd->skill_lv_old = skill_lv;
- if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
- qty = 10;
- clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case EL_CIRCLE_OF_FIRE:
- case EL_PYROTECHNIC:
- case EL_HEATER:
- case EL_TROPIC:
- case EL_AQUAPLAY:
- case EL_COOLER:
- case EL_CHILLY_AIR:
- case EL_GUST:
- case EL_BLAST:
- case EL_WILD_STORM:
- case EL_PETROLOGY:
- case EL_CURSED_SOIL:
- case EL_UPHEAVAL:
- case EL_FIRE_CLOAK:
- case EL_WATER_DROP:
- case EL_WIND_CURTAIN:
- case EL_SOLID_SKIN:
- case EL_STONE_SHIELD:
- case EL_WIND_STEP:
- {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- sc_type type2 = type-1;
- struct status_change *sc = status->get_sc(&ele->bl);
-
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- } else {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
- skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
- sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- }
- }
- }
- break;
-
- case EL_FIRE_MANTLE:
- case EL_WATER_BARRIER:
- case EL_ZEPHYR:
- case EL_POWER_OF_GAIA:
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
- break;
-
- case EL_WATER_SCREEN:
- {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- struct status_change *sc = status->get_sc(&ele->bl);
- sc_type type2 = type-1;
-
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- } else {
- // This not heals at the end.
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
- }
- }
- }
- break;
-
- case KO_KAHU_ENTEN:
- case KO_HYOUHU_HUBUKI:
- case KO_KAZEHU_SEIRAN:
- case KO_DOHU_KOUKAI:
- if(sd) {
- int i;
- int ttype = skill->get_ele(skill_id, skill_lv);
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i);
- if( i < SPIRITS_TYPE_SPHERE )
- pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one.
- pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype);
- }
- break;
-
- case KO_ZANZOU:
- if(sd) {
- struct mob_data *summon_md;
-
- summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
- if( summon_md ) {
- summon_md->master_id = src->id;
- summon_md->special_state.ai = AI_ZANZOU;
- if( summon_md->deletetimer != INVALID_TIMER )
- timer->delete(summon_md->deletetimer, mob->timer_delete);
- summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0);
- mob->spawn( summon_md );
- pc->setinvincibletimer(sd,500);// unlock target lock
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0);
- }
- }
- break;
-
- case KO_KYOUGAKU:
- if (!map_flag_vs(src->m) || !dstsd) {
- if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0);
- break;
- } else {
- int time;
- int rate = 45+ 5*skill_lv - status_get_int(bl)/10;
- if (rate < 5) rate = 5;
-
- time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20;
- sc_start(src,bl, type, rate, skill_lv, time);
- }
- break;
-
- case KO_JYUSATSU:
- if( dstsd && tsc && !tsc->data[type]
- && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv))
- ) {
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID));
- status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
- if( status->get_lv(bl) <= status->get_lv(src) )
- status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE);
- } else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
-
- case KO_GENWAKU:
- if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
- int x = src->x, y = src->y;
- if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%.
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
-
- if (unit->movepos(src, bl->x, bl->y, 0, 0)) {
- clif->skill_nodamage(src, src, skill_id, skill_lv, 1);
- clif->slide(src, bl->x, bl->y) ;
- sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv));
- if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) )
- {
- if( dstsd && pc_issit(dstsd) )
- pc->setstand(dstsd);
- clif->slide(bl, x, y) ;
- sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv));
- }
- }
- }
- break;
-
- case OB_AKAITSUKI:
- case OB_OBOROGENSOU:
- if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
- || is_boss(bl) ) ){ // Does not work on Boss monsters.
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0);
- break;
- }
- case KO_IZAYOI:
- case OB_ZANGETSU:
- case KG_KYOMU:
- case KG_KAGEMUSYA:
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
-
- case KG_KAGEHUMI:
- if( flag&1 ){
- if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
- tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){
- sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
- status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- }
- if( skill->area_temp[2] == 1 ){
- clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- }
- } else {
- skill->area_temp[2] = 0;
- map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
- }
- break;
-
- case MH_LIGHT_OF_REGENE:
- if( hd && battle->get_master(src) ) {
- hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850
- clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info
- sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- }
- break;
-
- case MH_OVERED_BOOST:
- if ( hd && battle->get_master(src) ) {
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- }
- break;
-
- case MH_SILENT_BREEZE:
- {
- const enum sc_type scs[] = {
- SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
- };
- int heal;
- if(tsc){
- int i;
- for (i = 0; i < ARRAYLENGTH(scs); i++) {
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
- }
- }
- heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl));
- status->heal(bl, heal, 0, 0);
- clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1));
- status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- }
- break;
-
- case MH_GRANITIC_ARMOR:
- case MH_PYROCLASTIC:
- if( hd ){
- struct block_list *s_bl = battle->get_master(src);
-
- if(s_bl)
- sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
-
- sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
-
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
- break;
-
- case MH_MAGMA_FLOW:
- case MH_PAIN_KILLER:
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- break;
- case MH_SUMMON_LEGION:
- {
- int summons[5] = {1004, 1303, 1303, 1994, 1994};
- int qty[5] = {3 , 3 , 4 , 4 , 5};
- struct mob_data *summon_md;
- int i, dummy = 0;
-
- i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy);
- if(i >= qty[skill_lv-1])
- break;
-
- for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
- summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
- if (summon_md) {
- summon_md->master_id = src->id;
- if (summon_md->deletetimer != INVALID_TIMER)
- timer->delete(summon_md->deletetimer, mob->timer_delete);
- summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0);
- mob->spawn(summon_md); //Now it is ready for spawning.
- sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
- }
- }
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
- break;
- case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */
- break;
- default:
- ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map->freeblock_unlock();
- return 1;
- }
-
- if(skill_id != SR_CURSEDCIRCLE) {
- struct status_change *sc = status->get_sc(src);
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
- }
-
- if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
- mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
- mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
- }
-
- if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded
- sd->canskill_tick = timer->gettick();
-
- if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill.
- battle->consume_ammo(sd, skill_id, skill_lv);
- }
- skill->onskillusage(sd, bl, skill_id, tick);
- // perform skill requirement consumption
- if( skill_id != NC_SELFDESTRUCTION )
- skill->consume_requirement(sd,skill_id,skill_lv,2);
- }
-
- map->freeblock_unlock();
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) {
- struct block_list* src = map->id2bl(id);
- int maxcount;
- struct map_session_data *sd;
- struct unit_data *ud = unit->bl2ud(src);
- struct mob_data *md;
-
- nullpo_ret(ud);
-
- sd = BL_CAST(BL_PC , src);
- md = BL_CAST(BL_MOB, src);
-
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
-
- if( ud->skilltimer != tid )
- {
- ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
-
- if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, SCB_SPEED);
- }
- ud->skilltimer = INVALID_TIMER;
-
- do {
- if( status->isdead(src) )
- break;
-
- if( !(src->type&battle_config.skill_reiteration) &&
- skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
- skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
- )
- {
- if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if( src->type&battle_config.skill_nofootset &&
- skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
- skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
- )
- {
- if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if( src->type&battle_config.land_skill_limit &&
- (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0
- ) {
- int i;
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
- if(ud->skillunit[i]->skill_id == ud->skill_id)
- maxcount--;
- }
- if( maxcount == 0 )
- {
- if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
-
- if(tid != INVALID_TIMER) {
- //Avoid double checks on instant cast skills. [Skotlex]
- if (!status->check_skilluse(src, NULL, ud->skill_id, 1))
- break;
- if(battle_config.skill_add_range &&
- !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
- if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
- skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
- break;
- }
- }
-
- if( sd )
- {
- if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) {
- if( ud->skill_id == SA_LANDPROTECTOR )
- clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick);
- break;
- }else
- skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
- }
-
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
- break;
-
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
- clif->emotion(src, md->db->skill[md->skill_idx].emotion);
- }
-
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
- src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
-
- if (ud->walktimer != INVALID_TIMER)
- unit->stop_walking(src,1);
-
- if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv);
- if (sd) { //Cooldown application
- int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
- for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
- if (sd->skillcooldown[i].id == ud->skill_id){
- cooldown += sd->skillcooldown[i].val;
- break;
- }
- }
- if(cooldown)
- skill->blockpc_start(sd, ud->skill_id, cooldown);
- }
- if( battle_config.display_status_timers && sd )
- clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
-#if 0
- if (sd) {
- switch (ud->skill_id) {
- case ????:
- sd->canequip_tick = tick + ????;
- break;
- }
- }
-#endif // 0
- unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
- map->freeblock_lock();
- skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
-
- if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
- sd->skillitem = sd->skillitemlv = 0;
-
- if (ud->skilltimer == INVALID_TIMER) {
- if (md) md->skill_idx = -1;
- else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skill_lv = ud->skillx = ud->skilly = 0;
- }
-
- map->freeblock_unlock();
- return 1;
- } while(0);
-
- if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick;
- ud->skill_id = ud->skill_lv = 0;
- if(sd)
- sd->skillitem = sd->skillitemlv = 0;
- else if(md)
- md->skill_idx = -1;
- return 0;
-
-}
-static int check_npc_chaospanic(struct block_list* bl, va_list args) {
- TBL_NPC* nd = (TBL_NPC*)bl;
-
- if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 )
- return 0;
-
- return 1;
-}
-/* skill count without self */
-static int skill_count_wos(struct block_list *bl,va_list ap) {
- struct block_list* src = va_arg(ap, struct block_list*);
- if( src->id != bl->id ) {
- return 1;
- }
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) {
- nullpo_ret(sd);
-
-//Simplify skill_failed code.
-#define skill_failed(sd) ( (sd)->menuskill_id = (sd)->menuskill_val = 0 )
- if(skill_id != sd->menuskill_id)
- return 0;
-
- if( sd->bl.prev == NULL || pc_isdead(sd) ) {
- skill_failed(sd);
- return 0;
- }
-
- if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
- skill_failed(sd);
- return 0;
- }
- if(sd->sc.count && (
- sd->sc.data[SC_SILENCE] ||
- sd->sc.data[SC_ROKISWEIL] ||
- sd->sc.data[SC_AUTOCOUNTER] ||
- sd->sc.data[SC_STEELBODY] ||
- (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) ||
- sd->sc.data[SC_BERSERK] ||
- sd->sc.data[SC_BASILICA] ||
- sd->sc.data[SC_MARIONETTE_MASTER] ||
- sd->sc.data[SC_WHITEIMPRISON] ||
- (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) ||
- (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) ||
- sd->sc.data[SC_OBLIVIONCURSE] ||
- sd->sc.data[SC__MANHOLE] ||
- (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH
- )) {
- skill_failed(sd);
- return 0;
- }
-
- pc_stop_attack(sd);
-
- if(battle_config.skill_log && battle_config.skill_log&BL_PC)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
-
- if(strcmp(mapname,"cancel")==0) {
- skill_failed(sd);
- return 0;
- }
-
- switch(skill_id) {
- case AL_TELEPORT:
- // The storage window is closed automatically by the client when there's
- // any kind of map change, so we need to restore it automatically
- // issue: 8027
- if(strcmp(mapname,"Random")==0)
- pc->randomwarp(sd,CLR_TELEPORT);
- else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
- pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
-
- clif->refresh_storagewindow(sd);
- 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 map_index;
-
- map_index = mapindex->name2id(mapname);
- if(!map_index) { //Given map not found?
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
-
- if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
- for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
- if(sd->ud.skillunit[i]->skill_id == skill_id)
- maxcount--;
- }
- if(!maxcount) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- }
-
- lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id);
- wx = sd->menuskill_val>>16;
- wy = sd->menuskill_val&0xffff;
-
- if( lv <= 0 ) return 0;
- if( lv > 4 ) lv = 4; // crash prevention
-
- // check if the chosen map exists in the memo list
- ARR_FIND( 0, lv, i, map_index == p[i]->map );
- if( i < lv ) {
- x=p[i]->x;
- y=p[i]->y;
- } else {
- skill_failed(sd);
- return 0;
- }
-
- if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
- skill_failed(sd);
- return 0;
- }
-
- skill->consume_requirement(sd,sd->menuskill_id,lv,2);
- sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
-
- if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
- skill_failed(sd);
- return 0;
- }
-
- group->val1 = (group->val1<<16)|(short)0;
- // record the destination coordinates
- group->val2 = (x<<16)|y;
- group->val3 = map_index;
- }
- break;
- }
-
- sd->menuskill_id = sd->menuskill_val = 0;
- return 0;
-#undef skill_failed
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 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 r;
-
- //if(skill_lv <= 0) return 0;
- if(skill_id > 0 && !skill_lv) return 0; // [Celest]
-
- nullpo_ret(src);
-
- if(status->isdead(src))
- return 0;
-
- sd = BL_CAST(BL_PC, src);
-
- sc = status->get_sc(src);
- type = status->skill2sc(skill_id);
- sce = (sc && type != -1)?sc->data[type]:NULL;
-
- switch (skill_id) { //Skill effect.
- case WZ_METEOR:
- case MO_BODYRELOCATION:
- case CR_CULTIVATION:
- case HW_GANBANTEIN:
- case LG_EARTHDRIVE:
- case SC_ESCAPE:
- break; //Effect is displayed on respective switch case.
- default:
- if(skill->get_inf(skill_id)&INF_SELF_SKILL)
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- else
- clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- }
-
- // SC_MAGICPOWER needs to switch states before any damage is actually dealt
- skill->toggle_magicpower(src, skill_id);
-
- switch(skill_id) {
- case PR_BENEDICTIO:
- r = skill->get_splash(skill_id, skill_lv);
- skill->area_temp[1] = src->id;
- map->foreachinarea(skill->area_sub,
- src->m, x-r, y-r, x+r, y+r, BL_PC,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
- skill->castend_nodamage_id);
- map->foreachinarea(skill->area_sub,
- src->m, x-r, y-r, x+r, y+r, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
- skill->castend_damage_id);
- break;
-
- case BS_HAMMERFALL:
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->area_sub,
- src->m, x-r, y-r, x+r, y+r, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
- skill->castend_nodamage_id);
- break;
-
- case HT_DETECTING:
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(status->change_timer_sub,
- src->m, x-r, y-r, x+r,y+r,BL_CHAR,
- src,NULL,SC_SIGHT,tick);
- if(battle_config.traps_setting&1)
- map->foreachinarea(skill_reveal_trap,
- src->m, x-r, y-r, x+r, y+r, BL_SKILL);
- break;
-
- case SR_RIDEINLIGHTNING:
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
- break;
-
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- //Does not consumes if the skill is already active. [Skotlex]
- if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
- {
- if (sg->limit - DIFF_TICK(timer->gettick(), sg->tick) > 0) {
- skill->unitsetting(src,skill_id,skill_lv,x,y,0);
- return 0; // not to consume items
- } else
- sg->limit = 0; //Disable it.
- }
- skill->unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
-
- case SC_CHAOSPANIC:
- case SC_MAELSTROM:
- if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
-
- case MG_SAFETYWALL:
- {
- int alive = 1;
- if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) {
- skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
- return 0; // Don't consume gems if cast on LP
- }
- }
- case MG_FIREWALL:
- case MG_THUNDERSTORM:
-
- case AL_PNEUMA:
- case WZ_FIREPILLAR:
- case WZ_QUAGMIRE:
- case WZ_VERMILION:
- case WZ_STORMGUST:
- case WZ_HEAVENDRIVE:
- case PR_SANCTUARY:
- case PR_MAGNUS:
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case AS_VENOMDUST:
- case AM_DEMONSTRATION:
- case PF_FOGWALL:
- case PF_SPIDERWEB:
- case HT_TALKIEBOX:
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AC_SHOWER: //Ground-placed skill implementation.
- case MA_SHOWER:
- case SA_LANDPROTECTOR:
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- case CG_MOONLIT:
- case GS_DESPERADO:
- case NJ_KAENSIN:
- case NJ_BAKUENRYU:
- case NJ_SUITON:
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case NJ_KAMAITACHI:
- #ifdef RENEWAL
- case NJ_HUUMA:
- #endif
- case NPC_EVILLAND:
- case WL_COMET:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case SC_MANHOLE:
- case SC_DIMENSIONDOOR:
- case SC_BLOODYLUST:
- case WM_REVERBERATION:
- case WM_SEVERE_RAINSTORM:
- case WM_POEMOFNETHERWORLD:
- case SO_PSYCHIC_WAVE:
- case SO_VACUUM_EXTREME:
- case GN_WALLOFTHORN:
- case GN_THORNS_TRAP:
- case GN_DEMONIC_FIRE:
- case GN_HELLS_PLANT:
- case GN_FIRE_EXPANSION_SMOKE_POWDER:
- case GN_FIRE_EXPANSION_TEAR_GAS:
- case SO_EARTHGRAVE:
- case SO_DIAMONDDUST:
- case SO_FIRE_INSIGNIA:
- case SO_WATER_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- case KO_HUUMARANKA:
- case KO_MUCHANAGE:
- case KO_BAKURETSU:
- case KO_ZENKAI:
- case MH_LAVA_SLIDE:
- case MH_VOLCANIC_ASH:
- case MH_POISON_MIST:
- case MH_STEINWAND:
- case NC_MAGMA_ERUPTION:
- case SO_ELEMENTAL_SHIELD:
- case RL_B_TRAP:
- case MH_XENO_SLASHER:
- 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.
- if ( skill_id == WM_SEVERE_RAINSTORM )
- sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv));
- skill->unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- case WZ_ICEWALL:
- flag |= 1;
- if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
- map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true);
- break;
- case RG_GRAFFITI:
- skill->clear_unitgroup(src);
- skill->unitsetting(src,skill_id,skill_lv,x,y,0);
- flag|=1;
- break;
- case HP_BASILICA:
- if( sc->data[SC_BASILICA] )
- status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
- else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
- if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
- return 1;
- }
-
- skill->clear_unitgroup(src);
- if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
- sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv));
- flag|=1;
- }
- break;
- case CG_HERMODE:
- skill->clear_unitgroup(src);
- if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
- sc_start4(src,src,SC_DANCING,100,
- skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
- flag|=1;
- break;
- case RG_CLEANER: // [Valaris]
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL);
- break;
-
- case SO_WARMER:
- flag|= 8;
- case SO_CLOUD_KILL:
- skill->unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
-
- case WZ_METEOR:
- {
- int area = skill->get_splash(skill_id, skill_lv);
- short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- int i;
-
- for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
- // Creates a random Cell in the Splash Area
- tmpx = x - area + rnd()%(area * 2 + 1);
- tmpy = y - area + rnd()%(area * 2 + 1);
-
- if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
- && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
- clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
-
- if( i > 0 )
- skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
-
- x1 = tmpx;
- y1 = tmpy;
- }
-
- skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
- }
- break;
-
- case AL_WARP:
- if(sd)
- {
- clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
- (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
- (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
- (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
- );
- }
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
- return 0; // not to consume item.
-
- case MO_BODYRELOCATION:
- if (unit->movepos(src, x, y, 1, 1)) {
- #if PACKETVER >= 20111005
- clif->snap(src, src->x, src->y);
- #else
- clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
- #endif
- if (sd)
- skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000);
- }
- break;
- case NJ_SHADOWJUMP:
- if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds.
- unit->movepos(src, x, y, 1, 0);
- clif->slide(src,x,y);
- }
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- break;
- case AM_SPHEREMINE:
- case AM_CANNIBALIZE:
- {
- int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
- //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
- struct mob_data *md;
-
- // Correct info, don't change any of this! [Celest]
- md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
- if (md) {
- md->master_id = src->id;
- md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
- if( md->deletetimer != INVALID_TIMER )
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0);
- mob->spawn (md); //Now it is ready for spawning.
- }
- }
- break;
-
- // Slim Pitcher [Celest]
- case CR_SLIMPITCHER:
- if (sd) {
- int i = skill_lv%11 - 1;
- int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]);
- if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0
- || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i]
- ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- script->potion_flag = 1;
- script->potion_hp = 0;
- script->potion_sp = 0;
- script->run(sd->inventory_data[j]->script,0,sd->bl.id,0);
- script->potion_flag = 0;
- //Apply skill bonuses
- i = pc->checkskill(sd,CR_SLIMPITCHER)*10
- + pc->checkskill(sd,AM_POTIONPITCHER)*10
- + pc->checkskill(sd,AM_LEARNINGPOTION)*5
- + pc->skillheal_bonus(sd, skill_id);
-
- script->potion_hp = script->potion_hp * (100+i)/100;
- script->potion_sp = script->potion_sp * (100+i)/100;
-
- if(script->potion_hp > 0 || script->potion_sp > 0) {
- i = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill->castend_nodamage_id);
- }
- } else {
- int i = skill_lv%11 - 1;
- struct item_data *item;
- i = skill->db[skill_id].itemid[i];
- item = itemdb->search(i);
- script->potion_flag = 1;
- script->potion_hp = 0;
- script->potion_sp = 0;
- script->run(item->script,0,src->id,0);
- script->potion_flag = 0;
- i = skill->get_max(CR_SLIMPITCHER)*10;
-
- script->potion_hp = script->potion_hp * (100+i)/100;
- script->potion_sp = script->potion_sp * (100+i)/100;
-
- if(script->potion_hp > 0 || script->potion_sp > 0) {
- i = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill->castend_nodamage_id);
- }
- }
- break;
-
- case HW_GANBANTEIN:
- if (rnd()%100 < 80) {
- int dummy = 1;
- clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src);
- } else {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- break;
-
- case HW_GRAVITATION:
- if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
- sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv));
- flag|=1;
- break;
-
- // Plant Cultivation [Celest]
- case CR_CULTIVATION:
- if (sd) {
- if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- if (rnd()%100 < 50) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- } else {
- TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
- int i;
- if (!md) break;
- if ((i = skill->get_time(skill_id, skill_lv)) > 0)
- {
- if( md->deletetimer != INVALID_TIMER )
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0);
- }
- mob->spawn (md);
- }
- }
- break;
-
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- skill->clear_unitgroup(src);
- if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
- sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
- flag|=1;
- break;
-
- case PA_GOSPEL:
- if (sce && sce->val4 == BCT_SELF) {
- status_change_end(src, SC_GOSPEL, INVALID_TIMER);
- return 0;
- } else {
- sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
- if (!sg) break;
- if (sce)
- status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- status->change_clear_buffs(src,3);
- sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
- clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
- }
- break;
- case NJ_TATAMIGAESHI:
- if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
- sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
- break;
-
- case AM_RESURRECTHOMUN: // [orn]
- if (sd) {
- if (!homun->ressurect(sd, 20*skill_lv, x, y)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- }
- break;
-
- case RK_WINDCUTTER:
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- case NC_COLDSLOWER:
- case RK_DRAGONBREATH:
- case RK_DRAGONBREATH_WATER:
- r = skill->get_splash(skill_id,skill_lv);
- map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src),
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- break;
- case WM_GREAT_ECHO:
- case WM_SOUND_OF_DESTRUCTION:
- r = skill->get_splash(skill_id,skill_lv);
- map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- break;
-
- case WM_LULLABY_DEEPSLEEP:
- r = skill->get_splash(skill_id,skill_lv);
- map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id);
- break;
-
- case WM_VOICEOFSIREN:
- r = skill->get_splash(skill_id,skill_lv);
- map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id);
- break;
- case SO_ARRULLO:
- r = skill->get_splash(skill_id,skill_lv);
- map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src),
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- break;
- /**
- * Guilotine Cross
- **/
- case GC_POISONSMOKE:
- if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
- if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
- return 0;
- }
- clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- skill->unitsetting(src, skill_id, skill_lv, x, y, flag);
- //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
- break;
- /**
- * Arch Bishop
- **/
- case AB_EPICLESIS:
- if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
- r = sg->unit->range;
- map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
- }
- break;
-
- case WL_EARTHSTRAIN:
- {
- int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y);
- int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
-
- for( i = 1; i <= wave; i++ )
- {
- switch( dir ){
- case 0: case 1: case 7: sy = y + i; break;
- case 3: case 4: case 5: sy = y - i; break;
- case 2: sx = x - i; break;
- case 6: sx = x + i; break;
- }
- skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
- }
- }
- break;
- /**
- * Ranger
- **/
- case RA_DETONATOR:
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src);
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
- /**
- * Mechanic
- **/
- case NC_NEUTRALBARRIER:
- case NC_STEALTHFIELD:
- skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
- if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
- sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
- if( sd ) pc->overheat(sd,1);
- }
- break;
-
- case NC_SILVERSNIPER:
- {
- int class_ = 2042;
- struct mob_data *md;
-
- md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
- if( md ) {
- md->master_id = src->id;
- md->special_state.ai = AI_FLORA;
- if( md->deletetimer != INVALID_TIMER )
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0);
- mob->spawn( md );
- }
- }
- break;
-
- case NC_MAGICDECOY:
- if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y);
- break;
-
- case SC_FEINTBOMB:
- skill->unitsetting(src, skill_id, skill_lv, x, y, 0); // Set bomb on current Position
- clif->skill_nodamage(src, src, skill_id, skill_lv, 1);
- if( skill->blown(src, src, 3 * skill_lv, unit->getdir(src), 0) && sc) {
- sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB));
- }
- break;
-
- case SC_ESCAPE:
- clif->skill_nodamage(src,src,skill_id,-1,1);
- skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
- skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
- break;
-
- case LG_OVERBRAND:
- skill->area_temp[1] = 0;
- map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR,
- skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
- skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag);
- break;
-
- case LG_BANDING:
- if( sc && sc->data[SC_BANDING] )
- status_change_end(src,SC_BANDING,INVALID_TIMER);
- else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
- sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
- if( sd ) pc->banding(sd,skill_lv);
- }
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- break;
-
- case LG_RAYOFGENESIS:
- if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
- r = skill->get_splash(skill_id,skill_lv);
- map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src),
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- } else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
- break;
-
- case WM_DOMINION_IMPULSE:
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL);
- break;
-
- case GN_CRAZYWEED:
- {
- int area = skill->get_splash(skill_id, skill_lv);
-
- for( r = 0; r < 3 + (skill_lv>>1); r++ ) {
- // Creates a random Cell in the Splash Area
- int tmpx = x - area + rnd()%(area * 2 + 1);
- int tmpy = y - area + rnd()%(area * 2 + 1);
-
- skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0);
- }
- }
- break;
-
- case GN_FIRE_EXPANSION: {
- int i;
- int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo.
- struct unit_data *ud = unit->bl2ud(src);
-
- if( !ud ) break;
-
- for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
- if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
- distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) {
- switch( skill_lv ) {
- case 3:
- ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
- clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
- break;
- case 4:
- ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
- clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
- break;
- case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted.
- if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
- aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION);
- map->foreachinarea(skill->area_sub, src->m,
- ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2,
- ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR,
- src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
- skill->delunit(ud->skillunit[i]->unit);
- break;
- default:
- ud->skillunit[i]->unit->val2 = skill_lv;
- ud->skillunit[i]->unit->group->val2 = skill_lv;
- break;
- }
- }
- }
- }
- break;
-
- case SO_FIREWALK:
- case SO_ELECTRICWALK:
- if( sc && sc->data[type] )
- status_change_end(src,type,INVALID_TIMER);
- clif->skill_nodamage(src, src ,skill_id, skill_lv,
- sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
- break;
-
- case KO_MAKIBISHI:
- {
- int i;
- for( i = 0; i < (skill_lv+2); i++ ) {
- x = src->x - 1 + rnd()%3;
- y = src->y - 1 + rnd()%3;
- skill->unitsetting(src,skill_id,skill_lv,x,y,0);
- }
- }
- break;
-
- default:
- ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
- return 1;
- }
-
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
-
- if( sd ) {// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = timer->gettick();
-
- if( sd->state.arrow_atk && !(flag&1) ) {
- // consume arrow if this is a ground skill
- battle->consume_ammo(sd, skill_id, skill_lv);
- }
-
- // perform skill requirement consumption
- skill->consume_requirement(sd,skill_id,skill_lv,2);
- }
-
- return 0;
-}
-
-/// transforms 'target' skill unit into dissonance (if conditions are met)
-int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
- struct skill_unit* target = (struct skill_unit*)bl;
- struct skill_unit* src = va_arg(ap, struct skill_unit*);
- int flag = va_arg(ap, int);
-
- if (src == target)
- return 0;
- if (!target->group || !(target->group->state.song_dance&0x1))
- return 0;
- if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
- return 0;
-
- if (flag) //Set dissonance
- target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
- else //Remove dissonance
- target->val2 &= ~UF_ENSEMBLE;
-
- clif->getareachar_skillunit(&target->bl,target,AREA); //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* su, int flag) {
- if (!su || !su->group || !(su->group->state.song_dance&0x1))
- return 0;
-
- if (su->val1 != su->group->skill_id) {
- //Reset state
- su->val1 = su->group->skill_id;
- su->val2 &= ~UF_ENSEMBLE;
- }
-
- return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag);
-}
-
-/**
- * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
- * This function is safe to call even when the unit or the group were freed by other function
- * previously.
- * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
- * @param flag 0 Convert
- * @param flag 1 Revert
- * @retval true success
- **/
-bool skill_dance_switch(struct skill_unit* su, int flag) {
- static int prevflag = 1; // by default the backup is empty
- static struct skill_unit_group backup;
- struct skill_unit_group* group;
-
- if( su == NULL || (group = su->group) == NULL )
- return false;
-
- // val2&UF_ENSEMBLE is a hack to indicate dissonance
- if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) )
- return false;
-
- if( flag == prevflag ) {
- // protection against attempts to read an empty backup / write to a full backup
- ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
- flag ? "read an empty backup" : "write to a full backup",
- group->skill_id, group->skill_lv, group->src_id);
- return false;
- }
- prevflag = flag;
-
- if( !flag ) {
- //Transform
- uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
-
- // backup
- backup.skill_id = group->skill_id;
- backup.skill_lv = group->skill_lv;
- backup.unit_id = group->unit_id;
- backup.target_flag = group->target_flag;
- backup.bl_flag = group->bl_flag;
- backup.interval = group->interval;
-
- // replace
- group->skill_id = skill_id;
- group->skill_lv = 1;
- group->unit_id = skill->get_unit_id(skill_id,0);
- group->target_flag = skill->get_unit_target(skill_id);
- group->bl_flag = skill->get_unit_bl_target(skill_id);
- group->interval = skill->get_unit_interval(skill_id);
- } else {
- //Restore
- group->skill_id = backup.skill_id;
- group->skill_lv = backup.skill_lv;
- group->unit_id = backup.unit_id;
- group->target_flag = backup.target_flag;
- group->bl_flag = backup.bl_flag;
- group->interval = backup.interval;
- }
-
- return true;
-}
-/*==========================================
- * Initializes and sets a ground skill.
- * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
- *------------------------------------------*/
-struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) {
- struct skill_unit_group *group;
- int i,limit,val1=0,val2=0,val3=0;
- int target,interval,range,unit_flag,req_item=0;
- struct s_skill_unit_layout *layout;
- struct map_session_data *sd;
- struct status_data *st;
- struct status_change *sc;
- int active_flag=1;
- int subunt=0;
-
- nullpo_retr(NULL, src);
-
- limit = skill->get_time(skill_id,skill_lv);
- range = skill->get_unit_range(skill_id,skill_lv);
- interval = skill->get_unit_interval(skill_id);
- target = skill->get_unit_target(skill_id);
- unit_flag = skill->get_unit_flag(skill_id);
- layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y);
-
- if( map->list[src->m].unit_count ) {
- ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id );
-
- if( i < map->list[src->m].unit_count ) {
- limit = limit * map->list[src->m].units[i]->modifier / 100;
- }
- }
-
- sd = BL_CAST(BL_PC, src);
- st = status->get_status_data(src);
- sc = status->get_sc(src); // for traps, firewall and fogwall - celest
-
- switch( skill_id ) {
- case SO_ELEMENTAL_SHIELD:
- val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp;
- break;
- case MH_STEINWAND:
- val2 = 4 + skill_lv; //nb of attack blocked
- break;
- case MG_SAFETYWALL:
- #ifdef RENEWAL
- /**
- * According to data provided in RE, SW life is equal to 3 times caster's health
- **/
- val2 = status_get_max_hp(src) * 3;
- #else
- val2 = skill_lv+1;
- #endif
- break;
- case MG_FIREWALL:
- if(sc && sc->data[SC_VIOLENTGALE])
- limit = limit*3/2;
- val2=4+skill_lv;
- break;
-
- case AL_WARP:
- val1=skill_lv+6;
- if(!(flag&1)) {
- limit=2000;
- } else { // previous implementation (not used anymore)
- //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
- if( src->type != BL_SKILL ) return NULL;
- group = ((TBL_SKILL*)src)->group;
- src = 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 HP_BASILICA:
- val1 = src->id; // Store caster id.
- break;
-
- case PR_SANCTUARY:
- case NPC_EVILLAND:
- val1=(skill_lv+3)*2;
- break;
-
- case WZ_FIREPILLAR:
- if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
- return NULL;
- if((flag&1)!=0)
- limit=1000;
- val1=skill_lv+2;
- break;
- case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
- case AM_DEMONSTRATION:
- case GN_HELLS_PLANT:
- if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
- return NULL;
- if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
- && (src->type&battle_config.vs_traps_bctall))
- target = BCT_ALL;
- break;
- case HT_ANKLESNARE:
- if( flag&2 )
- val3 = SC_ESCAPE;
- case HT_SHOCKWAVE:
- val1=skill_lv*15+10;
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_CLAYMORETRAP:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- /**
- * Ranger
- **/
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- {
- struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv);
- ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
- if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
- req_item = req.itemid[i];
- if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground )
- limit *= 4; // longer trap times in WOE [celest]
- if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
- target = BCT_ALL;
- }
- break;
-
- case SA_LANDPROTECTOR:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- {
- struct skill_unit_group *old_sg;
- if ((old_sg = skill->locate_element_field(src)) != NULL) {
- //HelloKitty confirmed that these are interchangeable,
- //so you can change element and not consume gemstones.
- if (( old_sg->skill_id == SA_VOLCANO
- || old_sg->skill_id == SA_DELUGE
- || old_sg->skill_id == SA_VIOLENTGALE
- )
- && old_sg->limit > 0
- ) {
- //Use the previous limit (minus the elapsed time) [Skotlex]
- limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick);
- if (limit < 0) //This can happen...
- limit = skill->get_time(skill_id,skill_lv);
- }
- skill->clear_group(src,1);
- }
- break;
- }
-
- case BA_DISSONANCE:
- case DC_UGLYDANCE:
- val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
- break;
- case BA_WHISTLE:
- val1 = skill_lv +st->agi/10; // Flee increase
- val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase
- if(sd){
- val1 += pc->checkskill(sd,BA_MUSICALLESSON);
- val2 += pc->checkskill(sd,BA_MUSICALLESSON);
- }
- break;
- case DC_HUMMING:
- val1 = 2*skill_lv+st->dex/10; // Hit increase
- #ifdef RENEWAL
- val1 *= 2;
- #endif
- if(sd)
- val1 += pc->checkskill(sd,DC_DANCINGLESSON);
- break;
- case BA_POEMBRAGI:
- val1 = 3*skill_lv+st->dex/10; // Casting time reduction
- //For some reason at level 10 the base delay reduction is 50%.
- val2 = (skill_lv<10?3*skill_lv:50)+st->int_/5; // After-cast delay reduction
- if(sd){
- val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
- val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
- }
- break;
- case DC_DONTFORGETME:
-#ifdef RENEWAL
- val1 = st->dex/10 + 3*skill_lv; // ASPD decrease
- val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment.
-#else
- val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease
- val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
-#endif
- if(sd){
- val1 += pc->checkskill(sd,DC_DANCINGLESSON);
- val2 += pc->checkskill(sd,DC_DANCINGLESSON);
- }
- break;
- case BA_APPLEIDUN:
- val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase
- if(sd)
- val1 += pc->checkskill(sd,BA_MUSICALLESSON);
- break;
- case DC_SERVICEFORYOU:
- val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase
- val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction
- if(sd){
- val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2;
- val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2;
- }
- break;
- case BA_ASSASSINCROSS:
- if(sd)
- val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2;
-#ifdef RENEWAL
- // This formula was taken from a RE calculator
- // and the changes published on irowiki
- // Luckily, official tests show it's the right one
- val1 += skill_lv + (st->agi/20);
-#else
- val1 += 10 + skill_lv + (st->agi/10); // ASPD increase
- val1 *= 10; // ASPD works with 1000 as 100%
-#endif
- break;
- case DC_FORTUNEKISS:
- val1 = 10+skill_lv+(st->luk/10); // Critical increase
- if(sd)
- val1 += pc->checkskill(sd,DC_DANCINGLESSON);
- val1*=10; //Because every 10 crit is an actual cri point.
- break;
- case BD_DRUMBATTLEFIELD:
- #ifdef RENEWAL
- val1 = (skill_lv+5)*25; //Watk increase
- val2 = skill_lv*10; //Def increase
- #else
- val1 = (skill_lv+1)*25; //Watk increase
- val2 = (skill_lv+1)*2; //Def increase
- #endif
- break;
- case BD_RINGNIBELUNGEN:
- val1 = (skill_lv+2)*25; //Watk increase
- break;
- case BD_RICHMANKIM:
- val1 = 25 + 11*skill_lv; //Exp increase bonus.
- break;
- case BD_SIEGFRIED:
- val1 = 55 + skill_lv*5; //Elemental Resistance
- val2 = skill_lv*10; //Status ailment resistance
- break;
- case WE_CALLPARTNER:
- if (sd) val1 = sd->status.partner_id;
- break;
- case WE_CALLPARENT:
- if (sd) {
- val1 = sd->status.father;
- val2 = sd->status.mother;
- }
- break;
- case WE_CALLBABY:
- if (sd) val1 = sd->status.child;
- break;
- case NJ_KAENSIN:
- skill->clear_group(src, 1); //Delete previous Kaensins/Suitons
- val2 = (skill_lv+1)/2 + 4;
- break;
- case NJ_SUITON:
- skill->clear_group(src, 1);
- break;
-
- case GS_GROUNDDRIFT:
- {
- int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
-
- val1 = st->rhw.ele;
- if (!val1)
- val1=element[rnd()%5];
-
- switch (val1)
- {
- case ELE_FIRE:
- subunt++;
- case ELE_WATER:
- subunt++;
- case ELE_POISON:
- subunt++;
- case ELE_DARK:
- subunt++;
- case ELE_WIND:
- break;
- default:
- subunt=rnd()%5;
- break;
- }
-
- break;
- }
- case GC_POISONSMOKE:
- if( !(sc && sc->data[SC_POISONINGWEAPON]) )
- return NULL;
- val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
- val3 = sc->data[SC_POISONINGWEAPON]->val1;
- limit = 4000 + 2000 * skill_lv;
- break;
- case GD_LEADERSHIP:
- case GD_GLORYWOUNDS:
- case GD_SOULCOLD:
- case GD_HAWKEYES:
- limit = 1000000;//it doesn't matter
- break;
- case WL_COMET:
- if( sc ) {
- sc->comet_x = x;
- sc->comet_y = y;
- }
- break;
- case LG_BANDING:
- limit = -1;
- break;
- case WM_REVERBERATION:
- if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
- target = BCT_ALL;
- val1 = skill_lv + 1;
- val2 = 1;
- case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
- case SO_WATER_INSIGNIA:
- case SO_FIRE_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
- return NULL;
- break;
- case SO_CLOUD_KILL:
- skill->clear_group(src, 4);
- break;
- case SO_WARMER:
- skill->clear_group(src, 8);
- break;
- case SO_VACUUM_EXTREME:
- val1 = x;
- val2 = y;
- break;
- case GN_WALLOFTHORN:
- if( flag&1 )
- limit = 3000;
- val3 = (x<<16)|y;
- break;
- case KO_ZENKAI:
- if( sd ){
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
- if( i < SPIRITS_TYPE_SPHERE ){
- val1 = sd->spiritcharm[i]; // no. of aura
- val2 = i; // aura type
- limit += val1 * 1000;
- subunt = i - 1;
- pc->del_charm(sd, sd->spiritcharm[i], i);
- }
- }
- break;
- }
-
- nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval));
- group->val1=val1;
- group->val2=val2;
- group->val3=val3;
- group->target_flag=target;
- group->bl_flag= skill->get_unit_bl_target(skill_id);
- group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
- group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
- group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
- group->item_id = req_item;
- //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
- if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL)
- active_flag = 0;
-
- if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
- group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
- if (sd)
- safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
- else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
- safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
- }
-
- if (group->state.song_dance) {
- if(sd){
- sd->skill_id_dance = skill_id;
- sd->skill_lv_dance = skill_lv;
- }
- if (
- sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
- (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
- sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
- )
- skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
- }
-
- limit = group->limit;
- for( i = 0; i < layout->count; i++ ) {
- struct skill_unit *su;
- int ux = x + layout->dx[i];
- int uy = y + layout->dy[i];
- int alive = 1;
- val1 = skill_lv;
- val2 = 0;
-
- 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(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
- continue; // no path between cell and center of casting.
-
- switch( skill_id ) {
- case MG_FIREWALL:
- case NJ_KAENSIN:
- val2=group->val2;
- break;
- case WZ_ICEWALL:
- val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
- val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE);
- break;
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_TALKIEBOX:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_CLAYMORETRAP:
- case HT_BLASTMINE:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- val1 = 3500;
- break;
- case GS_DESPERADO:
- val1 = abs(layout->dx[i]);
- val2 = abs(layout->dy[i]);
- if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
- if (val2 > val1) val1 = val2;
- if (val1) val1--;
- val1 = 36 -12*val1;
- } else //Diagonal edges
- val1 = 28 -4*val1 -4*val2;
- if (val1 < 1) val1 = 1;
- val2 = 0;
- break;
- case GN_WALLOFTHORN:
- val1 = 2000 + 2000 * skill_lv;
- val2 = src->id;
- break;
- default:
- if (group->state.song_dance&0x1)
- val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
- break;
- }
- if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
- val2 |= UF_RANGEDSINGLEUNIT; // center.
-
- map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
- if( !alive )
- continue;
-
- nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2));
- su->limit=limit;
- su->range=range;
-
- if (skill_id == PF_FOGWALL && alive == 2) {
- //Double duration of cells on top of Deluge/Suiton
- su->limit *= 2;
- group->limit = su->limit;
- }
-
- // execute on all targets standing on this cell
- if (range==0 && active_flag)
- map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1);
- }
-
- if (!group->alive_count) {
- //No cells? Something that was blocked completely by Land Protector?
- skill->del_unitgroup(group,ALC_MARK);
- return NULL;
- }
-
- //success, unit created.
- switch( skill_id ) {
- case NJ_TATAMIGAESHI: //Store number of tiles.
- group->val1 = group->alive_count;
- break;
- }
-
- return group;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) {
- struct skill_unit_group *sg;
- struct block_list *ss;
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
- uint16 skill_id;
-
- nullpo_ret(src);
- nullpo_ret(bl);
-
- if(bl->prev==NULL || !src->alive || status->isdead(bl))
- return 0;
-
- nullpo_ret(sg=src->group);
- nullpo_ret(ss=map->id2bl(sg->src_id));
-
- if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
- return 0; //AoE skills are ineffective. [Skotlex]
- sc = status->get_sc(bl);
-
- if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
- return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
-
- if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
- status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
-
- if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) )
- return 0;
-
- type = status->skill2sc(sg->skill_id);
- sce = (sc && type != -1)?sc->data[type]:NULL;
- skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
- switch (sg->unit_id) {
- case UNT_SPIDERWEB:
- if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
- // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
- sc->data[SC_SPIDERWEB]->val2++;
- break;
- } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
- int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) {
- const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK32(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?
- sg->limit = DIFF_TICK32(tick,sg->tick)+sec;
- }
- break;
- case UNT_SAFETYWALL:
- if (!sce)
- sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
- break;
- case UNT_BLOODYLUST:
- if (sg->src_id == bl->id)
- break; //Does not affect the caster.
- if (bl->type == BL_MOB)
- break; //Does not affect the caster.
- if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
- sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit);
- break;
- case UNT_PNEUMA:
- case UNT_CHAOSPANIC:
- case UNT_MAELSTROM:
- if (!sce)
- sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
-
- case UNT_WARP_WAITING: {
- int working = sg->val1&0xffff;
-
- if(bl->type==BL_PC && !working){
- struct map_session_data *sd = (struct map_session_data *)bl;
- if((!sd->chatID || battle_config.chat_warpportal)
- && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
- {
- int x = sg->val2>>16;
- int y = sg->val2&0xffff;
- int count = sg->val1>>16;
- unsigned short m = sg->val3;
-
- if( --count <= 0 )
- skill->del_unitgroup(sg,ALC_MARK);
-
- if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
- working = 1;/* we break it because officials break it, lovely stuff. */
-
- sg->val1 = (count<<16)|working;
-
- pc->setpos(sd,m,x,y,CLR_TELEPORT);
- }
- } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
- int16 m = 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,CLR_TELEPORT);
- }
- }
- break;
-
- case UNT_QUAGMIRE:
- if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
- sc_start4(ss,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(ss,bl,type,100,sg->skill_lv,sg->limit);
- break;
-
- case UNT_SUITON:
- if(!sce)
- sc_start4(ss,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_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
- return skill_id;
- if (!sce)
- sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- break;
- case UNT_APPLEIDUN:
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
- return 0;
-
- if (!sc) return 0;
- if (!sce)
- sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (battle_config.song_timer_reset && sce->val4 == 1) {
- //Readjust timers since the effect will not last long.
- sce->val4 = 0;
- timer->delete(sce->timer, status->change_timer);
- sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
- }
-
- break;
-
- case UNT_FOGWALL:
- if (!sce)
- {
- sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
- if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
- }
- break;
-
- case UNT_GRAVITATION:
- if (!sce)
- sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
- break;
-
-#if 0 // 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_TICK32(tick+700,sg->tick);
- break;
-#endif // 0
-
- case UNT_MOONLIT:
- //Knockback out of area if affected char isn't in Moonlit effect
- if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
- break;
- if (ss == bl) //Also needed to prevent infinite loop crash.
- break;
- skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0);
- break;
-
- case UNT_WALLOFTHORN:
- if( status_get_mode(bl)&MD_BOSS )
- break; // iRO Wiki says that this skill don't affect to Boss monsters.
- if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 )
- skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
-
- case UNT_REVERBERATION:
- if (sg->src_id == bl->id)
- break; //Does not affect the caster.
- clif->changetraplook(&src->bl,UNT_USED_TRAPS);
- 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;
- sg->limit = DIFF_TICK32(tick,sg->tick) + 1500;
- break;
-
- case UNT_VOLCANIC_ASH:
- if (!sce)
- sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv));
- break;
-
- case UNT_GD_LEADERSHIP:
- case UNT_GD_GLORYWOUNDS:
- case UNT_GD_SOULCOLD:
- case UNT_GD_HAWKEYES:
- if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
- sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000);
- break;
- }
- return skill_id;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) {
- struct skill_unit_group *sg;
- struct block_list *ss;
- TBL_PC* tsd;
- struct status_data *tstatus;
- struct status_change *tsc, *ssc;
- struct skill_unit_group_tickset *ts;
- enum sc_type type;
- uint16 skill_id;
- int diff=0;
-
- nullpo_ret(src);
- nullpo_ret(bl);
-
- if (bl->prev==NULL || !src->alive || status->isdead(bl))
- return 0;
-
- nullpo_ret(sg=src->group);
- nullpo_ret(ss=map->id2bl(sg->src_id));
- tsd = BL_CAST(BL_PC, bl);
- tsc = status->get_sc(bl);
- ssc = status->get_sc(ss); // Status Effects for Unit caster.
-
- // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk]
- if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
- return 0;
-
- tstatus = status->get_status_data(bl);
- type = status->skill2sc(sg->skill_id);
- skill_id = sg->skill_id;
-
- if ( tsc && tsc->data[SC_HOVERING] ) {
- switch ( skill_id ) {
- case HT_SKIDTRAP:
- case HT_LANDMINE:
- case HT_ANKLESNARE:
- case HT_FLASHER:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case HT_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HW_GRAVITATION:
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case NJ_SUITON:
- return 0;
- }
- }
-
- if (sg->interval == -1) {
- switch (sg->unit_id) {
- case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
- case UNT_FIREPILLAR_ACTIVE:
- case UNT_ELECTRICSHOCKER:
- case UNT_MANHOLE:
- return 0;
- default:
- ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
- return 0;
- }
- }
-
- if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) {
- //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
- diff = DIFF_TICK32(tick,ts->tick);
- if (diff < 0)
- return 0;
- ts->tick = tick+sg->interval;
-
- if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
- ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
- }
-
- switch (sg->unit_id) {
- case UNT_FIREWALL:
- case UNT_KAEN: {
- int count=0;
- const int x = bl->x, y = bl->y;
-
- if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
- break;
-
- //Take into account these hit more times than the timer interval can handle.
- do
- skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
- while(--src->val2 && x == bl->x && y == bl->y
- && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !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) )
- sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
- } else {
- int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
- struct mob_data *md = BL_CAST(BL_MOB, bl);
-#ifdef RENEWAL
- if( md && md->class_ == MOBID_EMPERIUM )
- break;
-#endif
- if( md && mob_is_battleground(md) )
- break;
- if( tstatus->hp >= tstatus->max_hp )
- break;
- if( status->isimmune(bl) )
- heal = 0;
- clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status->heal(bl, heal, 0, 0);
- if( diff >= 500 )
- sg->val1--;
- }
- if( sg->val1 <= 0 )
- skill->del_unitgroup(sg,ALC_MARK);
- break;
-
- case UNT_EVILLAND:
- //Will heal demon and undead element monsters, but not players.
- if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) {
- //Damage enemies
- if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- } else {
- int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
- if (tstatus->hp >= tstatus->max_hp)
- break;
- if (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_DUMMYSKILL:
- switch (sg->skill_id) {
- case SG_SUN_WARM: //SG skills [Komurka]
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- {
- int count = 0;
- const int x = bl->x, y = bl->y;
-
- map->freeblock_lock();
- //If target isn't knocked back it should hit every "interval" ms [Playtester]
- do {
- if( bl->type == BL_PC )
- status_zap(bl, 0, 15); // sp damage to players
- else if( status->charge(ss, 0, 2) ) { // mobs
- // costs 2 SP per hit
- if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
- status->charge(ss, 0, 8); //costs additional 8 SP if miss
- } else { // mobs
- //should end when out of sp.
- sg->limit = DIFF_TICK32(tick,sg->tick);
- break;
- }
- } while( x == bl->x && y == bl->y && sg->alive_count
- && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) );
- map->freeblock_unlock();
- }
- break;
- /**
- * The storm gust counter was dropped in renewal
- **/
- #ifndef RENEWAL
- case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
- if (tsc)
- tsc->sg_counter++; //SG hit counter.
- if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
- tsc->sg_counter=0; //Attack absorbed.
- break;
- #endif
- case GS_DESPERADO:
- if (rnd()%100 < src->val1)
- skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- 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_TICK32(tick,sg->tick)+1500;
- }
- break;
-
- case UNT_ANKLESNARE:
- case UNT_MANHOLE:
- if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
- int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) {
- const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK32(td->tick, tick);
- if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) {
- unit->movepos(bl, src->bl.x, src->bl.y, 0, 0);
- clif->fixpos(bl);
- }
- sg->val2 = bl->id;
- } else
- sec = 3000; //Couldn't trap it?
- if( sg->unit_id == UNT_ANKLESNARE ) {
- clif->skillunit_update(&src->bl);
- /**
- * If you're snared from a trap that was invisible this makes the trap be
- * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
- * bugreport:3961
- **/
- clif->changetraplook(&src->bl, UNT_ANKLESNARE);
- }
- sg->limit = DIFF_TICK32(tick,sg->tick)+sec;
- sg->interval = -1;
- src->range = 0;
- }
- break;
-
- case UNT_ELECTRICSHOCKER:
- if( bl->id != ss->id ) {
- if( status_get_mode(bl)&MD_BOSS )
- break;
- if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) {
- map->moveblock(bl, src->bl.x, src->bl.y, tick);
- clif->fixpos(bl);
-
- }
-
- 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; //Changed ID so it does not invoke a for each in area again.
- }
- break;
-
- case UNT_VENOMDUST:
- if(tsc && !tsc->data[type])
- status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE);
- break;
-
-
- case UNT_MAGENTATRAP:
- case UNT_COBALTTRAP:
- case UNT_MAIZETRAP:
- case UNT_VERDURETRAP:
- if( bl->type == BL_PC )// it won't work on players
- break;
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- case UNT_CLUSTERBOMB:
- if( bl->id == ss->id )// it won't trigger on caster
- break;
- case UNT_LANDMINE:
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_FIREPILLAR_ACTIVE:
- case UNT_CLAYMORETRAP:
- if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
- map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
- else
- 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);
- sg->limit=DIFF_TICK32(tick,sg->tick)+1500 +
- (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
- sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
- break;
-
- case UNT_TALKIEBOX:
- if (sg->src_id == bl->id)
- break;
- if (sg->val2 == 0){
- clif->talkiebox(&src->bl, sg->valstr);
- sg->unit_id = UNT_USED_TRAPS;
- clif->changetraplook(&src->bl, UNT_USED_TRAPS);
- sg->limit = DIFF_TICK32(tick, sg->tick) + 5000;
- sg->val2 = -1;
- }
- break;
-
- case UNT_LULLABY:
- if (ss->id == bl->id)
- break;
- skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
- break;
-
- case UNT_UGLYDANCE:
- if (ss->id != bl->id)
- skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
- break;
-
- case UNT_DISSONANCE:
- skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
-
- case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
- {
- int heal;
-#ifdef RENEWAL
- struct mob_data *md = BL_CAST(BL_MOB, bl);
- if (md && md->class_ == MOBID_EMPERIUM)
- break;
-#endif
- if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
- || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1))
- break;
-
- heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
- if( tsc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status->heal(bl, heal, 0, 0);
-
- if (!battle_config.song_timer_reset)
- sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit);
- }
- break;
- case UNT_POEMBRAGI:
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (battle_config.song_timer_reset
- || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)
- || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
- )
- break;
-
- sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit);
- break;
- case UNT_TATAMIGAESHI:
- case UNT_DEMONSTRATION:
- skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
-
- case UNT_GOSPEL:
- if (rnd()%100 > sg->skill_lv*10 || ss == bl)
- break;
- if (battle->check_target(ss,bl,BCT_PARTY)>0)
- { // Support Effect only on party, not guild
- int heal;
- int i = rnd()%13; // Positive buff count
- int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration
- switch (i) {
- case 0: // Heal 1~9999 HP
- heal = rnd() %9999+1;
- clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
- 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(ss,bl,SC_SCRESIST,100,100,time);
- if (tsd) clif->gospel_info(tsd, 0x16);
- break;
- case 3: // MaxHP +100%
- sc_start(ss,bl,SC_INCMHPRATE,100,100,time);
- if (tsd) clif->gospel_info(tsd, 0x17);
- break;
- case 4: // MaxSP +100%
- sc_start(ss,bl,SC_INCMSPRATE,100,100,time);
- if (tsd) clif->gospel_info(tsd, 0x18);
- break;
- case 5: // All stats +20
- sc_start(ss,bl,SC_INCALLSTATUS,100,20,time);
- if (tsd) clif->gospel_info(tsd, 0x19);
- break;
- case 6: // Level 10 Blessing
- sc_start(ss,bl,SC_BLESSING,100,10,time);
- break;
- case 7: // Level 10 Increase AGI
- sc_start(ss,bl,SC_INC_AGI,100,10,time);
- break;
- case 8: // Enchant weapon with Holy element
- sc_start(ss,bl,SC_ASPERSIO,100,1,time);
- if (tsd) clif->gospel_info(tsd, 0x1c);
- break;
- case 9: // Enchant armor with Holy element
- sc_start(ss,bl,SC_BENEDICTIO,100,1,time);
- if (tsd) clif->gospel_info(tsd, 0x1d);
- break;
- case 10: // DEF +25%
- sc_start(ss,bl,SC_INCDEFRATE,100,25,time);
- if (tsd) clif->gospel_info(tsd, 0x1e);
- break;
- case 11: // ATK +100%
- sc_start(ss,bl,SC_INCATKRATE,100,100,time);
- if (tsd) clif->gospel_info(tsd, 0x1f);
- break;
- case 12: // HIT/Flee +50
- sc_start(ss,bl,SC_INCHIT,100,50,time);
- sc_start(ss,bl,SC_INCFLEE,100,50,time);
- if (tsd) clif->gospel_info(tsd, 0x20);
- break;
- }
- }
- else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
- { // Offensive Effect
- int i = rnd()%9; // Negative buff count
- int time = skill->get_time2(sg->skill_id, sg->skill_lv);
- switch (i)
- {
- case 0: // Deal 1~9999 damage
- skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case 1: // Curse
- sc_start(ss,bl,SC_CURSE,100,1,time);
- break;
- case 2: // Blind
- sc_start(ss,bl,SC_BLIND,100,1,time);
- break;
- case 3: // Poison
- sc_start(ss,bl,SC_POISON,100,1,time);
- break;
- case 4: // Level 10 Provoke
- sc_start(ss,bl,SC_PROVOKE,100,10,time);
- break;
- case 5: // DEF -100%
- sc_start(ss,bl,SC_INCDEFRATE,100,-100,time);
- break;
- case 6: // ATK -100%
- sc_start(ss,bl,SC_INCATKRATE,100,-100,time);
- break;
- case 7: // Flee -100%
- sc_start(ss,bl,SC_INCFLEERATE,100,-100,time);
- break;
- case 8: // Speed/ASPD -25%
- sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
- break;
- }
- }
- break;
-
- case UNT_BASILICA:
- {
- int i = battle->check_target(&src->bl, bl, BCT_ENEMY);
- if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
- { // knock-back any enemy except Boss
- skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0);
- clif->fixpos(bl);
- }
-
- if( sg->src_id != bl->id && i <= 0 )
- sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
- }
- break;
-
- case UNT_GRAVITATION:
- case UNT_EARTHSTRAIN:
- case UNT_FIREWALK:
- case UNT_ELECTRICWALK:
- case UNT_PSYCHIC_WAVE:
- case UNT_MAGMA_ERUPTION:
- case UNT_MAKIBISHI:
- skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
-
- case UNT_GROUNDDRIFT_WIND:
- case UNT_GROUNDDRIFT_DARK:
- case UNT_GROUNDDRIFT_POISON:
- case UNT_GROUNDDRIFT_WATER:
- case UNT_GROUNDDRIFT_FIRE:
- 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_TICK32(tick,sg->tick)+1500;
- break;
- /**
- * 3rd stuff
- **/
- case UNT_POISONSMOKE:
- if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) {
- short rate = 100;
- if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
- rate = 100 - tstatus->int_ * 4 / 5 ;
- sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
- }
- break;
-
- case UNT_EPICLESIS:
- if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
- if( ++sg->val2 % 3 == 0 ) {
- int hp, sp;
- switch( sg->skill_lv ) {
- case 1: case 2: hp = 3; sp = 2; break;
- case 3: case 4: hp = 4; sp = 3; break;
- case 5: default: hp = 5; sp = 4; break;
- }
- hp = tstatus->max_hp * hp / 100;
- sp = tstatus->max_sp * sp / 100;
- status->heal(bl, hp, sp, 2);
- sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
- }
- // Reveal hidden players every 5 seconds.
- if( sg->val2 % 5 == 0 ) {
- // TODO: check if other hidden status can be removed.
- status_change_end(bl,SC_HIDING,INVALID_TIMER);
- status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
- status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
- }
- }
- /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
- else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) )
- skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
- break;
-
- case UNT_STEALTHFIELD:
- if( bl->id == sg->src_id )
- break; // Don't work on Self (video shows that)
- case UNT_NEUTRALBARRIER:
- sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100);
- break;
-
- case UNT_DIMENSIONDOOR:
- if( tsd && !map->list[bl->m].flag.noteleport )
- pc->randomwarp(tsd,3);
- else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
- unit->warp(bl,-1,-1,-1,3);
- break;
-
- case UNT_REVERBERATION:
- clif->changetraplook(&src->bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
- sg->limit = DIFF_TICK32(tick,sg->tick)+1500;
- sg->unit_id = UNT_USED_TRAPS;
- break;
-
- case UNT_SEVERE_RAINSTORM:
- if( battle->check_target(&src->bl, bl, BCT_ENEMY))
- skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
- break;
- case UNT_NETHERWORLD:
- if( !(status_get_mode(bl)&MD_BOSS)) {
- if( !(tsc && tsc->data[type]) ){
- sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
- }
- }
- break;
- case UNT_THORNS_TRAP:
- if( tsc ) {
- if( !sg->val2 ) {
- int sec = skill->get_time2(sg->skill_id, sg->skill_lv);
- if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
- const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK32(td->tick, tick);
- ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
- clif->fixpos(bl);
- sg->val2 = bl->id;
- } else
- sec = 3000; // Couldn't trap it?
- sg->limit = DIFF_TICK32(tick, sg->tick) + sec;
- } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 )
- skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
- }
- break;
-
- case UNT_DEMONIC_FIRE: {
- TBL_PC* sd = BL_CAST(BL_PC, ss);
- switch( sg->val2 ) {
- case 1:
- case 2:
- default:
- sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0,
- skill->get_time2(sg->skill_id, sg->skill_lv));
- skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl,
- sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
- break;
- case 3:
- skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
- CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
- break;
-
- }
- }
- break;
-
- case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000);
- break;
-
- case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000);
- break;
-
- case UNT_HELLS_PLANT:
- if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 )
- skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
- if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
- sg->limit = DIFF_TICK32(tick, sg->tick) + 100;
- break;
-
- case UNT_CLOUD_KILL:
- if(tsc && !tsc->data[type])
- status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE);
- skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
-
- case UNT_WARMER:
- {
- // It has effect on everything, including monsters, undead property and demon
- int hp = 0;
- if( ssc && ssc->data[SC_HEATER_OPTION] )
- hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
- else
- hp = tstatus->max_hp * sg->skill_lv / 100;
- status->heal(bl, hp, 0, 0);
- if( tstatus->hp != tstatus->max_hp )
- clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
- if( tsc && tsc->data[SC_AKAITSUKI] && hp )
- hp = ~hp + 1;
- status->heal(bl, hp, 0, 0);
- sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
- }
- break;
- case UNT_FIRE_INSIGNIA:
- case UNT_WATER_INSIGNIA:
- case UNT_WIND_INSIGNIA:
- case UNT_EARTH_INSIGNIA:
- case UNT_ZEPHYR:
- sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
- if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) {
- int hp = tstatus->max_hp / 100; //+1% each 5s
- if ((sg->val3) % 5) { //each 5s
- if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) {
- status->heal(bl, hp, 0, 2);
- } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
- || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
- || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
- || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
- ) {
- status->heal(bl, -hp, 0, 0);
- }
- }
- sg->val3++; //timer
- if (sg->val3 > 5) sg->val3 = 0;
- }
- break;
-
- case UNT_VACUUM_EXTREME:
- if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) {
- return 0;
- } else {
- sg->limit -= 100 * tstatus->str/20;
- sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
-
- if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) {
- if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) {
- clif->slide(bl, sg->val1, sg->val2);
- clif->fixpos(bl);
- }
- }
- }
- break;
-
- case UNT_FIRE_MANTLE:
- if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 )
- skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
-
- case UNT_ZENKAI_WATER:
- case UNT_ZENKAI_LAND:
- case UNT_ZENKAI_FIRE:
- case UNT_ZENKAI_WIND:
- if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
- switch( sg->unit_id ){
- case UNT_ZENKAI_WATER:
- sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_ZENKAI_LAND:
- sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_ZENKAI_FIRE:
- sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_ZENKAI_WIND:
- sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- break;
- }
- }else
- sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv));
- break;
-
- case UNT_LAVA_SLIDE:
- skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- if(++sg->val1 > 4) //after 5 stop hit and destroy me
- sg->limit = DIFF_TICK32(tick, sg->tick);
- break;
-
- case UNT_POISON_MIST:
- skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0,
- skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
- break;
- }
-
- if (bl->type == BL_MOB && ss != bl)
- mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
-
- return skill_id;
-}
-/*==========================================
- * Triggered when a char steps out of a skill cell
- *------------------------------------------*/
-int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) {
- struct skill_unit_group *sg;
- struct status_change *sc;
- struct status_change_entry *sce;
- enum sc_type type;
-
- nullpo_ret(src);
- nullpo_ret(bl);
- nullpo_ret(sg=src->group);
- sc = status->get_sc(bl);
- type = status->skill2sc(sg->skill_id);
- sce = (sc && type != -1)?sc->data[type]:NULL;
-
- if( bl->prev == NULL
- || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP)
- ) //Need to delete the trap if the source died.
- return 0;
-
- switch(sg->unit_id){
- case UNT_SAFETYWALL:
- case UNT_PNEUMA:
- case UNT_NEUTRALBARRIER:
- case UNT_STEALTHFIELD:
- if (sce)
- status_change_end(bl, type, INVALID_TIMER);
- break;
-
- case UNT_BASILICA:
- if( sce && sce->val4 == src->bl.id )
- status_change_end(bl, type, INVALID_TIMER);
- break;
- case UNT_HERMODE:
- //Clear Hermode if the owner moved.
- if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
- status_change_end(bl, type, INVALID_TIMER);
- break;
-
- case UNT_THORNS_TRAP:
- case UNT_SPIDERWEB:
- {
- struct block_list *target = map->id2bl(sg->val2);
- if (target && target==bl) {
- if (sce && sce->val3 == sg->group_id)
- status_change_end(bl, type, INVALID_TIMER);
- sg->limit = DIFF_TICK32(tick,sg->tick)+1000;
- }
- }
- break;
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
- return -1;
- }
- return sg->skill_id;
-}
-
-/*==========================================
- * Triggered when a char steps out of a skill group (entirely) [Skotlex]
- *------------------------------------------*/
-int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 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, INVALID_TIMER);
- break;
-
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) {
- //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
- //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
- //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
- //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
- //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel
- //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it.
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- }
- case MH_STEINWAND:
- case MG_SAFETYWALL:
- case AL_PNEUMA:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- case CG_HERMODE:
- case HW_GRAVITATION:
- case NJ_SUITON:
- case SC_MAELSTROM:
- case EL_WATER_BARRIER:
- case EL_ZEPHYR:
- case EL_POWER_OF_GAIA:
- case SO_ELEMENTAL_SHIELD:
- case SC_BLOODYLUST:
- if (sce)
- status_change_end(bl, type, INVALID_TIMER);
- break;
- case SO_FIRE_INSIGNIA:
- case SO_WATER_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- if (sce && bl->type != BL_ELEM)
- status_change_end(bl, type, INVALID_TIMER);
- break;
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- if ((battle_config.song_timer_reset && sce) // athena style
- || (!battle_config.song_timer_reset && sce && sce->val4 != 1)
- ) {
- timer->delete(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 = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type);
- }
- break;
- case PF_FOGWALL:
- if (sce) {
- status_change_end(bl, type, INVALID_TIMER);
- if ((sce=sc->data[SC_BLIND])) {
- if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex]
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- else {
- timer->delete(sce->timer, status->change_timer);
- sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND);
- }
- }
- }
- break;
- case GD_LEADERSHIP:
- case GD_GLORYWOUNDS:
- case GD_SOULCOLD:
- case GD_HAWKEYES:
- if( !(sce && sce->val4) )
- status_change_end(bl, type, INVALID_TIMER);
- break;
- }
-
- return skill_id;
-}
-
-/*==========================================
- * Invoked when a unit cell has been placed/removed/deleted.
- * flag values:
- * flag&1: Invoke onplace function (otherwise invoke onout)
- * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
- *------------------------------------------*/
-int skill_unit_effect(struct block_list* bl, va_list ap) {
- struct skill_unit* su = va_arg(ap,struct skill_unit*);
- struct skill_unit_group* group = su->group;
- int64 tick = va_arg(ap,int64);
- unsigned int flag = va_arg(ap,unsigned int);
- uint16 skill_id;
- bool dissonance;
-
- if( (!su->alive && !(flag&4)) || bl->prev == NULL )
- return 0;
-
- nullpo_ret(group);
-
- dissonance = skill->dance_switch(su, 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(&su->bl,bl,group->target_flag)>0) ) {
- if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) )
- skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
- } else {
- if( flag&1 )
- skill->unit_onplace(su,bl,tick);
- else if (skill->unit_onout(su,bl,tick) == -1)
- return 0; // Don't let a Bard/Dancer update their own song timer
-
- if( flag&4 )
- skill->unit_onleft(skill_id, bl, tick);
- }
-
- if( dissonance ) skill->dance_switch(su, 1);
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) {
- struct skill_unit_group *sg;
-
- nullpo_ret(src);
- nullpo_ret(sg=src->group);
-
- switch( sg->unit_id ) {
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_CLAYMORETRAP:
- case UNT_FREEZINGTRAP:
- case UNT_TALKIEBOX:
- case UNT_ANKLESNARE:
- case UNT_ICEWALL:
- case UNT_WALLOFTHORN:
- src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
- break;
- case UNT_REVERBERATION:
- src->val1--;
- break;
- default:
- damage = 0;
- break;
- }
- return (int)cap_value(damage,INT_MIN,INT_MAX);
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
- int *c, skill_id;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *tsd;
- int *p_sd; //Contains the list of characters found.
-
- nullpo_ret(bl);
- nullpo_ret(tsd=(struct map_session_data*)bl);
- nullpo_ret(src=va_arg(ap,struct block_list *));
- nullpo_ret(sd=(struct map_session_data*)src);
-
- c=va_arg(ap,int *);
- p_sd = va_arg(ap, int *);
- skill_id = va_arg(ap,int);
-
- if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) )
- return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
-
- if (bl == src)
- return 0;
-
- if(pc_isdead(tsd))
- return 0;
-
- if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
- return 0;
-
- if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
- if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- } else {
-
- switch(skill_id) {
- case PR_BENEDICTIO: {
- uint8 dir = 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;
- }
- case AB_ADORAMUS:
- // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
- if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- case WL_COMET:
- // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
- if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- case LG_RAYOFGENESIS:
- if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
- tsd->sc.data[SC_BANDING] )
- p_sd[(*c)++] = tsd->bl.id;
- return 1;
- default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
- {
- uint16 skill_lv;
- if(pc_issit(tsd) || !unit->can_move(&tsd->bl))
- return 0;
- if (sd->status.sex != tsd->status.sex &&
- (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skill_lv = pc->checkskill(tsd, skill_id)) > 0 &&
- (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
- sd->status.party_id && tsd->status.party_id &&
- sd->status.party_id == tsd->status.party_id &&
- !tsd->sc.data[SC_DANCING])
- {
- p_sd[(*c)++]=tsd->bl.id;
- return skill_lv;
- } else {
- return 0;
- }
- }
- break;
- }
-
- }
- return 0;
-}
-
-/*==========================================
- * Checks and stores partners for ensemble skills [Skotlex]
- *------------------------------------------*/
-int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) {
- static int c=0;
- static int p_sd[2] = { 0, 0 };
- int i;
- bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL );
-
- if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
- return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
-
- if (cast_flag) {
- //Execute the skill on the partners.
- struct map_session_data* tsd;
- switch (skill_id) {
- case PR_BENEDICTIO:
- for (i = 0; i < c; i++) {
- if ((tsd = map->id2sd(p_sd[i])) != NULL)
- status->charge(&tsd->bl, 0, 10);
- }
- return c;
- case AB_ADORAMUS:
- if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) {
- i = 2 * (*skill_lv);
- status->charge(&tsd->bl, 0, i);
- }
- break;
- default: //Warning: Assuming Ensemble skills here (for speed)
- if( is_chorus )
- break;//Chorus skills are not to be parsed as ensambles
- if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) {
- sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
- sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000);
- clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- tsd->skill_id_dance = skill_id;
- tsd->skill_lv_dance = *skill_lv;
- }
- return c;
- }
- }
-
- //Else: new search for partners.
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- if( is_chorus )
- i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
- else
- i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
-
- if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
- *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
- return c;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) {
- int *c,src_id,mob_class,skill_id;
- struct mob_data *md;
-
- md=(struct mob_data*)bl;
- src_id=va_arg(ap,int);
- mob_class=va_arg(ap,int);
- skill_id=va_arg(ap,int);
- c=va_arg(ap,int *);
- if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) )
- return 0; //Non alchemist summoned mobs have nothing to do here.
- if(md->class_==mob_class)
- (*c)++;
-
- return 1;
-}
-
-/*==========================================
- * Determines if a given skill should be made to consume ammo
- * when used by the player. [Skotlex]
- *------------------------------------------*/
-int skill_isammotype (struct map_session_data *sd, int skill_id)
-{
- return (
- battle_config.arrow_decrement==2 &&
- (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
- skill_id != HT_PHANTASMIC &&
- skill->get_type(skill_id) == BF_WEAPON &&
- !(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&
- !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
- );
-}
-
-/**
- * Checks whether a skill can be used in combos or not
- **/
-bool skill_is_combo( int skill_id )
-{
- switch( skill_id )
- {
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- case MO_EXTREMITYFIST:
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- case TK_JUMPKICK:
- case HT_POWER:
- case GC_COUNTERSLASH:
- case GC_WEAPONCRUSH:
- case SR_FALLENEMPIRE:
- case SR_DRAGONCOMBO:
- case SR_TIGERCANNON:
- case SR_GATEOFHELL:
- return true;
- }
- return false;
-}
-
-int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
- struct status_data *st;
- struct status_change *sc;
- struct skill_condition require;
-
- nullpo_ret(sd);
-
- if (sd->chatID) return 0;
-
- if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) {
- //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
- sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
- return 1;
- }
-
- switch( sd->menuskill_id ) {
- case AM_PHARMACY:
- switch( skill_id ) {
- case AM_PHARMACY:
- case AC_MAKINGARROW:
- case BS_REPAIRWEAPON:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- return 0;
- }
- break;
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- case GN_CHANGEMATERIAL:
- if( sd->menuskill_id != skill_id )
- return 0;
- break;
- }
- st = &sd->battle_status;
- sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
-
- if( sd->skillitem == skill_id ) {
- if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
- sd->state.abra_flag = 0;
- else {
- int i;
- // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
- if( (i = sd->itemindex) == -1 ||
- sd->status.inventory[i].nameid != sd->itemid ||
- sd->inventory_data[i] == NULL ||
- !sd->inventory_data[i]->flag.delay_consume ||
- sd->status.inventory[i].amount < 1
- ) {
- //Something went wrong, item exploit?
- sd->itemid = sd->itemindex = -1;
- return 0;
- }
- //Consume
- sd->itemid = sd->itemindex = -1;
- if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
- ; //Do not consume item.
- else if( sd->status.inventory[i].expire_time == 0 )
- pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
- }
- return 1;
- }
-
- if( pc_is90overweight(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
- return 0;
- }
-
- if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
- return 0;
-
- switch( skill_id ) { // Turn off check.
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case TF_HIDING:
- case AS_CLOAKING:
- case CR_AUTOGUARD:
- case ML_AUTOGUARD:
- case CR_DEFENDER:
- case ML_DEFENDER:
- case ST_CHASEWALK:
- case PA_GOSPEL:
- case CR_SHRINK:
- case TK_RUN:
- case GS_GATLINGFEVER:
- case TK_READYCOUNTER:
- case TK_READYDOWN:
- case TK_READYSTORM:
- case TK_READYTURN:
- case SG_FUSION:
- case RA_WUGDASH:
- case KO_YAMIKUMO:
- if( sc && sc->data[status->skill2sc(skill_id)] )
- return 1;
- }
-
- // Check the skills that can be used while mounted on a warg
- if( pc_isridingwug(sd) ) {
- switch( skill_id ) {
- // Hunter skills
- 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:
- // Ranger skills
- case RA_DETONATOR:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case RA_WUGDASH:
- case RA_WUGRIDER:
- case RA_WUGSTRIKE:
- // Other
- case BS_GREED:
- case ALL_FULL_THROTTLE:
- break;
- default: // in official there is no message.
- return 0;
- }
-
- }
-
- // Check the skills that can be used whiled using mado
- if( pc_ismadogear(sd) ) {
- switch ( skill_id ) {
- case BS_GREED:
- case NC_BOOSTKNUCKLE:
- case NC_PILEBUNKER:
- case NC_VULCANARM:
- case NC_FLAMELAUNCHER:
- case NC_COLDSLOWER:
- case NC_ARMSCANNON:
- case NC_ACCELERATION:
- case NC_HOVERING:
- case NC_F_SIDESLIDE:
- case NC_B_SIDESLIDE:
- case NC_SELFDESTRUCTION:
- case NC_SHAPESHIFT:
- case NC_EMERGENCYCOOL:
- case NC_INFRAREDSCAN:
- case NC_ANALYZE:
- case NC_MAGNETICFIELD:
- case NC_NEUTRALBARRIER:
- case NC_STEALTHFIELD:
- case NC_REPAIR:
- case NC_AXEBOOMERANG:
- case NC_POWERSWING:
- case NC_AXETORNADO:
- case NC_SILVERSNIPER:
- case NC_MAGICDECOY:
- case NC_DISJOINT:
- case NC_MAGMA_ERUPTION:
- case ALL_FULL_THROTTLE:
- case NC_MAGMA_ERUPTION_DOTDAMAGE:
- break;
- default:
- return 0;
- }
- }
-
- if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
- return 0;
-
- require = skill->get_requirement(sd,skill_id,skill_lv);
-
- //Can only update state when weapon/arrow info is checked.
- sd->state.arrow_atk = require.ammo?1:0;
-
- // perform skill-specific checks (and actions)
- switch( skill_id ) {
- case SO_SPELLFIST:
- if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- case SA_CASTCANCEL:
- if(sd->ud.skilltimer == INVALID_TIMER) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case AL_WARP:
- if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
- char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP));
- clif->message(sd->fd, output); //"Duel: Can't use %s in duel."
- return 0;
- }
- break;
- case MO_CALLSPIRITS:
- if(sc && sc->data[SC_RAISINGDRAGON])
- skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
- if(sd->spiritball >= skill_lv) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case MO_FINGEROFFENSIVE:
- case GS_FLING:
- case SR_RAMPAGEBLASTER:
- case SR_RIDEINLIGHTNING:
- if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
- sd->spiritball_old = require.spiritball = sd->spiritball;
- else
- sd->spiritball_old = require.spiritball;
- break;
- case MO_CHAINCOMBO:
- if(!sc)
- return 0;
- if(sc->data[SC_BLADESTOP])
- break;
- if( sc && sc->data[SC_COMBOATTACK] ) {
- if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK )
- break;
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK);
- }
- return 0;
- case MO_COMBOFINISH:
- if(!sc)
- return 0;
- if( sc && sc->data[SC_COMBOATTACK] ) {
- if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO )
- break;
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO);
- }
- return 0;
- case CH_TIGERFIST:
- if(!sc)
- return 0;
- if( sc && sc->data[SC_COMBOATTACK] ) {
- if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH )
- break;
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH);
- }
- return 0;
- case CH_CHAINCRUSH:
- if(!sc)
- return 0;
- if( sc && sc->data[SC_COMBOATTACK] ) {
- if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST )
- break;
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST);
- }
- return 0;
- case MO_EXTREMITYFIST:
-#if 0 //To disable Asura during the 5 min skill block uncomment this block...
- if(sc && sc->data[SC_EXTREMITYFIST])
- return 0;
-#endif // 0
- if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]))
- break;
- if (sc && sc->data[SC_COMBOATTACK]) {
- switch(sc->data[SC_COMBOATTACK]->val1) {
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- break;
- default:
- return 0;
- }
- } else if (!unit->can_move(&sd->bl)) {
- //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
-
- case TK_MISSION:
- if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) {
- // Cannot be used by Non-Taekwon classes
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
-
- case TK_READYCOUNTER:
- case TK_READYDOWN:
- case TK_READYSTORM:
- case TK_READYTURN:
- case TK_JUMPKICK:
- if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) {
- // Soul Linkers cannot use this skill
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
-
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
- if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK)
- return 0; //Combo needs to be ready
-
- if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain
- //Do not repeat a kick.
- if (sc->data[SC_COMBOATTACK]->val3 != skill_id)
- break;
- status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER);
- return 0;
- }
- if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) {
- //Cancel combo wait.
- unit->cancel_combo(&sd->bl);
- return 0;
- }
- break; //Combo ready.
- case BD_ADAPTATION:
- {
- int time;
- if(!(sc && sc->data[SC_DANCING]))
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- time = 1000*(sc->data[SC_DANCING]->val3>>16);
- if (skill->get_time(
- (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
- (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
- - time < skill->get_time2(skill_id,skill_lv))
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- }
- break;
-
- case PR_BENEDICTIO:
- if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
-
- case SL_SMA:
- if(!(sc && sc->data[SC_SMA_READY]))
- return 0;
- break;
-
- case HT_POWER:
- if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id))
- return 0;
- break;
-
- case CG_HERMODE:
- if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv)))
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
- {
- int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1;
- int size = range*2+1;
- for (i=0;i<size*size;i++) {
- x = sd->bl.x+(i%size-range);
- y = sd->bl.y+(i/size-range);
- if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- }
- }
- break;
- case PR_REDEMPTIO:
- {
- int exp;
- if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
- ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
- return 0;
- }
- break;
- }
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv))
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if (sc && sc->data[SC_MIRACLE])
- break;
- if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m)
- break;
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- break;
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- if (sc && sc->data[SC_MIRACLE])
- break;
- if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m &&
- (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func()))
- break;
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- case SG_FUSION:
- if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR)
- break;
- //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
- //Only invoke on skill begin cast (instant cast skill). [Kevin]
- if( require.sp > 0 ) {
- if (st->sp < (unsigned int)require.sp)
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
- else
- status_zap(&sd->bl, 0, require.sp);
- }
- return 0;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- if (!map_flag_gvg2(sd->bl.m)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- case GD_EMERGENCYCALL:
- // other checks were already done in skillnotok()
- if (!sd->status.guild_id || !sd->state.gmaster_flag)
- return 0;
- break;
-
- case GS_GLITTERING:
- if(sd->spiritball >= 10) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
-
- case NJ_ISSEN:
-#ifdef RENEWAL
- if (st->hp < (st->hp/100)) {
-#else
- if (st->hp < 2) {
-#endif
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- case NJ_BUNSINJYUTSU:
- if (!(sc && sc->data[SC_NJ_NEN])) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
-
- case NJ_ZENYNAGE:
- case KO_MUCHANAGE:
- if(sd->status.zeny < require.zeny) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
- return 0;
- }
- break;
- case PF_HPCONVERSION:
- if (st->sp == st->max_sp)
- return 0; //Unusable when at full SP.
- break;
- case AM_CALLHOMUN: //Can't summon if a hom is already out
- if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80%
- if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
- {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- /**
- * Arch Bishop
- **/
- case AB_ANCILLA:
- {
- int count = 0, i;
- for( i = 0; i < MAX_INVENTORY; i ++ )
- if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
- count += sd->status.inventory[i].amount;
- if( count >= 3 ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
- return 0;
- }
- }
- break;
-
- case AB_ADORAMUS:
- /**
- * Warlock
- **/
- case WL_COMET:
- {
- int idx;
-
- if( !require.itemid[0] ) // issue: 7935
- break;
- if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0
- && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND
- || sd->status.inventory[idx].amount < require.amount[0])
- ) {
- //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- }
- case WL_SUMMONFB:
- case WL_SUMMONBL:
- case WL_SUMMONWB:
- case WL_SUMMONSTONE:
- case WL_TETRAVORTEX:
- case WL_RELEASE:
- {
- int j, i = 0;
- for(j = SC_SUMMON1; j <= SC_SUMMON5; j++)
- if( sc && sc->data[j] )
- i++;
-
- switch(skill_id){
- case WL_TETRAVORTEX:
- if( i < 4 ){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
- return 0;
- }
- break;
- case WL_RELEASE:
- for(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--)
- if( sc && sc->data[j] )
- i++;
- if( i == 0 ){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
- return 0;
- }
- break;
- default:
- if( i == 5 ){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
- return 0;
- }
- }
- }
- break;
- /**
- * Guilotine Cross
- **/
- case GC_HALLUCINATIONWALK:
- if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case GC_COUNTERSLASH:
- case GC_WEAPONCRUSH:
- if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
- return 0;
- }
- break;
- /**
- * Ranger
- **/
- case RA_WUGMASTERY:
- if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) {
- clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0);
- return 0;
- }
- break;
- case RA_WUGSTRIKE:
- if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
- return 0;
- }
- break;
- case RA_WUGRIDER:
- if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
- return 0;
- }
- break;
- case RA_WUGDASH:
- if(!pc_isridingwug(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
- return 0;
- }
- break;
- /**
- * Royal Guard
- **/
- case LG_BANDING:
- if( sc && sc->data[SC_INSPIRATION] ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case LG_PRESTIGE:
- if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case LG_RAYOFGENESIS:
- case LG_HESPERUSLIT:
- if( sc && sc->data[SC_INSPIRATION] )
- return 1; // Don't check for partner.
- if( !(sc && sc->data[SC_BANDING]) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
- return 0;
- }
- if( sc->data[SC_BANDING] &&
- sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) )
- return 0; // Just fails, no msg here.
- break;
- case SR_FALLENEMPIRE:
- if( sc && sc->data[SC_COMBOATTACK] ) {
- if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )
- break;
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO);
- }
- return 0;
- case SR_CRESCENTELBOW:
- if( sc && sc->data[SC_CRESCENTELBOW] ) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
- return 0;
- }
- break;
- case SR_CURSEDCIRCLE:
- if (map_flag_gvg2(sd->bl.m)) {
- if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
- MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
- char output[128];
- sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */
- clif->colormes(sd->fd, COLOR_RED, output);
- return 0;
- }
- }
- if( sd->spiritball > 0 )
- sd->spiritball_old = require.spiritball = sd->spiritball;
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case SR_GATEOFHELL:
- if( sd->spiritball > 0 )
- sd->spiritball_old = require.spiritball;
- break;
- case SC_MANHOLE:
- case SC_DIMENSIONDOOR:
- if( sc && sc->data[SC_MAGNETICFIELD] ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case WM_GREAT_ECHO: {
- int count;
- count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0);
- if( count < 1 ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
- return 0;
- } else
- require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
- }
- break;
- case NC_PILEBUNKER:
- if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case NC_HOVERING:
- if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) ||
- ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER ));
- else {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case SO_FIREWALK:
- case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
- if( sc && sc->data[SC_PROPERTYWALK] &&
- sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case SO_EL_CONTROL:
- if( !sd->status.ele_id || !sd->ed ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
- return 0;
- }
- break;
- case RETURN_TO_ELDICASTES:
- if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case CR_REFLECTSHIELD:
- if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case KO_KAHU_ENTEN:
- case KO_HYOUHU_HUBUKI:
- case KO_KAZEHU_SEIRAN:
- case KO_DOHU_KOUKAI:
- {
- int ttype = skill->get_ele(skill_id, skill_lv);
- if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
- return 0;
- }
- }
- break;
- case KO_KAIHOU:
- case KO_ZENKAI:
- {
- int i;
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
- if( i >= SPIRITS_TYPE_SPHERE ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
- return 0;
- }
- }
- break;
- }
-
- switch(require.state) {
- case ST_HIDING:
- if(!(sc && sc->option&OPTION_HIDE)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_CLOAKING:
- if(!pc_iscloaking(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_HIDDEN:
- if(!pc_ishiding(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_RIDING:
- if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_FALCON:
- if(!pc_isfalcon(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_CARTBOOST:
- if(!(sc && sc->data[SC_CARTBOOST])) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- case ST_CART:
- if(!pc_iscarton(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
- return 0;
- }
- break;
- case ST_SHIELD:
- if(sd->status.shield <= 0) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_SIGHT:
- if(!(sc && sc->data[SC_SIGHT])) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_EXPLOSIONSPIRITS:
- if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
- sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
-
- if (!unit->can_move(&sd->bl)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_WATER:
- if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON]))
- break;
- if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
- break;
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- case ST_RIDINGDRAGON:
- if( !pc_isridingdragon(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
- return 0;
- }
- break;
- case ST_WUG:
- if( !pc_iswug(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_RIDINGWUG:
- if( !pc_isridingwug(sd) ){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_MADO:
- if( !pc_ismadogear(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
- return 0;
- }
- break;
- case ST_ELEMENTALSPIRIT:
- if(!sd->ed) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
- return 0;
- }
- break;
- case ST_POISONINGWEAPON:
- if (!(sc && sc->data[SC_POISONINGWEAPON])) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
- return 0;
- }
- break;
- case ST_ROLLINGCUTTER:
- if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
- return 0;
- }
- break;
- case ST_MH_FIGHTING:
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- case ST_MH_GRAPPLING:
- if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- case ST_PECO:
- if (!pc_isridingpeco(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- }
-
- if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) {
- //mhp is the max-hp-requirement, that is,
- //you must have this % or less of HP to cast it.
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- return 0;
- }
-
- if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- return 0;
- }
-
- if( require.sp > 0 && st->sp < (unsigned int)require.sp) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
- return 0;
- }
-
- if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
- return 0;
- }
-
- if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
- return 0;
- }
-
-#if 0
- // There's no need to check if the skill is part of a combo if it's
- // already been checked before, see unit_skilluse_id2 [Panikon]
- // Note that if this check is read part of issue:8047 will reappear!
- if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) )
- return 0;
-#endif // 0
-
- return 1;
-}
-
-int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
- struct skill_condition require;
- struct status_data *st;
- int i;
- int index[MAX_SKILL_ITEM_REQUIRE];
-
- nullpo_ret(sd);
-
- if( sd->chatID )
- return 0;
-
- if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
- //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
- sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
- return 1;
- }
-
- switch( sd->menuskill_id ) { // Cast start or cast end??
- case AM_PHARMACY:
- switch( skill_id ) {
- case AM_PHARMACY:
- case AC_MAKINGARROW:
- case BS_REPAIRWEAPON:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- return 0;
- }
- break;
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- case GN_CHANGEMATERIAL:
- if( sd->menuskill_id != skill_id )
- return 0;
- break;
- }
- /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
-#if 0
- if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus)
- return 1;
-#endif
- if( sd->skillitem == skill_id )
- return 1;
- if( pc_is90overweight(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
- return 0;
- }
-
- // perform skill-specific checks (and actions)
- switch( skill_id ) {
- case PR_BENEDICTIO:
- skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
- break;
- case AM_CANNIBALIZE:
- case AM_SPHEREMINE: {
- int c=0;
- int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
- //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv);
- int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
- if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
- if( c >= maxcount
- || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)
- ) {
- //Fails when: exceed max limit. There are other plant types already out.
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- }
- break;
- }
- case NC_SILVERSNIPER:
- case NC_MAGICDECOY: {
- int c = 0, j;
- int maxcount = skill->get_maxcount(skill_id,skill_lv);
- int mob_class = 2042;
- if( skill_id == NC_MAGICDECOY )
- mob_class = 2043;
-
- if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
- if( skill_id == NC_MAGICDECOY ) {
- for( j = mob_class; j <= 2046; j++ )
- map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
- } else
- map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
- if( c >= maxcount ) {
- clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
- return 0;
- }
- }
- }
- break;
- case KO_ZANZOU: {
- int c = 0;
- i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
- if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) {
- clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
- return 0;
- }
- }
- break;
- }
-
- st = &sd->battle_status;
-
- require = skill->get_requirement(sd,skill_id,skill_lv);
-
- if( require.hp > 0 && st->hp <= (unsigned int)require.hp) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- return 0;
- }
-
- if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- return 0;
- }
-
- if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
- if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
- if( require.ammo&1<<8 )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0);
- else
- clif->arrow_fail(sd,0);
- return 0;
- } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
- char e_msg[100];
- sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
- skill->get_desc(skill_id),
- require.ammo_qty,
- itemdb_jname(sd->status.inventory[i].nameid));
- clif->colormes(sd->fd,COLOR_RED,e_msg);
- return 0;
- }
- if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
- //which is the closest we have to wrong ammo type. [Skotlex]
- clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
- //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
- return 0;
- }
- }
-
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
- if( !require.itemid[i] )
- continue;
- index[i] = pc->search_inventory(sd,require.itemid[i]);
- if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) {
- useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM;
- switch( skill_id ){
- case NC_SILVERSNIPER:
- case NC_MAGICDECOY:
- cause = USESKILL_FAIL_STUFF_INSUFFICIENT;
- break;
- default:
- switch(require.itemid[i]){
- case ITEMID_RED_GEMSTONE:
- cause = USESKILL_FAIL_REDJAMSTONE; break;
- case ITEMID_BLUE_GEMSTONE:
- cause = USESKILL_FAIL_BLUEJAMSTONE; break;
- case ITEMID_HOLY_WATER:
- cause = USESKILL_FAIL_HOLYWATER; break;
- case ITEMID_ANCILLA:
- cause = USESKILL_FAIL_ANCILLA; break;
- case ITEMID_ACCELERATOR:
- case ITEMID_HOVERING_BOOSTER:
- case ITEMID_SUICIDAL_DEVICE:
- case ITEMID_SHAPE_SHIFTER:
- case ITEMID_COOLING_DEVICE:
- case ITEMID_MAGNETIC_FIELD_GENERATOR:
- case ITEMID_BARRIER_BUILDER:
- case ITEMID_CAMOUFLAGE_GENERATOR:
- case ITEMID_REPAIR_KIT:
- case ITEMID_MONKEY_SPANNER:
- cause = USESKILL_FAIL_NEED_EQUIPMENT;
- default:
- clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16));
- return 0;
- }
- }
- clif->skill_fail(sd, skill_id, cause, 0);
- return 0;
- }
- }
-
- return 1;
-}
-
-// type&2: consume items (after skill was used)
-// type&1: consume the others (before skill was used)
-int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) {
- struct skill_condition req;
-
- nullpo_ret(sd);
-
- req = skill->get_requirement(sd,skill_id,skill_lv);
-
- if( type&1 ) {
-
- switch( skill_id ) {
- case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
- case MC_IDENTIFY:
- req.sp = 0;
- break;
- default:
- if( sd->state.autocast )
- req.sp = 0;
- break;
- }
-
- if(req.hp || req.sp)
- status_zap(&sd->bl, req.hp, req.sp);
-
- if(req.spiritball > 0)
- pc->delspiritball(sd,req.spiritball,0);
-
- if(req.zeny > 0)
- {
- if( skill_id == NJ_ZENYNAGE )
- req.zeny = 0; //Zeny is reduced on skill->attack.
- if( sd->status.zeny < req.zeny )
- req.zeny = sd->status.zeny;
- pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
- }
- }
-
- if( type&2 )
- {
- struct status_change *sc = &sd->sc;
- int n,i;
-
- if( !sc->count )
- sc = NULL;
-
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
- {
- if( !req.itemid[i] )
- continue;
-
- if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
- continue; //Gemstones are checked, but not subtracted from inventory.
-
- switch( skill_id ){
- case SA_SEISMICWEAPON:
- if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- case SA_FLAMELAUNCHER:
- case SA_VOLCANO:
- if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- case SA_FROSTWEAPON:
- case SA_DELUGE:
- if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- case SA_LIGHTNINGLOADER:
- case SA_VIOLENTGALE:
- if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
- continue;
- break;
- }
-
- if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND)
- pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
- }
- }
-
- return 1;
-}
-
-struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
- struct skill_condition req;
- struct status_data *st;
- struct status_change *sc;
- int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
- uint16 idx;
-
- memset(&req,0,sizeof(req));
-
- if( !sd )
- return req;
-#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
- if( sd->state.abra_flag )
-#else // not 0
- if( sd->skillitem == skill_id )
-#endif // 0
- return req; // Hocus-Pocus don't have requirements.
-
- sc = &sd->sc;
- if( !sc->count )
- sc = NULL;
-
- switch( skill_id ) { // Turn off check.
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case TF_HIDING:
- case AS_CLOAKING:
- case CR_AUTOGUARD:
- case ML_AUTOGUARD:
- case CR_DEFENDER:
- case ML_DEFENDER:
- case ST_CHASEWALK:
- case PA_GOSPEL:
- case CR_SHRINK:
- case TK_RUN:
- case GS_GATLINGFEVER:
- case TK_READYCOUNTER:
- case TK_READYDOWN:
- case TK_READYSTORM:
- case TK_READYTURN:
- case SG_FUSION:
- case KO_YAMIKUMO:
- if( sc && sc->data[status->skill2sc(skill_id)] )
- return req;
- }
-
- idx = skill->get_index(skill_id);
- if( idx == 0 ) // invalid skill id
- return req;
- if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
- return req;
-
- st = &sd->battle_status;
-
- req.hp = skill->db[idx].hp[skill_lv-1];
- hp_rate = skill->db[idx].hp_rate[skill_lv-1];
- if(hp_rate > 0)
- req.hp += (st->hp * hp_rate)/100;
- else
- req.hp += (st->max_hp * (-hp_rate))/100;
-
- req.sp = skill->db[idx].sp[skill_lv-1];
- if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
- req.sp /= 2;
- sp_rate = skill->db[idx].sp_rate[skill_lv-1];
- if(sp_rate > 0)
- req.sp += (st->sp * sp_rate)/100;
- else
- req.sp += (st->max_sp * (-sp_rate))/100;
- if( sd->dsprate != 100 )
- req.sp = req.sp * sd->dsprate / 100;
-
- ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
- if( i < ARRAYLENGTH(sd->skillusesprate) )
- sp_skill_rate_bonus += sd->skillusesprate[i].val;
- ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
- if( i < ARRAYLENGTH(sd->skillusesp) )
- req.sp -= sd->skillusesp[i].val;
-
- req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
-
- if( sc ) {
- if( sc->data[SC__LAZINESS] )
- req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
- if( sc->data[SC_UNLIMITED_HUMMING_VOICE] )
- req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100;
- if( sc->data[SC_RECOGNIZEDSPELL] )
- req.sp += req.sp / 4;
- if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST)
- req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
- }
-
- req.zeny = skill->db[idx].zeny[skill_lv-1];
-
- if( sc && sc->data[SC__UNLUCKY] )
- req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
-
- req.spiritball = skill->db[idx].spiritball[skill_lv-1];
-
- req.state = skill->db[idx].state;
-
- req.mhp = skill->db[idx].mhp[skill_lv-1];
-
- req.weapon = skill->db[idx].weapon;
-
- req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1];
- if (req.ammo_qty)
- req.ammo = skill->db[idx].ammo;
-
- if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) {
- //Assume this skill is using the weapon, therefore it requires arrows.
- req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
- req.ammo_qty = 1;
- }
-
- for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
- if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
- continue;
-
- switch( skill_id ) {
- case AM_CALLHOMUN:
- if (sd->status.hom_id) //Don't delete items when hom is already out.
- continue;
- break;
- case NC_SHAPESHIFT:
- if( i < 4 )
- continue;
- break;
- case WZ_FIREPILLAR: // celest
- if (skill_lv <= 5) // no gems required at level 1-5
- continue;
- break;
- case AB_ADORAMUS:
- if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
- continue;
- break;
- case WL_COMET:
- if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
- continue;
- break;
- case GN_FIRE_EXPANSION:
- if( i < 5 )
- continue;
- break;
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA:
- case SO_WATER_INSIGNIA:
- case SO_FIRE_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- if( i < 3 )
- continue;
- break;
- }
-
- req.itemid[i] = skill->db[idx].itemid[i];
- req.amount[i] = skill->db[idx].amount[i];
-
- if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) {
- if (sd->special_state.no_gemstone) {
- // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica]
- if( skill_id != SA_ABRACADABRA )
- req.itemid[i] = req.amount[i] = 0;
- else if( --req.amount[i] < 1 )
- req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
- }
- if(sc && sc->data[SC_INTOABYSS])
- {
- if( skill_id != SA_ABRACADABRA )
- req.itemid[i] = req.amount[i] = 0;
- else if( --req.amount[i] < 1 )
- req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
- }
- }
- if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){
- int16 item_index;
- if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND
- || sd->status.inventory[item_index].amount < req.amount[i]
- ) {
- req.itemid[i] = ITEMID_TRAP_ALLOY;
- req.amount[i] = 1;
- }
- break;
- }
- }
-
- /* requirements are level-dependent */
- switch( skill_id ) {
- case NC_SHAPESHIFT:
- case GN_FIRE_EXPANSION:
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA:
- case SO_WATER_INSIGNIA:
- case SO_FIRE_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1];
- req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1];
- break;
- }
- if (skill_id == NC_REPAIR) {
- switch(skill_lv) {
- case 1:
- case 2:
- req.itemid[1] = ITEMID_REPAIR_A;
- break;
- case 3:
- case 4:
- req.itemid[1] = ITEMID_REPAIR_B;
- break;
- case 5:
- req.itemid[1] = ITEMID_REPAIR_C;
- break;
- }
- req.amount[1] = 1;
- }
-
- // Check for cost reductions due to skills & SCs
- switch(skill_id) {
- case MC_MAMMONITE:
- if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0)
- req.zeny -= req.zeny*10/100;
- break;
- case AL_HOLYLIGHT:
- if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
- req.sp *= 5;
- break;
- case SL_SMA:
- case SL_STUN:
- case SL_STIN:
- {
- int kaina_lv = pc->checkskill(sd,SL_KAINA);
-
- if(kaina_lv==0 || sd->status.base_level<70)
- break;
- if(sd->status.base_level>=90)
- req.sp -= req.sp*7*kaina_lv/100;
- else if(sd->status.base_level>=80)
- req.sp -= req.sp*5*kaina_lv/100;
- else if(sd->status.base_level>=70)
- req.sp -= req.sp*3*kaina_lv/100;
- }
- break;
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK)
- req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
- break;
- case MO_BODYRELOCATION:
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
- req.spiritball = 0;
- break;
- case MO_EXTREMITYFIST:
- if( sc )
- {
- if( sc->data[SC_BLADESTOP] )
- req.spiritball--;
- else if( sc->data[SC_COMBOATTACK] )
- {
- switch( sc->data[SC_COMBOATTACK]->val1 )
- {
- case MO_COMBOFINISH:
- req.spiritball = 4;
- break;
- case CH_TIGERFIST:
- req.spiritball = 3;
- break;
- case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
- req.spiritball = sd->spiritball?sd->spiritball:1;
- break;
- }
- }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
- req.spiritball = sd->spiritball; // must consume all regardless of the amount required
- }
- break;
- case SR_RAMPAGEBLASTER:
- req.spiritball = sd->spiritball?sd->spiritball:15;
- break;
- case SR_GATEOFHELL:
- if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
- req.sp -= req.sp * 10 / 100;
- break;
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA:
- {
- int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY);
- if (spirit_sympathy)
- req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
- }
- break;
- case SO_PSYCHIC_WAVE:
- if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ))
- req.sp += req.sp * 150 / 100;
- break;
- }
-
- return req;
-}
-
-/*==========================================
- * Does cast-time reductions based on dex, item bonuses and config setting
- *------------------------------------------*/
-int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
- int time = skill->get_cast(skill_id, skill_lv);
-
- nullpo_ret(bl);
-#ifndef RENEWAL_CAST
- {
- struct map_session_data *sd;
-
- sd = BL_CAST(BL_PC, bl);
-
- // calculate base cast time (reduced by dex)
- if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) {
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if( scale > 0 ) // not instant cast
- time = time * scale / battle_config.castrate_dex_scale;
- else
- return 0; // instant cast
- }
-
- // calculate cast time reduced by item/card bonuses
- if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd )
- {
- int i;
- if( sd->castrate != 100 )
- time = time * sd->castrate / 100;
- for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
- {
- if( sd->skillcast[i].id == skill_id )
- {
- time+= time * sd->skillcast[i].val / 100;
- break;
- }
- }
- }
-
- }
-#endif
- // config cast time multiplier
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
- // return final cast time
- time = max(time, 0);
-
- //ShowInfo("Castime castfix = %d\n",time);
- return time;
-}
-
-/*==========================================
- * Does cast-time reductions based on sc data.
- *------------------------------------------*/
-int skill_castfix_sc (struct block_list *bl, int time) {
- struct status_change *sc = status->get_sc(bl);
-
- if( time < 0 )
- return 0;
-
- if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
- return time;
-
- if (sc && sc->count) {
- if (sc->data[SC_SLOWCAST])
- time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- if (sc->data[SC_NEEDLE_OF_PARALYZE])
- time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
- if (sc->data[SC_SUFFRAGIUM]) {
- time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
- status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
- }
- if (sc->data[SC_MEMORIZE]) {
- time>>=1;
- if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
- status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
- }
- if (sc->data[SC_POEMBRAGI])
- time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
- if (sc->data[SC_IZAYOI])
- time -= time * 50 / 100;
- }
- time = max(time, 0);
-
- //ShowInfo("Castime castfix_sc = %d\n",time);
- return time;
-}
-int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) {
-#ifdef RENEWAL_CAST
- struct status_change *sc = status->get_sc(bl);
- struct map_session_data *sd = BL_CAST(BL_PC,bl);
- int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
-
- if( time < 0 )
- return 0;
-
- if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
- return (int)time;
-
- if( fixed == 0 ){
- fixed = (int)time * 20 / 100; // fixed time
- time = time * 80 / 100; // variable time
- }else if( fixed < 0 ) // no fixed cast time
- fixed = 0;
-
- if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
- if( sd->bonus.varcastrate < 0 )
- VARCAST_REDUCTION(sd->bonus.varcastrate);
- if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
- time += sd->bonus.add_varcast;
- if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
- fixed += sd->bonus.add_fixcast;
- for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
- if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
- fixed += sd->skillfixcast[i].val;
- break;
- }
- for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
- if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
- time += sd->skillvarcast[i].val;
- break;
- }
- for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
- if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
- if( (i=sd->skillcast[i].val) < 0)
- VARCAST_REDUCTION(i);
- break;
- }
- for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
- if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
- fixcast_r = sd->skillfixcastrate[i].val;
- break;
- }
- }
-
- if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) {
- // All variable cast additive bonuses must come first
- if (sc->data[SC_SLOWCAST])
- VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
- if (sc->data[SC_FROSTMISTY])
- VARCAST_REDUCTION(-15);
-
- // Variable cast reduction bonuses
- if (sc->data[SC_SUFFRAGIUM]) {
- VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
- status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
- }
- if (sc->data[SC_MEMORIZE]) {
- VARCAST_REDUCTION(50);
- if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
- status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
- }
- if (sc->data[SC_POEMBRAGI])
- VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
- if (sc->data[SC_IZAYOI])
- VARCAST_REDUCTION(50);
- if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER))
- VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
- if (sc->data[SC_TELEKINESIS_INTENSE])
- VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
- if (sc->data[SC_SOULLINK]){
- if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)
- switch(skill_id){
- case WZ_FIREPILLAR:
- if(skill_lv < 5)
- break;
- case HW_GRAVITATION:
- case MG_SAFETYWALL:
- case MG_STONECURSE:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- VARCAST_REDUCTION(50);
- }
- }
- // Fixed cast reduction bonuses
- if( sc->data[SC__LAZINESS] )
- fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
- if( sc->data[SC_DANCE_WITH_WUG])
- fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4);
- if( sc->data[SC_SECRAMENT] )
- fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
- if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
- fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
- // Fixed cast non percentage bonuses
- if( sc->data[SC_MANDRAGORA] )
- fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
- if( sc->data[SC_IZAYOI] )
- fixed = 0;
- if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
- fixed -= 1000;
- }
-
- if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){
- VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
- fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
- for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
- if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
- if( (i=sd->skillcast[i].val) > 0)
- VARCAST_REDUCTION(i);
- break;
- }
- }
-
- if( varcast_r < 0 ) // now compute overall factors
- time = time * (1 - (float)varcast_r / 100);
- if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
- time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
- // underflow checking/capping
- time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
-#endif
- return (int)time;
-}
-
-/*==========================================
- * Does delay reductions based on dex/agi, sc data, item bonuses, ...
- *------------------------------------------*/
-int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
- int delaynodex = skill->get_delaynodex(skill_id, skill_lv);
- int time = skill->get_delay(skill_id, skill_lv);
- struct map_session_data *sd;
- struct status_change *sc = status->get_sc(bl);
-
- nullpo_ret(bl);
- sd = BL_CAST(BL_PC, bl);
-
- if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
- return 0; //Will use picked skill's delay.
-
- if (bl->type&battle_config.no_skill_delay)
- return battle_config.min_skill_delay_limit;
-
- if (time < 0)
- time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
-
- // Delay reductions
- switch (skill_id) {
- //Monk combo skills have their delay reduced by agi/dex.
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
- break;
- case HP_BASILICA:
- if( sc && !sc->data[SC_BASILICA] )
- time = 0; // There is no Delay on Basilica creation, only on cancel
- break;
- default:
- if (battle_config.delay_dependon_dex && !(delaynodex&1)) {
- // if skill delay is allowed to be reduced by dex
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- if (battle_config.delay_dependon_agi && !(delaynodex&1)) {
- // if skill delay is allowed to be reduced by agi
- int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- }
-
- if ( sc && sc->data[SC_SOULLINK] ) {
- switch (skill_id) {
- case CR_SHIELDBOOMERANG:
- if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
- time /= 2;
- break;
- case AS_SONICBLOW:
- if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
- time /= 2;
- break;
- }
- }
-
- if (!(delaynodex&2))
- {
- if (sc && sc->count) {
- if (sc->data[SC_POEMBRAGI])
- time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND))
- time /= 2; // After Delay of Wind element spells reduced by 50%.
- }
-
- }
-
- if( !(delaynodex&4) && sd && sd->delayrate != 100 )
- time = time * sd->delayrate / 100;
-
- if (battle_config.delay_rate != 100)
- time = time * battle_config.delay_rate / 100;
-
- //min delay
- time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
- time = max(time, battle_config.min_skill_delay_limit);
-
-// ShowInfo("Delay delayfix = %d\n",time);
- return time;
-}
-
-/*=========================================
- *
- *-----------------------------------------*/
-struct square {
- int val1[5];
- int val2[5];
-};
-
-void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) {
- nullpo_retv(tc);
-
- if(dir == 0){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y-1;
- } else if(dir==2){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x+1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- } else if(dir==4){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y+1;
- } else if(dir==6){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x-1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- } else if(dir==1){
- tc->val1[0]=x-1;
- tc->val1[1]=x;
- tc->val1[2]=x+1;
- tc->val1[3]=x+2;
- tc->val1[4]=x+3;
- tc->val2[0]=y-4;
- tc->val2[1]=y-3;
- tc->val2[2]=y-1;
- tc->val2[3]=y;
- tc->val2[4]=y+1;
- } else if(dir==3){
- tc->val1[0]=x+3;
- tc->val1[1]=x+2;
- tc->val1[2]=x+1;
- tc->val1[3]=x;
- tc->val1[4]=x-1;
- tc->val2[0]=y-1;
- tc->val2[1]=y;
- tc->val2[2]=y+1;
- tc->val2[3]=y+2;
- tc->val2[4]=y+3;
- } else if(dir==5){
- tc->val1[0]=x+1;
- tc->val1[1]=x;
- tc->val1[2]=x-1;
- tc->val1[3]=x-2;
- tc->val1[4]=x-3;
- tc->val2[0]=y+3;
- tc->val2[1]=y+2;
- tc->val2[2]=y+1;
- tc->val2[3]=y;
- tc->val2[4]=y-1;
- } else if(dir==7){
- tc->val1[0]=x-3;
- tc->val1[1]=x-2;
- tc->val1[2]=x-1;
- tc->val1[3]=x;
- tc->val1[4]=x+1;
- tc->val2[1]=y;
- tc->val2[0]=y+1;
- tc->val2[2]=y-1;
- tc->val2[3]=y-2;
- tc->val2[4]=y-3;
- }
-
-}
-
-void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) {
- int c;
- nullpo_retv(tc);
-
- for( c = 0; c < 5; c++ ) {
- switch( dir ) {
- case 0: tc->val2[c]+=are; break;
- case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
- case 2: tc->val1[c]-=are; break;
- case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
- case 4: tc->val2[c]-=are; break;
- case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
- case 6: tc->val1[c]+=are; break;
- case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
- }
- }
-}
-
-void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
- int c,n=4;
- uint8 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(skill_lv > 9){
- for(c=1;c<4;c++){
- map->foreachincell(skill->area_sub,
- bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
- skill->castend_damage_id);
- }
- }
- if(skill_lv > 6){
- skill->brandishspear_dir(&tc,dir,-1);
- n--;
- } else {
- skill->brandishspear_dir(&tc,dir,-2);
- n-=2;
- }
-
- if(skill_lv > 3){
- for(c=0;c<5;c++){
- map->foreachincell(skill->area_sub,
- bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
- skill->castend_damage_id);
- if(skill_lv > 6 && n==3 && c==4) {
- skill->brandishspear_dir(&tc,dir,-1);
- n--;c=-1;
- }
- }
- }
- for(c=0;c<10;c++){
- if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1);
- map->foreachincell(skill->area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill->castend_damage_id);
- }
-}
-
-/*==========================================
- * Weapon Repair [Celest/DracoRPG]
- *------------------------------------------*/
-void skill_repairweapon (struct map_session_data *sd, int idx) {
- int material;
- int materials[4] = {
- ITEMID_IRON_ORE,
- ITEMID_IRON,
- ITEMID_STEEL,
- ITEMID_ORIDECON_STONE,
- };
- struct item *item;
- struct map_session_data *target_sd;
-
- nullpo_retv(sd);
-
- if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed....
- return;
-
- if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
- return;
- if( idx < 0 || idx >= MAX_INVENTORY )
- return; //Invalid index??
-
- item = &target_sd->status.inventory[idx];
- if( item->nameid <= 0 || item->attribute == 0 )
- return; //Again invalid item....
-
- if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
- clif->item_repaireffect(sd,idx,1);
- return;
- }
-
- if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
- material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
- else
- material = materials[2]; // Armors consume 1 Steel
- if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) {
- clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
- return;
- }
-
- clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
-
- item->attribute = 0;/* clear broken state */
-
- clif->equiplist(target_sd);
-
- pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
-
- clif->item_repaireffect(sd,idx,0);
-
- if( sd != target_sd )
- clif->item_repaireffect(target_sd,idx,0);
-}
-
-/*==========================================
- * Item Appraisal
- *------------------------------------------*/
-void skill_identify (struct map_session_data *sd, int idx)
-{
- int flag=1;
-
- nullpo_retv(sd);
- sd->state.workinprogress = 0;
- if(idx >= 0 && idx < MAX_INVENTORY) {
- if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
- flag=0;
- sd->status.inventory[idx].identify=1;
- }
- }
- clif->item_identified(sd,idx,flag);
-}
-
-/*==========================================
- * Weapon Refine [Celest]
- *------------------------------------------*/
-void skill_weaponrefine (struct map_session_data *sd, int idx)
-{
- nullpo_retv(sd);
-
- if (idx >= 0 && idx < MAX_INVENTORY)
- {
- int i = 0, ep = 0, per;
- int material[5] = {
- 0,
- ITEMID_PHRACON,
- ITEMID_EMVERETARCON,
- ITEMID_ORIDECON,
- ITEMID_ORIDECON,
- };
- struct item *item;
- struct item_data *ditem = sd->inventory_data[idx];
- item = &sd->status.inventory[idx];
-
- if(item->nameid > 0 && ditem->type == IT_WEAPON)
- {
- if( ditem->flag.no_refine ) {
- // if the item isn't refinable
- clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
- return;
- }
- if( item->refine >= sd->menuskill_val || item->refine >= 10 ){
- clif->upgrademessage(sd->fd, 2, item->nameid);
- return;
- }
- if ((i = pc->search_inventory(sd, material[ditem->wlv])) == INDEX_NOT_FOUND) {
- clif->upgrademessage(sd->fd, 3, material[ditem->wlv]);
- return;
- }
-
- per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
-
- // Aegis leaked formula. [malufett]
- if( sd->status.class_ == JOB_MECHANIC_T )
- per += 100;
- else
- per += 5 * ((signed int)sd->status.job_level - 50);
-
- pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- if (per > rnd() % 1000) {
- logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem);
- item->refine++;
- logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem);
- if(item->equip) {
- ep = item->equip;
- pc->unequipitem(sd,idx,3);
- }
- clif->delitem(sd,idx,1,0);
- clif->upgrademessage(sd->fd, 0,item->nameid);
- clif->inventorylist(sd);
- clif->refine(sd->fd,0,idx,item->refine);
- if (ep)
- pc->equipitem(sd,idx,ep);
- clif->misceffect(&sd->bl,3);
- if(item->refine == 10 &&
- item->card[0] == CARD0_FORGE &&
- (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
- { // Fame point system [DracoRPG]
- switch(ditem->wlv){
- case 1:
- pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
- }
- }
- } else {
- item->refine = 0;
- if(item->equip)
- pc->unequipitem(sd,idx,3);
- clif->refine(sd->fd,1,idx,item->refine);
- pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER);
- clif->misceffect(&sd->bl,2);
- clif->emotion(&sd->bl, E_OMG);
- }
- }
- }
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_autospell (struct map_session_data *sd, uint16 skill_id)
-{
- uint16 skill_lv;
- int maxlv=1,lv;
-
- nullpo_ret(sd);
-
- skill_lv = sd->menuskill_val;
- lv=pc->checkskill(sd,skill_id);
-
- if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
-
- if(skill_id==MG_NAPALMBEAT) maxlv=3;
- else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
- if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE)
- maxlv =10; //Soul Linker bonus. [Skotlex]
- else if(skill_lv==2) maxlv=1;
- else if(skill_lv==3) maxlv=2;
- else if(skill_lv>=4) maxlv=3;
- }
- else if(skill_id==MG_SOULSTRIKE){
- if(skill_lv==5) maxlv=1;
- else if(skill_lv==6) maxlv=2;
- else if(skill_lv>=7) maxlv=3;
- }
- else if(skill_id==MG_FIREBALL){
- if(skill_lv==8) maxlv=1;
- else if(skill_lv>=9) maxlv=2;
- }
- else if(skill_id==MG_FROSTDIVER) maxlv=1;
- else return 0;
-
- if(maxlv > lv)
- maxlv = lv;
-
- sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
- skill->get_time(SA_AUTOSPELL,skill_lv));
- return 0;
-}
-
-/*==========================================
- * Sitting skills functions.
- *------------------------------------------*/
-int skill_sit_count (struct block_list *bl, va_list ap) {
- struct map_session_data *sd;
- int type =va_arg(ap,int);
- sd=(struct map_session_data*)bl;
-
- if(!pc_issit(sd))
- return 0;
-
- if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
- return 1;
-
- if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0))
- return 1;
-
- return 0;
-}
-
-int skill_sit_in (struct block_list *bl, va_list ap) {
- struct map_session_data *sd;
- int type =va_arg(ap,int);
-
- sd=(struct map_session_data*)bl;
-
- if(!pc_issit(sd))
- return 0;
-
- if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
- sd->state.gangsterparadise=1;
-
- if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
- sd->state.rest=1;
- status->calc_regen(bl, &sd->battle_status, &sd->regen);
- status->calc_regen_rate(bl, &sd->regen, &sd->sc);
- }
-
- return 0;
-}
-
-int skill_sit_out (struct block_list *bl, va_list ap) {
- struct map_session_data *sd;
- int type =va_arg(ap,int);
- sd=(struct map_session_data*)bl;
- if(sd->state.gangsterparadise && type&1)
- sd->state.gangsterparadise=0;
- if(sd->state.rest && type&2) {
- sd->state.rest=0;
- 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_ret(sd);
-
-
- if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) {
- flag|=1;
- range = skill->get_splash(RG_GANGSTER, lv);
- }
- if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) {
- flag|=2;
- range = skill->get_splash(TK_HPTIME, lv);
- }
- else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) {
- flag|=2;
- range = skill->get_splash(TK_SPTIME, lv);
- }
-
- if( type ) {
- clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0);
- } else {
- clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
- }
-
- if (!flag) return 0;
-
- if(type) {
- if (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;
- uint16 skill_id,skill_lv;
- int64 tick;
-
- nullpo_ret(bl);
- nullpo_ret(src=va_arg(ap,struct block_list*));
-
- skill_id=va_arg(ap,int);
- skill_lv=va_arg(ap,int);
- if(!skill_lv) return 0;
- tick=va_arg(ap,int64);
-
- 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 && (pc_isinvisible(sd) || pc_ismadogear(sd)))
- return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
- }
- //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
- if(battle->check_target(src,bl,BCT_ENEMY) > 0)
- skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
- else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
- skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) {
- int range = skill->get_unit_range(skill_id,skill_lv);
- int x,y;
-
- for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
- for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
- map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag);
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_attack_area(struct block_list *bl, va_list ap) {
- struct block_list *src,*dsrc;
- int atk_type,skill_id,skill_lv,flag,type;
- int64 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*);
- skill_id = va_arg(ap,int);
- skill_lv = va_arg(ap,int);
- tick = va_arg(ap,int64);
- flag = va_arg(ap,int);
- type = va_arg(ap,int);
-
-
- if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
- return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
-
- if( battle->check_target(dsrc,bl,type) <= 0
- || !status->check_skilluse(NULL, bl, skill_id, 2))
- return 0;
-
-
- switch (skill_id) {
- case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
- default:
- //Area-splash, disable skill animation.
- return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- }
-}
-/*==========================================
- *
- *------------------------------------------*/
-int skill_clear_group (struct block_list *bl, int flag)
-{
- struct unit_data *ud = unit->bl2ud(bl);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0;
-
- nullpo_ret(bl);
- if (!ud) return 0;
-
- //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
- switch (ud->skillunit[i]->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- case NJ_KAENSIN:
- if (flag&1)
- group[count++]= ud->skillunit[i];
- break;
- case SO_CLOUD_KILL:
- if( flag&4 )
- group[count++]= ud->skillunit[i];
- break;
- case SO_WARMER:
- if( flag&8 )
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
-
- }
- for (i=0;i<count;i++)
- skill->del_unitgroup(group[i],ALC_MARK);
- return count;
-}
-
-/*==========================================
- * Returns the first element field found [Skotlex]
- *------------------------------------------*/
-struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
- struct unit_data *ud = unit->bl2ud(bl);
- int i;
- nullpo_ret(bl);
- if (!ud) return NULL;
-
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
- switch (ud->skillunit[i]->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- case SO_CLOUD_KILL:
- case SO_WARMER:
- return ud->skillunit[i];
- }
- }
- return NULL;
-}
-
-// for graffiti cleaner [Valaris]
-int skill_graffitiremover (struct block_list *bl, va_list ap) {
- struct skill_unit *su=NULL;
-
- nullpo_ret(bl);
- nullpo_ret(ap);
-
- if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL)
- return 0;
-
- if((su->group) && (su->group->unit_id == UNT_GRAFFITI))
- skill->delunit(su);
-
- return 0;
-}
-
-int skill_greed (struct block_list *bl, va_list ap) {
- struct block_list *src;
- struct map_session_data *sd=NULL;
- struct flooritem_data *fitem=NULL;
-
- nullpo_ret(bl);
- nullpo_ret(src = va_arg(ap, struct block_list *));
-
- if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
- pc->takeitem(sd, fitem);
-
- return 0;
-}
-//For Ranger's Detonator [Jobbie/3CeAM]
-int skill_detonator(struct block_list *bl, va_list ap) {
- struct skill_unit *su=NULL;
- struct block_list *src;
- int unit_id;
-
- nullpo_ret(bl);
- nullpo_ret(ap);
- src = va_arg(ap,struct block_list *);
-
- if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group )
- return 0;
- if( su->group->src_id != src->id )
- return 0;
-
- unit_id = su->group->unit_id;
- switch( unit_id ) {
- //List of Hunter and Ranger Traps that can be detonate.
- case UNT_BLASTMINE:
- case UNT_SANDMAN:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- case UNT_CLUSTERBOMB:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- switch(unit_id) {
- case UNT_TALKIEBOX:
- clif->talkiebox(bl,su->group->valstr);
- su->group->val2 = -1;
- break;
- case UNT_CLAYMORETRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick);
- break;
- default:
- map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick);
- }
- clif->changetraplook(bl, UNT_USED_TRAPS);
- su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) +
- (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
- su->group->unit_id = UNT_USED_TRAPS;
- break;
- }
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_cell_overlap(struct block_list *bl, va_list ap) {
- uint16 skill_id;
- int *alive;
- struct skill_unit *su;
-
- skill_id = va_arg(ap,int);
- alive = va_arg(ap,int *);
- su = (struct skill_unit *)bl;
-
- if( su == NULL || su->group == NULL || (*alive) == 0 )
- return 0;
-
- if( su->group->state.guildaura ) /* guild auras are not canceled! */
- return 0;
-
- switch (skill_id) {
- case SA_LANDPROTECTOR:
- if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
- (*alive) = 0;
- skill->delunit(su);
- return 1;
- }
- if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps
- skill->delunit(su);
- return 1;
- }
- break;
- case HW_GANBANTEIN:
- case LG_EARTHDRIVE:
- case GN_CRAZYWEED_ATK:
- if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance.
- skill->delunit(su);
- 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 (su->range <= 0) {
- (*alive) = 0;
- return 1;
- }
-/*
- switch (su->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(su->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 WZ_ICEWALL:
- case HP_BASILICA:
- if (su->group->skill_id == skill_id) {
- //These can't be placed on top of themselves (duration can't be refreshed)
- (*alive) = 0;
- return 1;
- }
- break;
- }
-
- if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) {
- //It deletes everything except songs/dances/traps
- (*alive) = 0;
- return 1;
- }
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
-{
- struct mob_data* md;
- struct unit_data*ud = unit->bl2ud(bl);
- struct block_list *from_bl;
- struct block_list *to_bl;
- md = (struct mob_data*)bl;
- from_bl = va_arg(ap,struct block_list *);
- to_bl = va_arg(ap,struct block_list *);
-
- if(ud && ud->target == from_bl->id)
- ud->target = to_bl->id;
-
- if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
- md->target_id = to_bl->id;
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_trap_splash(struct block_list *bl, va_list ap) {
- struct block_list *src;
- int64 tick;
- struct skill_unit *src_su;
- struct skill_unit_group *sg;
- struct block_list *ss;
- src = va_arg(ap,struct block_list *);
- src_su = (struct skill_unit *)src;
- tick = va_arg(ap,int64);
-
- if( !src_su->alive || bl->prev == NULL )
- return 0;
-
- nullpo_ret(sg = src_su->group);
- nullpo_ret(ss = map->id2bl(sg->src_id));
-
- if(battle->check_target(src,bl,sg->target_flag) <= 0)
- return 0;
-
- switch(sg->unit_id){
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
- break;
- case UNT_GROUNDDRIFT_WIND:
- if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(src,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(src,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(src,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(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
- break;
- case UNT_GROUNDDRIFT_FIRE:
- if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
- break;
- case UNT_ELECTRICSHOCKER:
- clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
- break;
- case UNT_MAGENTATRAP:
- case UNT_COBALTTRAP:
- case UNT_MAIZETRAP:
- case UNT_VERDURETRAP:
- if( bl->type != BL_PC && !is_boss(bl) )
- sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv));
- break;
- case UNT_REVERBERATION:
- if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
- skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0);
- skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL);
- }
- break;
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- if( src->id == bl->id ) break;
- if( bl->type == BL_SKILL ){
- struct skill_unit *su = (struct skill_unit *)bl;
- if( su->group->unit_id == UNT_USED_TRAPS )
- break;
- }
- case UNT_CLUSTERBOMB:
- if( ss != bl )
- skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
- break;
- case UNT_CLAYMORETRAP:
- if( src->id == bl->id ) break;
- if( bl->type == BL_SKILL ){
- struct skill_unit *su = (struct skill_unit *)bl;
- switch( su->group->unit_id ){
- case UNT_CLAYMORETRAP:
- case UNT_LANDMINE:
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- clif->changetraplook(bl, UNT_USED_TRAPS);
- su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500;
- su->group->unit_id = UNT_USED_TRAPS;
- }
- break;
- }
- default:
- skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- }
- return 1;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_enchant_elemental_end (struct block_list *bl, int type) {
- struct status_change *sc;
- const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS };
- int i;
- nullpo_ret(bl);
- nullpo_ret(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], INVALID_TIMER);
-
- return 0;
-}
-
-bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
-{
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- bool wall = true;
-
- if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
- || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1)
- ) {
- //Check for walls.
- int i;
- ARR_FIND( 0, 8, i, 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, INVALID_TIMER);
- else if( sce->val4&1 ) { //Remove wall bonus
- sce->val4&=~1;
- status_calc_bl(bl,SCB_SPEED);
- }
- } else {
- if( !(sce->val4&1) ) { //Add wall speed bonus
- sce->val4|=1;
- status_calc_bl(bl,SCB_SPEED);
- }
- }
- }
-
- return wall;
-}
-
-/**
- * Verifies if an user can use SC_CLOAKING
- **/
-bool skill_can_cloak(struct map_session_data *sd) {
- nullpo_retr(false, sd);
-
- //Avoid cloaking with no wall and low skill level. [Skotlex]
- //Due to the cloaking card, we have to check the wall versus to known
- //skill level rather than the used one. [Skotlex]
- //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL))
- if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL))
- return false;
-
- return true;
-}
-
-/**
- * Verifies if an user can still be cloaked (AS_CLOAKING)
- * Is called via map->foreachinrange when any kind of wall disapears
- **/
-int skill_check_cloaking_end(struct block_list *bl, va_list ap) {
- TBL_PC *sd = BL_CAST(BL_PC, bl);
-
- if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd))
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
-
- return 0;
-}
-
-bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
-{
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- bool wall = true;
-
- if( bl->type == BL_PC ) { //Check for walls.
- int i;
- ARR_FIND( 0, 8, i, 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 camouflage.
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- else if( sce->val3&1 ) { //Remove wall bonus
- sce->val3&=~1;
- status_calc_bl(bl,SCB_SPEED);
- }
- }
- }
-
- return wall;
-}
-
-bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){
- struct status_change *sc;
- struct block_list *src;
-
- nullpo_retr(false, bl);
-
- sc = status->get_sc(bl);
-
- if( sc && sc->data[SC__SHADOWFORM] && damage ) {
- src = map->id2bl(sc->data[SC__SHADOWFORM]->val2);
-
- if( !src || src->m != bl->m ) {
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- return false;
- }
-
- if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){
- if( src->type == BL_PC )
- ((TBL_PC*)src)->shadowform_id = 0;
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- return false;
- }
-
- status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
-
- /* because damage can cancel it */
- if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if( src->type == BL_PC )
- ((TBL_PC*)src)->shadowform_id = 0;
- }
- return true;
- }
- return false;
-}
-/*==========================================
- *
- *------------------------------------------*/
-struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) {
- struct skill_unit *su;
-
- nullpo_retr(NULL, group);
- nullpo_retr(NULL, group->unit); // crash-protection against poor coding
- nullpo_retr(NULL, su=&group->unit[idx]);
-
- if(!su->alive)
- group->alive_count++;
-
- su->bl.id=map->get_new_object_id();
- su->bl.type=BL_SKILL;
- su->bl.m=group->map;
- su->bl.x=x;
- su->bl.y=y;
- su->group=group;
- su->alive=1;
- su->val1=val1;
- su->val2=val2;
-
- idb_put(skill->unit_db, su->bl.id, su);
- map->addiddb(&su->bl);
- map->addblock(&su->bl);
-
- // perform oninit actions
- switch (group->skill_id) {
- case WZ_ICEWALL:
- map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5);
- clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA);
- skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
- break;
- case SA_LANDPROTECTOR:
- skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
- break;
- case HP_BASILICA:
- skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
- break;
- default:
- if (group->state.song_dance&0x1) //Check for dissonance.
- skill->dance_overlap(su, 1);
- break;
- }
-
- clif->getareachar_skillunit(&su->bl,su,AREA);
-
- return su;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_delunit (struct skill_unit* su) {
- struct skill_unit_group *group;
-
- nullpo_ret(su);
- if( !su->alive )
- return 0;
- su->alive=0;
-
- nullpo_ret(group=su->group);
-
- if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
- skill->dance_overlap(su, 0);
-
- // invoke onout event
- if( !su->range )
- map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->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_ANKLESNARE, INVALID_TIMER);
- }
- break;
- case WZ_ICEWALL:
- map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false);
- map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2);
- clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
- skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
- // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be
- // checked again when a wall disapears! issue:8182 [Panikon]
- map->foreachinarea(skill->check_cloaking_end, su->bl.m,
- // Use 3x3 area to check for users near cell
- su->bl.x - 1, su->bl.y - 1,
- su->bl.x + 1, su->bl.x + 1,
- BL_PC);
- break;
- case SA_LANDPROTECTOR:
- skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
- break;
- case HP_BASILICA:
- skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
- break;
- case RA_ELECTRICSHOCKER: {
- struct block_list* target = map->id2bl(group->val2);
- if( target )
- status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
- }
- break;
- case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
- if( group->val2 ) { // Someone Trapped
- struct status_change *tsc = status->get_sc(map->id2bl(group->val2));
- if( tsc && tsc->data[SC__MANHOLE] )
- tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
- }
- break;
- }
-
- clif->skill_delunit(su);
-
- su->group=NULL;
- map->delblock(&su->bl); // don't free yet
- map->deliddb(&su->bl);
- idb_remove(skill->unit_db, su->bl.id);
- if(--group->alive_count==0)
- skill->del_unitgroup(group,ALC_MARK);
-
- return 0;
-}
-/*==========================================
- *
- *------------------------------------------*/
-/// Returns the target skill_unit_group or NULL if not found.
-struct skill_unit_group* skill_id2group(int group_id)
-{
- return (struct skill_unit_group*)idb_get(skill->group_db, group_id);
-}
-
-/// Returns a new group_id that isn't being used in skill->group_db.
-/// Fatal error if nothing is available.
-int skill_get_new_group_id(void)
-{
- if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL )
- return skill->unit_group_newid++;// available
- {// find next id
- int base_id = skill->unit_group_newid;
- while( base_id != ++skill->unit_group_newid )
- {
- if( skill->unit_group_newid < MAX_SKILL_DB )
- skill->unit_group_newid = MAX_SKILL_DB;
- if( skill->id2group(skill->unit_group_newid) == NULL )
- return skill->unit_group_newid++;// available
- }
- // full loop, nothing available
- ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
- exit(1);
- }
-}
-
-struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
-{
- struct unit_data* ud = unit->bl2ud( src );
- struct skill_unit_group* group;
- int i;
-
- if(!(skill_id && skill_lv)) return 0;
-
- nullpo_retr(NULL, src);
- nullpo_retr(NULL, ud);
-
- // find a free spot to store the new unit group
- ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
- if(i == MAX_SKILLUNITGROUP) {
- // array is full, make room by discarding oldest group
- int j=0;
- int64 maxdiff = 0, x, tick = timer->gettick();
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) {
- maxdiff = x;
- j = i;
- }
- skill->del_unitgroup(ud->skillunit[j],ALC_MARK);
- //Since elements must have shifted, we use the last slot.
- i = MAX_SKILLUNITGROUP-1;
- }
-
- group = ers_alloc(skill->unit_ers, struct skill_unit_group);
- group->src_id = src->id;
- group->party_id = status->get_party_id(src);
- group->guild_id = status->get_guild_id(src);
- group->bg_id = bg->team_get_id(src);
- group->group_id = skill->get_new_group_id();
- group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count = count;
- group->alive_count = 0;
- group->val1 = 0;
- group->val2 = 0;
- group->val3 = 0;
- group->skill_id = skill_id;
- group->skill_lv = skill_lv;
- group->unit_id = unit_id;
- group->map = src->m;
- group->limit = limit;
- group->interval = interval;
- group->tick = timer->gettick();
- group->valstr = NULL;
-
- ud->skillunit[i] = group;
-
- if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
- group->tick += 1500;
-
- idb_put(skill->group_db, group->group_id, group);
- return group;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) {
- struct block_list* src;
- struct unit_data *ud;
- int i,j;
-
- if( group == NULL ) {
- ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
- return 0;
- }
-
- src=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( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
- switch( group->skill_id ) {
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
- break;
- }
- }
-
- if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
- struct status_change* sc = status->get_sc(src);
- if (sc && sc->data[SC_DANCING])
- {
- sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex]
- status_change_end(src, SC_DANCING, INVALID_TIMER);
- }
- }
-
- // end Gospel's status change on 'src'
- // (needs to be done when the group is deleted by other means than skill deactivation)
- if (group->unit_id == UNT_GOSPEL) {
- struct status_change *sc = 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, INVALID_TIMER);
- }
- }
-
- switch( group->skill_id ) {
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- {
- struct status_change *sc = NULL;
- if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
- sc->data[SC_WARM]->val4 = 0;
- status_change_end(src, SC_WARM, INVALID_TIMER);
- }
- }
- break;
- case NC_NEUTRALBARRIER:
- {
- struct status_change *sc = NULL;
- if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
- sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
- status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
- }
- }
- break;
- case NC_STEALTHFIELD:
- {
- struct status_change *sc = NULL;
- if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
- sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
- status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
- }
- }
- break;
- case LG_BANDING:
- {
- struct status_change *sc = NULL;
- if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) {
- sc->data[SC_BANDING]->val4 = 0;
- status_change_end(src,SC_BANDING,INVALID_TIMER);
- }
- }
- break;
- }
-
- if (src->type==BL_PC && group->state.ammo_consume)
- battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
-
- group->alive_count=0;
-
- // remove all unit cells
- if(group->unit != NULL)
- for( i = 0; i < group->unit_count; i++ )
- skill->delunit(&group->unit[i]);
-
- // clear Talkie-box string
- if( group->valstr != NULL ) {
- aFree(group->valstr);
- group->valstr = NULL;
- }
-
- idb_remove(skill->group_db, group->group_id);
- map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
- group->unit=NULL;
- group->group_id=0;
- group->unit_count=0;
-
- // locate this group, swap with the last entry and delete it
- ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
- ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
- if( i < MAX_SKILLUNITGROUP ) {
- ud->skillunit[i] = ud->skillunit[j];
- ud->skillunit[j] = NULL;
- ers_free(skill->unit_ers, group);
- } else
- ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
-
- return 1;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_clear_unitgroup (struct block_list *src)
-{
- struct unit_data *ud = unit->bl2ud(src);
-
- nullpo_ret(ud);
-
- while (ud->skillunit[0])
- skill->del_unitgroup(ud->skillunit[0],ALC_MARK);
-
- return 1;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) {
- int i,j=-1,k,s,id;
- struct unit_data *ud;
- struct skill_unit_group_tickset *set;
-
- nullpo_ret(bl);
- if (group->interval==-1)
- return NULL;
-
- ud = unit->bl2ud(bl);
- if (!ud) return NULL;
-
- set = ud->skillunittick;
-
- if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP)
- id = s = group->skill_id;
- else
- id = s = group->group_id;
-
- for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
- k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
- if (set[k].id == id)
- return &set[k];
- else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
- j=k;
- }
-
- if (j == -1) {
- ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type);
- j = id % MAX_SKILLUNITGROUPTICKSET;
- }
-
- set[j].id = id;
- set[j].tick = tick;
- return &set[j];
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) {
- struct skill_unit* su = va_arg(ap,struct skill_unit *);
- struct skill_unit_group* group = su->group;
- int64 tick = va_arg(ap,int64);
-
- if( !su->alive || bl->prev == NULL )
- return 0;
-
- nullpo_ret(group);
-
- if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) )
- return 0; //AoE skills are ineffective. [Skotlex]
-
- if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 )
- return 0;
-
- skill->unit_onplace_timer(su,bl,tick);
-
- return 1;
-}
-
-/**
- * @see DBApply
- */
-int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
- struct skill_unit* su = DB->data2ptr(data);
- struct skill_unit_group* group = su->group;
- int64 tick = va_arg(ap,int64);
- bool dissonance;
- struct block_list* bl = &su->bl;
-
- if( !su->alive )
- return 0;
-
- nullpo_ret(group);
-
- // check for expiration
- if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) {
- // skill unit expired (inlined from skill_unit_onlimit())
- switch( group->unit_id ) {
- case UNT_BLASTMINE:
-#ifdef RENEWAL
- case UNT_CLAYMORETRAP:
-#endif
- case UNT_GROUNDDRIFT_WIND:
- case UNT_GROUNDDRIFT_DARK:
- case UNT_GROUNDDRIFT_POISON:
- case UNT_GROUNDDRIFT_WATER:
- case UNT_GROUNDDRIFT_FIRE:
- group->unit_id = UNT_USED_TRAPS;
- //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
- group->limit=DIFF_TICK32(tick+1500,group->tick);
- su->limit=DIFF_TICK32(tick+1500,group->tick);
- break;
-
- case UNT_ANKLESNARE:
- case UNT_ELECTRICSHOCKER:
- if( group->val2 > 0 || group->val3 == SC_ESCAPE ) {
- // Used Trap don't returns back to item
- skill->delunit(su);
- break;
- }
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
-#ifndef RENEWAL
- case UNT_CLAYMORETRAP:
-#endif
- case UNT_TALKIEBOX:
- case UNT_CLUSTERBOMB:
- case UNT_MAGENTATRAP:
- case UNT_COBALTTRAP:
- case UNT_MAIZETRAP:
- case UNT_VERDURETRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
-
- {
- struct block_list* src;
- if( su->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 = group->item_id?group->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
- }
- skill->delunit(su);
- }
- 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(&su->bl, LOOK_BASE, group->unit_id);
- // restart timers
- group->limit = skill->get_time(group->skill_id,group->skill_lv);
- su->limit = skill->get_time(group->skill_id,group->skill_lv);
- // apply effect to all units standing on it
- map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->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->list[sd->bl.m].flag.nowarp)
- pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT);
- }
- if(group->val2) {
- sd = map->charid2sd(group->val2);
- group->val2 = 0;
- if (sd && !map->list[sd->bl.m].flag.nowarp)
- pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT);
- }
- skill->delunit(su);
- }
- break;
-
- case UNT_REVERBERATION:
- if( su->val1 <= 0 ) { // If it was deactivated.
- skill->delunit(su);
- break;
- }
- clif->changetraplook(bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
- group->limit = DIFF_TICK32(tick,group->tick)+1500;
- su->limit = DIFF_TICK32(tick,group->tick)+1500;
- group->unit_id = UNT_USED_TRAPS;
- break;
-
- case UNT_FEINTBOMB: {
- struct block_list *src = map->id2bl(group->src_id);
- if( src ) {
- map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
- status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER);
- }
- skill->delunit(su);
- break;
- }
-
- case UNT_BANDING:
- {
- struct block_list *src = map->id2bl(group->src_id);
- struct status_change *sc;
- if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
- skill->delunit(su);
- break;
- }
- // This unit isn't removed while SC_BANDING is active.
- group->limit = DIFF_TICK32(tick+group->interval,group->tick);
- su->limit = DIFF_TICK32(tick+group->interval,group->tick);
- }
- break;
-
- default:
- skill->delunit(su);
- }
- } else {// skill unit is still active
- switch( group->unit_id ) {
- case UNT_ICEWALL:
- // icewall loses 50 hp every second
- su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
- if( su->val1 <= 0 && su->limit + group->tick > tick + 700 )
- su->limit = DIFF_TICK32(tick+700,group->tick);
- break;
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_CLAYMORETRAP:
- case UNT_FREEZINGTRAP:
- case UNT_TALKIEBOX:
- case UNT_ANKLESNARE:
- if( su->val1 <= 0 ) {
- if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
- skill->delunit(su);
- else {
- clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
- group->limit = DIFF_TICK32(tick, group->tick) + 1500;
- group->unit_id = UNT_USED_TRAPS;
- }
- }
- break;
- case UNT_REVERBERATION:
- if( su->val1 <= 0 )
- su->limit = DIFF_TICK32(tick + 700,group->tick);
- break;
- case UNT_WALLOFTHORN:
- if( su->val1 <= 0 ) {
- group->unit_id = UNT_USED_TRAPS;
- group->limit = DIFF_TICK32(tick, group->tick) + 1500;
- }
- break;
- }
- }
-
- // useless check for !group ?
- //Don't continue if unit or even group is expired and has been deleted.
- if( !group || !su->alive )
- return 0;
-
- dissonance = skill->dance_switch(su, 0);
-
- if( su->range >= 0 && group->interval != -1 ) {
- if( battle_config.skill_wall_check )
- map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick);
- else
- map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick);
-
- if(su->range == -1) //Unit disabled, but it should not be deleted yet.
- group->unit_id = UNT_USED_TRAPS;
- else if( group->unit_id == UNT_TATAMIGAESHI ) {
- su->range = -1; //Disable processed cell.
- if (--group->val1 <= 0) { // number of live cells
- //All tiles were processed, disable skill.
- group->target_flag=BCT_NOONE;
- group->bl_flag= BL_NUL;
- }
- }
- }
-
- if( dissonance ) skill->dance_switch(su, 1);
-
- return 0;
-}
-/*==========================================
- * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds.
- *------------------------------------------*/
-int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) {
- map->freeblock_lock();
-
- skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick);
-
- map->freeblock_unlock();
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_unit_move_sub(struct block_list* bl, va_list ap) {
- struct skill_unit* su = (struct skill_unit *)bl;
- struct skill_unit_group* group = su->group;
-
- struct block_list* target = va_arg(ap,struct block_list*);
- int64 tick = va_arg(ap,int64);
- int flag = va_arg(ap,int);
-
- bool dissonance;
- uint16 skill_id;
- int i;
-
- nullpo_ret(group);
-
- if( !su->alive || target->prev == NULL )
- return 0;
-
- if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) )
- return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish]
-
- dissonance = skill->dance_switch(su, 0);
-
- //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
- skill_id = su->group->skill_id;
-
- if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411
- //Non-dualmode unit skills with a timer don't trigger when walking, so just return
- if( dissonance ) skill->dance_switch(su, 1);
- return 0;
- }
-
- //Target-type check.
- if( !(group->bl_flag&target->type && battle->check_target(&su->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(su, 1);
-
- return 0;
- } else {
- if( flag&1 ) {
- int result = skill->unit_onplace(su,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(su,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");
- }
- }
-
- if( dissonance ) skill->dance_switch(su, 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, int64 tick, int flag) {
- nullpo_ret(bl);
-
- if( bl->prev == NULL )
- return 0;
-
- if( flag&2 && !(flag&1) ) { //Onout, clear data
- memset(skill->unit_temp, 0, sizeof(skill->unit_temp));
- }
-
- 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, int16 m, int16 dx, int16 dy) {
- int i,j;
- int64 tick = timer->gettick();
- int *m_flag;
- struct skill_unit *su1;
- struct skill_unit *su2;
-
- if (group == NULL)
- return 0;
- if (group->unit_count<=0)
- return 0;
- if (group->unit==NULL)
- return 0;
-
- if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE)
- return 0; //Ensembles may not be moved around.
-
- if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
- return 0; //Icewalls and Wall of Thorns don't get knocked back
-
- m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
- // m_flag:
- // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
- // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
- // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
- // 3: Both 1+2.
- for(i=0;i<group->unit_count;i++) {
- su1=&group->unit[i];
- if (!su1->alive || su1->bl.m!=m)
- continue;
- for(j=0;j<group->unit_count;j++) {
- su2=&group->unit[j];
- if (!su2->alive)
- continue;
- if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) {
- m_flag[i] |= 0x1;
- }
- if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) {
- m_flag[i] |= 0x2;
- }
- }
- }
- j = 0;
- for (i=0;i<group->unit_count;i++) {
- su1=&group->unit[i];
- if (!su1->alive)
- continue;
- if (!(m_flag[i]&0x2)) {
- if (group->state.song_dance&0x1) //Cancel dissonance effect.
- skill->dance_overlap(su1, 0);
- map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->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(&su1->bl, su1->bl.x+dx, su1->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.
- su2 = &group->unit[j];
- map->moveblock(&su1->bl, su2->bl.x+dx, su2->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(su1, 1);
- clif->getareachar_skillunit(&su1->bl,su1,AREA);
- map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1);
- }
- }
- aFree(m_flag);
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
-{
- int i,j;
-
- nullpo_ret(sd);
-
- if(nameid<=0)
- return 0;
-
- for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
- if(skill->produce_db[i].nameid == nameid ){
- if((j=skill->produce_db[i].req_skill)>0 &&
- pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv)
- continue; // must iterate again to check other skills that produce it. [malufett]
- if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
- continue; // special case
- break;
- }
- }
-
- if( i >= MAX_SKILL_PRODUCE_DB )
- return 0;
-
- if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
- {// cannot carry the produced stuff
- return 0;
- }
-
- if(trigger>=0){
- if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
- if(skill->produce_db[i].itemlv!=trigger)
- return 0;
- } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
- if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20)
- return 0;
- } else { // Weapon (itemlv must be higher or equal)
- if(skill->produce_db[i].itemlv>trigger)
- return 0;
- }
- }
-
- for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
- int id,x,y;
- if( (id=skill->produce_db[i].mat_id[j]) <= 0 )
- continue;
- if (skill->produce_db[i].mat_amount[j] <= 0) {
- if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND)
- return 0;
- } else {
- for(y=0,x=0;y<MAX_INVENTORY;y++)
- if( sd->status.inventory[y].nameid == id )
- x+=sd->status.inventory[y].amount;
- if(x<qty*skill->produce_db[i].mat_amount[j])
- return 0;
- }
- }
- return i+1;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) {
- int slot[3];
- int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
- int num = -1; // exclude the recipe
- struct status_data *st;
- struct item_data* data;
-
- nullpo_ret(sd);
- st = status->get_status_data(&sd->bl);
-
- if( sd->skill_id_old == skill_id )
- skill_lv = sd->skill_lv_old;
-
- if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) )
- return 0;
- idx--;
-
- if (qty < 1)
- qty = 1;
-
- if (!skill_id) //A skill can be specified for some override cases.
- skill_id = skill->produce_db[idx].req_skill;
-
- if( skill_id == GC_RESEARCHNEWPOISON )
- skill_id = GC_CREATENEWPOISON;
-
- slot[0]=slot1;
- slot[1]=slot2;
- slot[2]=slot3;
-
- for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
- int j;
- if( slot[i]<=0 )
- continue;
- j = pc->search_inventory(sd,slot[i]);
- if (j == INDEX_NOT_FOUND)
- continue;
- if( slot[i]==ITEMID_STAR_CRUMB ) {
- pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
- sc++;
- }
- if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) {
- static const int ele_table[4]={3,1,4,2};
- pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
- ele=ele_table[slot[i]-994];
- }
- }
-
- if( skill_id == RK_RUNEMASTERY ) {
- int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id);
- data = itemdb->search(nameid);
-
- if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3;
- else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2;
- else temp_qty = 1;
-
- if (data->stack.inventory) {
- for( i = 0; i < MAX_INVENTORY; i++ ) {
- if( sd->status.inventory[i].nameid == nameid ) {
- if( sd->status.inventory[i].amount >= data->stack.amount ) {
- clif->msgtable(sd->fd,0x61b);
- return 0;
- } else {
- /**
- * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
- **/
- if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
- temp_qty = data->stack.amount - sd->status.inventory[i].amount;
- }
- break;
- }
- }
- }
- qty = temp_qty;
- }
-
- for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
- int j,id,x;
- if( (id=skill->produce_db[idx].mat_id[i]) <= 0 )
- continue;
- num++;
- x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i];
- do{
- int y=0;
- j = pc->search_inventory(sd,id);
-
- if (j != INDEX_NOT_FOUND) {
- y = sd->status.inventory[j].amount;
- if(y>x)y=x;
- pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
- } else
- ShowError("skill_produce_mix: material item error\n");
-
- x-=y;
- }while( j>=0 && x>0 );
- }
-
- if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
- wlv = itemdb_wlv(nameid);
- if(!equip) {
- switch(skill_id){
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
- i = pc->checkskill(sd,skill_id);
- make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance
- switch(nameid){
- case ITEMID_IRON:
- make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
- break;
- case ITEMID_STEEL:
- make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
- break;
- case ITEMID_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; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
- break;
- }
- break;
- case ASC_CDP:
- make_per = (2000 + 40*st->dex + 20*st->luk);
- break;
- case AL_HOLYWATER:
- /**
- * Arch Bishop
- **/
- case AB_ANCILLA:
- make_per = 100000; //100% success
- break;
- case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50
- + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
- + (st->int_/2)*10 + st->dex*10+st->luk*10;
- if(homun_alive(sd->hd)) {//Player got a homun
- int skill2_lv;
- if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
- make_per += skill2_lv*100; //+1% bonus per level
- }
- switch(nameid){
- case ITEMID_RED_POTION:
- case ITEMID_YELLOW_POTION:
- case ITEMID_WHITE_POTION:
- make_per += (1+rnd()%100)*10 + 2000;
- break;
- case ITEMID_ALCHOL:
- make_per += (1+rnd()%100)*10 + 1000;
- break;
- case ITEMID_FIRE_BOTTLE:
- case ITEMID_ACID_BOTTLE:
- case ITEMID_MENEATER_PLANT_BOTTLE:
- case ITEMID_MINI_BOTTLE:
- make_per += (1+rnd()%100)*10;
- break;
- case ITEMID_YELLOW_SLIM_POTION:
- make_per -= (1+rnd()%50)*10;
- break;
- case ITEMID_WHITE_SLIM_POTION:
- case ITEMID_COATING_BOTTLE:
- make_per -= (1+rnd()%100)*10;
- break;
- //Common items, receive no bonus or penalty, listed just because they are commonly produced
- case ITEMID_BLUE_POTION:
- case ITEMID_RED_SLIM_POTION:
- case ITEMID_ANODYNE:
- case ITEMID_ALOEBERA:
- default:
- break;
- }
- if(battle_config.pp_rate != 100)
- make_per = make_per * battle_config.pp_rate / 100;
- break;
- case SA_CREATECON: // Elemental Converter Creation
- make_per = 100000; // should be 100% success rate
- break;
- /**
- * Rune Knight
- **/
- case RK_RUNEMASTERY:
- {
- int A = 5100 + 200 * pc->checkskill(sd, skill_id);
- int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level);
- int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
- int D = 2500;
- switch (nameid) { //rune rank it_diff 9 craftable rune
- case ITEMID_RAIDO:
- case ITEMID_THURISAZ:
- case ITEMID_HAGALAZ:
- case ITEMID_OTHILA:
- D -= 500; //Rank C
- case ITEMID_ISA:
- case ITEMID_WYRD:
- D -= 500; //Rank B
- case ITEMID_NAUTHIZ:
- case ITEMID_URUZ:
- D -= 500; //Rank A
- case ITEMID_BERKANA:
- case ITEMID_LUX_ANIMA:
- D -= 500; //Rank S
- }
- make_per = A + B + C - D;
- break;
- }
- /**
- * Guilotine Cross
- **/
- case GC_CREATENEWPOISON:
- {
- const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6};
- const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9};
- int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1);
- qty = min[lv] + rnd()%(max[lv] - min[lv]);
- make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10;
- }
- break;
- case GN_CHANGEMATERIAL:
- for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
- if( skill->changematerial_db[i].itemid == nameid ){
- make_per = skill->changematerial_db[i].rate * 10;
- break;
- }
- break;
- case GN_S_PHARMACY:
- {
- int difficulty = 0;
-
- difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
-
- make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
- (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
-
- switch(nameid){// difficulty factor
- case ITEMID_HP_INCREASE_POTIONS:
- case ITEMID_SP_INCREASE_POTIONS:
- case ITEMID_ENRICH_WHITE_POTIONZ:
- difficulty += 10;
- break;
- case ITEMID_BOMB_MUSHROOM_SPORE:
- case ITEMID_SP_INCREASE_POTIONM:
- difficulty += 15;
- break;
- case ITEMID_BANANA_BOMB:
- case ITEMID_HP_INCREASE_POTIONM:
- case ITEMID_SP_INCREASE_POTIONL:
- case ITEMID_VITATA500:
- difficulty += 20;
- break;
- case ITEMID_SEED_OF_HORNY_PLANT:
- case ITEMID_BLOODSUCK_PLANT_SEED:
- case ITEMID_ENRICH_CELERMINE_JUICE:
- difficulty += 30;
- break;
- case ITEMID_HP_INCREASE_POTIONL:
- case ITEMID_CURE_FREE:
- difficulty += 40;
- break;
- }
-
- if( make_per >= 400 && make_per > difficulty)
- qty = 10;
- else if( make_per >= 300 && make_per > difficulty)
- qty = 7;
- else if( make_per >= 100 && make_per > difficulty)
- qty = 6;
- else if( make_per >= 1 && make_per > difficulty)
- qty = 5;
- else
- qty = 4;
- make_per = 10000;
- }
- break;
- case GN_MAKEBOMB:
- case GN_MIX_COOKING:
- {
- int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
-
- make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
- qty = ~(5 + rnd()%5) + 1;
-
- switch(nameid){// difficulty factor
- case ITEMID_APPLE_BOMB:
- difficulty += 5;
- break;
- case ITEMID_COCONUT_BOMB:
- case ITEMID_MELON_BOMB:
- difficulty += 10;
- break;
- case ITEMID_SAVAGE_BBQ:
- case ITEMID_WUG_BLOOD_COCKTAIL:
- case ITEMID_MINOR_BRISKET:
- case ITEMID_SIROMA_ICETEA:
- case ITEMID_DROCERA_HERB_STEW:
- case ITEMID_PETTI_TAIL_NOODLE:
- case ITEMID_PINEAPPLE_BOMB:
- difficulty += 15;
- break;
- case ITEMID_BANANA_BOMB:
- difficulty += 20;
- break;
- }
-
- if( make_per >= 30 && make_per > difficulty)
- qty = 10 + rnd()%2;
- else if( make_per >= 10 && make_per > difficulty)
- qty = 10;
- else if( make_per == 10 && make_per > difficulty)
- qty = 8;
- else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
- ;// Food/Bomb creation fails.
- else if( make_per >= 30 && make_per < difficulty)
- qty = 5;
-
- if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
- qty = ~qty + 1;
- make_per = 0;
- }else
- make_per = 10000;
- qty = (skill_lv > 1 ? qty : 1);
- }
- break;
- default:
- if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) {
- //Assume Cooking Dish
- if (sd->menuskill_val >= 15) //Legendary Cooking Set.
- make_per = 10000; //100% Success
- else
- make_per = 1200 * (sd->menuskill_val - 10)
- + 20 * (sd->status.base_level + 1)
- + 20 * (st->dex + 1)
- + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
- - 400 * (skill->produce_db[idx].itemlv - 11 + 1)
- - 10 * (100 - st->luk + 1)
- - 500 * (num - 1)
- - 100 * (rnd()%4 + 1);
- break;
- }
- make_per = 5000;
- break;
- }
- } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
- make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->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,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND)
- make_per+= 1000; // +10
- else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND)
- make_per+= 500; // +5
- else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND)
- make_per+= 300; // +3
- else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND)
- make_per+= 0; // +0?
- if(battle_config.wp_rate != 100)
- make_per = make_per * battle_config.wp_rate / 100;
- }
-
- if (sd->class_&JOBL_BABY) //if it's a Baby Class
- make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
-
- if(make_per < 1) make_per = 1;
-
-
- if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
- struct item tmp_item;
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid=nameid;
- tmp_item.amount=1;
- tmp_item.identify=1;
- if(equip){
- tmp_item.card[0]=CARD0_FORGE;
- tmp_item.card[1]=((sc*5)<<8)+ele;
- tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->status.char_id,1);
- } else {
- //Flag is only used on the end, so it can be used here. [Skotlex]
- switch (skill_id) {
- case BS_DAGGER:
- case BS_SWORD:
- case BS_TWOHANDSWORD:
- case BS_AXE:
- case BS_MACE:
- case BS_KNUCKLE:
- case BS_SPEAR:
- flag = battle_config.produce_item_name_input&0x1;
- break;
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- flag = battle_config.produce_item_name_input&0x2;
- break;
- case AL_HOLYWATER:
- /**
- * Arch Bishop
- **/
- case AB_ANCILLA:
- flag = battle_config.produce_item_name_input&0x8;
- break;
- case ASC_CDP:
- flag = battle_config.produce_item_name_input&0x10;
- break;
- default:
- flag = battle_config.produce_item_name_input&0x80;
- break;
- }
- if (flag) {
- tmp_item.card[0]=CARD0_CREATE;
- tmp_item.card[1]=0;
- tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->status.char_id,1);
- }
- }
-
-#if 0 // TODO: update PICKLOG
- if(log_config.produce > 0)
- log_produce(sd,nameid,slot1,slot2,slot3,1);
-#endif // 0
-
- if(equip){
- clif->produce_effect(sd,0,nameid);
- clif->misceffect(&sd->bl,3);
- if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
- } else {
- int fame = 0;
- tmp_item.amount = 0;
-
- for (i=0; i< qty; i++) {
- //Apply quantity modifiers.
- if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
- tmp_item.amount = qty;
- break;
- }
- if (rnd()%10000 < make_per || qty == 1) { //Success
- tmp_item.amount++;
- if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
- continue;
- if( skill_id != AM_PHARMACY &&
- skill_id != AM_TWILIGHT1 &&
- skill_id != AM_TWILIGHT2 &&
- skill_id != AM_TWILIGHT3 )
- continue;
- //Add fame as needed.
- switch(++sd->potion_success_counter) {
- case 3:
- fame+=1; // Success to prepare 3 Condensed Potions in a row
- break;
- case 5:
- fame+=3; // Success to prepare 5 Condensed Potions in a row
- break;
- case 7:
- fame+=10; // Success to prepare 7 Condensed Potions in a row
- break;
- case 10:
- fame+=50; // Success to prepare 10 Condensed Potions in a row
- sd->potion_success_counter = 0;
- break;
- }
- } else //Failure
- sd->potion_success_counter = 0;
- }
-
- if (fame)
- pc->addfame(sd,fame);
- //Visual effects and the like.
- switch (skill_id) {
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- case ASC_CDP:
- clif->produce_effect(sd,2,nameid);
- clif->misceffect(&sd->bl,5);
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif->produce_effect(sd,0,nameid);
- clif->misceffect(&sd->bl,3);
- break;
- case RK_RUNEMASTERY:
- case GC_CREATENEWPOISON:
- clif->produce_effect(sd,2,nameid);
- clif->misceffect(&sd->bl,5);
- break;
- default: //Those that don't require a skill?
- if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20)
- { //Cooking items.
- clif->specialeffect(&sd->bl, 608, AREA);
- if( sd->cook_mastery < 1999 )
- pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5);
- }
- break;
- }
- }
- if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
- int j, k = 0;
- for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
- if( skill->changematerial_db[i].itemid == nameid ){
- for(j=0; j<5; j++){
- if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){
- tmp_item.amount = qty * skill->changematerial_db[i].qty[j];
- if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif->additem(sd,0,0,flag);
- map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- k++;
- }
- }
- break;
- }
- if( k ){
- clif->msg_skill(sd,skill_id,0x627);
- return 1;
- }
- } else if (tmp_item.amount) { //Success
- if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif->additem(sd,0,0,flag);
- map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
- clif->msg_skill(sd,skill_id,0x627);
- return 1;
- }
- }
- //Failure
-#if 0 // TODO: update PICKLOG
- if(log_config.produce)
- log_produce(sd,nameid,slot1,slot2,slot3,0);
-#endif // 0
-
- if(equip){
- clif->produce_effect(sd,1,nameid);
- clif->misceffect(&sd->bl,2);
- } else {
- switch (skill_id) {
- case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
- status_percent_damage(NULL, &sd->bl, -25, 0, true);
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- clif->produce_effect(sd,3,nameid);
- clif->misceffect(&sd->bl,6);
- sd->potion_success_counter = 0; // Fame point system [DracoRPG]
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif->produce_effect(sd,1,nameid);
- clif->misceffect(&sd->bl,2);
- break;
- case RK_RUNEMASTERY:
- case GC_CREATENEWPOISON:
- clif->produce_effect(sd,3,nameid);
- clif->misceffect(&sd->bl,6);
- break;
- case GN_MIX_COOKING: {
- struct item tmp_item;
- const int compensation[5] = {
- ITEMID_BLACK_LUMP,
- ITEMID_BLACK_HARD_LUMP,
- ITEMID_VERY_HARD_LUMP,
- ITEMID_BLACK_THING,
- ITEMID_MYSTERIOUS_POWDER,
- };
- int rate = rnd()%500;
- memset(&tmp_item,0,sizeof(tmp_item));
- if( rate < 50) i = 4;
- else if( rate < 100) i = 2+rnd()%1;
- else if( rate < 250 ) i = 1;
- else if( rate < 500 ) i = 0;
- tmp_item.nameid = compensation[i];
- tmp_item.amount = qty;
- tmp_item.identify = 1;
- if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
- clif->additem(sd,0,0,flag);
- map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- clif->msg_skill(sd,skill_id,0x628);
- }
- break;
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- case GN_CHANGEMATERIAL:
- clif->msg_skill(sd,skill_id,0x628);
- break;
- default:
- if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 )
- { //Cooking items.
- clif->specialeffect(&sd->bl, 609, AREA);
- if( sd->cook_mastery > 0 )
- pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
- }
- }
- }
- return 0;
-}
-
-int skill_arrow_create (struct map_session_data *sd, int nameid)
-{
- int i,j,flag,index=-1;
- struct item tmp_item;
-
- nullpo_ret(sd);
-
- if(nameid <= 0)
- return 1;
-
- for(i=0;i<MAX_SKILL_ARROW_DB;i++)
- if(nameid == skill->arrow_db[i].nameid) {
- index = i;
- break;
- }
-
- if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND)
- return 1;
-
- pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
- for(i=0;i<MAX_ARROW_RESOURCE;i++) {
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.identify = 1;
- tmp_item.nameid = skill->arrow_db[index].cre_id[i];
- tmp_item.amount = skill->arrow_db[index].cre_amount[i];
- if(battle_config.produce_item_name_input&0x4) {
- tmp_item.card[0]=CARD0_CREATE;
- tmp_item.card[1]=0;
- tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->status.char_id,1);
- }
- if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
- continue;
- if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
- clif->additem(sd,0,0,flag);
- map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
-
- return 0;
-}
-int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
- sc_type type;
- int chance, i;
- nullpo_ret(sd);
- if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
- clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- switch( nameid )
- { // t_lv used to take duration from skill->get_time2
- case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break;
- case ITEMID_POISON_FEVER: type = SC_PYREXIA; break;
- case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break;
- case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break;
- case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break;
- case ITEMID_POISON_NUMB: type = SC_TOXIN; break;
- case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break;
- case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break;
- default:
- clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
-
- status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech]
- chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
- sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
- type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val));
-
- return 0;
-}
-
-void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
- struct status_change *sc = status->get_sc(bl);
-
- // non-offensive and non-magic skills do not affect the status
- if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
- return;
-
- if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
- if (sc->data[SC_MAGICPOWER]->val4) {
- status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
- } else {
- sc->data[SC_MAGICPOWER]->val4 = 1;
- status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER));
-#ifndef RENEWAL
- if(bl->type == BL_PC){// update current display.
- clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
- clif->updatestatus(((TBL_PC *)bl),SP_MATK2);
- }
-#endif
- }
- }
-}
-
-
-int skill_magicdecoy(struct map_session_data *sd, int nameid) {
- int x, y, i, class_, skill_id;
- struct mob_data *md;
- nullpo_ret(sd);
- skill_id = sd->menuskill_val;
-
- if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND
- || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME)
- ) {
- clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
-
- // Spawn Position
- pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
- x = sd->sc.comet_x;
- y = sd->sc.comet_y;
- sd->sc.comet_x = sd->sc.comet_y = 0;
- sd->menuskill_val = 0;
-
- class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045;
-
-
- md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
- if( md ) {
- md->master_id = sd->bl.id;
- md->special_state.ai = AI_FLORA;
- if( md->deletetimer != INVALID_TIMER )
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0);
- mob->spawn(md);
- md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id);
- }
-
- return 0;
-}
-
-// Warlock Spellbooks. [LimitLine/3CeAM]
-int skill_spellbook (struct map_session_data *sd, int nameid) {
- int i, max_preserve, skill_id, point;
- struct status_change *sc;
-
- nullpo_ret(sd);
-
- sc = status->get_sc(&sd->bl);
- status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
-
- for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
- if( i > SC_SPELLBOOK7 )
- {
- clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
- return 0;
- }
-
- ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item
- if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
-
- if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) )
- { // User don't know the skill
- sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB)));
- clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
- return 0;
- }
-
- max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10;
- point = skill->spellbook_db[i].point;
-
- if( sc && sc->data[SC_READING_SB] ) {
- if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
- clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
- return 0;
- }
- for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
- if( !sc->data[i] ){
- sc->data[SC_READING_SB]->val2 += point; // increase points
- sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
- break;
- }
- }
- }else{
- sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
- sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
- }
-
- return 1;
-}
-int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
- int id, lv, prob, aslvl = 0, idx = 0;
- nullpo_ret(sd);
-
- if (sd->sc.data[SC_STOP]) {
- aslvl = sd->sc.data[SC_STOP]->val1;
- status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
- }
-
- idx = skill->get_index(skill_id);
-
- if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC ||
- (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) {
- clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
- return 0;
- }
-
- lv = (aslvl + 1) / 2; // The level the skill will be autocasted
- lv = min(lv,sd->status.skill[idx].lv);
- prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
- sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl));
- return 0;
-}
-int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
- int i;
-
- nullpo_ret(sd);
- nullpo_ret(item_list);
-
- if( n <= 0 )
- return 1;
-
- for( i = 0; i < n; i++ ) {
- int nameid, add_amount, del_amount, idx, product, flag;
- struct item tmp_item;
-
- idx = item_list[i*2+0]-2;
- del_amount = item_list[i*2+1];
-
- if( skill_lv == 2 )
- del_amount -= (del_amount % 10);
- add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
-
- if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
- clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
-
- switch( nameid ) {
- // Level 1
- case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break;
- case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
- case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
- case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
- // Level 2
- case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break;
- case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
- case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
- case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
- default:
- clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
-
- if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
- clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
-
- if( skill_lv == 2 && rnd()%100 < 25 ) {
- // At level 2 have a fail chance. You loose your items if it fails.
- clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
-
-
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid = product;
- tmp_item.amount = add_amount;
- tmp_item.identify = 1;
-
- if( tmp_item.amount ) {
- if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
- clif->additem(sd,0,0,flag);
- map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
- }
- }
-
- }
-
- return 0;
-}
-
-int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
- int i, j, k, c, p = 0, nameid, amount;
-
- nullpo_ret(sd);
- nullpo_ret(item_list);
-
- // Search for objects that can be created.
- for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
- if( skill->produce_db[i].itemlv == 26 ) {
- p = 0;
- do {
- c = 0;
- // Verification of overlap between the objects required and the list submitted.
- for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
- if( skill->produce_db[i].mat_id[j] > 0 ) {
- for( k = 0; k < n; k++ ) {
- int idx = item_list[k*2+0]-2;
- nameid = sd->status.inventory[idx].nameid;
- amount = item_list[k*2+1];
- if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
- clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
- return 0;
- }
- if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j]
- && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
- c++; // match
- }
- }
- else
- break; // No more items required
- }
- p++;
- } while(n == j && c == n);
- p--;
- if ( p > 0 ) {
- skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p);
- return 1;
- }
- }
- }
-
- if( p == 0)
- clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623);
-
- return 0;
-}
-/**
- * for Royal Guard's LG_TRAMPLE
- **/
-int skill_destroy_trap(struct block_list *bl, va_list ap) {
- struct skill_unit *su = (struct skill_unit *)bl;
- struct skill_unit_group *sg;
- int64 tick;
-
- nullpo_ret(su);
- tick = va_arg(ap, int64);
-
- if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) {
- switch( sg->unit_id ) {
- case UNT_CLAYMORETRAP:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
- break;
- case UNT_LANDMINE:
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLUSTERBOMB:
- map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
- break;
- }
- // Traps aren't recovered.
- skill->delunit(su);
- }
- return 0;
-}
-/*==========================================
- *
- *------------------------------------------*/
-int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) {
- struct map_session_data *sd = map->id2sd(id);
- struct skill_cd * cd = NULL;
-
- if (data <= 0 || data >= MAX_SKILL)
- return 0;
- if (!sd || !sd->blockskill[data])
- return 0;
-
- if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) {
- int i;
-
- for( i = 0; i < cd->cursor; i++ ) {
- if( cd->entry[i]->skidx == data )
- break;
- }
-
- if (i == cd->cursor) {
- ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data);
- } else {
- int cursor = 0;
-
- ers_free(skill->cd_entry_ers, cd->entry[i]);
-
- cd->entry[i] = NULL;
-
- for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
- if( !cd->entry[i] )
- continue;
- if( cursor != i )
- cd->entry[cursor] = cd->entry[i];
- cursor++;
- }
-
- if( (cd->cursor = cursor) == 0 ) {
- idb_remove(skill->cd_db,sd->status.char_id);
- ers_free(skill->cd_ers, cd);
- }
- }
- }
-
- sd->blockskill[data] = false;
- return 1;
-}
-
-/**
- * flags a singular skill as being blocked from persistent usage.
- * @param sd the player the skill delay affects
- * @param skill_id the skill which should be delayed
- * @param tick the length of time the delay should last
- * @return 0 if successful, -1 otherwise
- */
-int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) {
- struct skill_cd* cd = NULL;
- uint16 idx = skill->get_index(skill_id);
- int64 now = timer->gettick();
-
- nullpo_retr (-1, sd);
-
- if (idx == 0)
- return -1;
-
- if (tick < 1) {
- sd->blockskill[idx] = false;
- return -1;
- }
-
- if( battle_config.display_status_timers )
- clif->skill_cooldown(sd, skill_id, tick);
-
- if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
- cd = ers_alloc(skill->cd_ers, struct skill_cd);
-
- idb_put( skill->cd_db, sd->status.char_id, cd );
- } else {
- int i;
-
- for(i = 0; i < cd->cursor; i++) {
- if( cd->entry[i] && cd->entry[i]->skidx == idx )
- break;
- }
-
- if( i != cd->cursor ) {/* duplicate, update necessary */
- cd->entry[i]->duration = tick;
-#if PACKETVER >= 20120604
- cd->entry[i]->total = tick;
-#endif
- cd->entry[i]->started = now;
- timer->settick(cd->entry[i]->timer,now+tick);
- return 0;
- }
-
- }
-
- if( cd->cursor == MAX_SKILL_TREE ) {
- ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE);
- return -1;
- }
-
- cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry);
-
- cd->entry[cd->cursor]->duration = tick;
-#if PACKETVER >= 20120604
- cd->entry[cd->cursor]->total = tick;
-#endif
- cd->entry[cd->cursor]->skidx = idx;
- cd->entry[cd->cursor]->skill_id = skill_id;
- cd->entry[cd->cursor]->started = now;
- cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx);
-
- cd->cursor++;
-
- sd->blockskill[idx] = true;
- return 0;
-}
-
-int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t 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_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn]
- uint16 idx = skill->get_index(skill_id);
- nullpo_retr (-1, hd);
-
-
- if (idx == 0)
- return -1;
-
- if (tick < 1) {
- hd->blockskill[idx] = 0;
- return -1;
- }
- hd->blockskill[idx] = 1;
- return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
-}
-
-int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn]
- struct mercenary_data *md = (TBL_MER*)map->id2bl(id);
- if( data <= 0 || data >= MAX_SKILL )
- return 0;
- if( md ) md->blockskill[data] = 0;
-
- return 1;
-}
-
-int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
-{
- uint16 idx = skill->get_index(skill_id);
- nullpo_retr (-1, md);
-
- if (idx == 0)
- return -1;
- if( tick < 1 )
- {
- md->blockskill[idx] = 0;
- return -1;
- }
- md->blockskill[idx] = 1;
- return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
-}
-/**
- * Adds a new skill unit entry for this player to recast after map load
- **/
-void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
- struct skill_unit_save * sus = NULL;
-
- if( idb_exists(skill->usave_db,sd->status.char_id) ) {
- idb_remove(skill->usave_db,sd->status.char_id);
- }
-
- CREATE( sus, struct skill_unit_save, 1 );
- idb_put( skill->usave_db, sd->status.char_id, sus );
-
- sus->skill_id = skill_id;
- sus->skill_lv = skill_lv;
-
- return;
-}
-void skill_usave_trigger(struct map_session_data *sd) {
- struct skill_unit_save * sus = NULL;
-
- if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) {
- return;
- }
-
- skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
-
- idb_remove(skill->usave_db,sd->status.char_id);
-
- return;
-}
-/*
- *
- */
-int skill_split_str (char *str, char **val, int num) {
- int i;
-
- for( i = 0; i < num && str; i++ ) {
- val[i] = str;
- str = strchr(str,',');
- if( str )
- *str++=0;
- }
-
- return i;
-}
-/*
- *
- */
-int skill_split_atoi (char *str, int *val) {
- int i, j, diff, step = 1;
-
- for (i=0; i<MAX_SKILL_LEVEL; i++) {
- if (!str) break;
- val[i] = atoi(str);
- str = strchr(str,':');
- if (str)
- *str++=0;
- }
- if(i==0) //No data found.
- return 0;
- if(i==1) {
- //Single value, have the whole range have the same value.
- for (; i < MAX_SKILL_LEVEL; i++)
- val[i] = val[i-1];
- return i;
- }
- //Check for linear change with increasing steps until we reach half of the data acquired.
- for (step = 1; step <= i/2; step++) {
- diff = val[i-1] - val[i-step-1];
- for(j = i-1; j >= step; j--)
- if ((val[j]-val[j-step]) != diff)
- break;
-
- if (j>=step) //No match, try next step.
- continue;
-
- for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
- val[i] = val[i-step]+diff;
- if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
- { val[i] = 1; diff = 0; step = 1; }
- }
- return i;
- }
- //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
- for (;i<MAX_SKILL_LEVEL; i++)
- val[i] = val[i-1];
- return i;
-}
-
-/*
- *
- */
-void skill_init_unit_layout (void) {
- int i,j,size,pos = 0;
-
- //when != it was already cleared during skill_defaults() no need to repeat
- if( runflag == MAPSERVER_ST_RUNNING )
- memset(skill->unit_layout,0,sizeof(skill->unit_layout));
-
- // standard square layouts go first
- for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
- size = i*2+1;
- skill->unit_layout[i].count = size*size;
- for (j=0; j<size*size; j++) {
- skill->unit_layout[i].dx[j] = (j%size-i);
- skill->unit_layout[i].dy[j] = (j/size-i);
- }
- }
-
- // afterwards add special ones
- pos = i;
- for (i=0;i<MAX_SKILL_DB;i++) {
- if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1)
- continue;
-
- switch (skill->db[i].nameid) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- case WL_EARTHSTRAIN://Warlock
- // these will be handled later
- break;
- case PR_SANCTUARY:
- case NPC_EVILLAND: {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill->unit_layout[pos].count = 21;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PR_MAGNUS: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill->unit_layout[pos].count = 33;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case MH_POISON_MIST:
- case AS_VENOMDUST: {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill->unit_layout[pos].count = 5;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS: {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill->unit_layout[pos].count = 29;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PF_FOGWALL: {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill->unit_layout[pos].count = 15;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PA_GOSPEL: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
- -1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
- 3, 3, 3};
- skill->unit_layout[pos].count = 33;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_KAENSIN: {
- static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
- skill->unit_layout[pos].count = 24;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_TATAMIGAESHI: {
- //Level 1 (count 4, cross of 3x3)
- static const int dx1[] = {-1, 1, 0, 0};
- static const int dy1[] = { 0, 0,-1, 1};
- //Level 2-3 (count 8, cross of 5x5)
- static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
- static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
- //Level 4-5 (count 12, cross of 7x7
- static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
- static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
- //lv1
- j = 0;
- skill->unit_layout[pos].count = 4;
- memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1));
- memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1));
- skill->db[i].unit_layout_type[j] = pos;
- //lv2/3
- j++;
- pos++;
- skill->unit_layout[pos].count = 8;
- memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2));
- memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2));
- skill->db[i].unit_layout_type[j] = pos;
- skill->db[i].unit_layout_type[++j] = pos;
- //lv4/5
- j++;
- pos++;
- skill->unit_layout[pos].count = 12;
- memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3));
- memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3));
- skill->db[i].unit_layout_type[j] = pos;
- skill->db[i].unit_layout_type[++j] = pos;
- //Fill in the rest using lv 5.
- for (;j<MAX_SKILL_LEVEL;j++)
- skill->db[i].unit_layout_type[j] = pos;
- //Skip, this way the check below will fail and continue to the next skill.
- pos++;
- }
- break;
- case GN_WALLOFTHORN: {
- static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
- static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
- skill->unit_layout[pos].count = 16;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case EL_FIRE_MANTLE: {
- static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
- static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
- skill->unit_layout[pos].count = 8;
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- default:
- ShowError("unknown unit layout at skill %d\n",i);
- break;
- }
- if (!skill->unit_layout[pos].count)
- continue;
- for (j=0;j<MAX_SKILL_LEVEL;j++)
- skill->db[i].unit_layout_type[j] = pos;
- pos++;
- }
-
- // firewall and icewall have 8 layouts (direction-dependent)
- skill->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++;
- }
- skill->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++;
- }
- skill->earthstrain_unit_pos = pos;
- for( i = 0; i < 8; i++ )
- { // For each Direction
- skill->unit_layout[pos].count = 15;
- switch( i )
- {
- case 0: case 1: case 3: case 4: case 5: case 7:
- {
- int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
- int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case 2:
- case 6:
- {
- int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
- int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
- memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- }
- pos++;
- }
-
-}
-
-int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
- int inf = 0;
- struct status_change *sc = status->get_sc(bl);
-
- if( !sc || !bl || !skill_id )
- return 0; // Can do it
-
- switch(type){
- case SC_STASIS:
- inf = skill->get_inf2(skill_id);
- if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
- return 1; // Can't do it.
- switch( skill_id ) {
- case NV_FIRSTAID:
- case TF_HIDING:
- case AS_CLOAKING:
- case WZ_SIGHTRASHER:
- case RG_STRIPWEAPON:
- case RG_STRIPSHIELD:
- case RG_STRIPARMOR:
- case WZ_METEOR:
- case RG_STRIPHELM:
- case SC_STRIPACCESSARY:
- case ST_FULLSTRIP:
- case WZ_SIGHTBLASTER:
- case ST_CHASEWALK:
- case SC_ENERVATION:
- case SC_GROOMY:
- case WZ_ICEWALL:
- case SC_IGNORANCE:
- case SC_LAZINESS:
- case SC_UNLUCKY:
- case WZ_STORMGUST:
- case SC_WEAKNESS:
- case AL_RUWACH:
- case AL_PNEUMA:
- case WZ_JUPITEL:
- case AL_HEAL:
- case AL_BLESSING:
- case AL_INCAGI:
- case WZ_VERMILION:
- case AL_TELEPORT:
- case AL_WARP:
- case AL_HOLYWATER:
- case WZ_EARTHSPIKE:
- case AL_HOLYLIGHT:
- case PR_IMPOSITIO:
- case PR_ASPERSIO:
- case WZ_HEAVENDRIVE:
- case PR_SANCTUARY:
- case PR_STRECOVERY:
- case PR_MAGNIFICAT:
- case WZ_QUAGMIRE:
- case ALL_RESURRECTION:
- case PR_LEXDIVINA:
- case PR_LEXAETERNA:
- case HW_GRAVITATION:
- case PR_MAGNUS:
- case PR_TURNUNDEAD:
- case MG_SRECOVERY:
- case HW_MAGICPOWER:
- case MG_SIGHT:
- case MG_NAPALMBEAT:
- case MG_SAFETYWALL:
- case HW_GANBANTEIN:
- case MG_SOULSTRIKE:
- case MG_COLDBOLT:
- case MG_FROSTDIVER:
- case WL_DRAINLIFE:
- case MG_STONECURSE:
- case MG_FIREBALL:
- case MG_FIREWALL:
- case WL_SOULEXPANSION:
- case MG_FIREBOLT:
- case MG_LIGHTNINGBOLT:
- case MG_THUNDERSTORM:
- case MG_ENERGYCOAT:
- case WL_WHITEIMPRISON:
- case WL_SUMMONFB:
- case WL_SUMMONBL:
- case WL_SUMMONWB:
- case WL_SUMMONSTONE:
- case WL_SIENNAEXECRATE:
- case WL_RELEASE:
- case WL_EARTHSTRAIN:
- case WL_RECOGNIZEDSPELL:
- case WL_READING_SB:
- case SA_MAGICROD:
- case SA_SPELLBREAKER:
- case SA_DISPELL:
- case SA_FLAMELAUNCHER:
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case PF_HPCONVERSION:
- case PF_SOULCHANGE:
- case PF_SPIDERWEB:
- case PF_FOGWALL:
- case TK_RUN:
- case TK_HIGHJUMP:
- case TK_SEVENWIND:
- case SL_KAAHI:
- case SL_KAUPE:
- case SL_KAITE:
-
- // Skills that need to be confirmed.
- case SO_FIREWALK:
- case SO_ELECTRICWALK:
- case SO_SPELLFIST:
- case SO_EARTHGRAVE:
- case SO_DIAMONDDUST:
- case SO_POISON_BUSTER:
- case SO_PSYCHIC_WAVE:
- case SO_CLOUD_KILL:
- case SO_STRIKING:
- case SO_WARMER:
- case SO_VACUUM_EXTREME:
- case SO_VARETYR_SPEAR:
- case SO_ARRULLO:
- return 1; // Can't do it.
- }
- break;
- case SC_KG_KAGEHUMI:
- switch(skill_id) {
- case TF_HIDING:
- case AS_CLOAKING:
- case GC_CLOAKINGEXCEED:
- case SC_SHADOWFORM:
- case MI_HARMONIZE:
- case CG_MARIONETTE:
- case AL_TELEPORT:
- case TF_BACKSLIDING:
- case RA_CAMOUFLAGE:
- case ST_CHASEWALK:
- case GD_EMERGENCYCALL:
- return 1; // needs more info
- }
- break;
- }
-
- return 0;
-}
-
-int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
- int type = 0;
-
- switch( skill_id ) {
- case SO_SUMMON_AGNI: type = 2114; break;
- case SO_SUMMON_AQUA: type = 2117; break;
- case SO_SUMMON_VENTUS: type = 2120; break;
- case SO_SUMMON_TERA: type = 2123; break;
- }
-
- type += skill_lv - 1;
-
- return type;
-}
-
-/**
- * update stored skill cooldowns for player logout
- * @param sd the affected player structure
- */
-void skill_cooldown_save(struct map_session_data * sd) {
- int i;
- struct skill_cd* cd = NULL;
- int64 now = 0;
-
- // always check to make sure the session properly exists
- nullpo_retv(sd);
-
- if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
- return;
- }
-
- now = timer->gettick();
-
- // process each individual cooldown associated with the character
- for( i = 0; i < cd->cursor; i++ ) {
- cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now);
- if( cd->entry[i]->timer != INVALID_TIMER ) {
- timer->delete(cd->entry[i]->timer,skill->blockpc_end);
- cd->entry[i]->timer = INVALID_TIMER;
- }
- }
-}
-
-/**
- * reload stored skill cooldowns when a player logs in.
- * @param sd the affected player structure
- */
-void skill_cooldown_load(struct map_session_data * sd) {
- int i;
- struct skill_cd* cd = NULL;
- int64 now = 0;
-
- // always check to make sure the session properly exists
- nullpo_retv(sd);
-
- if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
- return;
- }
-
- clif->cooldown_list(sd->fd,cd);
-
- now = timer->gettick();
-
- // process each individual cooldown associated with the character
- for( i = 0; i < cd->cursor; i++ ) {
- cd->entry[i]->started = now;
- cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx);
- sd->blockskill[cd->entry[i]->skidx] = true;
- }
-}
-
-/*==========================================
- * sub-function of DB reading.
- * skill_db.txt
- *------------------------------------------*/
-bool skill_parse_row_skilldb(char* split[], int columns, int current) {
-// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
- uint16 skill_id = atoi(split[0]);
- uint16 idx;
- if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
- || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
- || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
- || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
- ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
- return false;
- }
-
- idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill->db[idx].nameid = skill_id;
- skill->split_atoi(split[1],skill->db[idx].range);
- skill->db[idx].hit = atoi(split[2]);
- skill->db[idx].inf = atoi(split[3]);
- skill->split_atoi(split[4],skill->db[idx].element);
- skill->db[idx].nk = (int)strtol(split[5], NULL, 0);
- skill->split_atoi(split[6],skill->db[idx].splash);
- skill->db[idx].max = atoi(split[7]);
- skill->split_atoi(split[8],skill->db[idx].num);
-
- if( strcmpi(split[9],"yes") == 0 )
- skill->db[idx].castcancel = 1;
- else
- skill->db[idx].castcancel = 0;
- skill->db[idx].cast_def_rate = atoi(split[10]);
- skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0);
- skill->split_atoi(split[12],skill->db[idx].maxcount);
- if( strcmpi(split[13],"weapon") == 0 )
- skill->db[idx].skill_type = BF_WEAPON;
- else if( strcmpi(split[13],"magic") == 0 )
- skill->db[idx].skill_type = BF_MAGIC;
- else if( strcmpi(split[13],"misc") == 0 )
- skill->db[idx].skill_type = BF_MISC;
- else
- skill->db[idx].skill_type = 0;
- skill->split_atoi(split[14],skill->db[idx].blewcount);
- safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name));
- safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc));
- strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id);
- script->set_constant2(skill->db[idx].name,(int)skill_id,0);
-
- return true;
-}
-
-bool skill_parse_row_requiredb(char* split[], int columns, int current) {
-// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
- char* p;
- int j;
-
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill->split_atoi(split[1],skill->db[idx].hp);
- skill->split_atoi(split[2],skill->db[idx].mhp);
- skill->split_atoi(split[3],skill->db[idx].sp);
- skill->split_atoi(split[4],skill->db[idx].hp_rate);
- skill->split_atoi(split[5],skill->db[idx].sp_rate);
- skill->split_atoi(split[6],skill->db[idx].zeny);
-
- //Which weapon type are required, see doc/item_db for types
- p = split[7];
- for( j = 0; j < 32; j++ ) {
- int l = atoi(p);
- if( l == 99 ) { // Any weapon
- skill->db[idx].weapon = 0;
- break;
- } else
- skill->db[idx].weapon |= 1<<l;
- p = strchr(p,':');
- if(!p)
- break;
- p++;
- }
-
- //FIXME: document this
- p = split[8];
- for( j = 0; j < 32; j++ ) {
- int l = atoi(p);
- if( l == 99 ) { // Any ammo type
- skill->db[idx].ammo = 0xFFFFFFFF;
- break;
- } else if( l ) // 0 stands for no requirement
- skill->db[idx].ammo |= 1<<l;
- p = strchr(p,':');
- if( !p )
- break;
- p++;
- }
- skill->split_atoi(split[9],skill->db[idx].ammo_qty);
-
- if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING;
- else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING;
- else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN;
- else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING;
- else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON;
- else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART;
- else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD;
- else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT;
- else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST;
- else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE;
- else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER;
- else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON;
- else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG;
- else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG;
- else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO;
- else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT;
- else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON;
- else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER;
- else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING;
- else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING;
- else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO;
- /**
- * Unknown or no state
- **/
- else skill->db[idx].state = ST_NONE;
-
- skill->split_atoi(split[11],skill->db[idx].spiritball);
- for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
- skill->db[idx].itemid[j] = atoi(split[12+ 2*j]);
- skill->db[idx].amount[j] = atoi(split[13+ 2*j]);
- }
-
- return true;
-}
-
-bool skill_parse_row_castdb(char* split[], int columns, int current) {
-// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill->split_atoi(split[1],skill->db[idx].cast);
- skill->split_atoi(split[2],skill->db[idx].delay);
- skill->split_atoi(split[3],skill->db[idx].walkdelay);
- skill->split_atoi(split[4],skill->db[idx].upkeep_time);
- skill->split_atoi(split[5],skill->db[idx].upkeep_time2);
- skill->split_atoi(split[6],skill->db[idx].cooldown);
-#ifdef RENEWAL_CAST
- skill->split_atoi(split[7],skill->db[idx].fixed_cast);
-#endif
- return true;
-}
-
-bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
-// Skill id,Cast,Delay (optional)
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill->split_atoi(split[1],skill->db[idx].castnodex);
- if( split[2] ) // optional column
- skill->split_atoi(split[2],skill->db[idx].delaynodex);
-
- return true;
-}
-
-bool skill_parse_row_unitdb(char* split[], int columns, int current) {
-// ID,unit ID,unit ID 2,layout,range,interval,target,flag
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16);
- skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16);
- skill->split_atoi(split[3],skill->db[idx].unit_layout_type);
- skill->split_atoi(split[4],skill->db[idx].unit_range);
- skill->db[idx].unit_interval = atoi(split[5]);
-
- if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY;
- else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY;
- else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD;
- else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD;
- else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL;
- else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY;
- else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF;
- else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
- else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE;
- else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16);
-
- skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16);
-
- if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
- skill->db[idx].unit_target = BCT_NOENEMY;
-
- //By default, target just characters.
- skill->db[idx].unit_target |= BL_CHAR;
- if (skill->db[idx].unit_flag&UF_NOPC)
- skill->db[idx].unit_target &= ~BL_PC;
- if (skill->db[idx].unit_flag&UF_NOMOB)
- skill->db[idx].unit_target &= ~BL_MOB;
- if (skill->db[idx].unit_flag&UF_SKILL)
- skill->db[idx].unit_target |= BL_SKILL;
-
- return true;
-}
-
-bool skill_parse_row_producedb(char* split[], int columns, int current) {
-// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
- int x,y;
-
- int i = atoi(split[0]);
- if( !i )
- return false;
-
- skill->produce_db[current].nameid = i;
- skill->produce_db[current].itemlv = atoi(split[1]);
- skill->produce_db[current].req_skill = atoi(split[2]);
- skill->produce_db[current].req_skill_lv = atoi(split[3]);
-
- for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
- skill->produce_db[current].mat_id[y] = atoi(split[x]);
- skill->produce_db[current].mat_amount[y] = atoi(split[x+1]);
- }
-
- return true;
-}
-
-bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
-// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
- int x,y;
-
- int i = atoi(split[0]);
- if( !i )
- return false;
-
- skill->arrow_db[current].nameid = i;
-
- for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
- skill->arrow_db[current].cre_id[y] = atoi(split[x]);
- skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]);
- }
-
- return true;
-}
-bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
-// skill_id,PreservePoints
-
- uint16 skill_id = atoi(split[0]);
- int points = atoi(split[1]);
- int nameid = atoi(split[2]);
-
- if( !skill->get_index(skill_id) || !skill->get_max(skill_id) )
- ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
- if ( !skill->get_inf(skill_id) )
- ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id));
- if( points < 1 )
- ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
- else {
- skill->spellbook_db[current].skill_id = skill_id;
- skill->spellbook_db[current].point = points;
- skill->spellbook_db[current].nameid = nameid;
-
- return true;
- }
-
- return false;
-}
-bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
-// SkillID,Rate
- uint16 skill_id = atoi(split[0]);
- short j = atoi(split[1]);
-
- if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
- ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
- return false;
- }
- if ( !skill->get_inf(skill_id) ) {
- ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
- return false;
- }
- if( j < 1 ) {
- ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
- return false;
- }
- if( current >= MAX_SKILL_IMPROVISE_DB ) {
- ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
- }
- skill->improvise_db[current].skill_id = skill_id;
- skill->improvise_db[current].per = j; // Still need confirm it.
-
- return true;
-}
-bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
-// SkillID
- uint16 skill_id = atoi(split[0]);
-
- if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
- ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
- return false;
- }
- if ( !skill->get_inf(skill_id) ) {
- ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
- return false;
- }
-
- skill->magicmushroom_db[current].skill_id = skill_id;
-
- return true;
-}
-
-bool skill_parse_row_reproducedb(char* split[], int column, int current) {
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill->get_index(skill_id);
- if( !idx )
- return false;
-
- skill->reproduce_db[idx] = true;
-
- return true;
-}
-
-
-bool skill_parse_row_abradb(char* split[], int columns, int current) {
-// skill_id,DummyName,RequiredHocusPocusLevel,Rate
- uint16 skill_id = atoi(split[0]);
- if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
- ShowError("abra_db: Invalid skill ID %d\n", skill_id);
- return false;
- }
- if ( !skill->get_inf(skill_id) ) {
- ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
- return false;
- }
-
- skill->abra_db[current].skill_id = skill_id;
- skill->abra_db[current].req_lv = atoi(split[2]);
- skill->abra_db[current].per = atoi(split[3]);
-
- return true;
-}
-
-bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
-// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
- uint16 skill_id = atoi(split[0]);
- short j = atoi(split[1]);
- int x,y;
-
- for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
- if( skill->produce_db[x].nameid == skill_id )
- if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL )
- break;
- }
-
- if( x >= MAX_SKILL_PRODUCE_DB ){
- ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
- return false;
- }
-
- if( current >= MAX_SKILL_PRODUCE_DB ) {
- ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
- }
-
- skill->changematerial_db[current].itemid = skill_id;
- skill->changematerial_db[current].rate = j;
-
- for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
- skill->changematerial_db[current].qty[y] = atoi(split[x]);
- skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
- }
-
- return true;
-}
-
-/*===============================
- * DB reading.
- * skill_db.txt
- * skill_require_db.txt
- * skill_cast_db.txt
- * skill_castnodex_db.txt
- * skill_nocast_db.txt
- * skill_unit_db.txt
- * produce_db.txt
- * create_arrow_db.txt
- * abra_db.txt
- *------------------------------*/
-void skill_readdb(bool minimal) {
- // init skill db structures
- db_clear(skill->name2id_db);
-
- /* when != it was called during init and this procedure was already performed by skill_defaults() */
- if( runflag == MAPSERVER_ST_RUNNING ) {
- memset(skill->db,0,sizeof(skill->db)
- + sizeof(skill->produce_db)
- + sizeof(skill->arrow_db)
- + sizeof(skill->abra_db)
- + sizeof(skill->magicmushroom_db)
- + sizeof(skill->improvise_db)
- + sizeof(skill->changematerial_db)
- + sizeof(skill->spellbook_db)
- + sizeof(skill->reproduce_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));
-
-#ifdef ENABLE_CASE_CHECK
- script->parser_current_file = DBPATH"skill_db.txt";
-#endif // ENABLE_CASE_CHECK
- sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
-#ifdef ENABLE_CASE_CHECK
- script->parser_current_file = NULL;
-#endif // ENABLE_CASE_CHECK
-
- if (minimal)
- return;
-
- sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
-#ifdef RENEWAL_CAST
- sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
-#else
- sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
-#endif
- sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
- sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
-
- skill->init_unit_layout();
- sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
- sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
- sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
- //Warlock
- sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
- //Guillotine Cross
- sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
- sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb);
- sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
- sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
-}
-
-void skill_reload (void) {
- struct s_mapiterator *iter;
- struct map_session_data *sd;
- int i,c,k;
-
- skill->read_db(false);
-
- //[Ind/Hercules] refresh index cache
- for(c = 0; c < CLASS_COUNT; c++) {
- for( i = 0; i < MAX_SKILL_TREE; i++ ) {
- if( pc->skill_tree[c][i].id ) {
- pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id);
- for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) {
- if( pc->skill_tree[c][i].need[k].id )
- pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id);
- }
- }
- }
- }
- chrif->skillid2idx(0);
- /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
- iter = mapit_getallusers();
- for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
- clif->skillinfoblock(sd);
- mapit->free(iter);
-
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int do_init_skill(bool minimal) {
- skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH);
- skill->read_db(minimal);
-
- if (minimal)
- return 0;
-
- skill->group_db = idb_alloc(DB_OPT_BASE);
- skill->unit_db = idb_alloc(DB_OPT_BASE);
- skill->cd_db = idb_alloc(DB_OPT_BASE);
- skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA);
- skill->bowling_db = idb_alloc(DB_OPT_BASE);
- skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
- skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK);
- skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
- skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
-
- ers_chunk_size(skill->cd_ers, 25);
- ers_chunk_size(skill->cd_entry_ers, 100);
- ers_chunk_size(skill->unit_ers, 150);
- ers_chunk_size(skill->timer_ers, 150);
-
- timer->add_func_list(skill->unit_timer,"skill_unit_timer");
- timer->add_func_list(skill->castend_id,"skill_castend_id");
- timer->add_func_list(skill->castend_pos,"skill_castend_pos");
- timer->add_func_list(skill->timerskill,"skill_timerskill");
- timer->add_func_list(skill->blockpc_end, "skill_blockpc_end");
-
- timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
-
- return 0;
-}
-
-int do_final_skill(void) {
-
- db_destroy(skill->name2id_db);
- db_destroy(skill->group_db);
- db_destroy(skill->unit_db);
- db_destroy(skill->cd_db);
- db_destroy(skill->usave_db);
- db_destroy(skill->bowling_db);
- ers_destroy(skill->unit_ers);
- ers_destroy(skill->timer_ers);
- ers_destroy(skill->cd_ers);
- ers_destroy(skill->cd_entry_ers);
- return 0;
-}
-/* initialize the interface */
-void skill_defaults(void) {
- const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 };
- const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 };
-
- skill = &skill_s;
- skill->init = do_init_skill;
- skill->final = do_final_skill;
- skill->reload = skill_reload;
- skill->read_db = skill_readdb;
- /* */
- skill->cd_db = NULL;
- skill->name2id_db = NULL;
- skill->unit_db = NULL;
- skill->usave_db = NULL;
- skill->bowling_db = NULL;
- skill->group_db = NULL;
- /* */
- skill->unit_ers = NULL;
- skill->timer_ers = NULL;
- skill->cd_ers = NULL;
- skill->cd_entry_ers = NULL;
- /* one huge 0, follows skill.h order */
- memset(skill->db,0,sizeof(skill->db)
- + sizeof(skill->produce_db)
- + sizeof(skill->arrow_db)
- + sizeof(skill->abra_db)
- + sizeof(skill->magicmushroom_db)
- + sizeof(skill->improvise_db)
- + sizeof(skill->changematerial_db)
- + sizeof(skill->spellbook_db)
- + sizeof(skill->reproduce_db)
- + sizeof(skill->unit_layout)
- );
- /* */
- memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff));
- memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff));
- skill->firewall_unit_pos = 0;
- skill->icewall_unit_pos = 0;
- skill->earthstrain_unit_pos = 0;
- memset(&skill->area_temp,0,sizeof(skill->area_temp));
- memset(&skill->unit_temp,0,sizeof(skill->unit_temp));
- skill->unit_group_newid = 0;
- /* accessors */
- skill->get_index = skill_get_index;
- skill->get_type = skill_get_type;
- skill->get_hit = skill_get_hit;
- skill->get_inf = skill_get_inf;
- skill->get_ele = skill_get_ele;
- skill->get_nk = skill_get_nk;
- skill->get_max = skill_get_max;
- skill->get_range = skill_get_range;
- skill->get_range2 = skill_get_range2;
- skill->get_splash = skill_get_splash;
- skill->get_hp = skill_get_hp;
- skill->get_mhp = skill_get_mhp;
- skill->get_sp = skill_get_sp;
- skill->get_state = skill_get_state;
- skill->get_spiritball = skill_get_spiritball;
- skill->get_zeny = skill_get_zeny;
- skill->get_num = skill_get_num;
- skill->get_cast = skill_get_cast;
- skill->get_delay = skill_get_delay;
- skill->get_walkdelay = skill_get_walkdelay;
- skill->get_time = skill_get_time;
- skill->get_time2 = skill_get_time2;
- skill->get_castnodex = skill_get_castnodex;
- skill->get_delaynodex = skill_get_delaynodex;
- skill->get_castdef = skill_get_castdef;
- skill->get_weapontype = skill_get_weapontype;
- skill->get_ammotype = skill_get_ammotype;
- skill->get_ammo_qty = skill_get_ammo_qty;
- skill->get_unit_id = skill_get_unit_id;
- skill->get_inf2 = skill_get_inf2;
- skill->get_castcancel = skill_get_castcancel;
- skill->get_maxcount = skill_get_maxcount;
- skill->get_blewcount = skill_get_blewcount;
- skill->get_unit_flag = skill_get_unit_flag;
- skill->get_unit_target = skill_get_unit_target;
- skill->get_unit_interval = skill_get_unit_interval;
- skill->get_unit_bl_target = skill_get_unit_bl_target;
- skill->get_unit_layout_type = skill_get_unit_layout_type;
- skill->get_unit_range = skill_get_unit_range;
- skill->get_cooldown = skill_get_cooldown;
- skill->tree_get_max = skill_tree_get_max;
- skill->get_name = skill_get_name;
- skill->get_desc = skill_get_desc;
- skill->chk = skill_chk;
- skill->get_casttype = skill_get_casttype;
- skill->get_casttype2 = skill_get_casttype2;
- skill->is_combo = skill_is_combo;
- skill->name2id = skill_name2id;
- skill->isammotype = skill_isammotype;
- skill->castend_id = skill_castend_id;
- skill->castend_pos = skill_castend_pos;
- skill->castend_map = skill_castend_map;
- skill->cleartimerskill = skill_cleartimerskill;
- skill->addtimerskill = skill_addtimerskill;
- skill->additional_effect = skill_additional_effect;
- skill->counter_additional_effect = skill_counter_additional_effect;
- skill->blown = skill_blown;
- skill->break_equip = skill_break_equip;
- skill->strip_equip = skill_strip_equip;
- skill->id2group = skill_id2group;
- skill->unitsetting = skill_unitsetting;
- skill->initunit = skill_initunit;
- skill->delunit = skill_delunit;
- skill->init_unitgroup = skill_initunitgroup;
- skill->del_unitgroup = skill_delunitgroup;
- skill->clear_unitgroup = skill_clear_unitgroup;
- skill->clear_group = skill_clear_group;
- skill->unit_onplace = skill_unit_onplace;
- skill->unit_ondamaged = skill_unit_ondamaged;
- skill->cast_fix = skill_castfix;
- skill->cast_fix_sc = skill_castfix_sc;
- skill->vf_cast_fix = skill_vfcastfix;
- skill->delay_fix = skill_delay_fix;
- skill->check_condition_castbegin = skill_check_condition_castbegin;
- skill->check_condition_castend = skill_check_condition_castend;
- skill->consume_requirement = skill_consume_requirement;
- skill->get_requirement = skill_get_requirement;
- skill->check_pc_partner = skill_check_pc_partner;
- skill->unit_move = skill_unit_move;
- skill->unit_onleft = skill_unit_onleft;
- skill->unit_onout = skill_unit_onout;
- skill->unit_move_unit_group = skill_unit_move_unit_group;
- skill->sit = skill_sit;
- skill->brandishspear = skill_brandishspear;
- skill->repairweapon = skill_repairweapon;
- skill->identify = skill_identify;
- skill->weaponrefine = skill_weaponrefine;
- skill->autospell = skill_autospell;
- skill->calc_heal = skill_calc_heal;
- skill->check_cloaking = skill_check_cloaking;
- skill->check_cloaking_end = skill_check_cloaking_end;
- skill->can_cloak = skill_can_cloak;
- skill->enchant_elemental_end = skill_enchant_elemental_end;
- skill->not_ok = skillnotok;
- skill->not_ok_hom = skillnotok_hom;
- skill->not_ok_mercenary = skillnotok_mercenary;
- skill->chastle_mob_changetarget = skill_chastle_mob_changetarget;
- skill->can_produce_mix = skill_can_produce_mix;
- skill->produce_mix = skill_produce_mix;
- skill->arrow_create = skill_arrow_create;
- skill->castend_nodamage_id = skill_castend_nodamage_id;
- skill->castend_damage_id = skill_castend_damage_id;
- skill->castend_pos2 = skill_castend_pos2;
- skill->blockpc_start = skill_blockpc_start_;
- skill->blockhomun_start = skill_blockhomun_start;
- skill->blockmerc_start = skill_blockmerc_start;
- skill->attack = skill_attack;
- skill->attack_area = skill_attack_area;
- skill->area_sub = skill_area_sub;
- skill->area_sub_count = skill_area_sub_count;
- skill->check_unit_range = skill_check_unit_range;
- skill->check_unit_range_sub = skill_check_unit_range_sub;
- skill->check_unit_range2 = skill_check_unit_range2;
- skill->check_unit_range2_sub = skill_check_unit_range2_sub;
- skill->toggle_magicpower = skill_toggle_magicpower;
- skill->magic_reflect = skill_magic_reflect;
- skill->onskillusage = skill_onskillusage;
- skill->cell_overlap = skill_cell_overlap;
- skill->timerskill = skill_timerskill;
- skill->trap_splash = skill_trap_splash;
- skill->check_condition_mercenary = skill_check_condition_mercenary;
- skill->locate_element_field = skill_locate_element_field;
- skill->graffitiremover = skill_graffitiremover;
- skill->activate_reverberation = skill_activate_reverberation;
- skill->dance_overlap = skill_dance_overlap;
- skill->dance_overlap_sub = skill_dance_overlap_sub;
- skill->get_unit_layout = skill_get_unit_layout;
- skill->frostjoke_scream = skill_frostjoke_scream;
- skill->greed = skill_greed;
- skill->destroy_trap = skill_destroy_trap;
- skill->unitgrouptickset_search = skill_unitgrouptickset_search;
- skill->dance_switch = skill_dance_switch;
- skill->check_condition_char_sub = skill_check_condition_char_sub;
- skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub;
- skill->brandishspear_first = skill_brandishspear_first;
- skill->brandishspear_dir = skill_brandishspear_dir;
- skill->get_fixed_cast = skill_get_fixed_cast;
- skill->sit_count = skill_sit_count;
- skill->sit_in = skill_sit_in;
- skill->sit_out = skill_sit_out;
- skill->unitsetmapcell = skill_unitsetmapcell;
- skill->unit_onplace_timer = skill_unit_onplace_timer;
- skill->unit_effect = skill_unit_effect;
- skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace;
- skill->unit_move_sub = skill_unit_move_sub;
- skill->blockpc_end = skill_blockpc_end;
- skill->blockhomun_end = skill_blockhomun_end;
- skill->blockmerc_end = skill_blockmerc_end;
- skill->split_atoi = skill_split_atoi;
- skill->unit_timer = skill_unit_timer;
- skill->unit_timer_sub = skill_unit_timer_sub;
- skill->init_unit_layout = skill_init_unit_layout;
- skill->parse_row_skilldb = skill_parse_row_skilldb;
- skill->parse_row_requiredb = skill_parse_row_requiredb;
- skill->parse_row_castdb = skill_parse_row_castdb;
- skill->parse_row_castnodexdb = skill_parse_row_castnodexdb;
- skill->parse_row_unitdb = skill_parse_row_unitdb;
- skill->parse_row_producedb = skill_parse_row_producedb;
- skill->parse_row_createarrowdb = skill_parse_row_createarrowdb;
- skill->parse_row_abradb = skill_parse_row_abradb;
- skill->parse_row_spellbookdb = skill_parse_row_spellbookdb;
- skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb;
- skill->parse_row_reproducedb = skill_parse_row_reproducedb;
- skill->parse_row_improvisedb = skill_parse_row_improvisedb;
- skill->parse_row_changematerialdb = skill_parse_row_changematerialdb;
- skill->usave_add = skill_usave_add;
- skill->usave_trigger = skill_usave_trigger;
- skill->cooldown_load = skill_cooldown_load;
- skill->spellbook = skill_spellbook;
- skill->block_check = skill_block_check;
- skill->detonator = skill_detonator;
- skill->check_camouflage = skill_check_camouflage;
- skill->magicdecoy = skill_magicdecoy;
- skill->poisoningweapon = skill_poisoningweapon;
- skill->select_menu = skill_select_menu;
- skill->elementalanalysis = skill_elementalanalysis;
- skill->changematerial = skill_changematerial;
- skill->get_elemental_type = skill_get_elemental_type;
- skill->cooldown_save = skill_cooldown_save;
- skill->get_new_group_id = skill_get_new_group_id;
- skill->check_shadowform = skill_check_shadowform;
-}
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL. +// See the LICENSE file +// Portions Copyright (c) Athena Dev Teams + +#define HERCULES_CORE + +#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION() +#include "skill.h" + +#include <math.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <time.h> + +#include "battle.h" +#include "battleground.h" +#include "chrif.h" +#include "clif.h" +#include "date.h" +#include "elemental.h" +#include "guild.h" +#include "homunculus.h" +#include "intif.h" +#include "itemdb.h" +#include "log.h" +#include "map.h" +#include "mercenary.h" +#include "mob.h" +#include "npc.h" +#include "party.h" +#include "path.h" +#include "pc.h" +#include "pet.h" +#include "script.h" +#include "status.h" +#include "unit.h" +#include "../common/cbasetypes.h" +#include "../common/ers.h" +#include "../common/malloc.h" +#include "../common/nullpo.h" +#include "../common/random.h" +#include "../common/showmsg.h" +#include "../common/strlib.h" +#include "../common/timer.h" +#include "../common/utils.h" + +#define SKILLUNITTIMER_INTERVAL 100 + +// ranges reserved for mapping skill ids to skilldb offsets +#define HM_SKILLRANGEMIN 750 +#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) +#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) +#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) +#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) +#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) +#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) +#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) + +#if GD_SKILLRANGEMAX > 999 + #error GD_SKILLRANGEMAX is greater than 999 +#endif + +struct skill_interface skill_s; + +//Since only mob-casted splash skills can hit ice-walls +static inline int splash_target(struct block_list* bl) { +#ifndef RENEWAL + return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; +#else // Some skills can now hit ground skills(traps, ice wall & etc.) + return BL_SKILL|BL_CHAR; +#endif +} + +/// Returns the id of the skill, or 0 if not found. +int skill_name2id(const char* name) { + if( name == NULL ) + return 0; + + return strdb_iget(skill->name2id_db, name); +} + +/// Maps skill ids to skill db offsets. +/// Returns the skill's array index, or 0 (Unknown Skill). +int skill_get_index( uint16 skill_id ) { + // avoid ranges reserved for mapping guild/homun/mercenary skills + if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) + || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) + || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) + || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) + return 0; + + // map skill id to skill db index + if( skill_id >= GD_SKILLBASE ) + skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; + else if( skill_id >= EL_SKILLBASE ) + skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; + else if( skill_id >= MC_SKILLBASE ) + skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; + else if( skill_id >= HM_SKILLBASE ) + skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; + //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/ + else if( skill_id > 1019 && skill_id < 8001 ) { + if( skill_id < 2058 ) // 1020 - 2000 are empty + skill_id = 1020 + skill_id - 2001; + else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57 + skill_id = (1077) + skill_id - 2201; + else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348 + skill_id = (1425) + skill_id - 3001; + else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35 + skill_id = (1460) + skill_id - 5001; + else + ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id); + } + + // validate result + if( !skill_id || skill_id >= MAX_SKILL_DB ) + return 0; + + return skill_id; +} + +const char* skill_get_name( uint16 skill_id ) { + return skill->db[skill->get_index(skill_id)].name; +} + +const char* skill_get_desc( uint16 skill_id ) { + return skill->db[skill->get_index(skill_id)].desc; +} + +// out of bounds error checking [celest] +void skill_chk(uint16* skill_id) { + *skill_id = skill->get_index(*skill_id); // checks/adjusts id +} + +#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0) +#define skill_get2(var,id,lv) do { \ + skill->chk(&(id)); \ + if(!(id)) return 0; \ + if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \ + int lv2__ = (lv); (lv) = skill->db[(id)].max; \ + return (var) + ((lv2__-(lv))/2);\ + } \ + return (var);\ +} while(0) +#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1) +// Skill DB +int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); } +int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } +int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } +int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } +int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } +int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } +int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } +int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); } +int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); } +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } +int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } +int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); } +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } +int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } +int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } +int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); } +int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } +int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); } +int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { +#ifdef RENEWAL_CAST + skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); +#else + return 0; +#endif +} +int skill_tree_get_max(uint16 skill_id, int b_class) +{ + int i; + b_class = pc->class2idx(b_class); + + ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id ); + if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id ) + return pc->skill_tree[b_class][i].max; + else + return skill->get_max(skill_id); +} + +int skill_get_casttype (uint16 skill_id) { + int inf = skill->get_inf(skill_id); + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill->get_nk(skill_id)&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +} + +int skill_get_casttype2 (uint16 index) { + int inf = skill->db[index].inf; + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill->db[index].inf2&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill->db[index].nk&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +} + +//Returns actual skill range taking into account attack range and AC_OWL [Skotlex] +int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int range; + if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) + return 9; //Mobs have a range of 9 regardless of skill used. + + range = skill->get_range(skill_id, skill_lv); + + if( range < 0 ) { + if( battle_config.use_weapon_skill_range&bl->type ) + return status_get_range(bl); + range *=-1; + } + + //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE + switch( skill_id ) { + case AC_SHOWER: + case MA_SHOWER: + case AC_DOUBLE: + case MA_DOUBLE: + case HT_BLITZBEAT: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case SN_FALCONASSAULT: + case HT_POWER: + /** + * Ranger + **/ + case RA_ARROWSTORM: + case RA_AIMEDBOLT: + case RA_WUGBITE: + if( bl->type == BL_PC ) + range += pc->checkskill((TBL_PC*)bl, AC_VULTURE); + else + range += 10; //Assume level 10? + break; + // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] + case GS_RAPIDSHOWER: + case GS_PIERCINGSHOT: + case GS_FULLBUSTER: + case GS_SPREADATTACK: + case GS_GROUNDDRIFT: + if (bl->type == BL_PC) + range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE); + else + range += 10; //Assume level 10? + break; + case NJ_KIRIKAGE: + if (bl->type == BL_PC) + range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); + break; + /** + * Warlock + **/ + case WL_WHITEIMPRISON: + case WL_SOULEXPANSION: + case WL_MARSHOFABYSS: + case WL_SIENNAEXECRATE: + case WL_DRAINLIFE: + case WL_CRIMSONROCK: + case WL_HELLINFERNO: + case WL_COMET: + case WL_CHAINLIGHTNING: + case WL_TETRAVORTEX: + case WL_EARTHSTRAIN: + case WL_RELEASE: + if( bl->type == BL_PC ) + range += pc->checkskill((TBL_PC*)bl, WL_RADIUS); + break; + /** + * Ranger Bonus + **/ + case HT_LANDMINE: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + if( bl->type == BL_PC ) + range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2; + } + + if( !range && bl->type != BL_PC ) + return 9; // Enable non players to use self skills on others. [Skotlex] + return range; +} + +int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { + int skill2_lv, hp; + struct map_session_data *sd = BL_CAST(BL_PC, src); + struct map_session_data *tsd = BL_CAST(BL_PC, target); + struct status_change* sc; + + nullpo_ret(src); + + switch( skill_id ) { + case BA_APPLEIDUN: +#ifdef RENEWAL + hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery +#else // not RENEWAL + hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery +#endif // RENEWAL + if( sd ) + hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); + break; + case PR_SANCTUARY: + hp = (skill_lv>6)?777:skill_lv*100; + break; + case NPC_EVILLAND: + hp = (skill_lv>6)?666:skill_lv*100; + break; + default: + if (skill_lv >= battle_config.max_heal_lv) + return battle_config.max_heal; +#ifdef RENEWAL + /** + * Renewal Heal Formula + * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK + **/ + hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; +#else // not RENEWAL + hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); +#endif // RENEWAL + if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) + hp += hp * skill2_lv * 2 / 100; + else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) + hp += hp * skill2_lv * 2 / 100; + break; + } + + if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) + hp >>= 1; + + if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) + hp += hp*skill2_lv/100; + + if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) + hp += hp*skill2_lv/100; + + sc = status->get_sc(src); + if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { + if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) + hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; + } + sc = status->get_sc(target); + if( sc && sc->count ) { + if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] + hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; + if( sc->data[SC_DEATHHURT] && heal ) + hp -= hp * 20/100; + if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) + hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] + if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) + hp += hp / 10; + if ( sc && sc->data[SC_VITALITYACTIVATION] ) + hp = hp * 150 / 100; + } + +#ifdef RENEWAL + // MATK part of the RE heal formula [malufett] + // Note: in this part matk bonuses from items or skills are not applied + switch( skill_id ) { + case BA_APPLEIDUN: + case PR_SANCTUARY: + case NPC_EVILLAND: + break; + default: + hp += status->get_matk(src, 3); + } +#endif // RENEWAL + return hp; +} + +// Making plagiarize check its own function [Aru] +int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) +{ + // Never copy NPC/Wedding Skills + if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) + return 0; + + // High-class skills + if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) + { + if(battle_config.copyskill_restrict == 2) + return 0; + else if(battle_config.copyskill_restrict) + return (sd->status.class_ == JOB_STALKER); + } + + //Added so plagarize can't copy agi/bless if you're undead since it damages you + if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING || + skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || + skill_id == MER_INCAGI || skill_id == MER_BLESSING)) + return 0; + + // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] + if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE))) + return 0; + // Reproduce will only copy skills according on the list. [Jobbie] + else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) + return 0; + + return 1; +} + +// [MouseJstr] - skill ok to cast? and when? +int skillnotok (uint16 skill_id, struct map_session_data *sd) +{ + int16 idx,m; + nullpo_retr (1, sd); + m = sd->bl.m; + idx = skill->get_index(skill_id); + + if (idx == 0) + return 1; // invalid skill id + + if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) ) + return 1; + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return 0; // can do any damn thing they want + + if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 ) + return 0; // Teleport lv 3 bypasses this check.[Inkfish] + + // Epoque: + // This code will compare the player's attack motion value which is influenced by ASPD before + // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as + // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. + if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && + DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) + {// attempted to cast a skill before the attack motion has finished + return 1; + } + + if (sd->blockskill[idx]) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); + return 1; + } + + /** + * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below + * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map + **/ + if( sd->skillitem == skill_id ) + return 0; + + if( sd->sc.data[SC_ALL_RIDING] ) + return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) + + switch (skill_id) { + case AL_WARP: + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + case ECLAGE_RECALL: + if(map->list[m].flag.nowarp) { + clif->skill_mapinfomessage(sd,0); + return 1; + } + return 0; + case AL_TELEPORT: + case SC_FATALMENACE: + case SC_DIMENSIONDOOR: + if(map->list[m].flag.noteleport) { + clif->skill_mapinfomessage(sd,0); + return 1; + } + return 0; // gonna be checked in 'skill->castend_nodamage_id' + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + if (map->list[m].flag.nomemo) { + clif->skill_mapinfomessage(sd,1); + return 1; + } + break; + case MC_VENDING: + case ALL_BUYING_STORE: + if( npc->isnear(&sd->bl) ) { + // uncomment for more verbose message. + //char output[150]; + //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC." + //clif->message(sd->fd, output); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); + return 1; + } + case MC_IDENTIFY: + return 0; // always allowed + case WZ_ICEWALL: + // noicewall flag [Valaris] + if (map->list[m].flag.noicewall) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GC_DARKILLUSION: + if( map_flag_gvg2(m) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GD_EMERGENCYCALL: + if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1)) + || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4)) + || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle) + ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case SC_MANHOLE: + case WM_SOUND_OF_DESTRUCTION: + case WM_SATURDAY_NIGHT_FEVER: + case WM_LULLABY_DEEPSLEEP: + if( !map_flag_vs(m) ) { + clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. + return 1; + } + break; + + } + return (map->list[m].flag.noskill); +} + +int skillnotok_hom(uint16 skill_id, struct homun_data *hd) +{ + uint16 idx = skill->get_index(skill_id); + nullpo_retr(1,hd); + + if (idx == 0) + return 1; // invalid skill id + + if (hd->blockskill[idx] > 0) + return 1; + switch(skill_id){ + case MH_LIGHT_OF_REGENE: + if( homun->get_intimacy_grade(hd) != 4 ){ + if( hd->master ) + clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); + return 1; + } + break; + case MH_GOLDENE_FERSE: //can be used with angriff + if(hd->sc.data[SC_ANGRIFFS_MODUS]) + return 1; + case MH_ANGRIFFS_MODUS: + if(hd->sc.data[SC_GOLDENE_FERSE]) + return 1; + break; + } + + //Use master's criteria. + return skill->not_ok(skill_id, hd->master); +} + +int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) +{ + uint16 idx = skill->get_index(skill_id); + nullpo_retr(1,md); + + if( idx == 0 ) + return 1; // Invalid Skill ID + if( md->blockskill[idx] > 0 ) + return 1; + + return skill->not_ok(skill_id, md->master); +} + +struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { + int pos = skill->get_unit_layout_type(skill_id,skill_lv); + uint8 dir; + + if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { + ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); + pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout + } + + if (pos != -1) // simple single-definition layout + return &skill->unit_layout[pos]; + + dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction + + if (skill_id == MG_FIREWALL) + return &skill->unit_layout [skill->firewall_unit_pos + dir]; + else if (skill_id == WZ_ICEWALL) + return &skill->unit_layout [skill->icewall_unit_pos + dir]; + else if( skill_id == WL_EARTHSTRAIN ) //Warlock + return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; + + ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); + return &skill->unit_layout[0]; // default 1x1 layout +} + +/*========================================== + * + *------------------------------------------*/ +int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) { + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct status_data *sstatus, *tstatus; + struct status_change *sc, *tsc; + + int temp; + int rate; + + nullpo_ret(src); + nullpo_ret(bl); + + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + + if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. + return 0; + + sd = BL_CAST(BL_PC, src); + md = BL_CAST(BL_MOB, src); + dstsd = BL_CAST(BL_PC, bl); + dstmd = BL_CAST(BL_MOB, bl); + + sc = 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; + + if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] + if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { + // Trigger status effects + enum sc_type type; + int i; + for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) { + rate = sd->addeff[i].rate; + if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] + rate += sd->addeff[i].arrow_rate; + if( !rate ) continue; + + if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) { + // Trigger has attack type consideration. + if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) || + (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) || + (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ; + else + continue; + } + + if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) { + // Trigger has range consideration. + if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || + (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) + continue; //Range Failed. + } + + type = sd->addeff[i].id; + temp = skill->get_time2(status->sc2skill(type),7); + + if (sd->addeff[i].flag&ATF_TARGET) + status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); + + if (sd->addeff[i].flag&ATF_SELF) + status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); + } + } + + if( skill_id ) { + // Trigger status effects on skills + enum sc_type type; + int i; + for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { + if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) + continue; + type = sd->addeff3[i].id; + temp = skill->get_time2(status->sc2skill(type),7); + + if( sd->addeff3[i].target&ATF_TARGET ) + status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); + if( sd->addeff3[i].target&ATF_SELF ) + status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); + } + } + } + + if( dmg_lv < ATK_DEF ) // no damage, return; + return 0; + + switch(skill_id) { + case 0: { // Normal attacks (no skill used) + if( attack_type&BF_SKILL ) + break; // If a normal attack is a skill, it's splash damage. [Inkfish] + if(sd) { + // Automatic trigger of Blitz Beat + if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && + rnd()%1000 <= sstatus->luk*3 ) { + rate = sd->status.job_level / 10 + 1; + skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); + } + // Automatic trigger of Warg Strike [Jobbie] + if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 ) + skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); + // Gank + if(dstmd && sd->status.weapon != W_BOW && + (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 && + (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) { + if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL))) + clif->skill_nodamage(src,bl,TF_STEAL,temp,1); + else + clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); + } + // Chance to trigger Taekwon kicks [Dralnu] + if(sc && !sc->data[SC_COMBOATTACK]) { + if(sc->data[SC_STORMKICK_READY] && + sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK, + bl->id, 2, 0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sc->data[SC_DOWNKICK_READY] && + sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK, + bl->id, 2, 0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sc->data[SC_TURNKICK_READY] && + sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK, + bl->id, 2, 0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] + rate = 20; + if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { + rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; + status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); + } + sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, + (2000 - 4*sstatus->agi - 2*sstatus->dex)); + } + } + if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) ) + skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); + } + + if (sc) { + struct status_change_entry *sce; + // Enchant Poison gives a chance to poison attacked enemies + if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. + status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE); + // Enchant Deadly Poison gives a chance to deadly poison attacked enemies + if((sce=sc->data[SC_EDP])) + sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, + skill->get_time2(ASC_EDP,sce->val1)); + } + } + break; + + case SM_BASH: + if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) + status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE); + break; + + case MER_CRASH: + sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case AS_VENOMKNIFE: + if (sd) //Poison chance must be that of Envenom. [Skotlex] + skill_lv = pc->checkskill(sd, TF_POISON); + case TF_POISON: + case AS_SPLASHER: + if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id==TF_POISON + ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case AS_SONICBLOW: + sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case WZ_FIREPILLAR: + unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); + break; + + case MG_FROSTDIVER: + #ifndef RENEWAL + case WZ_FROSTNOVA: + #endif + if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id == MG_FROSTDIVER + ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + #ifdef RENEWAL + case WZ_FROSTNOVA: + sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + #endif + + case WZ_STORMGUST: + /** + * Storm Gust counter was dropped in renewal + **/ + #ifdef RENEWAL + sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + #else + //On third hit, there is a 150% to freeze the target + if(tsc->sg_counter >= 3 && + sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv))) + tsc->sg_counter = 0; + /** + * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value + **/ + else if( tsc->sg_counter > 250 ) + tsc->sg_counter = 0; + #endif + break; + + case WZ_METEOR: + sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case WZ_VERMILION: + sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_FLASHER: + sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_LANDMINE: + case MA_LANDMINE: + sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_SHOCKWAVE: + status_percent_damage(src, bl, 0, 15*skill_lv+5, false); + break; + + case HT_SANDMAN: + case MA_SANDMAN: + sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case TF_SPRINKLESAND: + sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case TF_THROWSTONE: + if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) + sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case NPC_DARKCROSS: + case CR_HOLYCROSS: + sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Chance to cause blind status vs demon and undead element, but not against players + if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case AM_ACIDTERROR: + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) + clif->emotion(bl,E_OMG); + break; + + case AM_DEMONSTRATION: + skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); + break; + + case CR_SHIELDCHARGE: + sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case PA_PRESSURE: + status_percent_damage(src, bl, 0, 15+5*skill_lv, false); + break; + + case RG_RAID: + sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + + #ifdef RENEWAL + sc_start(src,bl,SC_RAID,100,7,5000); + break; + + case RG_BACKSTAP: + sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + #endif + break; + + case BA_FROSTJOKER: + sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case DC_SCREAM: + sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case BD_LULLABY: + sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case DC_UGLYDANCE: + rate = 5+5*skill_lv; + if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON))) + rate += 5+temp; + status_zap(bl, 0, rate); + break; + case SL_STUN: + if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. + sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + break; + + case NPC_PETRIFYATTACK: + sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, + skill_lv,0,0,skill->get_time(skill_id,skill_lv), + skill->get_time2(skill_id,skill_lv)); + break; + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_HELLPOWER: + sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_ACIDBREATH: + case NPC_ICEBREATH: + sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_BLEEDING: + sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_MENTALBREAKER: + { + //Based on observations by [Tharis], Mental Breaker should do SP damage + //equal to Matk*skLevel. + rate = status->get_matk(src, 2); + rate*=skill_lv; + status_zap(bl, 0, rate); + break; + } + // Equipment breaking monster skills [Celest] + case NPC_WEAPONBRAKER: + skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); + break; + case NPC_ARMORBRAKE: + skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); + break; + case NPC_HELMBRAKE: + skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); + break; + case NPC_SHIELDBRAKE: + skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); + break; + + case CH_TIGERFIST: + sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); + break; + + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses + sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv)); + break; + + case ST_REJECTSWORD: + sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); + break; + + case PF_FOGWALL: + if (src != bl && !tsc->data[SC_DELUGE]) + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element + if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); + break; + + case LK_JOINTBEAT: + if (tsc->jb_flag) { + enum sc_type type = status->skill2sc(skill_id); + sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); + tsc->jb_flag = 0; + } + break; + case ASC_METEORASSAULT: + //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. + switch(rnd()%3) { + case 0: + sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); + break; + case 1: + sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); + break; + default: + sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + } + break; + + case HW_NAPALMVULCAN: + sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case WS_CARTTERMINATION: + sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case CR_ACIDDEMONSTRATION: + skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); + break; + + case TK_DOWNKICK: + sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case TK_JUMPKICK: + if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) + {// debuff the following statuses + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); + status_change_end(bl, SC_KAITE, INVALID_TIMER); + status_change_end(bl, SC_KAAHI, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + } + break; + case TK_TURNKICK: + case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. + if(attack_type&BF_MISC) //70% base stun chance... + sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_BULLSEYE: //0.1% coma rate. + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE); + break; + case GS_PIERCINGSHOT: + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + case NJ_HYOUSYOURAKU: + sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_FLING: + sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); + break; + case GS_DISARM: + rate = 3*skill_lv; + if (sstatus->dex > tstatus->dex) + rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula + skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case NPC_EVILLAND: + sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_HELLJUDGEMENT: + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_CRITICALWOUND: + sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case RK_WINDCUTTER: + sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH: + sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH_WATER: + sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case AB_ADORAMUS: + if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. + sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WL_CRIMSONROCK: + sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WL_COMET: + sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + break; + case WL_EARTHSTRAIN: + { + int i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + + for( i = 0; i < skill_lv; i++ ) + skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv, + skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + case WL_JACKFROST: + sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case WL_FROSTMISTY: + sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case RA_WUGBITE: + rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; + if ( rate < 50 ) + rate = 50; + sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); + break; + case RA_SENSITIVEKEEN: + if( rnd()%100 < 8 * skill_lv ) + skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); + break; + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + if( dstmd && !(dstmd->status.mode&MD_BOSS) ) + sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); + break; + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + break; + case NC_PILEBUNKER: + if( rnd()%100 < 25 + 15 *skill_lv ) { + //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + status_change_end(bl, SC_DEFENDER, INVALID_TIMER); + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); + status_change_end(bl, SC_BANDING, INVALID_TIMER); + status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); + } + break; + case NC_FLAMELAUNCHER: + sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + break; + case NC_COLDSLOWER: + sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( tsc && !tsc->data[SC_FREEZE] ) + sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case NC_POWERSWING: + // Use flag=2, the stun duration is not vit-reduced. + status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK); + if( rnd()%100 < 5*skill_lv ) + skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); + break; + case NC_MAGMA_ERUPTION: + sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GC_WEAPONCRUSH: + skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); + break; + case GC_DARKCROW: + sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case LG_SHIELDPRESS: + rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case LG_HESPERUSLIT: + if ( sc && sc->data[SC_BANDING] ) { + if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT. + status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK); + else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5 + skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0); + } + break; + case LG_PINPOINTATTACK: + rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; + switch( skill_lv ) { + case 1: + sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case 2: + skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); + break; + case 3: + skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); + break; + case 4: + skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); + break; + case 5: + skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); + break; + } + break; + case LG_MOONSLASHER: + rate = 32 + 8 * skill_lv; + if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. + skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) + sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case LG_EARTHDRIVE: + skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); + sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_DRAGONCOMBO: + sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_FALLENEMPIRE: + sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_WINDMILL: + if( dstsd ) + skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); + break; + case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] + sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_EARTHSHAKER: + sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case SR_HOWLINGOFLION: + sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SO_EARTHGRAVE: + sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + break; + case SO_DIAMONDDUST: + rate = 5 + 5 * skill_lv; + if( sc && sc->data[SC_COOLER_OPTION] ) + rate += sc->data[SC_COOLER_OPTION]->val3 / 5; + sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case SO_VARETYR_SPEAR: + sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GN_SLINGITEM_RANGEMELEEATK: + if( sd ) { + switch( sd->itemid ) { + // Starting SCs here instead of do it in skill->additional_effect to simplify the code. + case ITEMID_COCONUT_BOMB: + sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official + sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); + break; + case ITEMID_MELON_BOMB: + sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed + break; + case ITEMID_BANANA_BOMB: + sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? + sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. + break; + } + sd->itemid = -1; + } + break; + case GN_HELLS_PLANT_ATK: + sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); + break; + case EL_WIND_SLASH: // Non confirmed rate. + sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + break; + case EL_STONE_HAMMER: + rate = 10 * skill_lv; + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + break; + case EL_TYPOON_MIS: + sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case KO_JYUMONJIKIRI: + sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case KO_MAKIBISHI: + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); + break; + case MH_LAVA_SLIDE: + if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); + break; + case MH_STAHL_HORN: + sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case MH_NEEDLE_OF_PARALYZE: + sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GN_ILLUSIONDOPING: + if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. + sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case MH_XENO_SLASHER: + sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + break; + } + + if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { + //Pass heritage to Master for status causing effects. [Skotlex] + sd = map->id2sd(md->master_id); + src = sd?&sd->bl:src; + } + + if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) { + // Coma, Breaking Equipment + if( sd && sd->special_state.bonus_coma ) { + rate = sd->weapon_coma_ele[tstatus->def_ele]; + rate += sd->weapon_coma_race[tstatus->race]; + rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; + if (rate) + status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE); + } + if (sd && battle_config.equip_self_break_rate) { + // Self weapon breaking + rate = battle_config.equip_natural_break_rate; + if( sc ) + { + if(sc->data[SC_GIANTGROWTH]) + rate += 10; + if(sc->data[SC_OVERTHRUST]) + rate += 10; + if(sc->data[SC_OVERTHRUSTMAX]) + rate += 10; + } + if( rate ) + skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF); + } + if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) { + // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. + // Target weapon breaking + rate = 0; + if( sd ) + rate += sd->bonus.break_weapon_rate; + if( sc && sc->data[SC_MELTDOWN] ) + rate += sc->data[SC_MELTDOWN]->val2; + if( rate ) + skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY); + + // Target armor breaking + rate = 0; + if( sd ) + rate += sd->bonus.break_armor_rate; + if( sc && sc->data[SC_MELTDOWN] ) + rate += sc->data[SC_MELTDOWN]->val3; + if( rate ) + skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); + } + if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills. + if (sd->def_set_race[tstatus->race].rate) + status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value, + 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); + if (sd->def_set_race[tstatus->race].rate) + status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value, + 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); + } + } + + if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { + struct unit_data *ud = unit->bl2ud(src); + + if( sc->data[SC_WILD_STORM_OPTION] ) + temp = sc->data[SC_WILD_STORM_OPTION]->val2; + else if( sc->data[SC_UPHEAVAL_OPTION] ) + temp = sc->data[SC_UPHEAVAL_OPTION]->val2; + else if( sc->data[SC_TROPIC_OPTION] ) + temp = sc->data[SC_TROPIC_OPTION]->val3; + else if( sc->data[SC_CHILLY_AIR_OPTION] ) + temp = sc->data[SC_CHILLY_AIR_OPTION]->val3; + else + temp = 0; + + if ( rnd()%100 < 25 && temp ){ + skill->castend_damage_id(src, bl, temp, 5, tick, 0); + + if (ud) { + rate = skill->delay_fix(src, temp, skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers ) + clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + // Autospell when attacking + if( sd && !status->isdead(bl) && sd->autospell[0].id ) { + struct block_list *tbl; + struct unit_data *ud; + int i, auto_skill_lv, type, notok; + + for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { + + if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && + sd->autospell[i].flag&attack_type&BF_RANGEMASK && + sd->autospell[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; + + sd->state.autocast = 1; + notok = skill->not_ok(temp, sd); + sd->state.autocast = 0; + + if ( notok ) + continue; + + auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; + if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); + + rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; + + if (rnd()%1000 >= rate) + continue; + + tbl = (sd->autospell[i].id < 0) ? src : bl; + + if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill->get_unit_flag(temp)&UF_NOREITERATION && + skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill->get_unit_flag(temp)&UF_NOFOOTSET && + skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0 + ) { + int v; + for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == temp) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + if( battle_config.autospell_check_range && + !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) + continue; + + if (temp == AS_SONICBLOW) + pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. + else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding. + type = CAST_GROUND; + + sd->state.autocast = 1; + skill->consume_requirement(sd,temp,auto_skill_lv,1); + skill->toggle_magicpower(src, temp); + switch (type) { + case CAST_GROUND: + skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0); + break; + } + sd->state.autocast = 0; + //Set canact delay. [Skotlex] + ud = unit->bl2ud(src); + if (ud) { + rate = skill->delay_fix(src, temp, auto_skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers && sd ) + clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + //Autobonus when attacking + if( sd && sd->autobonus[0].rate ) + { + int i; + for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) + { + if( rnd()%1000 >= sd->autobonus[i].rate ) + continue; + if( sd->autobonus[i].active != INVALID_TIMER ) + continue; + if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && + sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && + sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc->exeautobonus(sd,&sd->autobonus[i]); + } + } + + //Polymorph + if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && + dstmd && !(tstatus->mode&MD_BOSS) && + (rnd()%10000 < sd->bonus.classchange)) + { + struct mob_db *monster; + int class_; + temp = 0; + do { + do { + class_ = rnd() % MAX_MOB_DB; + } while (!mob->db_checkid(class_)); + + rate = rnd() % 1000000; + monster = mob->db(class_); + } while ( + (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && + (temp++) < 2000); + if (temp < 2000) + mob->class_change(dstmd,class_); + } + + return 0; +} + +int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) { + int temp, skill_lv, i, type, notok; + struct block_list *tbl; + + if( sd == NULL || !skill_id ) + return 0; + + for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { + if( sd->autospell3[i].flag != skill_id ) + continue; + + if( sd->autospell3[i].lock ) + continue; // autospell already being executed + + temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; + + sd->state.autocast = 1; + notok = skill->not_ok(temp, sd); + sd->state.autocast = 0; + + if ( notok ) + continue; + + skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; + if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv); + + if( sd->autospell3[i].id >= 0 && bl == NULL ) + continue; // No target + if( rnd()%1000 >= sd->autospell3[i].rate ) + continue; + + tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; + + if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill->get_unit_flag(temp)&UF_NOREITERATION && + skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill->get_unit_flag(temp)&UF_NOFOOTSET && + skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(temp, skill_lv)) > 0 + ) { + int v; + for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == temp) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + if( battle_config.autospell_check_range && + !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) + continue; + + sd->state.autocast = 1; + sd->autospell3[i].lock = true; + skill->consume_requirement(sd,temp,skill_lv,1); + switch( type ) { + case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break; + case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; + case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; + } + sd->autospell3[i].lock = false; + sd->state.autocast = 0; + } + + if (sd->autobonus3[0].rate) { + for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) { + if( rnd()%1000 >= sd->autobonus3[i].rate ) + continue; + if( sd->autobonus3[i].active != INVALID_TIMER ) + continue; + if( sd->autobonus3[i].atk_type != skill_id ) + continue; + pc->exeautobonus(sd,&sd->autobonus3[i]); + } + } + + return 1; +} +/* Split off from skill->additional_effect, which is never called when the + * attack skill kills the enemy. Place in this function counter status effects + * when using skills (eg: Asura's sp regen penalty, or counter-status effects + * from cards) that will take effect on the source, not the target. [Skotlex] + * Note: Currently this function only applies to Extremity Fist and BF_WEAPON + * type of skills, so not every instance of skill->additional_effect needs a call + * to this one. + */ +int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) { + int rate; + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + struct status_change *sc; + + nullpo_ret(src); + nullpo_ret(bl); + + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] + + sd = BL_CAST(BL_PC, src); + dstsd = BL_CAST(BL_PC, bl); + sc = status->get_sc(src); + + 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(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE); + + if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) + status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE); + } + } + + switch(skill_id){ + case MO_EXTREMITYFIST: + sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_FULLBUSTER: + sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case HFLI_SBR44: // [orn] + case HVAN_EXPLOSION: + if(src->type == BL_HOM){ + TBL_HOM *hd = (TBL_HOM*)src; + hd->homunculus.intimacy = 200; + if (hd->master) + clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + attack_type |= BF_WEAPON; + break; + case LG_HESPERUSLIT: + if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) { + char i; + for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++) + clif->millenniumshield(bl, sc->fv_counter++); + } + break; + } + + if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR + && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] + sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + + if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) + && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) + && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 + ) { + // Soul Drain should only work on targeted spells [Skotlex] + if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] + if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) + ; + else { + clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); + status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); + } + } + + if( sd && status->isdead(bl) ) { + int sp = 0, hp = 0; + if( attack_type&BF_WEAPON ) { + sp += sd->bonus.sp_gain_value; + sp += sd->sp_gain_race[status_get_race(bl)]; + sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; + hp += sd->bonus.hp_gain_value; + } + if( attack_type&BF_MAGIC ) { + sp += sd->bonus.magic_sp_gain_value; + hp += sd->bonus.magic_hp_gain_value; + if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) + if( sc->data[SC_SOULLINK] + && sc->data[SC_SOULLINK]->val2 == SL_WIZARD + && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL + ) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. + } + } + if( hp || sp ) { + // updated to force healing to allow healing through berserk + status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); + } + } + + // Trigger counter-spells to retaliate against damage causing skills. + if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { + struct block_list *tbl; + struct unit_data *ud; + int i, auto_skill_id, auto_skill_lv, type, notok; + + for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { + + if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && + dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && + dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; + auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; + if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); + + rate = dstsd->autospell2[i].rate; + if (attack_type&BF_LONG) + rate>>=1; + + dstsd->state.autocast = 1; + notok = skill->not_ok(auto_skill_id, dstsd); + dstsd->state.autocast = 0; + + if ( notok ) + continue; + + if (rnd()%1000 >= rate) + continue; + + tbl = (dstsd->autospell2[i].id < 0) ? bl : src; + + if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION && + skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET && + skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0 + ) { + int v; + for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) { + if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + + if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) + continue; + + dstsd->state.autocast = 1; + skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1); + switch (type) { + case CAST_GROUND: + skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); + break; + } + dstsd->state.autocast = 0; + // Set canact delay. [Skotlex] + ud = unit->bl2ud(bl); + if (ud) { + rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers && dstsd ) + clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + //Autobonus when attacked + if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { + int i; + for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { + if( rnd()%1000 >= dstsd->autobonus2[i].rate ) + continue; + if( dstsd->autobonus2[i].active != INVALID_TIMER ) + continue; + if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK && + dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK && + dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc->exeautobonus(dstsd,&dstsd->autobonus2[i]); + } + } + + return 0; +} +/*========================================================================= + * Breaks equipment. On-non players causes the corresponding strip effect. + * - rate goes from 0 to 10000 (100.00%) + * - flag is a BCT_ flag to indicate which type of adjustment should be used + * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. + *------------------------------------------------------------------------*/ +int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { + const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; + const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; + const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; + struct status_change *sc = 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->bonus.unbreakable_equip) + where &= ~sd->bonus.unbreakable_equip; + if (sd->bonus.unbreakable) + rate -= rate*sd->bonus.unbreakable/100; + if (where&EQP_WEAPON) { + switch (sd->status.weapon) { + case W_FIST: //Bare fists should not break :P + case W_1HAXE: + case W_2HAXE: + case W_MACE: // Axes and Maces can't be broken [DracoRPG] + case W_2HMACE: + case W_STAFF: + case W_2HSTAFF: + case W_BOOK: //Rods and Books can't be broken [Skotlex] + case W_HUUMA: + where &= ~EQP_WEAPON; + } + } + } + if (flag&BCT_ENEMY) { + if (battle_config.equip_skill_break_rate != 100) + rate = rate*battle_config.equip_skill_break_rate/100; + } else if (flag&(BCT_PARTY|BCT_SELF)) { + if (battle_config.equip_self_break_rate != 100) + rate = rate*battle_config.equip_self_break_rate/100; + } + + for (i = 0; i < 4; i++) { + if (where&where_list[i]) { + if (sc && sc->count && sc->data[scdef[i]]) + where&=~where_list[i]; + else if (rnd()%10000 >= rate) + where&=~where_list[i]; + else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. + sc_start(bl,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; + + switch(i) { + case EQI_HEAD_TOP: //Upper Head + flag = (where&EQP_HELM); + break; + case EQI_ARMOR: //Body + flag = (where&EQP_ARMOR); + break; + case EQI_HAND_R: //Left/Right hands + case EQI_HAND_L: + flag = ( + (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || + (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); + break; + case EQI_SHOES: + flag = (where&EQP_SHOES); + break; + case EQI_GARMENT: + flag = (where&EQP_GARMENT); + break; + default: + continue; + } + if (flag) { + sd->status.inventory[j].attribute = 1; + pc->unequipitem(sd, j, 3); + } + } + clif->equiplist(sd); + } + + return where; //Return list of pieces broken. +} + +int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) { + struct status_change *sc; + const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC}; + const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY}; + const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0}; + int i; + + if (rnd()%100 >= rate) + return 0; + + sc = status->get_sc(bl); + if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] + return 0; + + for (i = 0; i < ARRAYLENGTH(pos); i++) { + if (where&pos[i] && sc->data[sc_def[i]]) + where&=~pos[i]; + } + if (!where) return 0; + + for (i = 0; i < ARRAYLENGTH(pos); i++) { + if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) + where&=~pos[i]; + } + return where?1:0; +} +/*========================================================================= + Used to knock back players, monsters, traps, etc + - 'count' is the number of squares to knock back + - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) + - if 'flag&0x1', position update packets must not be sent. + - if 'flag&0x2', skill blown ignores players' special_state.no_knockback + -------------------------------------------------------------------------*/ +int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) { + int dx = 0, dy = 0; + struct skill_unit* su = NULL; + + nullpo_ret(src); + + if (src != target && map->list[src->m].flag.noknockback) + return 0; // No knocking + if (count == 0) + return 0; // Actual knockback distance is 0. + + switch (target->type) { + case BL_MOB: { + struct mob_data* md = BL_CAST(BL_MOB, target); + if( md->class_ == MOBID_EMPERIUM ) + return 0; + if(src != target && is_boss(target)) // Bosses can't be knocked-back + return 0; + } + break; + case BL_PC: { + struct map_session_data *sd = BL_CAST(BL_PC, target); + if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) + return 0; // Basilica caster can't be knocked-back by normal monsters. + if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) + return 0; + } + break; + case BL_SKILL: + su = (struct skill_unit *)target; + if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) + return 0; // ankle snare cannot be knocked back + break; + } + + if (dir == -1) // <optimized>: do the computation here instead of outside + dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed + + if (dir >= 0 && dir < 8) { + // take the reversed 'direction' and reverse it + dx = -dirx[dir]; + dy = -diry[dir]; + } + + return unit->blown(target, dx, dy, count, flag); // send over the proper flag +} + + +/* + Checks if 'bl' should reflect back a spell cast by 'src'. + type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) + In case of success returns type of reflection, otherwise 0 + 1 - Regular reflection (Maya) + 2 - SL_KAITE reflection +*/ +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); + + if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability + return 0; + + // item-based reflection + if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) + return 1; + + if( is_boss(src) ) + return 0; + + // status-based reflection + if( !sc || sc->count == 0 ) + return 0; + + if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) + return 1; + + if( sc->data[SC_KAITE] && (src->type == BL_PC || 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, INVALID_TIMER); + return 2; + } + + return 0; +} + +/* + * ========================================================================= + * Does a skill attack with the given properties. + * src is the master behind the attack (player/mob/pet) + * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL + * bl is the target to be attacked. + * flag can hold a bunch of information: + * flag&0xFFF is passed to the underlying battle_calc_attack for processing + * (usually holds number of targets, or just 1 for simple splash attacks) + * flag&0x1000 is used to tag that this is a splash-attack (so the damage + * packet shouldn't display a skill animation) + * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the + * client (causes player characters to not scream skill name) + * flag&0x4000 - Return 0 if damage was reflected + *-------------------------------------------------------------------------*/ +int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + struct Damage dmg; + struct status_data *sstatus, *tstatus; + struct status_change *sc; + struct map_session_data *sd, *tsd; + int type; + int64 damage; + bool rmdamage = false;//magic reflected + bool additional_effects = true, shadow_flag = false; + + if(skill_id > 0 && !skill_lv) return 0; + + nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) + nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. + nullpo_ret(bl); //Target to be attacked. + + if (src != dsrc) { + //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] + if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) + return 0; + } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { + //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] + if (!status->check_skilluse(src, bl, skill_id, 2)) + return 0; + } + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + + // To block skills that aren't called via battle_check_target [Panikon] + // issue: 8203 + if( sd + && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM)) + || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) ) + ) + return 0; + + 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(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) + return 0; + //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. + if (sc && sc->data[SC_TRICKDEAD]) + return 0; + + dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); + + //Skotlex: Adjusted to the new system + if( src->type == BL_PET ) { // [Valaris] + struct pet_data *pd = (TBL_PET*)src; + if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { + int element = skill->get_ele(skill_id, skill_lv); + /*if (skill_id == -1) Does it ever worked? + element = sstatus->rhw.ele;*/ + if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) + dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv); + else + dmg.damage= skill_lv; + dmg.damage2=0; + dmg.div_= pd->a_skill->div_; + } + } + + if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { + // Earthquake on multiple targets is not counted as a target skill. [Inkfish] + if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { + //Magic reflection, switch caster/target + struct block_list *tbl = bl; + rmdamage = true; + bl = src; + src = tbl; + dsrc = 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. + /* bugreport:2564 flag&2 disables double casting trigger */ + flag |= 2; + /* bugreport:7859 magical reflected zeroes blow count */ + dmg.blewcount = 0; + //Spirit of Wizard blocks Kaite's reflection + if (type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD) { + //Consume one Fragment per hit of the casted skill? [Skotlex] + type = tsd ? pc->search_inventory(tsd, ITEMID_FRAGMENT_OF_CRYSTAL) : 0; + if (type != INDEX_NOT_FOUND) { + if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); + dmg.damage = dmg.damage2 = 0; + dmg.dmg_lv = ATK_MISS; + sc->data[SC_SOULLINK]->val3 = skill_id; + sc->data[SC_SOULLINK]->val4 = dsrc->id; + } + } else if( type != 2 ) /* Kaite bypasses */ + additional_effects = false; + + /** + * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target + **/ + #if MAGIC_REFLECTION_TYPE + + #ifdef RENEWAL + if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment + #else + // issue:6415 in pre-renewal Kaite reflected the entire damage received + // regardless of caster's equipment (Aegis 11.1) + if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment + #endif + { + short s_ele = skill->get_ele(skill_id, skill_lv); + + if (s_ele == -1) // the skill takes the weapon's element + s_ele = sstatus->rhw.ele; + else if (s_ele == -2) //Use status element + s_ele = status_get_attack_sc_element(src,status->get_sc(src)); + else if( s_ele == -3 ) //Use random element + s_ele = rnd()%ELE_MAX; + + dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); + + if( sc && sc->data[SC_ENERGYCOAT] ) { + struct status_data *st = status->get_status_data(bl); + int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval + per /=20; //Uses 20% SP intervals. + //SP Cost: 1% + 0.5% per every 20% SP + if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) + status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); + //Reduction: 6% + 6% every 20% + dmg.damage -= dmg.damage * (6 * (1+per)) / 100; + } + } + #endif /* MAGIC_REFLECTION_TYPE */ + } + if(sc && sc->data[SC_MAGICROD] && src == dsrc) { + int sp = skill->get_sp(skill_id,skill_lv); + dmg.damage = dmg.damage2 = 0; + dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] + sp = sp * sc->data[SC_MAGICROD]->val2 / 100; + if(skill_id == WZ_WATERBALL && skill_lv > 1) + sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball + status->heal(bl, 0, sp, 2); + } + } + + damage = dmg.damage + dmg.damage2; + + if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || + skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || + skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) + damage = 1; + + if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ + struct block_list *nbl; + nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id); + if( nbl ){ // Only one target is chosen. + int temp = (int)(damage / (float)(10 / skill_lv)); + clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); + } + } + + //Skill hit type + type=(skill_id==0)?5:skill->get_hit(skill_id); + + if(damage < dmg.div_ + //Only skills that knockback even when they miss. [Skotlex] + && skill_id != CH_PALMSTRIKE) + dmg.blewcount = 0; + + if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) { + if(battle_config.gx_disptype) dsrc = src; + if(src == bl) type = 4; + else flag|=SD_ANIMATION; + } + if(skill_id == NJ_TATAMIGAESHI) { + dsrc = src; //For correct knockback. + flag|=SD_ANIMATION; + } + + if(sd) { + int combo = 0; //Used to signal if this skill can be combo'ed later on. + struct status_change_entry *sce; + if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex] + switch (skill_id) { + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. + sce->val1 = skill_id; //Update combo-skill + sce->val3 = skill_id; + if( sce->timer != INVALID_TIMER ) + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK); + break; + } + unit->cancel_combo(src); // Cancel combo wait + break; + default: + if( src == dsrc ) // Ground skills are exceptions. [Inkfish] + status_change_end(src, SC_COMBOATTACK, INVALID_TIMER); + } + } + switch(skill_id) { + case MO_TRIPLEATTACK: + if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0) + combo=1; + break; + case MO_CHAINCOMBO: + if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) + combo=1; + break; + case MO_COMBOFINISH: + if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] + party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv); + if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) + combo=1; + case CH_TIGERFIST: + if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + combo=1; + case CH_CHAINCRUSH: + if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) + combo=1; + break; + case AC_DOUBLE: + // AC_DOUBLE can start the combo with other monster types, but the + // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon] + if (pc->checkskill(sd, HT_POWER)) { + sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000); + 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 (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) + sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); + break; + case GS_FULLBUSTER: + //Can't attack nor use items until skill's delay expires. [Skotlex] + sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; + break; + case TK_DODGE: + if( pc->checkskill(sd, TK_JUMPKICK) > 0 ) + combo = 1; + break; + case SR_DRAGONCOMBO: + if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 ) + combo = 1; + break; + case SR_FALLENEMPIRE: + if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) + combo = 1; + break; + } //Switch End + if (combo) { //Possible to chain + if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ + sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); + clif->combo_delay(src, combo); + } + } + + //Display damage. + switch( skill_id ) { + case PA_GOSPEL: //Should look like Holy Cross [Skotlex] + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); + break; + //Skills that need be passed as a normal attack for the client to display correctly. + case HVAN_EXPLOSION: + case NPC_SELFDESTRUCTION: + if(src->type==BL_PC) + dmg.blewcount = 10; + dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] + // fall through + case KN_AUTOCOUNTER: + case NPC_CRITICALSLASH: + case TF_DOUBLE: + case GS_CHAINACTION: + dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); + break; + + case AS_SPLASHER: + if( flag&SD_ANIMATION ) // the surrounding targets + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level + else // the central target doesn't display an animation + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level + break; + case WL_HELLINFERNO: + case SR_EARTHSHAKER: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); + break; + case KO_MUCHANAGE: + if( dmg.dmg_lv == ATK_FLEE ) + break; + case WL_SOULEXPANSION: + case WL_COMET: + case NJ_HUUMA: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8); + break; + case WL_CHAINLIGHTNING_ATK: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND: + dmg.amotion = status_get_amotion(src) * 2; + case LG_OVERBRAND_PLUSATK: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5); + break; + case EL_FIRE_BOMB: + case EL_FIRE_BOMB_ATK: + case EL_FIRE_WAVE: + case EL_FIRE_WAVE_ATK: + case EL_FIRE_MANTLE: + case EL_CIRCLE_OF_FIRE: + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WATER_SCREW: + case EL_WATER_SCREW_ATK: + case EL_WIND_SLASH: + case EL_TIDAL_WEAPON: + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + case EL_HURRICANE: + case EL_HURRICANE_ATK: + case EL_TYPOON_MIS: + case EL_TYPOON_MIS_ATK: + case GN_CRAZYWEED_ATK: + case KO_BAKURETSU: + case NC_MAGMA_ERUPTION: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); + break; + case GN_SLINGITEM_RANGEMELEEATK: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); + break; + case SC_FEINTBOMB: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); + break; + case EL_STONE_RAIN: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); + break; + case WM_SEVERE_RAINSTORM_MELEE: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); + break; + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5); + break; + case HT_CLAYMORETRAP: + case HT_BLASTMINE: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); + if( dsrc != src ) // avoid damage display redundancy + break; + case HT_LANDMINE: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); + break; + case WZ_SIGHTBLASTER: + dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + break; + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ + default: + if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. + type = 5; + if( bl->type == BL_SKILL ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets + clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + } + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type); + break; + } + + map->freeblock_lock(); + + if (damage > 0 && dmg.flag&BF_SKILL && tsd + && pc->checkskill(tsd,RG_PLAGIARISM) + && (!sc || !sc->data[SC_PRESERVE]) + && damage < tsd->battle_status.hp + ) { + //Updated to not be able to copy skills if the blow will kill you. [Skotlex] + int copy_skill = skill_id, cidx = 0; + /** + * Copy Referral: dummy skills should point to their source upon copying + **/ + switch( skill_id ) { + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + copy_skill = AB_DUPLELIGHT; + break; + case WL_CHAINLIGHTNING_ATK: + copy_skill = WL_CHAINLIGHTNING; + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + copy_skill = WM_REVERBERATION; + break; + case WM_SEVERE_RAINSTORM_MELEE: + copy_skill = WM_SEVERE_RAINSTORM; + break; + case GN_CRAZYWEED_ATK: + copy_skill = GN_CRAZYWEED; + break; + case GN_HELLS_PLANT_ATK: + copy_skill = GN_HELLS_PLANT; + break; + case GN_SLINGITEM_RANGEMELEEATK: + copy_skill = GN_SLINGITEM; + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + copy_skill = LG_OVERBRAND; + break; + } + cidx = skill->get_index(copy_skill); + if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && + can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] + { + int lv, idx = 0; + if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { + //Level dependent and limitation. + lv = min(lv,skill->get_max(copy_skill)); + + if( tsd->reproduceskill_id ) { + idx = skill->get_index(tsd->reproduceskill_id); + if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { + tsd->status.skill[idx].id = 0; + tsd->status.skill[idx].lv = 0; + tsd->status.skill[idx].flag = 0; + clif->deleteskill(tsd,tsd->reproduceskill_id); + } + } + + tsd->reproduceskill_id = copy_skill; + pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill); + pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv); + + tsd->status.skill[cidx].id = copy_skill; + tsd->status.skill[cidx].lv = lv; + tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; + clif->addskill(tsd,copy_skill); + } else { + lv = skill_lv; + if ( tsd->cloneskill_id ) { + idx = skill->get_index(tsd->cloneskill_id); + if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){ + tsd->status.skill[idx].id = 0; + tsd->status.skill[idx].lv = 0; + tsd->status.skill[idx].flag = 0; + clif->deleteskill(tsd,tsd->cloneskill_id); + } + } + + if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv) + lv = type; + + tsd->cloneskill_id = copy_skill; + pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill); + pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv); + + tsd->status.skill[cidx].id = copy_skill; + tsd->status.skill[cidx].lv = lv; + tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; + clif->addskill(tsd,copy_skill); + } + } + } + + if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) { + //Skills with can't walk delay also stop normal attacking for that + //duration when the attack connects. [Skotlex] + struct unit_data *ud = unit->bl2ud(src); + if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) + ud->attackabletime = tick + type; + } + + shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); + + if( !dmg.amotion ) { + //Instant damage + if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag) + status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. + if( !status->isdead(bl) && additional_effects ) + skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); + if( damage > 0 ) //Counter status effects [Skotlex] + skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); + } + // Hell Inferno burning status only starts if Fire part hits. + if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) + sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + // Apply knock back chance in SC_TRIANGLESHOT skill. + else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) + dmg.blewcount = 0; + + //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] + //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) + if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { + int8 dir = -1; // default + switch(skill_id) {//direction + case MG_FIREWALL: + case PR_SANCTUARY: + case SC_TRIANGLESHOT: + case SR_KNUCKLEARROW: + case GN_WALLOFTHORN: + case EL_FIRE_MANTLE: + dir = unit->getdir(bl);// backwards + break; + // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. + case WZ_STORMGUST: + if(!battle_config.stormgust_knockback) + dir = rand()%8; + break; + case WL_CRIMSONROCK: + dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); + break; + case MC_CARTREVOLUTION: + dir = 6; // Official servers push target to the West + break; + + } + + /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ + if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) + dmg.blewcount = 25; + + //blown-specific handling + switch( skill_id ) { + case LG_OVERBRAND_BRANDISH: + if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount ) + skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); + break; + case SR_KNUCKLEARROW: + if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { + short dir_x, dir_y; + dir_x = dirx[(dir+4)%8]; + dir_y = diry[(dir+4)%8]; + if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) + skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); + } + break; + default: + skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); + if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && su->group->skill_id == HT_BLASTMINE) + skill->blown(src, bl, 3, -1, 0); + } + break; + } + } + + //Delayed damage must be dealt after the knockback (it needs to know actual position of target) + if (dmg.amotion){ + if( shadow_flag ){ + if( !status->isdead(bl) && additional_effects ) + skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); + if( dmg.flag > ATK_BLOCK ) + skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); + }else + battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); + } + + if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { + struct status_change_entry *sce = sc->data[SC_DEVOTION]; + struct block_list *d_bl = map->id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) + ) && check_distance_bl(bl, d_bl, sce->val3) ) + { + if(!rmdamage){ + clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0); + status_fix_damage(NULL,d_bl, damage, 0); + } else{ //Reflected magics are done directly on the target not on paladin + //This check is only for magical skill. + //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage + clif->damage(bl,bl, 0, 0, damage, 0, 0, 0); + status_fix_damage(bl,bl, damage, 0); + } + } + else { + status_change_end(bl, SC_DEVOTION, INVALID_TIMER); + if( !dmg.amotion ) + status_fix_damage(src,bl,damage,dmg.dmotion); + } + } + + if(damage > 0 && !(tstatus->mode&MD_BOSS)) { + if( skill_id == RG_INTIMIDATE ) { + int rate = 50 + skill_lv * 5; + rate = rate + (status->get_lv(src) - status->get_lv(bl)); + if(rnd()%100 < rate) + skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); + } else if( skill_id == SC_FATALMENACE ) + skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); + } + + if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) + dmg.flag |= BF_WEAPON; + + if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || + (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) ) + { + if (battle_config.left_cardfix_to_right) + battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); + else + battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); + } + + + if( damage > 0 ) { + /** + * Post-damage effects + **/ + switch( skill_id ) { + case GC_VENOMPRESSURE: + { + struct status_change *ssc = status->get_sc(src); + if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { + short rate = 100; + if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5; + sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + status_change_end(src,SC_POISONINGWEAPON,-1); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + break; + case WM_METALICSOUND: + status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); + break; + case SR_TIGERCANNON: + status_zap(bl, 0, damage/10); // 10% of damage dealt + break; + } + if( sd ) + skill->onskillusage(sd, bl, skill_id, tick); + } + + if (!(flag&2) + && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) + && (sc = status->get_sc(src)) + && sc->data[SC_DOUBLECASTING] + && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2 + ) { + //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); + skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); + } + + map->freeblock_unlock(); + + if ((flag&0x4000) && rmdamage == 1) + return 0; //Should return 0 when damage was reflected + + return (int)cap_value(damage,INT_MIN,INT_MAX); +} + +/*========================================== + * sub function for recursive skill call. + * Checking bl battle flag and display damage + * then call func with source,target,skill_id,skill_lv,tick,flag + *------------------------------------------*/ +int skill_area_sub(struct block_list *bl, va_list ap) { + struct block_list *src; + uint16 skill_id,skill_lv; + int flag; + int64 tick; + SkillFunc func; + + nullpo_ret(bl); + + src = va_arg(ap,struct block_list *); + skill_id = va_arg(ap,int); + skill_lv = va_arg(ap,int); + tick = va_arg(ap,int64); + flag = va_arg(ap,int); + func = va_arg(ap,SkillFunc); + + if(battle->check_target(src,bl,flag) > 0) { + // several splash skills need this initial dummy packet to display correctly + if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + + if (flag&(SD_SPLASH|SD_PREAMBLE)) + skill->area_temp[2]++; + + return func(src,bl,skill_id,skill_lv,tick,flag); + } + return 0; +} + +int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { + struct skill_unit *su; + uint16 skill_id,g_skill_id; + + su = (struct skill_unit *)bl; + + if(bl->prev == NULL || bl->type != BL_SKILL) + return 0; + + if(!su->alive) + return 0; + + skill_id = va_arg(ap,int); + g_skill_id = su->group->skill_id; + + switch (skill_id) { + case AL_PNEUMA: + if(g_skill_id == SA_LANDPROTECTOR) + break; + case MG_SAFETYWALL: + case MH_STEINWAND: + case SC_MAELSTROM: + case SO_ELEMENTAL_SHIELD: + if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) + return 0; + break; + case AL_WARP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + case HP_BASILICA: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_DIMENSIONDOOR: + case SC_BLOODYLUST: + case SC_CHAOSPANIC: + case GN_HELLS_PLANT: + //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) + if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) + return 0; + break; + default: //Avoid stacking with same kind of trap. [Skotlex] + if (g_skill_id != skill_id) + return 0; + break; + } + + return 1; +} + +int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { + //Non players do not check for the skill's splash-trigger area. + int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0; + int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); + if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) { + ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + + range += layout_type; + return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); +} + +int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { + uint16 skill_id; + + if(bl->prev == NULL) + return 0; + + skill_id = va_arg(ap,int); + + if( status->isdead(bl) && skill_id != AL_WARP ) + return 0; + + if( skill_id == HP_BASILICA && bl->type == BL_PC ) + return 0; + + if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) + return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] + return 1; +} + +int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { + int range, type; + + switch (skill_id) { + // to be expanded later + case WZ_ICEWALL: + range = 2; + break; + case SC_MANHOLE: + range = 0; + break; + case GN_HELLS_PLANT: + range = 0; + break; + default: { + int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + range = skill->get_unit_range(skill_id,skill_lv) + layout_type; + } + break; + } + + // if the caster is a monster/NPC, only check for players + // otherwise just check characters + if (bl->type == BL_PC) + type = BL_CHAR; + else + type = BL_PC; + + return map->foreachinarea(skill->check_unit_range2_sub, bl->m, + x - range, y - range, x + range, y + range, + type, skill_id); +} + +/*========================================== + * Checks that you have the requirements for casting a skill for homunculus/mercenary. + * Flag: + * &1: finished casting the skill (invoke hp/sp/item consumption) + * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) + *------------------------------------------*/ +int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { + struct status_data *st; + struct map_session_data *sd = NULL; + int i, hp, sp, hp_rate, sp_rate, state, mhp; + uint16 idx; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; + + if( lv < 1 || lv > MAX_SKILL_LEVEL ) + return 0; + nullpo_ret(bl); + + switch( bl->type ) { + case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; + case BL_MER: sd = ((TBL_MER*)bl)->master; break; + } + + st = status->get_status_data(bl); + if( (idx = skill->get_index(skill_id)) == 0 ) + return 0; + + // Requirements + for( i = 0; i < ARRAYLENGTH(itemid); i++ ) + { + itemid[i] = skill->db[idx].itemid[i]; + amount[i] = skill->db[idx].amount[i]; + } + hp = skill->db[idx].hp[lv-1]; + sp = skill->db[idx].sp[lv-1]; + hp_rate = skill->db[idx].hp_rate[lv-1]; + sp_rate = skill->db[idx].sp_rate[lv-1]; + state = skill->db[idx].state; + if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) + hp += (st->max_hp * mhp) / 100; + if( hp_rate > 0 ) + hp += (st->hp * hp_rate) / 100; + else + hp += (st->max_hp * (-hp_rate)) / 100; + if( sp_rate > 0 ) + sp += (st->sp * sp_rate) / 100; + else + sp += (st->max_sp * (-sp_rate)) / 100; + + if( bl->type == BL_HOM ) { // Intimacy Requirements + struct homun_data *hd = BL_CAST(BL_HOM, bl); + switch( skill_id ) { + case HFLI_SBR44: + if( hd->homunculus.intimacy <= 200 ) + return 0; + break; + case HVAN_EXPLOSION: + if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) + return 0; + break; + } + } + + if( !(type&2) ) { + if( hp > 0 && st->hp <= (unsigned int)hp ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); + return 0; + } + if( sp > 0 && st->sp <= (unsigned int)sp ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); + return 0; + } + } + + if( !type ) + switch( state ) { + case ST_MOVE_ENABLE: + if( !unit->can_move(bl) ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + break; + } + if( !(type&1) ) + return 1; + + // Check item existences + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + index[i] = INDEX_NOT_FOUND; + if (itemid[i] < 1) continue; // No item + index[i] = pc->search_inventory(sd, itemid[i]); + if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); + return 0; + } + } + + // Consume items + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + if (index[i] != INDEX_NOT_FOUND) + pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); + } + + if( type&2 ) + return 1; + + if( sp || hp ) + status_zap(bl, hp, sp); + + return 1; +} + +/*========================================== + * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ + *------------------------------------------*/ +int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { + struct block_list *src = map->id2bl(id),*target; + struct unit_data *ud = unit->bl2ud(src); + struct skill_timerskill *skl; + int range; + + nullpo_ret(src); + nullpo_ret(ud); + skl = ud->skilltimerskill[data]; + nullpo_ret(skl); + ud->skilltimerskill[data] = NULL; + + do { + if(src->prev == NULL) + break; // Source not on Map + if(skl->target_id) { + target = map->id2bl(skl->target_id); + if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) + target = src; //Required since it has to warp. + if(target == NULL) + break; // Target offline? + if(target->prev == NULL) + break; // Target not on Map + if(src->m != target->m) + break; // Different Maps + if(status->isdead(src)){ + // Exceptions + switch(skl->skill_id){ + case WL_CHAINLIGHTNING_ATK: + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + break; + default: + continue; // Caster is Dead + } + } + 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,CLR_TELEPORT) == 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, CLR_TELEPORT); + } + 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 KN_AUTOCOUNTER: + clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); + break; + case NPC_EARTHQUAKE: + if( skl->type > 1 ) + skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + skill->area_temp[1] = src->id; + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); + break; + case WZ_WATERBALL: + skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + 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) && !status->isdead(src)) { + skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + } else { + struct status_change *sc = status->get_sc(src); + if(sc) { + if(sc->data[SC_SOULLINK] && + sc->data[SC_SOULLINK]->val2 == SL_WIZARD && + sc->data[SC_SOULLINK]->val3 == skl->skill_id) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. + } + } + break; + /** + * Warlock + **/ + case WL_CHAINLIGHTNING_ATK: { + struct block_list *nbl = NULL; // Next Target of Chain + skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target + skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + + if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) + { // Remaining Chains Hit + nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. + BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... + if( nbl == NULL) + skl->x++; + else + skl->x = 0; + + skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); + } + } + break; + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1); + skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); + skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if( skl->type == 4 ){ + const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. + int rate = skl->y, index = skl->x-1; + sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); + } + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); + break; + case SC_FATALMENACE: + if( src == target ) // Casters Part + unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); + else { // Target's Part + short x = skl->x, y = skl->y; + map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); + unit->warp(target,-1,x,y,CLR_TELEPORT); + } + break; + case LG_MOONSLASHER: + case SR_WINDMILL: + if( target->type == BL_PC ) { + struct map_session_data *tsd = NULL; + if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { + pc_setsit(tsd); + skill->sit(tsd,1); + clif->sitting(&tsd->bl); + } + } + break; + case SR_KNUCKLEARROW: + skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); + break; + case GN_SPORE_EXPLOSION: + map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, + src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); + break; + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + { + struct map_session_data *sd = NULL; + + if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) { + if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) + break; + + skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0); + } + break; + } + case SC_ESCAPE: + if( skl->type < 4+skl->skill_lv ){ + clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5); + skill->blown(src,src,1,unit->getdir(src),0); + skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); + } + break; + case RK_HUNDREDSPEAR: + if(src->type == BL_PC) { + int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); + if(skill_lv > 0) + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); + } else + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); + break; + case CH_PALMSTRIKE: + { + struct status_change* tsc = status->get_sc(target); + struct status_change* sc = status->get_sc(src); + if( (tsc && tsc->option&OPTION_HIDE) + || (sc && sc->option&OPTION_HIDE) + ) { + skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); + break; + } + } + default: + skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + break; + } + } else { + if(src->m != skl->map) + break; + switch( skl->skill_id ) { + case WZ_METEOR: + if( skl->type >= 0 ) { + int x = skl->type>>16, y = skl->type&0xFFFF; + if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) + skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); + if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) + && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) ) + clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); + } + else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); + break; + case GN_CRAZYWEED_ATK: { + int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv); + + map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src); + } + // fall through ... + case WL_EARTHSTRAIN: + skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); + break; + case LG_OVERBRAND_BRANDISH: + skill->area_temp[1] = 0; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR, + skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY); + 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, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) { + int i; + struct unit_data *ud; + nullpo_retr(1, src); + if (src->prev == NULL) + return 0; + ud = unit->bl2ud(src); + nullpo_retr(1, ud); + + ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); + if( i == MAX_SKILLTIMERSKILL ) return 1; + + ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill); + ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i); + ud->skilltimerskill[i]->src_id = src->id; + ud->skilltimerskill[i]->target_id = target; + ud->skilltimerskill[i]->skill_id = skill_id; + ud->skilltimerskill[i]->skill_lv = skill_lv; + ud->skilltimerskill[i]->map = src->m; + ud->skilltimerskill[i]->x = x; + ud->skilltimerskill[i]->y = y; + ud->skilltimerskill[i]->type = type; + ud->skilltimerskill[i]->flag = flag; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_cleartimerskill (struct block_list *src) +{ + int i; + struct unit_data *ud; + nullpo_ret(src); + ud = unit->bl2ud(src); + nullpo_ret(ud); + + for(i=0;i<MAX_SKILLTIMERSKILL;i++) { + if(ud->skilltimerskill[i]) { + switch(ud->skilltimerskill[i]->skill_id){ + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + continue; + } + timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill); + ers_free(skill->timer_ers, ud->skilltimerskill[i]); + ud->skilltimerskill[i]=NULL; + } + } + return 1; +} +int skill_activate_reverberation(struct block_list *bl, va_list ap) { + struct skill_unit *su = (TBL_SKILL*)bl; + struct skill_unit_group *sg; + if( bl->type != BL_SKILL ) + return 0; + if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { + int64 tick = timer->gettick(); + clif->changetraplook(bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); + su->limit = DIFF_TICK32(tick,sg->tick)+1500; + sg->unit_id = UNT_USED_TRAPS; + } + return 0; +} + +int skill_reveal_trap (struct block_list *bl, va_list ap) { + TBL_SKILL *su = (TBL_SKILL*)bl; + if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. + //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] + //clif->changetraplook(bl, su->group->unit_id); + clif->getareachar_skillunit(&su->bl,su,AREA); + return 1; + } + return 0; +} + +/*========================================== + * + * + *------------------------------------------*/ +int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + struct map_session_data *sd = NULL; + struct status_data *tstatus; + struct status_change *sc; + + if (skill_id > 0 && !skill_lv) return 0; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + if (bl->prev == NULL) + return 1; + + sd = BL_CAST(BL_PC, src); + + if (status->isdead(bl)) + return 1; + + if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { + //GTB makes all targeted magic display miss with a single bolt. + sc_type sct = status->skill2sc(skill_id); + if(sct != SC_NONE) + status_change_end(bl, sct, INVALID_TIMER); + clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); + return 1; + } + + sc = status->get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + + tstatus = status->get_status_data(bl); + + map->freeblock_lock(); + + switch(skill_id) { + case MER_CRASH: + case SM_BASH: + case MS_BASH: + case MC_MAMMONITE: + case TF_DOUBLE: + case AC_DOUBLE: + case MA_DOUBLE: + case AS_SONICBLOW: + case KN_PIERCE: + case ML_PIERCE: + case KN_SPEARBOOMERANG: + case TF_POISON: + case TF_SPRINKLESAND: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case RG_INTIMIDATE: + case AM_ACIDTERROR: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case BA_DISSONANCE: + case CR_HOLYCROSS: + case NPC_DARKCROSS: + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + case NPC_PIERCINGATT: + case NPC_MENTALBREAKER: + case NPC_RANGEATTACK: + case NPC_CRITICALSLASH: + case NPC_COMBOATTACK: + case NPC_GUIDEDATTACK: + case NPC_POISON: + case NPC_RANDOMATTACK: + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + case NPC_UNDEADATTACK: + case NPC_ARMORBRAKE: + case NPC_WEAPONBRAKER: + case NPC_HELMBRAKE: + case NPC_SHIELDBRAKE: + case NPC_BLINDATTACK: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case LK_AURABLADE: + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + case LK_HEADCRUSH: + case CG_ARROWVULCAN: + case HW_MAGICCRASHER: + case ITM_TOMAHAWK: + case MO_TRIPLEATTACK: + case CH_CHAINCRUSH: + case CH_TIGERFIST: + case PA_SHIELDCHAIN: + case PA_SACRIFICE: + case WS_CARTTERMINATION: + case AS_VENOMKNIFE: + case HT_PHANTASMIC: + 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: + case GS_FULLBUSTER: + case NJ_SYURIKEN: + case NJ_KUNAI: +#ifndef RENEWAL + case ASC_BREAKER: +#endif + case HFLI_MOON: //[orn] + case HFLI_SBR44: //[orn] + case NPC_BLEEDING: + case NPC_CRITICALWOUND: + case NPC_HELLPOWER: + case RK_SONICWAVE: + case RK_STORMBLAST: + case AB_DUPLELIGHT_MELEE: + case RA_AIMEDBOLT: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case GC_CROSSIMPACT: + case GC_VENOMPRESSURE: + case SC_TRIANGLESHOT: + case SC_FEINTBOMB: + case LG_BANISHINGPOINT: + case LG_SHIELDPRESS: + case LG_RAGEBURST: + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: + case SR_FALLENEMPIRE: + case SR_CRESCENTELBOW_AUTOSPELL: + case SR_GATEOFHELL: + case SR_GENTLETOUCH_QUIET: + case WM_SEVERE_RAINSTORM_MELEE: + case WM_GREAT_ECHO: + case GN_SLINGITEM_RANGEMELEEATK: + case KO_SETSUDAN: + case GC_DARKCROW: + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + /** + * Mechanic (MADO GEAR) + **/ + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_COLDSLOWER: + if (sd) pc->overheat(sd,1); + case RK_WINDCUTTER: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + + case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) + switch( rnd()%6 ){ + case 0: flag |= BREAK_ANKLE; break; + case 1: flag |= BREAK_WRIST; break; + case 2: flag |= BREAK_KNEE; break; + case 3: flag |= BREAK_SHOULDER; break; + case 4: flag |= BREAK_WAIST; break; + case 5: flag |= BREAK_NECK; break; + } + //TODO: is there really no cleaner way to do this? + sc = status->get_sc(bl); + if (sc) sc->jb_flag = flag; + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case MO_COMBOFINISH: + if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { + //Becomes a splash attack when Soul Linked. + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + } else + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case TK_STORMKICK: // Taekwon kicks [Dralnu] + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->area_temp[1] = 0; + map->foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case KN_CHARGEATK: { + bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + unsigned int dist = distance_bl(src, bl); + uint8 dir = map->calc_dir(bl, src->x, src->y); + + // teleport to target (if not on WoE grounds) + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) ) + clif->slide(src, bl->x, bl->y); + + // cause damage and knockback if the path to target was a straight one + if( path_exists ) { + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); + skill->blown(src, bl, dist, dir, 0); + //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, + // make the caster look in the direction of the target + unit->setdir(src, (dir+4)%8); + } + + } + break; + + case NC_FLAMELAUNCHER: + if (sd) pc->overheat(sd,1); + case SN_SHARPSHOOTING: + case MA_SHARPSHOOTING: + case NJ_KAMAITACHI: + case LG_CANNONSPEAR: + //It won't shoot through walls since on castend there has to be a direct + //line of sight between caster and target. + skill->area_temp[1] = bl->id; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; + + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + skill->area_temp[1] = bl->id; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; + + case MO_INVESTIGATE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case RG_BACKSTAP: + { + uint8 dir = 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) { + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] + unit->setdir(bl,dir); + } + else if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case MO_FINGEROFFENSIVE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if (battle_config.finger_offensive_type && sd) { + int i; + for (i = 1; i < sd->spiritball_old; i++) + skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + } + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case MO_CHAINCOMBO: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case NJ_ISSEN: + case MO_EXTREMITYFIST: + { + short x, y, i = 2; // Move 2 cells for Issen(from target) + struct block_list *mbl = bl; + short dir = 0; + + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + + if( skill_id == MO_EXTREMITYFIST ) { + mbl = src; + i = 3; // for Asura(from caster) + status->set_sp(src, 0, 0); + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); +#ifdef RENEWAL + sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); +#endif // RENEWAL + } else { + status_change_end(src, SC_NJ_NEN, INVALID_TIMER); + status_change_end(src, SC_HIDING, INVALID_TIMER); +#ifdef RENEWAL + status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); +#else // not RENEWAL + status->set_hp(src, 1, 0); +#endif // RENEWAL + } + dir = map->calc_dir(src,bl->x,bl->y); + if( dir > 0 && dir < 4) x = -i; + else if( dir > 4 ) x = i; + else x = 0; + if( dir > 2 && dir < 6 ) y = -i; + else if( dir == 7 || dir < 2 ) y = i; + else y = 0; + if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG + && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) + ) { + clif->slide(src, src->x, src->y); + clif->fixpos(src); + clif->spiritball(src); + } + } + break; + + case HT_POWER: + if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + 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 HT_BLITZBEAT: + case AC_SHOWER: + case MA_SHOWER: + case MG_NAPALMBEAT: + case MG_FIREBALL: + case RG_RAID: + case HW_NAPALMVULCAN: + case NJ_HUUMA: + case NJ_BAKUENRYU: + case ASC_METEORASSAULT: + case GS_DESPERADO: + case GS_SPREADATTACK: + case NPC_EARTHQUAKE: + case NPC_PULSESTRIKE: + case NPC_HELLJUDGEMENT: + case NPC_VAMPIRE_GIFT: + case RK_IGNITIONBREAK: + case AB_JUDEX: + case WL_SOULEXPANSION: + case WL_CRIMSONROCK: + case WL_COMET: + case WL_JACKFROST: + case RA_ARROWSTORM: + case RA_WUGDASH: + case NC_VULCANARM: + case NC_ARMSCANNON: + case NC_SELFDESTRUCTION: + case NC_AXETORNADO: + case GC_ROLLINGCUTTER: + case GC_COUNTERSLASH: + case LG_MOONSLASHER: + case LG_EARTHDRIVE: + case SR_TIGERCANNON: + case SR_RAMPAGEBLASTER: + case SR_SKYNETBLOW: + case SR_WINDMILL: + case SR_RIDEINLIGHTNING: + case WM_REVERBERATION: + case SO_VARETYR_SPEAR: + case GN_CART_TORNADO: + case GN_CARTCANNON: + case KO_HAPPOKUNAI: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + case GN_ILLUSIONDOPING: + case MH_XENO_SLASHER: + if( flag&1 ) {//Recursive invocation + // skill->area_temp[0] holds number of targets in area + // skill->area_temp[1] holds the id of the original target + // skill->area_temp[2] counts how many targets have already been processed + int sflag = skill->area_temp[0] & 0xFFF, heal; + struct status_change *tsc = status->get_sc(bl); + if( flag&SD_LEVEL ) + sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level + if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) + sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) + + if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) ) + break; + + heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); + if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status->heal(src,heal,0,0); + } + } else { + switch ( skill_id ) { + case NJ_BAKUENRYU: + case LG_EARTHDRIVE: + case GN_CARTCANNON: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case SR_TIGERCANNON: + case GC_COUNTERSLASH: + case GC_ROLLINGCUTTER: + flag |= SD_ANIMATION; + case LG_MOONSLASHER: + case MH_XENO_SLASHER: + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? + skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); + default: + break; + } + + skill->area_temp[0] = 0; + skill->area_temp[1] = bl->id; + skill->area_temp[2] = 0; + if( skill_id == WL_CRIMSONROCK ) { + skill->area_temp[4] = bl->x; + skill->area_temp[5] = bl->y; + } + + if( skill_id == NC_VULCANARM ) + if (sd) pc->overheat(sd,1); + + // if skill damage should be split among targets, count them + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets + //special case: Venom Splasher uses a different range for searching than for splashing + if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) + skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + + // recursive invocation of skill->castend_damage_id() with flag|1 + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + } + break; + + case SM_MAGNUM: + case MS_MAGNUM: + if( flag&1 ) { + //Damage depends on distance, so add it to flag if it is > 1 + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl)); + } + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + //Coded apart for it needs the flag passed to the damage calculation. + if (skill->area_temp[1] != bl->id) + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + else + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + { + int min_x,max_x,min_y,max_y,i,c,dir,tx,ty; + // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount + c = (skill_lv-(flag&0xFFF)+1)/2; + // Determine the Bowling Bash area depending on configuration + if (battle_config.bowling_bash_area == 0) { + // Gutter line system + min_x = ((src->x)-c) - ((src->x)-c)%40; + if(min_x < 0) min_x = 0; + max_x = min_x + 39; + min_y = ((src->y)-c) - ((src->y)-c)%40; + if(min_y < 0) min_y = 0; + max_y = min_y + 39; + } else if (battle_config.bowling_bash_area == 1) { + // Gutter line system without demi gutter bug + min_x = src->x - (src->x)%40; + max_x = min_x + 39; + min_y = src->y - (src->y)%40; + max_y = min_y + 39; + } else { + // Area around caster + min_x = src->x - battle_config.bowling_bash_area; + max_x = src->x + battle_config.bowling_bash_area; + min_y = src->y - battle_config.bowling_bash_area; + max_y = src->y + battle_config.bowling_bash_area; + } + // Initialization, break checks, direction + if((flag&0xFFF) > 0) { + // Ignore monsters outside area + if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y) + break; + // Ignore monsters already in list + if(idb_exists(skill->bowling_db, bl->id)) + break; + // Random direction + dir = rnd()%8; + } else { + // Create an empty list of already hit targets + db_clear(skill->bowling_db); + // Direction is walkpath + dir = (unit->getdir(src)+4)%8; + } + // Add current target to the list of already hit targets + idb_put(skill->bowling_db, bl->id, bl); + // Keep moving target in direction square by square + tx = bl->x; + ty = bl->y; + for(i=0;i<c;i++) { + // Target coordinates (get changed even if knockback fails) + tx -= dirx[dir]; + ty -= diry[dir]; + // If target cell is a wall then break + if(map->getcell(bl->m,tx,ty,CELL_CHKWALL)) + break; + skill->blown(src,bl,1,dir,0); + // Splash around target cell, but only cells inside area; we first have to check the area is not negative + if((max(min_x,tx-1) <= min(max_x,tx+1)) && + (max(min_y,ty-1) <= min(max_y,ty+1)) && + (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { + // Recursive call + map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); + // Self-collision + if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); + break; + } + } + // Original hit or chain hit depending on flag + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); + } + break; + + case KN_SPEARSTAB: + if(flag&1) { + if (bl->id==skill->area_temp[1]) + break; + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) + skill->blown(src,bl,skill->area_temp[2],-1,0); + } else { + int x=bl->x,y=bl->y,i,dir; + dir = map->calc_dir(bl,src->x,src->y); + skill->area_temp[1] = bl->id; + skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); + // all the enemies between the caster and the target are hit, as well as the target + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) + skill->blown(src,bl,skill->area_temp[2],-1,0); + for (i=0;i<4;i++) { + map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, + tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + x += dirx[dir]; + y += diry[dir]; + } + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] + { + skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) + map->foreachinrange(skill->area_sub,bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, + skill->castend_nodamage_id); + } + break; + case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] + //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ + clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. + skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + break; + + case PR_TURNUNDEAD: + case ALL_RESURRECTION: + if (!battle->check_undead(tstatus->race, tstatus->def_ele)) + break; + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case MG_SOULSTRIKE: + case NPC_DARKSTRIKE: + case MG_COLDBOLT: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case WZ_EARTHSPIKE: + case AL_HEAL: + case AL_HOLYLIGHT: + case WZ_JUPITEL: + case NPC_DARKTHUNDER: + case PR_ASPERSIO: + case MG_FROSTDIVER: + case WZ_SIGHTBLASTER: + case WZ_SIGHTRASHER: + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HUUJIN: + case AB_ADORAMUS: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AB_DUPLELIGHT_MAGIC: + case WM_METALICSOUND: + case MH_ERASER_CUTTER: + case KO_KAIHOU: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NPC_MAGICALATTACK: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + + case HVAN_CAPRICE: //[blackhole89] + { + int ran=rnd()%4; + int sid = 0; + switch(ran) + { + case 0: sid=MG_COLDBOLT; break; + case 1: sid=MG_FIREBOLT; break; + case 2: sid=MG_LIGHTNINGBOLT; break; + case 3: sid=WZ_EARTHSPIKE; break; + } + skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); + } + break; + case WZ_WATERBALL: + { + int range = skill_lv / 2; + int maxlv = skill->get_max(skill_id); // learnable level + int count = 0; + int x, y; + struct skill_unit *su; + + if( skill_lv > maxlv ) { + if( src->type == BL_MOB && skill_lv == 10 ) + range = 4; + else + range = maxlv / 2; + } + + for( y = src->y - range; y <= src->y + range; ++y ) + for( x = src->x - range; x <= src->x + range; ++x ) { + if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { + if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement + count++; // natural water cell + else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL + || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { + count++; // skill-induced water cell + skill->delunit(su); // consume cell + } + } + } + + if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs + skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); + } + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case PR_BENEDICTIO: + //Should attack undead and demons. [Skotlex] + if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) + skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case SL_SMA: + status_change_end(src, SC_SMA_READY, INVALID_TIMER); + case SL_STIN: + case SL_STUN: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NPC_DARKBREATH: + clif->emotion(src,E_AG); + case SN_FALCONASSAULT: + case PA_PRESSURE: + case CR_ACIDDEMONSTRATION: + case TF_THROWSTONE: + case NPC_SMOKING: + case GS_FLING: + case NJ_ZENYNAGE: + case GN_THORNS_TRAP: + case GN_HELLS_PLANT_ATK: +#ifdef RENEWAL + case ASC_BREAKER: +#endif + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + /** + * Rune Knight + **/ + case RK_DRAGONBREATH_WATER: + case RK_DRAGONBREATH: + { + struct status_change *tsc = NULL; + if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } else + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + case NPC_SELFDESTRUCTION: { + struct status_change *tsc = NULL; + if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) + break; + } + case HVAN_EXPLOSION: + if (src != bl) + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + // [Celest] + case PF_SOULBURN: + if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (skill_lv == 5) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + status_percent_damage(src, bl, 0, 100, false); + } else { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + if (skill_lv == 5) + skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); + status_percent_damage(src, src, 0, 100, false); + } + break; + + case NPC_BLOODDRAIN: + case NPC_ENERGYDRAIN: + { + int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + src, src, bl, skill_id, skill_lv, tick, flag); + if (heal > 0){ + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status->heal(src, heal, 0, 0); + } + } + break; + + case GS_BULLSEYE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NJ_KASUMIKIRI: + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) + sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case NJ_KIRIKAGE: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { + //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); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + case RK_HUNDREDSPEAR: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if(rnd()%100 < (10 + 3*skill_lv)) { + if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + skill->blown(src,bl,6,-1,0); + skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); + skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + } + break; + case RK_PHANTOMTHRUST: + { + struct map_session_data *tsd = BL_CAST(BL_PC, bl); + unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + + skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); + if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. + ; // No damage to Members + else + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case KO_JYUMONJIKIRI: + case GC_DARKILLUSION: + { + short x, y; + short dir = map->calc_dir(bl, src->x, src->y); + + if ( dir < 4 ) { + x = bl->x + 2 * (dir > 0) - 3 * (dir > 0); + y = bl->y + 1 - (dir / 2) - (dir > 2); + } else { + x = bl->x + 2 * (dir > 4) - 1 * (dir > 4); + y = bl->y + (dir / 6) - 1 + (dir > 6); + } + + if ( unit->movepos(src, x, y, 1, 1) ) { + clif->slide(src, x, y); + clif->fixpos(src); // the official server send these two packets. + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION ) + skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag); + } + } + break; + case GC_WEAPONCRUSH: + if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); + break; + + case GC_CROSSRIPPERSLASHER: + if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + else + { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + if( flag&1 ) { + // Only Hits Invisible Targets + struct status_change *tsc = status->get_sc(bl); + if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + case WL_CHAINLIGHTNING: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); + break; + case WL_DRAINLIFE: + { + int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + int rate = 70 + 5 * skill_lv; + + heal = heal * (5 + 5 * skill_lv) / 100; + + if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP + heal = 0; // Don't absorb heal from Ice Walls or other skill units. + + if( heal && rnd()%100 < rate ) { + status->heal(src, heal, 0, 0); + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + } + } + break; + + case WL_TETRAVORTEX: + if( sc ){ + int i = SC_SUMMON5, x = 0; + int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; + for(; i >= SC_SUMMON1; i--){ + if( sc->data[i] ){ + int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0; + if( x < 4 ){ + types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1; + types[x][1] = 25; // 25% each for equal sharing + if( x == 3 ){ + x = 0; + sc_index = types[rnd()%4][0]; + for(; x < 4; x++) + if(types[x][0] == sc_index) + rate += types[x][1]; + } + skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag); + } + status_change_end(src, (sc_type)i, INVALID_TIMER); + x++; + } + } + } + break; + + case WL_RELEASE: + if( sd ) { + int i, cooldown; + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + skill->toggle_magicpower(src, skill_id); + // Priority is to release SpellBook + if( sc && sc->data[SC_READING_SB] ) { // SpellBook + uint16 spell_skill_id, spell_skill_lv, point, s = 0; + int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; + + for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released + if( sc->data[i] ) spell[s++] = i; + + if ( s == 0 ) + break; + + i = spell[s==1?0:rnd()%s];// Random select of spell to be released. + if( s && sc->data[i] ){// Now extract the data from the preserved spell + spell_skill_id = sc->data[i]->val1; + spell_skill_lv = sc->data[i]->val2; + point = sc->data[i]->val3; + status_change_end(src, (sc_type)i, INVALID_TIMER); + }else //something went wrong :( + break; + + if( sc->data[SC_READING_SB]->val2 > point ) + sc->data[SC_READING_SB]->val2 -= point; + else // Last spell to be released + status_change_end(src, SC_READING_SB, INVALID_TIMER); + + if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) ) + break; + + switch( skill->get_casttype(spell_skill_id) ) { + case CAST_GROUND: + skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); + break; + } + + sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); + + cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { + if (sd->skillcooldown[i].id == spell_skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill->blockpc_start(sd, spell_skill_id, cooldown); + }else if( sc ){ // Summon Balls + for(i = SC_SUMMON5; i >= SC_SUMMON1; i--){ + if( sc->data[i] ){ + int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE); + skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag); + status_change_end(src, (sc_type)i, INVALID_TIMER); + if(skill_lv == 1) + break; + } + } + } + } + break; + case WL_FROSTMISTY: + // Doesn't deal damage through non-shootable walls. + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + case WL_HELLINFERNO: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); + break; + case RA_WUGSTRIKE: + if( sd && pc_isridingwug(sd) ){ + short x[8]={0,-1,-1,-1,0,1,1,1}; + short y[8]={1,1,0,-1,-1,-1,0,1}; + uint8 dir = map->calc_dir(bl, src->x, src->y); + + if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) + { + clif->slide(src, bl->x+x[dir], bl->y+y[dir]); + clif->fixpos(src); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + } + break; + } + case RA_WUGBITE: + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + + break; + + case RA_SENSITIVEKEEN: + if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets + struct status_change * tsc = status->get_sc(bl); + if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } + } else { + struct skill_unit *su = BL_CAST(BL_SKILL,bl); + struct skill_unit_group* sg; + + if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) { + if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid ) + map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + } + skill->delunit(su); + } + } + break; + case NC_INFRAREDSCAN: + if( flag&1 ) { + //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] + sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. + } else { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( sd ) pc->overheat(sd,1); + } + break; + + case NC_MAGNETICFIELD: + sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + break; + case SC_FATALMENACE: + if( flag&1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else { + short x, y; + map->search_freecell(src, 0, &x, &y, -1, -1, 0); + // Destination area + skill->area_temp[4] = x; + skill->area_temp[5] = y; + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self + clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + } + break; + case LG_PINPOINTATTACK: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) + clif->slide(src,bl->x,bl->y); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case LG_SHIELDSPELL: + if ( skill_lv == 1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if ( skill_lv == 2 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case SR_DRAGONCOMBO: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case SR_KNUCKLEARROW: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) { + clif->slide(src,bl->x,bl->y); + clif->fixpos(src); // Aegis send this packet too. + } + + if( flag&1 ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + else + skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); + break; + + case SR_HOWLINGOFLION: + status_change_end(bl, SC_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + break; + + case SR_EARTHSHAKER: + if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } else{ + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } + break; + + case WM_SOUND_OF_DESTRUCTION: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || + tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || + tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || + tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || + tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || + tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && + rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE); + status_change_end(bl, SC_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + } + } + break; + + case SO_POISON_BUSTER: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->data[SC_POISON] ) { + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_POISON, INVALID_TIMER); + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } + break; + + case GN_SPORE_EXPLOSION: + if( flag&1 ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + else { + clif->skill_nodamage(src, bl, skill_id, 0, 1); + skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); + } + break; + + case EL_FIRE_BOMB: + case EL_FIRE_WAVE: + case EL_WATER_SCREW: + case EL_HURRICANE: + case EL_TYPOON_MIS: + if( flag&1 ) + skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); + else { + int i = skill->get_splash(skill_id,skill_lv); + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case EL_ROCK_CRUSHER: + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 50 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + else + skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); + break; + + case EL_STONE_RAIN: + if( flag&1 ) + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + int i = skill->get_splash(skill_id,skill_lv); + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WIND_SLASH: + case EL_STONE_HAMMER: + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case EL_TIDAL_WEAPON: + if( src->type == BL_ELEM ) { + struct elemental_data *ele = BL_CAST(BL_ELEM,src); + struct status_change *esc = status->get_sc(&ele->bl); + struct status_change *tsc = status->get_sc(bl); + sc_type type = status->skill2sc(skill_id), type2; + type2 = type-1; + + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } + if( rnd()%100 < 50 ) + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); + } + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; + + // Recursive homun skill + case MH_MAGMA_FLOW: + case MH_HEILIGE_STANGE: + if(flag & 1) + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + else { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); + } + break; + + case MH_STAHL_HORN: + case MH_NEEDLE_OF_PARALYZE: + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + case MH_TINDER_BREAKER: + if (unit->movepos(src, bl->x, bl->y, 1, 1)) { + #if PACKETVER >= 20111005 + clif->snap(src, bl->x, bl->y); + #else + clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); + #endif + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case 0:/* no skill - basic/normal attack */ + if(sd) { + if (flag & 3){ + if (bl->id != skill->area_temp[1]) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); + } else { + skill->area_temp[1] = bl->id; + map->foreachinrange(skill->area_sub, bl, + sd->bonus.splash_range, BL_CHAR, + src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, + skill->castend_damage_id); + flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] + } + } + break; + + default: + ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); + clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, + 0, abs(skill->get_num(skill_id, skill_lv)), + skill_id, skill_lv, skill->get_hit(skill_id)); + map->freeblock_unlock(); + return 1; + } + + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + + map->freeblock_unlock(); + + if( sd && !(flag&1) ) + {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = timer->gettick(); + + if( sd->state.arrow_atk ) + {// consume arrow on last invocation to this skill. + battle->consume_ammo(sd, skill_id, skill_lv); + } + + // perform skill requirement consumption + skill->consume_requirement(sd,skill_id,skill_lv,2); + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { + struct block_list *target, *src; + struct map_session_data *sd; + struct mob_data *md; + struct unit_data *ud; + struct status_change *sc = NULL; + int inf,inf2,flag = 0; + + src = 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); + md = BL_CAST(BL_MOB, src); + + if( src->prev == NULL ) { + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit->skillcastcancel() + if( ud->skilltimer != tid ) { + ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) + {// restore original walk speed + ud->skilltimer = INVALID_TIMER; + status_calc_bl(&sd->bl, SCB_SPEED); + } + + ud->skilltimer = INVALID_TIMER; + } + + if (ud->skilltarget == id) + target = src; + else + target = 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->skill_id) { + //These should become skill_castend_pos + case WE_CALLPARTNER: + if(sd) clif->callpartner(sd); + case WE_CALLPARENT: + case WE_CALLBABY: + case AM_RESURRECTHOMUN: + case PF_SPIDERWEB: + //Find a random spot to place the skill. [Skotlex] + inf2 = skill->get_splash(ud->skill_id, ud->skill_lv); + ud->skillx = target->x + inf2; + ud->skilly = target->y + inf2; + if (inf2 && !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); + case GN_WALLOFTHORN: + ud->skillx = target->x; + ud->skilly = target->y; + ud->skilltimer = tid; + return skill->castend_pos(tid,tick,id,data); + } + + if(ud->skill_id == RG_BACKSTAP) { + uint8 dir = 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->skill_id == PR_TURNUNDEAD ) { + struct status_data *tstatus = status->get_status_data(target); + if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) + break; + } + + if( ud->skill_id == RA_WUGSTRIKE ){ + if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) + break; + } + + if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) { + sc = 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->skill_id, ud->skill_lv, 0); + break; + } + } + else + { // Check target validity. + inf = skill->get_inf(ud->skill_id); + inf2 = skill->get_inf2(ud->skill_id); + + if(inf&INF_ATTACK_SKILL || + (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills + ) // Casted through combo. + inf = BCT_ENEMY; //Offensive skill. + else if(inf2&INF2_NO_ENEMY) + inf = BCT_NOENEMY; + else + inf = 0; + + if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) + { + inf |= + (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| + (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); + //Remove neutral targets (but allow enemy if skill is designed to be so) + inf &= ~BCT_NEUTRAL; + } + + if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { + clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); + break; + } + + if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB ) + { + if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM ) + break; + } + else if (inf && battle->check_target(src, target, inf) <= 0){ + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { + if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) + break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] + } + + if( inf&BCT_ENEMY + && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] + && rnd() % 100 < 75 + ) { + // Fogwall makes all offensive-type targeted skills fail at 75% + if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + } + + //Avoid doing double checks for instant-cast skills. + if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1)) + break; + + if(md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) + clif->emotion(src, md->db->skill[md->skill_idx].emotion); + } + + if(src != target && battle_config.skill_add_range && + !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) + { + if (sd) { + clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); + } + break; + } + + if( sd ) + { + if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) + break; + else + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); + } +#ifdef OFFICIAL_WALKPATH + if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) + break; +#endif + if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + break; + + if (ud->state.running && ud->skill_id == TK_JUMPKICK) { + ud->state.running = 0; + status_change_end(src, SC_RUN, INVALID_TIMER); + flag = 1; + } + + if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) + unit->stop_walking(src,1); + + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] + if (sd) { // Cooldown application + int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. + if (sd->skillcooldown[i].id == ud->skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill->blockpc_start(sd, ud->skill_id, cooldown); + } + if( battle_config.display_status_timers && sd ) + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); + if( sd ) + { + switch( ud->skill_id ) + { + case GS_DESPERADO: + sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv); + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) { + const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); + if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) + break; + } + sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); + break; + } + } + if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE) + unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", + src->type, src->id, ud->skill_id, ud->skill_lv, target->id); + + map->freeblock_lock(); + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill->toggle_magicpower(src, ud->skill_id); + + /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. + if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses + status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); + */ + + if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) + skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); + else + skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); + + sc = status->get_sc(src); + if(sc && sc->count) { + if( sc->data[SC_SOULLINK] + && sc->data[SC_SOULLINK]->val2 == SL_WIZARD + && sc->data[SC_SOULLINK]->val3 == ud->skill_id + && ud->skill_id != WZ_WATERBALL + ) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. + + if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) + skill->blockpc_start(sd,BD_ADAPTATION,3000); + } + + if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish] + sd->skillitem = sd->skillitemlv = 0; + + if (ud->skilltimer == INVALID_TIMER) { + if(md) md->skill_idx = -1; + else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skill_lv = ud->skilltarget = 0; + } + map->freeblock_unlock(); + return 1; + } while(0); + + //Skill failed. + if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { + //When Asura fails... (except when it fails from Fog of Wall) + //Consume SP/spheres + skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); + status->set_sp(src, 0, 0); + sc = &sd->sc; + if (sc->count) { + //End states + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); +#ifdef RENEWAL + sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); +#endif + } + if (target && target->m == src->m) { + //Move character to target anyway. + int dir, x, y; + dir = map->calc_dir(src,target->x,target->y); + if( dir > 0 && dir < 4) x = -2; + else if( dir > 4 ) x = 2; + else x = 0; + if( dir > 2 && dir < 6 ) y = -2; + else if( dir == 7 || dir < 2 ) y = 2; + else y = 0; + if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) { + //Display movement + animation. + clif->slide(src,src->x,src->y); + clif->spiritball(src); + } + clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + } + } + + ud->skill_id = ud->skill_lv = ud->skilltarget = 0; + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick; + //You can't place a skill failed packet here because it would be + //sent in ALL cases, even cases where skill_check_condition fails + //which would lead to double 'skill failed' messages u.u [Skotlex] + if(sd) + sd->skillitem = sd->skillitemlv = 0; + else if(md) + md->skill_idx = -1; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct homun_data *hd; + struct mercenary_data *mer; + struct status_data *sstatus, *tstatus; + struct status_change *tsc; + struct status_change_entry *tsce; + + int element = 0; + enum sc_type type; + + if(skill_id > 0 && !skill_lv) return 0; // [Celest] + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + sd = BL_CAST(BL_PC, src); + hd = BL_CAST(BL_HOM, src); + md = BL_CAST(BL_MOB, src); + mer = BL_CAST(BL_MER, src); + + dstsd = BL_CAST(BL_PC, bl); + dstmd = BL_CAST(BL_MOB, bl); + + if(bl->prev == NULL) + return 1; + if(status->isdead(src)) + return 1; + + if( src != bl && status->isdead(bl) ) { + /** + * Skills that may be cast on dead targets + **/ + switch( skill_id ) { + case NPC_WIDESOULDRAIN: + case PR_REDEMPTIO: + case ALL_RESURRECTION: + case WM_DEADHILLHERE: + break; + default: + return 1; + } + } + + // Supportive skills that can't be cast in users with mado + if( sd && dstsd && pc_ismadogear(dstsd) ) { + switch( skill_id ) { + case AL_HEAL: + case AL_INCAGI: + case AL_DECAGI: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + return 0; + default: + break; + } + } + + 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 (skill_id) { + case HLIF_HEAL: // [orn] + if (bl->type != BL_HOM) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; + break ; + } + case AL_HEAL: + + /** + * Arch Bishop + **/ + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AL_INCAGI: + case ALL_RESURRECTION: + case PR_ASPERSIO: + //Apparently only player casted skills can be offensive like this. + if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { + if (battle->check_target(src, bl, BCT_ENEMY) < 1) { + //Offensive heal does not works on non-enemies. [Skotlex] + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); + } + break; + case SO_ELEMENTAL_SHIELD: + { + struct party_data *p; + short ret = 0; + int x0, y0, x1, y1, range, i; + + if(sd == NULL || !sd->ed) + break; + if((p = party->search(sd->status.party_id)) == NULL) + break; + + range = skill->get_splash(skill_id,skill_lv); + x0 = sd->bl.x - range; + y0 = sd->bl.y - range; + x1 = sd->bl.x + range; + y1 = sd->bl.y + range; + + elemental->delete(sd->ed,0); + + if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); + for(i = 0; i < MAX_PARTY; i++) { + struct map_session_data *psd = p->data[i].sd; + if(!psd) + continue; + if(psd->bl.m != sd->bl.m || !psd->bl.prev) + continue; + if(range && (psd->bl.x < x0 || psd->bl.y < y0 || + psd->bl.x > x1 || psd->bl.y > y1)) + continue; + if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) + ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); + } + return ret; + } + break; + case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] + return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); + case MH_STEINWAND: { + struct block_list *s_src = battle->get_master(src); + short ret = 0; + if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun + if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) + ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + return ret; + } + break; + case RK_MILLENNIUMSHIELD: + case RK_CRUSHSTRIKE: + case RK_REFRESH: + case RK_GIANTGROWTH: + case RK_STONEHARDSKIN: + case RK_VITALITYACTIVATION: + case RK_STORMBLAST: + case RK_FIGHTINGSPIRIT: + case RK_ABUNDANCE: + if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ + if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){ + skill->consume_requirement(sd,skill_id,skill_lv,2); + map->freeblock_unlock(); + return 0; + } + } + break; + default: + //Skill is actually ground placed. + if (src == bl && skill->get_unit_id(skill_id,0)) + return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); + } + + type = status->skill2sc(skill_id); + tsc = status->get_sc(bl); + tsce = (tsc && type != -1)?tsc->data[type]:NULL; + + if (src!=bl && type > -1 && + (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && + skill->get_inf(skill_id) != INF_SUPPORT_SKILL && + battle->attr_fix(NULL, NULL, 100, element, 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(skill_id) { + case HLIF_HEAL: // [orn] + case AL_HEAL: + /** + * Arch Bishop + **/ + case AB_HIGHNESSHEAL: + { + int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); + int heal_get_jobexp; + //Highness Heal: starts at 1.7 boost + 0.3 for each level + if( skill_id == AB_HIGHNESSHEAL ) { + heal = heal * ( 17 + 3 * skill_lv ) / 10; + } + if( status->isimmune(bl) || + (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) + heal=0; + + if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) + heal = heal*2; + + if( tsc && tsc->count ) + { + if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) + { //Bounce back heal + if (--tsc->data[SC_KAITE]->val2 <= 0) + status_change_end(bl, SC_KAITE, INVALID_TIMER); + if (src == bl) + heal=0; //When you try to heal yourself under Kaite, the heal is voided. + else { + bl = src; + dstsd = sd; + } + } + else if (tsc->data[SC_BERSERK]) + heal = 0; //Needed so that it actually displays 0 when healing. + } + clif->skill_nodamage (src, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) + heal = ~heal + 1; + heal_get_jobexp = status->heal(bl,heal,0,0); + + if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ + heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; + if (heal_get_jobexp <= 0) + heal_get_jobexp = 1; + pc->gainexp (sd, bl, 0, heal_get_jobexp, false); + } + } + break; + + case PR_REDEMPTIO: + if (sd && !(flag&1)) { + if (sd->status.party_id == 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->area_temp[0] = 0; + party->foreachsamemap(skill->area_sub, + sd,skill->get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill->castend_nodamage_id); + if (skill->area_temp[0] == 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... + if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); + clif->updatestatus(sd,SP_BASEEXP); + clif->updatestatus(sd,SP_JOBEXP); + } + 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. + skill_lv = 3; //Resurrection level 3 is used + } else //Invalid target, skip resurrection. + break; + + case ALL_RESURRECTION: + if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) { + //No reviving in WoE grounds! + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (!status->isdead(bl)) + break; + { + int per = 0, sper = 0; + if (tsc && tsc->data[SC_HELLPOWER]) + break; + + if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) + break; + + switch(skill_lv){ + case 1: per=10; break; + case 2: per=30; break; + case 3: per=50; break; + case 4: per=80; break; + } + if(dstsd && dstsd->special_state.restart_full_recover) + per = sper = 100; + if (status->revive(bl, per, sper)) + { + clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. + if(sd && dstsd && battle_config.resurrection_exp > 0) + { + int exp = 0,jexp = 0; + int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; + if(lv > 0 && pc->nextbaseexp(dstsd)) { + exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (exp < 1) exp = 1; + } + if(jlv > 0 && pc->nextjobexp(dstsd)) { + jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (jexp < 1) jexp = 1; + } + if(exp > 0 || jexp > 0) + pc->gainexp (sd, bl, exp, jexp, false); + } + } + } + break; + + case AL_DECAGI: + clif->skill_nodamage (src, bl, skill_id, skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, + /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ + ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); + break; + + case MER_DECAGI: + if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); + break; + + case AL_CRUCIS: + if (flag&1) + sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case PR_LEXDIVINA: + case MER_LEXDIVINA: + if( tsce ) + status_change_end(bl,type, INVALID_TIMER); + else + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + break; + + case SA_ABRACADABRA: + { + int abra_skill_id = 0, abra_skill_lv, abra_idx; + do { + abra_idx = rnd() % MAX_SKILL_ABRA_DB; + abra_skill_id = skill->abra_db[abra_idx].skill_id; + } while (abra_skill_id == 0 || + skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill->abra_db[abra_idx].per + ); + abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) + {// player-casted + sd->state.abra_flag = 1; + sd->skillitem = abra_skill_id; + sd->skillitemlv = abra_skill_lv; + clif->item_skill(sd, abra_skill_id, abra_skill_lv); + } + else + {// mob-casted + struct unit_data *ud = unit->bl2ud(src); + int inf = skill->get_inf(abra_skill_id); + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); + } else { //Assume offensive skills + int target_id = 0; + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { + bl = map->id2bl(target_id); + if (!bl) bl = src; + unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); + } else + unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); + } + } + } + break; + + case SA_COMA: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + case SA_FULLRECOVERY: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (status->isimmune(bl)) + break; + status_percent_heal(bl, 100, 100); + break; + case NPC_ALLHEAL: + { + int heal; + if( status->isimmune(bl) ) + break; + heal = status_percent_heal(bl, 100, 0); + clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); + if( dstmd ) { + // Reset Damage Logs + memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); + dstmd->tdmg = 0; + } + } + break; + case SA_SUMMONMONSTER: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); + break; + case SA_LEVELUP: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false); + break; + case SA_INSTANTDEATH: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status->set_hp(bl,1,0); + break; + case SA_QUESTION: + case SA_GRAVITY: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case SA_CLASSCHANGE: + case SA_MONOCELL: + if (dstmd) + { + int class_; + if ( sd && dstmd->status.mode&MD_BOSS ) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + mob->class_change(dstmd,class_); + if( tsc && dstmd->status.mode&MD_BOSS ) + { + int i; + const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP }; + for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) + if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER); + for (i = 0; i < ARRAYLENGTH(scs); i++) + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + } + break; + case SA_DEATH: + if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(bl); + break; + case SA_REVERSEORCISH: + case ALL_REVERSEORCISH: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + break; + case SA_FORTUNE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + break; + case SA_TAMINGMONSTER: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && dstmd) { + int i; + ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ ); + if( i < MAX_PET_DB ) + pet->catch_process1(sd, dstmd->class_); + } + break; + + case CR_PROVIDENCE: + if(sd && dstsd){ //Check they are not another crusader [Skotlex] + if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case CG_MARIONETTE: + { + struct status_change* sc = status->get_sc(src); + + if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) { + // Cannot cast on another bard/dancer-type class of the same gender as caster + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + + if( sc && tsc ) { + if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { + sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id + && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id + ) { + status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); + } else { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + } + } + break; + + case RG_CLOSECONFINE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + break; + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + if (dstsd) { + if(dstsd->status.weapon == W_FIST || + (dstsd->sc.count && !dstsd->sc.data[type] && + ( //Allow re-enchanting to lengthen time. [Skotlex] + dstsd->sc.data[SC_PROPERTYFIRE] || + dstsd->sc.data[SC_PROPERTYWATER] || + dstsd->sc.data[SC_PROPERTYWIND] || + dstsd->sc.data[SC_PROPERTYGROUND] || + dstsd->sc.data[SC_PROPERTYDARK] || + dstsd->sc.data[SC_PROPERTYTELEKINESIS] || + dstsd->sc.data[SC_ENCHANTPOISON] + )) + ) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + } + // 100% success rate at lv4 & 5, but lasts longer at lv5 + if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { + if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) + clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon." + } + break; + + case PR_ASPERSIO: + if (sd && dstmd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case ITEM_ENCHANTARMS: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv, + skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); + break; + + case TK_SEVENWIND: + switch(skill->get_ele(skill_id,skill_lv)) { + case ELE_EARTH : type = SC_PROPERTYGROUND; break; + case ELE_WIND : type = SC_PROPERTYWIND; break; + case ELE_WATER : type = SC_PROPERTYWATER; break; + case ELE_FIRE : type = SC_PROPERTYFIRE; break; + case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break; + case ELE_DARK : type = SC_PROPERTYDARK; break; + case ELE_HOLY : type = SC_ASPERSIO; break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + + sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); + + break; + + case PR_KYRIE: + case MER_KYRIE: + clif->skill_nodamage(bl, bl, skill_id, -1, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + //Passive Magnum, should had been casted on yourself. + case SM_MAGNUM: + case MS_MAGNUM: + skill->area_temp[1] = 0; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + clif->skill_nodamage (src,src,skill_id,skill_lv,1); + // Initiate 10% of your damage becomes fire element. + sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); + if( sd ) + skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); + else if( bl->type == BL_MER ) + skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); + break; + + case TK_JUMPKICK: + /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */ + if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) + { + if( unit->movepos(src, bl->x, bl->y, 1, 1) ) + { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + clif->slide(src,bl->x,bl->y); + } + } + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; + + case AL_INCAGI: + case AL_BLESSING: + case MER_INCAGI: + case MER_BLESSING: + if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) { + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + } + case PR_SLOWPOISON: + case PR_IMPOSITIO: + case PR_LEXAETERNA: + case PR_SUFFRAGIUM: + case PR_BENEDICTIO: + case LK_BERSERK: + case MS_BERSERK: + case KN_TWOHANDQUICKEN: + case KN_ONEHAND: + case MER_QUICKEN: + case CR_SPEARQUICKEN: + case CR_REFLECTSHIELD: + case MS_REFLECTSHIELD: + case AS_POISONREACT: + case MC_LOUD: + case MG_ENERGYCOAT: + case MO_EXPLOSIONSPIRITS: + case MO_STEELBODY: + case MO_BLADESTOP: + case LK_AURABLADE: + case LK_PARRYING: + case MS_PARRYING: + case LK_CONCENTRATION: + case WS_CARTBOOST: + case SN_SIGHT: + case WS_MELTDOWN: + case WS_OVERTHRUSTMAX: + case ST_REJECTSWORD: + case HW_MAGICPOWER: + case PF_MEMORIZE: + case PA_SACRIFICE: + case ASC_EDP: + case PF_DOUBLECASTING: + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + case NPC_HALLUCINATION: + case GS_MADNESSCANCEL: + case GS_ADJUSTMENT: + case GS_INCREASING: + case NJ_KASUMIKIRI: + case NJ_UTSUSEMI: + case NJ_NEN: + case NPC_DEFENDER: + case NPC_MAGICMIRROR: + case ST_PRESERVE: + case NPC_INVINCIBLE: + case NPC_INVINCIBLEOFF: + case RK_DEATHBOUND: + case AB_RENOVATIO: + case AB_EXPIATIO: + case AB_DUPLELIGHT: + case AB_SECRAMENT: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_SHAPESHIFT: + case WL_RECOGNIZEDSPELL: + case GC_VENOMIMPRESS: + case SC_INVISIBILITY: + case SC_DEADLYINFECT: + case LG_EXEEDBREAK: + case LG_PRESTIGE: + case SR_CRESCENTELBOW: + case SR_LIGHTNINGWALK: + case SR_GENTLETOUCH_ENERGYGAIN: + case GN_CARTBOOST: + case KO_MEIKYOUSISUI: + case ALL_FULL_THROTTLE: + case RA_UNLIMIT: + case WL_TELEKINESIS_INTENSE: + case AB_OFFERTORIUM: + case RK_GIANTGROWTH: + case RK_VITALITYACTIVATION: + case RK_ABUNDANCE: + case RK_CRUSHSTRIKE: + case ALL_ODINS_POWER: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case KN_AUTOCOUNTER: + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + break; + + case SO_STRIKING: + if (sd) { + int bonus = 25 + 10 * skill_lv; + bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; + clif->skill_nodamage( src, bl, skill_id, skill_lv, + battle->check_target(src,bl,BCT_PARTY) > 0 ? + sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : + 0 + ); + } + break; + + case NPC_STOP: + if( clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) + sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); + break; + case HP_ASSUMPTIO: + if( sd && dstmd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case MG_SIGHT: + case MER_SIGHT: + case AL_RUWACH: + case WZ_SIGHTBLASTER: + case NPC_WIDESIGHT: + case NPC_STONESKIN: + case NPC_ANTIMAGIC: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); + break; + case HLIF_AVOID: + case HAMI_DEFENCE: + { + int duration = skill->get_time(skill_id,skill_lv); + clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master + clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun + } + break; + case NJ_BUNSINJYUTSU: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); + break; +#if 0 /* Was modified to only affect targetted char. [Skotlex] */ + case HP_ASSUMPTIO: + if (flag&1) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; +#endif // 0 + case SM_ENDURE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (sd) + skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); + break; + + case ALL_ANGEL_PROTECT: + if( dstsd ) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + case AS_ENCHANTPOISON: // Prevent spamming [Valaris] + if (sd && dstsd && dstsd->sc.count) { + if (dstsd->sc.data[SC_PROPERTYFIRE] || + dstsd->sc.data[SC_PROPERTYWATER] || + dstsd->sc.data[SC_PROPERTYWIND] || + dstsd->sc.data[SC_PROPERTYGROUND] || + dstsd->sc.data[SC_PROPERTYDARK] || + dstsd->sc.data[SC_PROPERTYTELEKINESIS] + //dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] + ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case LK_TENSIONRELAX: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), + skill->get_time(skill_id,skill_lv))); + break; + + case MC_CHANGECART: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case TK_MISSION: + if (sd) { + int id; + if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one + clif->mission_info(sd, sd->mission_mobid, sd->mission_count); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + id = mob->get_random_id(0,0xF, sd->status.base_level); + if (!id) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + sd->mission_mobid = id; + sd->mission_count = 0; + pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id); + clif->mission_info(sd, id, 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case AC_CONCENTRATION: + { + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + map->foreachinrange(status->change_timer_sub, src, + skill->get_splash(skill_id, skill_lv), BL_CHAR, + src,NULL,type,tick); + } + break; + + case SM_PROVOKE: + case SM_SELFPROVOKE: + case MER_PROVOKE: + { + int failure; + 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,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, + (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); + if( !failure ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + unit->skillcastcancel(bl, 2); + + if( tsc && tsc->count ) + { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); + } + + if( dstmd ) + { + dstmd->state.provoke_flag = src->id; + mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); + } + } + break; + + case ML_DEVOTION: + case CR_DEVOTION: + { + int count, lv, i; + if( !dstsd || (!sd && !mer) ) + { // Only players can be devoted + if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + + if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 ) + lv = -lv; + if( lv > battle_config.devotion_level_difference || // Level difference requeriments + (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source + (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner + (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted + (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. + { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + + i = 0; + count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner + if( sd ) + { // Player Devoting Player + ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); + if( i == count ) + { + ARR_FIND(0, count, i, sd->devotion[i] == 0 ); + if( i == count ) { + // No free slots, skill Fail + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + map->freeblock_unlock(); + return 1; + } + } + + sd->devotion[i] = bl->id; + } + else + mer->devotion_flag = 1; // Mercenary Devoting Owner + + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); + clif->devotion(src, NULL); + } + break; + + case MO_CALLSPIRITS: + if(sd) { + int limit = skill_lv; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); + } + break; + + case CH_SOULCOLLECT: + if(sd) { + int limit = 5, i; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + for (i = 0; i < limit; i++) + pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); + } + break; + + case MO_KITRANSLATION: + if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { + pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] + if (skill->area_temp[1] != bl->id) { + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback + } + break; + + case MO_ABSORBSPIRITS: + { + int sp = 0; + if ( dstsd && dstsd->spiritball + && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) + && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) + ) { + // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + sp = dstsd->spiritball * 7; + pc->delspiritball(dstsd, dstsd->spiritball, 0); + } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) { + // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + sp = 2 * dstmd->level; + mob->target(dstmd,src,0); + } + if ( dstsd ) { + int i; + for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ ) + pc->del_charm(dstsd, dstsd->spiritcharm[i], i); + } + if (sp) status->heal(src, 0, sp, 3); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0); + } + break; + + case AC_MAKINGARROW: + if(sd) { + clif->arrow_create_list(sd); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case AM_PHARMACY: + if(sd) { + clif->skill_produce_mix_list(sd,skill_id,22); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SA_CREATECON: + if(sd) { + clif->elementalconverter_list(sd); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case BS_HAMMERFALL: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + case RG_RAID: + skill->area_temp[1] = 0; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + + case ASC_METEORASSAULT: + case GS_SPREADATTACK: + case RK_STORMBLAST: + case NC_AXETORNADO: + case GC_COUNTERSLASH: + case SR_SKYNETBLOW: + case SR_RAMPAGEBLASTER: + case SR_HOWLINGOFLION: + case KO_HAPPOKUNAI: + { + int count = 0; + skill->area_temp[1] = 0; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } + break; + + case NC_EMERGENCYCOOL: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); + status_change_end(src,SC_OVERHEAT,INVALID_TIMER); + break; + case SR_WINDMILL: + case GN_CART_TORNADO: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + case SR_EARTHSHAKER: + case NC_INFRAREDSCAN: + case NPC_EARTHQUAKE: + case NPC_VAMPIRE_GIFT: + case NPC_HELLJUDGEMENT: + case NPC_PULSESTRIKE: + case LG_MOONSLASHER: + skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); + break; + + case WZ_SIGHTRASHER: + //Passive side of the attack. + status_change_end(src, SC_SIGHT, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub,src, + skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + break; + + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case WZ_FROSTNOVA: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->area_temp[1] = 0; + map->foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case HVAN_EXPLOSION: // [orn] + case NPC_SELFDESTRUCTION: + { + //Self Destruction hits everyone in range (allies+enemies) + //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. + int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? + BCT_ENEMY:BCT_ALL; + clif->skill_nodamage(src, src, skill_id, -1, 1); + map->delblock(src); //Required to prevent chain-self-destructions hitting back. + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|targetmask, + 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: + case CASH_BLESSING: + case CASH_INCAGI: + case CASH_ASSUMPTIO: + case WM_FRIGG_SONG: + if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case MER_MAGNIFICAT: + if( mer != NULL ) + { + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) + party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + else if( mer->master && !(flag&1) ) + clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + break; + + case BS_ADRENALINE: + case BS_ADRENALINE2: + case BS_WEAPONPERFECT: + case BS_OVERTHRUST: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { + clif->skill_nodamage(bl,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); + } else if (sd) { + party->foreachsamemap(skill->area_sub, + sd,skill->get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill->castend_nodamage_id); + } + break; + + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case CR_DEFENDER: + case ML_DEFENDER: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case TK_READYSTORM: + case TK_READYDOWN: + case TK_READYTURN: + case TK_READYCOUNTER: + case TK_DODGE: + case CR_SHRINK: + case SG_FUSION: + case GS_GATLINGFEVER: + if( tsce ) + { + clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map->freeblock_unlock(); + return 0; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case SL_KAITE: + case SL_KAAHI: + case SL_KAIZEL: + case SL_KAUPE: + if (sd) { + if (!dstsd || !( + (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) + || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER + || dstsd->status.char_id == sd->status.char_id + || dstsd->status.char_id == sd->status.partner_id + || dstsd->status.char_id == sd->status.child + ) + ) { + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + break; + case SM_AUTOBERSERK: + case MER_AUTOBERSERK: + { + int failure; + if( tsce ) + failure = status_change_end(bl, type, INVALID_TIMER); + else + failure = sc_start(src,bl,type,100,skill_lv,60000); + clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); + } + break; + case TF_HIDING: + case ST_CHASEWALK: + case KO_YAMIKUMO: + if (tsce) { + clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. + map->freeblock_unlock(); + return 0; + } else if( tsc && tsc->option&OPTION_MADOGEAR ) { + //Mado Gear cannot hide + if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case TK_RUN: + if (tsce) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map->freeblock_unlock(); + return 0; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); + if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] + clif->walkok(sd); // So aegis has to resend the walk ok. + break; + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case LG_FORCEOFVANGUARD: + case SC_REPRODUCE: + case RA_CAMOUFLAGE: + if (tsce) { + int failure = status_change_end(bl, type, INVALID_TIMER); + if( failure ) + clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) + break; + map->freeblock_unlock(); + return 0; + } else { + int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + if( failure ) + clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case BD_ADAPTATION: + if(tsc && tsc->data[SC_DANCING]){ + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + break; + + case BA_FROSTJOKER: + case DC_SCREAM: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); + + if (md) { + // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves + //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) + char temp[70]; + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); + clif->disp_overhead(&md->bl,temp); + } + break; + + case BA_PANGVOICE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); + break; + + case DC_WINKCHARM: + if( dstsd ) + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); + 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,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + } else { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + } + break; + + case TF_STEAL: + if(sd) { + if(pc->steal_item(sd,bl,skill_lv)) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + } + break; + + case RG_STEALCOIN: + if(sd) { + int amount = pc->steal_coin(sd, bl); + if( amount > 0 ) { + dstmd->state.provoke_flag = src->id; + mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv)); + clif->skill_nodamage(src, bl, skill_id, amount, 1); + + } else + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } + break; + + case MG_STONECURSE: + { + int brate = 0; + if (tstatus->mode&MD_BOSS) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status->isimmune(bl) || !tsc) + break; + + if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) + brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; + + if (tsc->data[SC_STONE]) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + } + if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, + skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), + skill->get_time2(skill_id,skill_lv))) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else if(sd) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + // Level 6-10 doesn't consume a red gem if it fails [celest] + if (skill_lv > 5) { + // not to consume items + map->freeblock_unlock(); + return 0; + } + } + } + break; + + case NV_FIRSTAID: + clif->skill_nodamage(src,bl,skill_id,5,1); + status->heal(bl,5,0,0); + break; + + case AL_CURE: + if(status->isimmune(bl)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case TF_DETOXIFY: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_DPOISON, INVALID_TIMER); + break; + + case PR_STRECOVERY: + if(status->isimmune(bl)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + if (tsc && tsc->opt1) { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); + } + //Is this equation really right? It looks so... special. + if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { + status->change_start(src, bl, SC_BLIND, + 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, + skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE); + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(dstmd) + mob->unlocktarget(dstmd,tick); + break; + + // Mercenary Supportive Skills + case MER_BENEDICTION: + status_change_end(bl, SC_CURSE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_COMPRESS: + status_change_end(bl, SC_BLOODING, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_MENTALCURE: + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_RECUPERATE: + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_REGAIN: + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_TENDER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case MER_SCAPEGOAT: + if( mer && mer->master ) { + status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); + status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); + } + break; + + case MER_ESTIMATION: + if( !mer ) + break; + sd = mer->master; + case WZ_ESTIMATION: + if( sd == NULL ) + break; + if( dstsd ) + { // Fail on Players + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) + break; // Cannot be Used on Emperium + + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + clif->skill_estimation(sd, bl); + if( skill_id == MER_ESTIMATION ) + sd = NULL; + break; + + case BS_REPAIRWEAPON: + if(sd && dstsd) + clif->item_repair_list(sd,dstsd,skill_lv); + break; + + case MC_IDENTIFY: + if(sd) { + clif->item_identify_list(sd); + if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ + map->freeblock_unlock(); + return 1; + } + status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded + } + break; + + // Weapon Refining [Celest] + case WS_WEAPONREFINE: + if(sd){ + sd->state.prerefining = 1; + clif->item_refine_list(sd); + } + break; + + case MC_VENDING: + if (sd) { + //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] + if ( !pc_can_give_items(sd) ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else { + sd->state.prevend = sd->state.workinprogress = 3; + clif->openvendingreq(sd,2+skill_lv); + } + } + break; + + case AL_TELEPORT: + if(sd) { + if (map->list[bl->m].flag.noteleport && skill_lv <= 2) { + clif->skill_mapinfomessage(sd,0); + break; + } + if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); + clif->message(sd->fd, output); //"Duel: Can't use %s in duel." + break; + } + + if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) + { + if( skill_lv == 1 ) + pc->randomwarp(sd,CLR_TELEPORT); + else + pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + break; + } + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if( skill_lv == 1 ) + clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); + else + clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); + } else + unit->warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case NPC_EXPULSION: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + unit->warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case AL_HOLYWATER: + if(sd) { + if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case TF_PICKSTONE: + if(sd) { + int eflag; + struct item item_tmp; + struct block_list tbl; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + memset(&item_tmp,0,sizeof(item_tmp)); + memset(&tbl,0,sizeof(tbl)); // [MouseJstr] + item_tmp.nameid = ITEMID_STONE; + item_tmp.identify = 1; + tbl.id = 0; + clif->takeitem(&sd->bl,&tbl); + eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); + if(eflag) { + clif->additem(sd,0,0,eflag); + 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,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. + } + break; + + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case RG_STRIPHELM: + case ST_FULLSTRIP: + case GC_WEAPONCRUSH: + case SC_STRIPACCESSARY: { + unsigned short location = 0; + int d = 0, rate; + + //Rate in percent + if ( skill_id == ST_FULLSTRIP ) { + rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; + } else if( skill_id == SC_STRIPACCESSARY ) { + rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; + } else { + rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; + } + + if (rate < 5) rate = 5; //Minimum rate 5% + + //Duration in ms + if( skill_id == GC_WEAPONCRUSH){ + d = skill->get_time(skill_id,skill_lv); + if(bl->type == BL_PC) + d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) ); + else + d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 ); + }else + d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; + + if (d < 0) d = 0; //Minimum duration 0ms + + switch (skill_id) { + case RG_STRIPWEAPON: + case GC_WEAPONCRUSH: + location = EQP_WEAPON; + break; + case RG_STRIPSHIELD: + location = EQP_SHIELD; + break; + case RG_STRIPARMOR: + location = EQP_ARMOR; + break; + case RG_STRIPHELM: + location = EQP_HELM; + break; + case ST_FULLSTRIP: + location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; + break; + case SC_STRIPACCESSARY: + location = EQP_ACC; + break; + } + + //Special message when trying to use strip on FCP [Jobbie] + if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD]) + { + clif->gospel_info(sd, 0x28); + break; + } + + //Attempts to strip at rate i and duration d + if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) + clif->skill_nodamage(src,bl,skill_id,skill_lv,rate); + + //Nothing stripped. + if( sd && !rate ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + case AM_BERSERKPITCHER: + case AM_POTIONPITCHER: + { + int i,sp = 0; + int64 hp = 0; + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { + map->freeblock_unlock(); + return 1; + } + if( sd ) { + int x,bonus=100, potion = min(500+skill_lv,505); + x = skill_lv%11 - 1; + i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]); + if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + if( skill_id == AM_BERSERKPITCHER ) { + if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + } + script->potion_flag = 1; + script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0; + script->potion_target = bl->id; + script->run(sd->inventory_data[i]->script,0,sd->bl.id,0); + script->potion_flag = script->potion_target = 0; + if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST ) + bonus += sd->status.base_level; + if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) { + hp = tstatus->max_hp * script->potion_per_hp / 100; + hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + if( dstsd ) { + sp = dstsd->status.max_sp * script->potion_per_sp / 100; + sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + } + } else { + if( script->potion_hp > 0 ) { + hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if( script->potion_sp > 0 ) { + sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + sp = sp * (100 + (tstatus->int_<<1)) / 100; + if( dstsd ) + sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100; + } + } + + for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { + if (sd->itemhealrate[i].nameid == potion) { + hp += hp * sd->itemhealrate[i].rate / 100; + sp += sp * sd->itemhealrate[i].rate / 100; + break; + } + } + + if( (i = pc->skillheal_bonus(sd, skill_id)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + } else { + //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] + switch (skill_lv) { + case 1: hp = 45; break; + case 2: hp = 105; break; + case 3: hp = 175; break; + default: hp = 325; break; + } + hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + if( tsc && tsc->count ) { + if( tsc->data[SC_CRITICALWOUND] ) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if( tsc->data[SC_DEATHHURT] ) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { + hp += hp / 10; + sp += sp / 10; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) + clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1); + if( sp > 0 ) + clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + #ifdef RENEWAL + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp = 0; + #endif + status->heal(bl,(int)hp,sp,0); + } + break; + case AM_CP_WEAPON: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_CP_SHIELD: { + int i; + if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + dstsd->inventory_data[i]->type==IT_ARMOR) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + case AM_CP_ARMOR: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_CP_HELM: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_TWILIGHT1: + if (sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 White Potions. + if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200)) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT2: + if (sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 Slim White Potions. + if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200)) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT3: + if (sd) { + int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE); + if (ebottle != INDEX_NOT_FOUND) + ebottle = sd->status.inventory[ebottle].amount; + //check if you can produce all three, if not, then fail: + if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol + || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle + || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle + || ebottle < 200 //200 empty bottle are required at total. + ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100); + skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50); + skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50); + } + break; + case SA_DISPELL: + { + int splash; + if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) { + int i; + if( sd && dstsd && !map_flag_vs(sd->bl.m) + && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) { + // Outside PvP it should only affect party members and no skill fail message. + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. + || (dstsd && pc_ismadogear(dstsd)) + || rnd()%100 >= 50+10*skill_lv ) + { + if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status->isimmune(bl) || !tsc || !tsc->count) + break; + for(i = 0; i < SC_MAX; i++) { + if ( !tsc->data[i] ) + continue; + if( SC_COMMON_MAX < i ) { + if ( status->get_sc_type(i)&SC_NO_DISPELL ) + continue; + } + switch (i) { + /** + * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore + **/ + case SC_WHISTLE: + case SC_ASSNCROS: + case SC_POEMBRAGI: + case SC_APPLEIDUN: + case SC_HUMMING: + case SC_DONTFORGETME: + case SC_FORTUNE: + case SC_SERVICEFORYOU: + if( tsc->data[i]->val4 ) //val4 = out-of-song-area + continue; + break; + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + break; + } + status_change_end(bl, (sc_type)i, INVALID_TIMER); + } + break; + } else { + //Affect all targets on splash area. + map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, + src, skill_id, skill_lv, tick, flag|1, + skill->castend_damage_id); + } + } + break; + + case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); + clif->fixpos(bl); + break; + + case TK_HIGHJUMP: + { + int x,y, dir = unit->getdir(src); + + //Fails on noteleport maps, except for GvG and BG maps [Skotlex] + if( map->list[src->m].flag.noteleport + && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) + ) { + x = src->x; + y = src->y; + } else { + x = src->x + dirx[dir]*skill_lv*2; + y = src->y + diry[dir]*skill_lv*2; + } + + clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); + if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) { + clif->slide(src,x,y); + unit->movepos(src, x, y, 1, 0); + } + } + break; + + case SA_CASTCANCEL: + case SO_SPELLFIST: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + unit->skillcastcancel(src,1); + if(sd) { + int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); + if( skill_id == SO_SPELLFIST ){ + sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); + sd->skill_id_old = sd->skill_lv_old = 0; + break; + } + sp = sp * (90 - (skill_lv-1)*20) / 100; + if(sp < 0) sp = 0; + status_zap(src, 0, sp); + } + break; + case SA_SPELLBREAKER: + { + int sp; + if(tsc && tsc->data[SC_MAGICROD]) { + sp = skill->get_sp(skill_id,skill_lv); + sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; + if(sp < 1) sp = 1; + status->heal(bl,0,sp,2); + status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. + } else { + struct unit_data *ud = unit->bl2ud(bl); + int bl_skill_id=0,bl_skill_lv=0,hp = 0; + if (!ud || ud->skilltimer == INVALID_TIMER) + break; //Nothing to cancel. + bl_skill_id = ud->skill_id; + bl_skill_lv = ud->skill_lv; + if (tstatus->mode & MD_BOSS) { + //Only 10% success chance against bosses. [Skotlex] + if (rnd()%100 < 90) + { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. + hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + unit->skillcastcancel(bl,0); + sp = skill->get_sp(bl_skill_id,bl_skill_lv); + status_zap(bl, hp, sp); + + if (hp && skill_lv >= 5) + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + else + hp = 0; + + if (sp) //Recover some of the SP used + sp = sp*(25*(skill_lv-1))/100; + + if(hp || sp) + status->heal(src, hp, sp, 2); + } + } + break; + case SA_MAGICROD: + clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case SA_AUTOSPELL: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd){ + sd->state.workinprogress = 3; + clif->autospell(sd,skill_lv); + }else { + int maxlv=1,spellid=0; + static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; + if(skill_lv >= 10) { + spellid = MG_FROSTDIVER; +#if 0 + if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) + maxlv = 10; + else +#endif // 0 + maxlv = skill_lv - 9; + } + else if(skill_lv >=8) { + spellid = MG_FIREBALL; + maxlv = skill_lv - 7; + } + else if(skill_lv >=5) { + spellid = MG_SOULSTRIKE; + maxlv = skill_lv - 4; + } + else if(skill_lv >=2) { + int i = rnd()%3; + spellid = spellarray[i]; + maxlv = skill_lv - 1; + } + else if(skill_lv > 0) { + spellid = MG_NAPALMBEAT; + maxlv = 3; + } + if(spellid > 0) + sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + skill->get_time(SA_AUTOSPELL,skill_lv)); + } + break; + + case BS_GREED: + if(sd){ + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->greed,bl, + skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); + } + break; + + case SA_ELEMENTWATER: + case SA_ELEMENTFIRE: + case SA_ELEMENTGROUND: + case SA_ELEMENTWIND: + if(sd && !dstmd) //Only works on monsters. + break; + if(tstatus->mode&MD_BOSS) + break; + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + skill->get_time(skill_id, skill_lv))); + break; + case NPC_CHANGEUNDEAD: + //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] + //TO-DO This is ugly, fix it + if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + skill->get_time(skill_id, skill_lv))); + break; + + case NPC_PROVOCATION: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (md) mob->unlocktarget(md, tick); + break; + + case NPC_KEEPING: + case NPC_BARRIER: + { + int skill_time = skill->get_time(skill_id,skill_lv); + struct unit_data *ud = unit->bl2ud(bl); + if (clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill_time)) + && ud) { + //Disable attacking/acting/moving for skill's duration. + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = tick + skill_time; + } + } + break; + + case NPC_REBIRTH: + if( md && md->state.rebirth ) + break; // only works once + sc_start(src,bl,type,100,skill_lv,-1); + break; + + case NPC_DARKBLESSING: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + + case NPC_LICK: + status_zap(bl, 0, 100); + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + + case NPC_SUICIDE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(src); //When suiciding, neither exp nor drops is given. + break; + + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + if(md && md->skill_idx >= 0) + mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); + break; + + case NPC_CALLSLAVE: + mob->warpslave(src,MOB_SLAVEDISTANCE); + break; + + case NPC_RANDOMMOVE: + if (md) { + md->next_walktime = tick - 1; + mob->randomwalk(md,tick); + } + break; + + case NPC_SPEEDUP: + { + // or does it increase casting rate? just a guess xD + int i = SC_ATTHASTE_POTION1 + skill_lv - 1; + if (i > SC_ATTHASTE_INFINITY) + i = SC_ATTHASTE_INFINITY; + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + } + break; + + case NPC_REVENGE: + // not really needed... but adding here anyway ^^ + if (md && md->master_id > 0) { + struct block_list *mbl, *tbl; + if ((mbl = map->id2bl(md->master_id)) == NULL || + (tbl = battle->get_targeted(mbl)) == NULL) + break; + md->state.provoke_flag = tbl->id; + mob->target(md, tbl, sstatus->rhw.range); + } + break; + + case NPC_RUN: + { + const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; + uint8 dir = (bl == src)?unit->getdir(src):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 + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if(md && md->skill_idx >= 0) { + int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0); + if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] + mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); + if (class_) mob->class_change(md, class_); + } + break; + + case NPC_EMOTION_ON: + case NPC_EMOTION: + //val[0] is the emotion to use. + //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] + //val[1] 'sets' the mode + //val[2] adds to the current mode + //val[3] removes from the current mode + //val[4] if set, asks to delete the previous mode change. + if(md && md->skill_idx >= 0 && tsc) { + clif->emotion(bl, md->db->skill[md->skill_idx].val[0]); + if(md->db->skill[md->skill_idx].val[4] && tsce) + status_change_end(bl, type, INVALID_TIMER); + + //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] + if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) + mob->unlocktarget(md,tick); + + if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) + sc_start4(src, src, type, 100, skill_lv, + md->db->skill[md->skill_idx].val[1], + md->db->skill[md->skill_idx].val[2], + md->db->skill[md->skill_idx].val[3], + skill->get_time(skill_id, skill_lv)); + } + break; + + case NPC_POWERUP: + sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); + break; + + case NPC_AGIUP: + sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); + break; + + case NPC_INVISIBLE: + //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); + break; + + case NPC_SIEGEMODE: + // not sure what it does + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case WE_MALE: + { + int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; + int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); + } + break; + case WE_FEMALE: + { + int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; + int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,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); + bool we_baby_parents = false; + if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { + sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->specialeffect(&m_sd->bl,408,AREA); + we_baby_parents = true; + } + if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { + sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->specialeffect(&f_sd->bl,408,AREA); + we_baby_parents = true; + } + if (!we_baby_parents) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + else + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE); + } + break; + + case PF_HPCONVERSION: + { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skill_lv / 100; + if (!status->charge(src,hp,0)) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + status->heal(bl,0,sp,2); + } + break; + + case MA_REMOVETRAP: + case HT_REMOVETRAP: + { + struct skill_unit* su; + struct skill_unit_group* sg; + su = BL_CAST(BL_SKILL, bl); + + // Mercenaries can remove any trap + // Players can only remove their own traps or traps on Vs maps. + if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + { + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { + // prevent picking up expired traps + if( battle_config.skill_removetrap_type ) { + int i; + // 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 success; + 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 && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { + clif->additem(sd,0,0,success); + 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 = su->group->item_id?su->group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) { + clif->additem(sd,0,0,flag); + map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + } + skill->delunit(su); + }else if(sd) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + + } + break; + case HT_SPRINGTRAP: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + { + struct skill_unit *su=NULL; + if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ + switch(su->group->unit_id){ + case UNT_ANKLESNARE: + if (su->group->val2 != 0) + // if it is already trapping something don't spring it, + // remove trap should be used instead + break; + // otherwise fall through 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_TICK32(tick+1500,su->group->tick); + su->limit=DIFF_TICK32(tick+1500,su->group->tick); + } + } + } + break; + case BD_ENCORE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) + unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); + break; + + case AS_SPLASHER: + if( tstatus->mode&MD_BOSS +#ifndef RENEWAL + /** Renewal dropped the 3/4 hp requirement **/ + || tstatus-> hp > tstatus->max_hp*3/4 +#endif // RENEWAL + ) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); + #ifndef RENEWAL + if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); + #endif + 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% + skill_lv*5% success chance. + if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) + ) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + + unit->skillcastcancel(bl,0); + + if(tsc && tsc->count){ + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + } + + if(dstmd) + mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); + } + break; + + case PF_SOULCHANGE: + { + unsigned int sp1 = 0, sp2 = 0; + if (dstmd) { + if (dstmd->state.soul_change_flag) { + if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + dstmd->state.soul_change_flag = 1; + sp2 = sstatus->max_sp * 3 /100; + status->heal(src, 0, sp2, 2); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + } + sp1 = sstatus->sp; + sp2 = tstatus->sp; +#ifdef RENEWAL + sp1 = sp1 / 2; + sp2 = sp2 / 2; + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp1 = tstatus->sp; +#endif // RENEWAL + status->set_sp(src, sp2, 3); + status->set_sp(bl, sp1, 3); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + // Slim Pitcher + case CR_SLIMPITCHER: + // Updated to block Slim Pitcher from working on barricades and guardian stones. + if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) + break; + if (script->potion_hp || script->potion_sp) { + int hp = script->potion_hp, sp = script->potion_sp; + hp = hp * (100 + (tstatus->vit<<1))/100; + sp = sp * (100 + (tstatus->int_<<1))/100; + if (dstsd) { + if (hp) + hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; + if (sp) + sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; + } + if( tsc && tsc->count ) { + if (tsc->data[SC_CRITICALWOUND]) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if (tsc->data[SC_DEATHHURT]) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { + hp += hp / 10; + sp += sp / 10; + } + } + if(hp > 0) + clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if(sp > 0) + clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + status->heal(bl,hp,sp,0); + } + break; + // Full Chemical Protection + case CR_FULLPROTECTION: { + bool iused=false; + int i; + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + dstsd->inventory_data[i]->type==IT_ARMOR) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(iused) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + + case RG_CLEANER: //AppleGirl + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case CG_LONGINGFREEDOM: + { + if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 + && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + { + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + } + break; + + case CG_TAROTCARD: + { + int eff, count = -1; + if( tsc && tsc->data[type] ){ + map->freeblock_unlock(); + return 0; + } + if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + + map->freeblock_unlock(); + return 0; + } + status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] + do { + eff = rnd() % 14; + if( eff == 5 ) + clif->specialeffect(src, 528, AREA); + else + clif->specialeffect(bl, 523 + eff, AREA); + switch (eff) + { + case 0: // heals SP to 0 + status_percent_damage(src, bl, 0, 100, false); + break; + case 1: // matk halved + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + break; + case 2: // all buffs removed + status->change_clear_buffs(bl,1); + break; + case 3: // 1000 damage, random armor destroyed + { + status_fix_damage(src, bl, 1000, 0); + clif->damage(src,bl,0,0,1000,0,0,0); + if( !status->isdead(bl) ) { + int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; + skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + } + } + break; + case 4: // atk halved + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + break; + case 5: // 2000HP heal, random teleported + status->heal(src, 2000, 0, 0); + if( !map_flag_vs(bl->m) ) + unit->warp(bl, -1,-1,-1, CLR_TELEPORT); + break; + case 6: // random 2 other effects + if (count == -1) + count = 3; + else + count++; //Should not re-trigger this one. + break; + case 7: // stop freeze or stoned + { + enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; + sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + case 8: // curse coma and poison + sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case 9: // confusion + sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case 10: // 6666 damage, atk matk halved, cursed + status_fix_damage(src, bl, 6666, 0); + clif->damage(src,bl,0,0,6666,0,0,0); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); + break; + case 11: // 4444 damage + status_fix_damage(src, bl, 4444, 0); + clif->damage(src,bl,0,0,4444,0,0,0); + break; + case 12: // stun + sc_start(src,bl,SC_STUN,100,skill_lv,5000); + break; + case 13: // atk,matk,hit,flee,def reduced + sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + default: + break; + } + } while ((--count) > 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SL_ALCHEMIST: + case SL_ASSASIN: + case SL_BARDDANCER: + case SL_BLACKSMITH: + case SL_CRUSADER: + case SL_HUNTER: + case SL_KNIGHT: + case SL_MONK: + case SL_PRIEST: + case SL_ROGUE: + case SL_SAGE: + case SL_SOULLINKER: + case SL_STAR: + case SL_SUPERNOVICE: + case SL_WIZARD: + //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant. + if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { + //Erase death count 1% of the casts + dstsd->die_counter = 0; + pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); + clif->specialeffect(bl, 0x152, AREA); + //SC_SOULLINK invokes status_calc_pc for us. + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; + case SL_HIGH: + if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; + + case SL_SWOO: + if (tsce) { + if(sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE); + status_change_end(bl, SC_SWOO, INVALID_TIMER); + break; + } + case SL_SKA: // [marquis007] + case SL_SKE: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (skill_id == SL_SKE) + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; + + // New guild skills [Celest] + case GD_BATTLEORDER: + if(flag&1) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status->get_guild_id(src)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_REGENERATION: + if(flag&1) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status->get_guild_id(src)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_RESTORE: + if(flag&1) { + if (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,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_EMERGENCYCALL: + { + int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; + int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; + int i, j = 0; + struct guild *g; + // i don't know if it actually summons in a circle, but oh well. ;P + g = sd ? sd->guild : guild->search(status->get_guild_id(src)); + if (!g) + break; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + for(i = 0; i < g->max_member; i++, j++) { + if (j>8) j=0; + if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { + if (map->list[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], CLR_RESPAWN); + } + } + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + + case SG_FEEL: + //AuronX reported you CAN memorize the same map as all three. [Skotlex] + if (sd) { + if(!sd->feel_map[skill_lv-1].index) + clif->feel_req(sd->fd,sd, skill_lv); + else + clif->feel_info(sd, skill_lv-1, 1); + } + break; + + case SG_HATE: + if (sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (!pc->set_hate_mob(sd, skill_lv-1, bl)) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case GS_GLITTERING: + if(sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(rnd()%100 < (20+10*skill_lv)) + pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10); + else if(sd->spiritball > 0) + pc->delspiritball(sd,1,0); + } + break; + + case GS_CRACKER: + /* per official standards, this skill works on players and mobs. */ + if (sd && (dstsd || dstmd)) + { + int rate = 65 -5*distance_bl(src,bl); //Base rate + if (rate < 30) rate = 30; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + + case AM_CALLHOMUN: // [orn] + if( sd ) { + if (homun->call(sd)) + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case AM_REST: + if (sd) { + if (homun->vaporize(sd,HOM_ST_REST)) + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case HAMI_CASTLE: // [orn] + if(rnd()%100 < 20*skill_lv && src != bl) + { + int x,y; + x = src->x; + y = src->y; + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); + + if (unit->movepos(src,bl->x,bl->y,0,0)) { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun + clif->slide(src,bl->x,bl->y) ; + if (unit->movepos(bl,x,y,0,0)) + { + clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master + clif->slide(bl,x,y) ; + } + + //TODO: Shouldn't also players and the like switch targets? + map->foreachinrange(skill->chastle_mob_changetarget,src, + AREA_SIZE, BL_MOB, bl, src); + } + } + // Failed + else if (hd && hd->master) + clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); + else if (sd) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + case HVAN_CHAOTIC: // [orn] + { + static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; + int r = rnd()%100; + int target = (skill_lv-1)%5; + int hp; + if(r<per[target][0]) //Self + bl = src; + else if(r<per[target][1]) //Master + bl = battle->get_master(src); + else //Enemy + bl = map->id2bl(battle->get_target(src)); + + if (!bl) bl = src; + hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); + //Eh? why double skill packet? + clif->skill_nodamage(src,bl,AL_HEAL,hp,1); + clif->skill_nodamage(src,bl,skill_id,hp,1); + status->heal(bl, hp, 0, 0); + } + break; + // Homun single-target support skills [orn] + case HAMI_BLOODLUST: + case HFLI_FLEET: + case HFLI_SPEED: + case HLIF_CHANGE: + case MH_ANGRIFFS_MODUS: + case MH_GOLDENE_FERSE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); + break; + + case NPC_DRAGONFEAR: + if (flag&1) { + const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; + int i, j; + j = i = rnd()%ARRAYLENGTH(sc); + while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { + i++; + if ( i == ARRAYLENGTH(sc) ) + i = 0; + if (i == j) + break; + } + break; + } + case NPC_WIDEBLEEDING: + case NPC_WIDECONFUSE: + case NPC_WIDECURSE: + case NPC_WIDEFREEZE: + case NPC_WIDESLEEP: + case NPC_WIDESILENCE: + case NPC_WIDESTONE: + case NPC_WIDESTUN: + case NPC_SLOWCAST: + case NPC_WIDEHELLDIGNITY: + case NPC_WIDEHEALTHFEAR: + case NPC_WIDEBODYBURNNING: + case NPC_WIDEFROSTMISTY: + case NPC_WIDECOLD: + case NPC_WIDE_DEEP_SLEEP: + case NPC_WIDESIREN: + if (flag&1){ + switch( type ){ + case SC_BURNING: + sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + break; + case SC_SIREN: + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + default: + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + } + } else { + skill->area_temp[2] = 0; //For SD_PREAMBLE + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case NPC_WIDESOULDRAIN: + if (flag&1) + status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); + else { + skill->area_temp[2] = 0; //For SD_PREAMBLE + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case ALL_PARTYFLEE: + if( sd && !(flag&1) ) + { + if( !sd->status.party_id ) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + else + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case NPC_TALK: + case ALL_WEWISH: + case ALL_CATCRY: + case ALL_DREAM_SUMMERNIGHT: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case ALL_BUYING_STORE: + if( sd ) + {// players only, skill allows 5 buying slots + clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS)); + } + break; + case RK_ENCHANTBLADE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed + sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); + break; + case RK_DRAGONHOWLING: + if( flag&1) + sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + skill->area_temp[2] = 0; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case RK_IGNITIONBREAK: + case LG_EARTHDRIVE: + { + int splash; + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + splash = skill->get_splash(skill_id,skill_lv); + if( skill_id == LG_EARTHDRIVE ) { + int dummy = 1; + map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src); + } + map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + } + break; + case RK_STONEHARDSKIN: + if( sd ) { + int heal = sstatus->hp / 5; // 20% HP + if( status->charge(bl,heal,0) ) + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case RK_REFRESH: + { + int heal = status_get_max_hp(bl) * 25 / 100; + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status->heal(bl,heal,0,1); + status->change_clear_buffs(bl,4); + } + break; + + case RK_MILLENNIUMSHIELD: + if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { + short chance = 0; + short num_shields = 0; + chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. + if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. + num_shields = 4; + else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. + num_shields = 3; + else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. + num_shields = 2; + sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); + clif->millenniumshield(src,num_shields); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + break; + + case RK_FIGHTINGSPIRIT: + if( flag&1 ) { + int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); + if( src == bl ) + sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + else + sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); + } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { + if( sd->status.party_id ) + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + else + sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + break; + + case RK_LUXANIMA: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ + if( src == bl ) + break; + while( skill->area_temp[5] >= 0x10 ){ + int value = 0; + type = SC_NONE; + if( skill->area_temp[5]&0x10 ){ + value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); + clif->millenniumshield(bl,value); + skill->area_temp[5] &= ~0x10; + type = SC_MILLENNIUMSHIELD; + }else if( skill->area_temp[5]&0x20 ){ + value = status_get_max_hp(bl) * 25 / 100; + status->change_clear_buffs(bl,4); + skill->area_temp[5] &= ~0x20; + status->heal(bl,value,0,1); + type = SC_REFRESH; + }else if( skill->area_temp[5]&0x40 ){ + skill->area_temp[5] &= ~0x40; + type = SC_GIANTGROWTH; + }else if( skill->area_temp[5]&0x80 ){ + if( dstsd ){ + value = sstatus->hp / 4; + if( status->charge(bl,value,0) ) + type = SC_STONEHARDSKIN; + skill->area_temp[5] &= ~0x80; + } + }else if( skill->area_temp[5]&0x100 ){ + skill->area_temp[5] &= ~0x100; + type = SC_VITALITYACTIVATION; + }else if( skill->area_temp[5]&0x200 ){ + skill->area_temp[5] &= ~0x200; + type = SC_ABUNDANCE; + } + if( type > SC_NONE ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); + } + }else if( sd ){ + if( tsc && tsc->count ){ + if(tsc->data[SC_MILLENNIUMSHIELD]) + skill->area_temp[5] |= 0x10; + if(tsc->data[SC_REFRESH]) + skill->area_temp[5] |= 0x20; + if(tsc->data[SC_GIANTGROWTH]) + skill->area_temp[5] |= 0x40; + if(tsc->data[SC_STONEHARDSKIN]) + skill->area_temp[5] |= 0x80; + if(tsc->data[SC_VITALITYACTIVATION]) + skill->area_temp[5] |= 0x100; + if(tsc->data[SC_ABUNDANCE]) + skill->area_temp[5] |= 0x200; + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + break; + /** + * Guilotine Cross + **/ + case GC_ROLLINGCUTTER: + { + short count = 1; + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); + if( tsc && tsc->data[SC_ROLLINGCUTTER] ) + { // Every time the skill is casted the status change is reseted adding a counter. + count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; + if( count > 10 ) + count = 10; // Max counter + status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); + } + sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; + + case GC_WEAPONBLOCKING: + if( tsc && tsc->data[SC_WEAPONBLOCKING] ) + status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); + else + sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case GC_CREATENEWPOISON: + if( sd ) + { + clif->skill_produce_mix_list(sd,skill_id,25); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case GC_POISONINGWEAPON: + if( sd ) { + clif->poison_list(sd,skill_lv); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case GC_ANTIDOTE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if( tsc ) + { + status_change_end(bl, SC_PARALYSE, INVALID_TIMER); + status_change_end(bl, SC_PYREXIA, INVALID_TIMER); + status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); + status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); + status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); + status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); + status_change_end(bl, SC_TOXIN, INVALID_TIMER); + status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + { + int r; + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinarea( status->change_timer_sub, + src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); + } + break; + case GC_HALLUCINATIONWALK: + { + int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; + if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. + if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + if( !status->charge(bl,heal,0) ) { + if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + if( sd ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); + } + break; + + case AB_CLEMENTIA: + case AB_CANTO: + { + int level = 0; + if( sd ) + level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); + else if( sd ) { + if( !level ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + else + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + } + break; + + case AB_PRAEFATIO: + if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { + int count = 1; + + if( dstsd && dstsd->special_state.no_magic_damage ) + break; + + if( sd && sd->status.party_id != 0 ) + count = party->foreachsamemap(party->sub_count, sd, 0); + + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case AB_CHEAL: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { + if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { + int lv = pc->checkskill(sd, AL_HEAL); + int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true); + + if( sd->status.party_id ) { + int partycount = party->foreachsamemap(party->sub_count, sd, 0); + if (partycount > 1) + heal += ((heal / 100) * (partycount * 10) / 4); + } + if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) + heal = 0; + + clif->skill_nodamage(bl, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status->heal(bl, heal, 0, 1); + } + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case AB_ORATIO: + if( flag&1 ) + sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + else { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case AB_LAUDAAGNUS: + if( (flag&1 || sd == NULL) || !sd->status.party_id) { + if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || + tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) { + // Success Chance: (40 + 10 * Skill Level) % + if( rnd()%100 > 40+10*skill_lv ) break; + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + status_change_end(bl, SC_COLD, INVALID_TIMER); + }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + + case AB_LAUDARAMUS: + if( (flag&1 || sd == NULL) || !sd->status.party_id ) { + if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || + tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ + // Success Chance: (40 + 10 * Skill Level) % + if( rnd()%100 > 40+10*skill_lv ) break; + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + + case AB_CLEARANCE: + { + int splash; + if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) { + int i; + //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self. + break; + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { + if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status->isimmune(bl) || !tsc || !tsc->count) + break; + for(i = 0; i < SC_MAX; i++) { + if ( !tsc->data[i] ) + continue; + if( SC_COMMON_MAX > i ) + if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) + continue; + switch (i) { + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + break; + } + status_change_end(bl,(sc_type)i,INVALID_TIMER); + } + break; + } else { + map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); + } + } + break; + + case AB_SILENTIUM: + // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; + /** + * Warlock + **/ + case WL_STASIS: + if( flag&1 ) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case WL_WHITEIMPRISON: + if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses. + { + int rate = ( sd? sd->status.job_level : 50 ) / 4; + + if( src == bl ) rate = 100; // Success Chance: On self, 100% + else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % + else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % + + if( sd ) + skill->blockpc_start(sd,skill_id,4000); + + if( !(tsc && tsc->data[type]) ){ + int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); + if( sd && !failure ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + }else + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + break; + + case WL_FROSTMISTY: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + break; + + case WL_JACKFROST: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Do not hit invisible enemy + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + + case WL_MARSHOFABYSS: + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + + case WL_SIENNAEXECRATE: + if( flag&1 ) { + if( status->isimmune(bl) || !tsc ) + break; + if( tsc && tsc->data[SC_STONE] ) + status_change_end(bl,SC_STONE,INVALID_TIMER); + else + status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK); + } else { + int rate = 45 + 5 * skill_lv; + if( rnd()%100 < rate ){ + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + }else if( sd ) // Failure on Rate + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + { + int i; + for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){ + if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack + int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); + break; + } + } + } + break; + + case WL_READING_SB: + if( sd ) { + struct status_change *sc = status->get_sc(bl); + int i; + + for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) + if( sc && !sc->data[i] ) + break; + if( i == SC_SPELLBOOK7 ) { + clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); + break; + } + + sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + clif->spellbook_list(sd); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + /** + * Ranger + **/ + case RA_FEARBREEZE: + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + + case RA_WUGMASTERY: + if( sd ) { + if( !pc_iswug(sd) ) + pc->setoption(sd,sd->sc.option|OPTION_WUG); + else + pc->setoption(sd,sd->sc.option&~OPTION_WUG); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RA_WUGRIDER: + if( sd ) { + if( !pc_isridingwug(sd) && pc_iswug(sd) ) { + pc->setoption(sd,sd->sc.option&~OPTION_WUG); + pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER); + } else if( pc_isridingwug(sd) ) { + pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER); + pc->setoption(sd,sd->sc.option|OPTION_WUG); + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RA_WUGDASH: + if( tsce ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map->freeblock_unlock(); + return 0; + } + if( sd && pc_isridingwug(sd) ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); + clif->walkok(sd); + } + break; + + case RA_SENSITIVEKEEN: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + break; + /** + * Mechanic + **/ + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + { + uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); + clif->slide(src,src->x,src->y); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case NC_SELFDESTRUCTION: + if (sd) { + if (pc_ismadogear(sd)) + pc->setmadogear(sd, false); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + status->set_sp(src, 0, 0); + } + break; + + case NC_ANALYZE: + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); + if( sd ) pc->overheat(sd,1); + break; + + case NC_MAGNETICFIELD: + { + int failure; + if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) + { + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; + clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + if (sd) pc->overheat(sd,1); + } + clif->skill_nodamage(src,src,skill_id,skill_lv,failure); + } + break; + + case NC_REPAIR: + if( sd ) { + int heal, hp = 0; // % of max hp regen + if( !dstsd || !pc_ismadogear(dstsd) ) { + clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); + break; + } + switch (cap_value(skill_lv, 1, 5)) { + case 1: hp = 4; break; + case 2: hp = 7; break; + case 3: hp = 13; break; + case 4: hp = 17; break; + case 5: hp = 23; break; + } + heal = tstatus->max_hp * hp / 100; + status->heal(bl,heal,0,2); + clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); + } + break; + + case NC_DISJOINT: + { + if( bl->type != BL_MOB ) break; + md = map->id2md(bl->id); + if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) + status_kill(bl); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + case SC_AUTOSHADOWSPELL: + if( sd ) { + int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); + if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { + sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + clif->autoshadowspell_list(sd); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); + } + break; + + case SC_SHADOWFORM: + if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { + if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) + dstsd->shadowform_id = src->id; + } + else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case SC_BODYPAINT: + if( flag&1 ) { + if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + + sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + } + } else { + clif->skill_nodamage(src, bl, skill_id, 0, 1); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + } + break; + + case SC_ENERVATION: + case SC_GROOMY: + case SC_IGNORANCE: + case SC_LAZINESS: + case SC_UNLUCKY: + case SC_WEAKNESS: + if( !(tsc && tsc->data[type]) ) { + int joblvbonus = 0; + int rate = 0; + if (is_boss(bl)) break; + joblvbonus = ( sd ? sd->status.job_level : 50 ); + //First we set the success chance based on the caster's build which increases the chance. + rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; + // We then reduce the success chance based on the target's build. + rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10; + //Finally we set the minimum success chance cap based on the caster's skill level and DEX. + rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); + clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); + if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { + //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. + int sp = 100 * skill_lv; + if( dstmd ) sp = dstmd->level * 2; + if( status_zap(bl,0,sp) ) + status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] + } + if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { + //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. + switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. + case 0: + status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + case 1: + status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + case 2: + status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + } + } + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case LG_TRAMPLE: + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); + break; + + case LG_REFLECTDAMAGE: + if( tsc && tsc->data[type] ) + status_change_end(bl,type,INVALID_TIMER); + else + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case LG_SHIELDSPELL: + if( !sd ) + break; + if( flag&1 ) { + sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); + } else { + int opt = 0, val = 0, splashrange = 0; + struct item_data *shield_data = NULL; + if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) { + //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. + opt = rnd()%3 + 1; + switch( skill_lv ) { + case 1: + if ( shield_data->def >= 0 && shield_data->def <= 40) + splashrange = 1; + else if ( shield_data->def >= 41 && shield_data->def <= 80) + splashrange = 2; + else + splashrange = 3; + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); + break; + case 2: + val = shield_data->def/10; //Damage Reflecting Increase. + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); + break; + case 3: + //Weapon Attack Increase. + val = shield_data->def; + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); + break; + } + break; + case 2: + if( sd->bonus.shieldmdef == 0 ) + break; // Nothing should happen if the shield has no mdef, not even displaying a message + if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) + splashrange = 1; + else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) + splashrange = 2; + else + splashrange = 3; + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); + break; + case 2: + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina + clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + break; + case 3: + if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat + clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, + sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + break; + } + break; + case 3: + { + int rate = 0; + struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + + if( shield->refine == 0 ) + break; // Nothing should happen if the shield has no refine, not even displaying a message + + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate + break; + case 2: + val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase + rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate + if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) + clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, + sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); + break; + case 3: + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery + val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; + status->heal(bl, val, 0, 2); + status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); + break; + } + } + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case LG_PIETY: + if( flag&1 ) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case LG_KINGS_GRACE: + if( flag&1 ){ + int i; + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + for(i=0; i<SC_MAX; i++) + { + if (!tsc->data[i]) + continue; + switch(i){ + case SC_POISON: + case SC_BLIND: + case SC_FREEZE: + case SC_STONE: + case SC_STUN: + case SC_SLEEP: + case SC_BLOODING: + case SC_CURSE: + case SC_CONFUSION: + case SC_ILLUSION: + case SC_SILENCE: + case SC_BURNING: + case SC_COLD: + case SC_FROSTMISTY: + case SC_DEEP_SLEEP: + case SC_FEAR: + case SC_MANDRAGORA: + case SC__CHAOS: + status_change_end(bl, (sc_type)i, INVALID_TIMER); + } + } + }else { + skill->area_temp[2] = 0; + if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) ) + flag |= BCT_GUILD; + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case LG_INSPIRATION: + if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { + sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty. + sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100); + clif->updatestatus(sd,SP_BASEEXP); + clif->updatestatus(sd,SP_JOBEXP); + } + clif->skill_nodamage(bl,src,skill_id,skill_lv, + sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + case SR_CURSEDCIRCLE: + if( flag&1 ) { + if( is_boss(bl) ) break; + if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { + if( bl->type == BL_MOB ) + mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); + unit->stop_attack(bl); + clif->bladestop(src, bl->id, 1); + map->freeblock_unlock(); + return 1; + } + } else { + int count = 0; + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters + BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + if( sd ) pc->delspiritball(sd, count, 0); + clif->skill_nodamage(src, src, skill_id, skill_lv, + sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); + } + break; + + case SR_RAISINGDRAGON: + if( sd ) { + short max = 5 + skill_lv; + int i; + sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + for( i = 0; i < max; i++ ) // Don't call more than max available spheres. + pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); + } + break; + + case SR_ASSIMILATEPOWER: + if( flag&1 ) { + int sp = 0; + if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) + { + sp = dstsd->spiritball; //1%sp per spiritball. + pc->delspiritball(dstsd, dstsd->spiritball, 0); + status_percent_heal(src, 0, sp); + } + if ( dstsd ) { + int i; + for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++) + pc->del_charm(dstsd, dstsd->spiritcharm[i], i); + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); + } else { + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); + } + break; + + case SR_POWERVELOCITY: + if( !dstsd ) + break; + if( sd && dstsd->spiritball <= 5 ) { + int i; + for(i = 0; i <= 5; i++) { + pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i); + pc->delspiritball(sd, sd->spiritball, 0); + } + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; + + case SR_GENTLETOUCH_CURE: + { + int heal; + + if( status->isimmune(bl) ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + + heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; + status->heal(bl, heal, 0, 0); + + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_ILLUSION, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + } + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case SR_GENTLETOUCH_CHANGE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); + break; + case SR_GENTLETOUCH_REVITALIZE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv))); + break; + case SR_FLASHCOMBO: + { + const int combo[] = { + SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW + }; + int i; + + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); + + for( i = 0; i < ARRAYLENGTH(combo); i++ ) + skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL); + + break; + } + case WA_SWING_DANCE: + case WA_SYMPHONY_OF_LOVER: + case WA_MOONLIT_SERENADE: + case MI_RUSH_WINDMILL: + case MI_ECHOSONG: + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case MI_HARMONIZE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); + break; + + case WM_DEADHILLHERE: + if( bl->type == BL_PC ) { + if( !status->isdead(bl) ) + break; + + if( rnd()%100 < 88 + 2 * skill_lv ) { + int heal = 0; + status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); + heal = tstatus->sp; + if ( heal <= 0 ) + heal = 1; + status->fixed_revive(bl, heal, 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status->set_sp(bl, 0, 0); + } + } + break; + + case WM_LULLABY_DEEPSLEEP: + if ( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + else if ( sd ) { + int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + } + } + break; + case WM_SIRCLEOFNATURE: + flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; + case WM_VOICEOFSIREN: + if( skill_id != WM_SIRCLEOFNATURE ) + flag &= ~BCT_SELF; + if( flag&1 ) { + sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); + } else if( sd ) { + int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + } + } + break; + + case WM_GLOOMYDAY: + if ( tsc && tsc->data[type] ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + // val4 indicates caster's voice lesson level + sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case WM_SONG_OF_MANA: + case WM_DANCE_WITH_WUG: + case WM_LERADS_DEW: + case WM_UNLIMITED_HUMMING_VOICE: + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + break; + case WM_SATURDAY_NIGHT_FEVER: + { + if( flag&1 ) { + int madnesscheck = 0; + if ( sd )//Required to check if the lord of madness effect will be applied. + madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); + sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); + if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. + status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); + //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] + } else if( sd ) { + int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; + if ( rnd()%100 < rate ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + } + } + break; + + case WM_MELODYOFSINK: + case WM_BEYOND_OF_WARCRY: + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + } + break; + + case WM_RANDOMIZESPELL: { + int improv_skill_id = 0, improv_skill_lv, improv_idx; + do { + improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; + improv_skill_id = skill->improvise_db[improv_idx].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); + improv_skill_lv = 4 + skill_lv; + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) { + sd->state.abra_flag = 2; + sd->skillitem = improv_skill_id; + sd->skillitemlv = improv_skill_lv; + clif->item_skill(sd, improv_skill_id, improv_skill_lv); + } else { + struct unit_data *ud = unit->bl2ud(src); + int inf = skill->get_inf(improv_skill_id); + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); + } else { + int target_id = 0; + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { + bl = map->id2bl(target_id); + if (!bl) bl = src; + unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); + } else + unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); + } + } + } + break; + + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + case ECLAGE_RECALL: + if( sd ) { + short x = 0, y = 0; //Destiny position. + unsigned short map_index = 0; + + switch( skill_id ) { + default: + case RETURN_TO_ELDICASTES: + x = 198; + y = 187; + map_index = mapindex->name2id(MAP_DICASTES); + break; + case ALL_GUARDIAN_RECALL: + x = 44; + y = 151; + map_index = mapindex->name2id(MAP_MORA); + break; + case ECLAGE_RECALL: + x = 47; + y = 31; + map_index = mapindex->name2id(MAP_ECLAGE_IN); + break; + } + if( !mapindex ) { //Given map not found? + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + pc->setpos(sd,map_index,x,y,CLR_TELEPORT); + } + break; + + case ECL_SNOWFLIP: + case ECL_PEONYMAMY: + case ECL_SADAGUI: + case ECL_SEQUOIADUST: + switch( skill_id ) { + case ECL_SNOWFLIP: + status_change_end(bl,SC_SLEEP,INVALID_TIMER); + status_change_end(bl,SC_BLOODING,INVALID_TIMER); + status_change_end(bl,SC_BURNING,INVALID_TIMER); + status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER); + break; + case ECL_PEONYMAMY: + status_change_end(bl,SC_FREEZE,INVALID_TIMER); + status_change_end(bl,SC_FROSTMISTY,INVALID_TIMER); + status_change_end(bl,SC_COLD,INVALID_TIMER); + break; + case ECL_SADAGUI: + status_change_end(bl,SC_STUN,INVALID_TIMER); + status_change_end(bl,SC_CONFUSION,INVALID_TIMER); + status_change_end(bl,SC_ILLUSION,INVALID_TIMER); + status_change_end(bl,SC_FEAR,INVALID_TIMER); + break; + case ECL_SEQUOIADUST: + status_change_end(bl,SC_STONE,INVALID_TIMER); + status_change_end(bl,SC_POISON,INVALID_TIMER); + status_change_end(bl,SC_CURSE,INVALID_TIMER); + status_change_end(bl,SC_BLIND,INVALID_TIMER); + status_change_end(bl,SC_ORCISH,INVALID_TIMER); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, 0, 1, skill_id, -2, 6); + break; + + case GM_SANDMAN: + if( tsc ) { + if( tsc->opt1 == OPT1_SLEEP ) + tsc->opt1 = 0; + else + tsc->opt1 = OPT1_SLEEP; + clif->changeoption(bl); + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + } + break; + + case SO_ARRULLO: + { + // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] % + int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; + rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); + } + break; + + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + if( sd ) { + int elemental_class = skill->get_elemental_type(skill_id,skill_lv); + + // Remove previous elemental first. + if( sd->ed ) + elemental->delete(sd->ed,0); + + // Summoning the new one. + if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SO_EL_CONTROL: + if( sd ) { + int mode = EL_MODE_PASSIVE; // Standard mode. + + if( !sd->ed ) break; + + if( skill_lv == 4 ) {// At level 4 delete elementals. + elemental->delete(sd->ed, 0); + break; + } + switch( skill_lv ) {// Select mode based on skill level used. + case 2: mode = EL_MODE_ASSIST; break; + case 3: mode = EL_MODE_AGGRESSIVE; break; + } + if( !elemental->change_mode(sd->ed,mode) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SO_EL_ACTION: + if( sd ) { + int duration = 3000; + if( !sd->ed ) + break; + + switch(sd->ed->db->class_){ + case 2115:case 2124: + case 2118:case 2121: + duration = 6000; + break; + case 2116:case 2119: + case 2122:case 2125: + duration = 9000; + break; + } + + sd->skill_id_old = skill_id; + elemental->action(sd->ed, bl, tick); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + + skill->blockpc_start(sd, skill_id, duration); + } + break; + + case SO_EL_CURE: + if( sd ) { + struct elemental_data *ed = sd->ed; + int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; + int e_hp, e_sp; + + if( !ed ) break; + if( !status->charge(&sd->bl,s_hp,s_sp) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + e_hp = ed->battle_status.max_hp * 10 / 100; + e_sp = ed->battle_status.max_sp * 10 / 100; + status->heal(&ed->bl,e_hp,e_sp,3); + clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); + } + break; + + case GN_CHANGEMATERIAL: + case SO_EL_ANALYSIS: + if( sd ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_itemlistwindow(sd,skill_id,skill_lv); + } + break; + + case GN_BLOOD_SUCKER: + { + struct status_change *sc = status->get_sc(src); + + if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { + if( tsc && tsc->data[type] ){ + (sc->bs_counter)--; + status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + (sc->bs_counter)++; + } else if( sd ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + } + break; + + case GN_MANDRAGORA: + if( flag&1 ) { + int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; + if ( chance < 10 ) + chance = 10;//Minimal chance is 10%. + if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); + } + } else if ( sd ) { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(bl, src, skill_id, skill_lv, 1); + } + break; + + case GN_SLINGITEM: + if( sd ) { + short ammo_id; + int equip_idx = sd->equip_index[EQI_AMMO]; + if( equip_idx <= 0 ) + break; // No ammo. + ammo_id = sd->inventory_data[equip_idx]->nameid; + if( ammo_id <= 0 ) + break; + sd->itemid = ammo_id; + if( itemdb_is_GNbomb(ammo_id) ) { + if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. + if( ammo_id == ITEMID_PINEAPPLE_BOMB ) + map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); + } else //Otherwise, it fails, shows animation and removes items. + clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); + } else if( itemdb_is_GNthrowable(ammo_id) ) { + struct script_code *scriptroot = sd->inventory_data[equip_idx]->script; + if( !scriptroot ) + break; + if( dstsd ) + script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); + else + script->run(scriptroot,0,src->id,0); + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. + break; + + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + if( sd ) { + int qty = 1; + sd->skill_id_old = skill_id; + sd->skill_lv_old = skill_lv; + if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) + qty = 10; + clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case EL_CIRCLE_OF_FIRE: + case EL_PYROTECHNIC: + case EL_HEATER: + case EL_TROPIC: + case EL_AQUAPLAY: + case EL_COOLER: + case EL_CHILLY_AIR: + case EL_GUST: + case EL_BLAST: + case EL_WILD_STORM: + case EL_PETROLOGY: + case EL_CURSED_SOIL: + case EL_UPHEAVAL: + case EL_FIRE_CLOAK: + case EL_WATER_DROP: + case EL_WIND_CURTAIN: + case EL_SOLID_SKIN: + case EL_STONE_SHIELD: + case EL_WIND_STEP: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + sc_type type2 = type-1; + struct status_change *sc = status->get_sc(&ele->bl); + + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + } + } + } + break; + + case EL_FIRE_MANTLE: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); + break; + + case EL_WATER_SCREEN: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + struct status_change *sc = status->get_sc(&ele->bl); + sc_type type2 = type-1; + + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + // This not heals at the end. + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); + } + } + } + break; + + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + if(sd) { + int i; + int ttype = skill->get_ele(skill_id, skill_lv); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i); + if( i < SPIRITS_TYPE_SPHERE ) + pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one. + pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype); + } + break; + + case KO_ZANZOU: + if(sd) { + struct mob_data *summon_md; + + summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE); + if( summon_md ) { + summon_md->master_id = src->id; + summon_md->special_state.ai = AI_ZANZOU; + if( summon_md->deletetimer != INVALID_TIMER ) + timer->delete(summon_md->deletetimer, mob->timer_delete); + summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); + mob->spawn( summon_md ); + pc->setinvincibletimer(sd,500);// unlock target lock + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); + } + } + break; + + case KO_KYOUGAKU: + if (!map_flag_vs(src->m) || !dstsd) { + if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); + break; + } else { + int time; + int rate = 45+ 5*skill_lv - status_get_int(bl)/10; + if (rate < 5) rate = 5; + + time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20; + sc_start(src,bl, type, rate, skill_lv, time); + } + break; + + case KO_JYUSATSU: + if( dstsd && tsc && !tsc->data[type] + && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) + ) { + clif->skill_nodamage(src, bl, skill_id, skill_lv, + status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID)); + status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); + if( status->get_lv(bl) <= status->get_lv(src) ) + status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE); + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case KO_GENWAKU: + if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + int x = src->x, y = src->y; + if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%. + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + + if (unit->movepos(src, bl->x, bl->y, 0, 0)) { + clif->skill_nodamage(src, src, skill_id, skill_lv, 1); + clif->slide(src, bl->x, bl->y) ; + sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) + { + if( dstsd && pc_issit(dstsd) ) + pc->setstand(dstsd); + clif->slide(bl, x, y) ; + sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); + } + } + } + break; + + case OB_AKAITSUKI: + case OB_OBOROGENSOU: + if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. + || is_boss(bl) ) ){ // Does not work on Boss monsters. + clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0); + break; + } + case KO_IZAYOI: + case OB_ZANGETSU: + case KG_KYOMU: + case KG_KAGEMUSYA: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + + case KG_KAGEHUMI: + if( flag&1 ){ + if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || + tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || + tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ + sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + } + if( skill->area_temp[2] == 1 ){ + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + } + } else { + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); + } + break; + + case MH_LIGHT_OF_REGENE: + if( hd && battle->get_master(src) ) { + hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850 + clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info + sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + } + break; + + case MH_OVERED_BOOST: + if ( hd && battle->get_master(src) ) { + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + } + break; + + case MH_SILENT_BREEZE: + { + const enum sc_type scs[] = { + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION + }; + int heal; + if(tsc){ + int i; + for (i = 0; i < ARRAYLENGTH(scs); i++) { + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + } + heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl)); + status->heal(bl, heal, 0, 0); + clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1)); + status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + } + break; + + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: + if( hd ){ + struct block_list *s_bl = battle->get_master(src); + + if(s_bl) + sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master + + sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + + case MH_MAGMA_FLOW: + case MH_PAIN_KILLER: + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + break; + case MH_SUMMON_LEGION: + { + int summons[5] = {1004, 1303, 1303, 1994, 1994}; + int qty[5] = {3 , 3 , 4 , 4 , 5}; + struct mob_data *summon_md; + int i, dummy = 0; + + i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy); + if(i >= qty[skill_lv-1]) + break; + + for(i=0; i<qty[skill_lv - 1]; i++){ //easy way + summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); + if (summon_md) { + summon_md->master_id = src->id; + if (summon_md->deletetimer != INVALID_TIMER) + timer->delete(summon_md->deletetimer, mob->timer_delete); + summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); + mob->spawn(summon_md); //Now it is ready for spawning. + sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); + } + } + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */ + break; + default: + ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->freeblock_unlock(); + return 1; + } + + if(skill_id != SR_CURSEDCIRCLE) { + struct status_change *sc = status->get_sc(src); + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + } + + if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] + mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) + mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); + } + + if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded + sd->canskill_tick = timer->gettick(); + + if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. + battle->consume_ammo(sd, skill_id, skill_lv); + } + skill->onskillusage(sd, bl, skill_id, tick); + // perform skill requirement consumption + if( skill_id != NC_SELFDESTRUCTION ) + skill->consume_requirement(sd,skill_id,skill_lv,2); + } + + map->freeblock_unlock(); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { + struct block_list* src = map->id2bl(id); + int maxcount; + struct map_session_data *sd; + struct unit_data *ud = unit->bl2ud(src); + struct mob_data *md; + + nullpo_ret(ud); + + sd = BL_CAST(BL_PC , src); + md = BL_CAST(BL_MOB, src); + + if( src->prev == NULL ) { + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( ud->skilltimer != tid ) + { + ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) + {// restore original walk speed + ud->skilltimer = INVALID_TIMER; + status_calc_bl(&sd->bl, SCB_SPEED); + } + ud->skilltimer = INVALID_TIMER; + + do { + if( status->isdead(src) ) + break; + + if( !(src->type&battle_config.skill_reiteration) && + skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION && + skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + ) + { + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( src->type&battle_config.skill_nofootset && + skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET && + skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + ) + { + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( src->type&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0 + ) { + int i; + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) { + if(ud->skillunit[i]->skill_id == ud->skill_id) + maxcount--; + } + if( maxcount == 0 ) + { + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + + if(tid != INVALID_TIMER) { + //Avoid double checks on instant cast skills. [Skotlex] + if (!status->check_skilluse(src, NULL, ud->skill_id, 1)) + break; + if(battle_config.skill_add_range && + !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { + if (sd && battle_config.skill_out_range_consume) //Consume items anyway. + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); + break; + } + } + + if( sd ) + { + if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) { + if( ud->skill_id == SA_LANDPROTECTOR ) + clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick); + break; + }else + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); + } + + if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + break; + + if(md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) + clif->emotion(src, md->db->skill[md->skill_idx].emotion); + } + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", + src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); + + if (ud->walktimer != INVALID_TIMER) + unit->stop_walking(src,1); + + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); + if (sd) { //Cooldown application + int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. + if (sd->skillcooldown[i].id == ud->skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill->blockpc_start(sd, ud->skill_id, cooldown); + } + if( battle_config.display_status_timers && sd ) + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); +#if 0 + if (sd) { + switch (ud->skill_id) { + case ????: + sd->canequip_tick = tick + ????; + break; + } + } +#endif // 0 + unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); + status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses + map->freeblock_lock(); + skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); + + if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] + sd->skillitem = sd->skillitemlv = 0; + + if (ud->skilltimer == INVALID_TIMER) { + if (md) md->skill_idx = -1; + else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skill_lv = ud->skillx = ud->skilly = 0; + } + + map->freeblock_unlock(); + return 1; + } while(0); + + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick; + ud->skill_id = ud->skill_lv = 0; + if(sd) + sd->skillitem = sd->skillitemlv = 0; + else if(md) + md->skill_idx = -1; + return 0; + +} +static int check_npc_chaospanic(struct block_list* bl, va_list args) { + TBL_NPC* nd = (TBL_NPC*)bl; + + if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) + return 0; + + return 1; +} +/* skill count without self */ +static int skill_count_wos(struct block_list *bl,va_list ap) { + struct block_list* src = va_arg(ap, struct block_list*); + if( src->id != bl->id ) { + return 1; + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { + nullpo_ret(sd); + +//Simplify skill_failed code. +#define skill_failed(sd) ( (sd)->menuskill_id = (sd)->menuskill_val = 0 ) + if(skill_id != sd->menuskill_id) + return 0; + + if( sd->bl.prev == NULL || pc_isdead(sd) ) { + skill_failed(sd); + return 0; + } + + if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) { + skill_failed(sd); + return 0; + } + if(sd->sc.count && ( + sd->sc.data[SC_SILENCE] || + sd->sc.data[SC_ROKISWEIL] || + sd->sc.data[SC_AUTOCOUNTER] || + sd->sc.data[SC_STEELBODY] || + (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) || + sd->sc.data[SC_BERSERK] || + sd->sc.data[SC_BASILICA] || + sd->sc.data[SC_MARIONETTE_MASTER] || + sd->sc.data[SC_WHITEIMPRISON] || + (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) || + (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) || + sd->sc.data[SC_OBLIVIONCURSE] || + sd->sc.data[SC__MANHOLE] || + (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH + )) { + skill_failed(sd); + return 0; + } + + pc_stop_attack(sd); + + if(battle_config.skill_log && battle_config.skill_log&BL_PC) + ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname); + + if(strcmp(mapname,"cancel")==0) { + skill_failed(sd); + return 0; + } + + switch(skill_id) { + case AL_TELEPORT: + // The storage window is closed automatically by the client when there's + // any kind of map change, so we need to restore it automatically + // issue: 8027 + if(strcmp(mapname,"Random")==0) + pc->randomwarp(sd,CLR_TELEPORT); + else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. + pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + + clif->refresh_storagewindow(sd); + 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 map_index; + + map_index = mapindex->name2id(mapname); + if(!map_index) { //Given map not found? + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + skill_failed(sd); + return 0; + } + p[0] = &sd->status.save_point; + p[1] = &sd->status.memo_point[0]; + p[2] = &sd->status.memo_point[1]; + p[3] = &sd->status.memo_point[2]; + + if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) { + for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { + if(sd->ud.skillunit[i]->skill_id == skill_id) + maxcount--; + } + if(!maxcount) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + skill_failed(sd); + return 0; + } + } + + lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id); + wx = sd->menuskill_val>>16; + wy = sd->menuskill_val&0xffff; + + if( lv <= 0 ) return 0; + if( lv > 4 ) lv = 4; // crash prevention + + // check if the chosen map exists in the memo list + ARR_FIND( 0, lv, i, map_index == p[i]->map ); + if( i < lv ) { + x=p[i]->x; + y=p[i]->y; + } else { + skill_failed(sd); + return 0; + } + + if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv... + skill_failed(sd); + return 0; + } + + skill->consume_requirement(sd,sd->menuskill_id,lv,2); + sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] + + if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { + skill_failed(sd); + return 0; + } + + group->val1 = (group->val1<<16)|(short)0; + // record the destination coordinates + group->val2 = (x<<16)|y; + group->val3 = map_index; + } + break; + } + + sd->menuskill_id = sd->menuskill_val = 0; + return 0; +#undef skill_failed +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 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 r; + + //if(skill_lv <= 0) return 0; + if(skill_id > 0 && !skill_lv) return 0; // [Celest] + + nullpo_ret(src); + + if(status->isdead(src)) + return 0; + + sd = BL_CAST(BL_PC, src); + + sc = status->get_sc(src); + type = status->skill2sc(skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + switch (skill_id) { //Skill effect. + case WZ_METEOR: + case MO_BODYRELOCATION: + case CR_CULTIVATION: + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + case SC_ESCAPE: + break; //Effect is displayed on respective switch case. + default: + if(skill->get_inf(skill_id)&INF_SELF_SKILL) + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + else + clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); + } + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill->toggle_magicpower(src, skill_id); + + switch(skill_id) { + case PR_BENEDICTIO: + r = skill->get_splash(skill_id, skill_lv); + skill->area_temp[1] = src->id; + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + break; + + case BS_HAMMERFALL: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, + skill->castend_nodamage_id); + break; + + case HT_DETECTING: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(status->change_timer_sub, + src->m, x-r, y-r, x+r,y+r,BL_CHAR, + src,NULL,SC_SIGHT,tick); + if(battle_config.traps_setting&1) + map->foreachinarea(skill_reveal_trap, + src->m, x-r, y-r, x+r, y+r, BL_SKILL); + break; + + case SR_RIDEINLIGHTNING: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + break; + + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + //Does not consumes if the skill is already active. [Skotlex] + if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) + { + if (sg->limit - DIFF_TICK(timer->gettick(), sg->tick) > 0) { + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + return 0; // not to consume items + } else + sg->limit = 0; //Disable it. + } + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; + + case SC_CHAOSPANIC: + case SC_MAELSTROM: + if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + case MG_SAFETYWALL: + { + int alive = 1; + if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) { + skill->unitsetting(src, skill_id, skill_lv, x, y, 0); + return 0; // Don't consume gems if cast on LP + } + } + case MG_FIREWALL: + case MG_THUNDERSTORM: + + case AL_PNEUMA: + case WZ_FIREPILLAR: + case WZ_QUAGMIRE: + case WZ_VERMILION: + case WZ_STORMGUST: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_MAGNUS: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case AS_VENOMDUST: + case AM_DEMONSTRATION: + case PF_FOGWALL: + case PF_SPIDERWEB: + case HT_TALKIEBOX: + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + case AC_SHOWER: //Ground-placed skill implementation. + case MA_SHOWER: + case SA_LANDPROTECTOR: + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + case CG_MOONLIT: + case GS_DESPERADO: + case NJ_KAENSIN: + case NJ_BAKUENRYU: + case NJ_SUITON: + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case NJ_KAMAITACHI: + #ifdef RENEWAL + case NJ_HUUMA: + #endif + case NPC_EVILLAND: + case WL_COMET: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + case SC_BLOODYLUST: + case WM_REVERBERATION: + case WM_SEVERE_RAINSTORM: + case WM_POEMOFNETHERWORLD: + case SO_PSYCHIC_WAVE: + case SO_VACUUM_EXTREME: + case GN_WALLOFTHORN: + case GN_THORNS_TRAP: + case GN_DEMONIC_FIRE: + case GN_HELLS_PLANT: + case GN_FIRE_EXPANSION_SMOKE_POWDER: + case GN_FIRE_EXPANSION_TEAR_GAS: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + case KO_ZENKAI: + case MH_LAVA_SLIDE: + case MH_VOLCANIC_ASH: + case MH_POISON_MIST: + case MH_STEINWAND: + case NC_MAGMA_ERUPTION: + case SO_ELEMENTAL_SHIELD: + case RL_B_TRAP: + case MH_XENO_SLASHER: + 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. + if ( skill_id == WM_SEVERE_RAINSTORM ) + sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv)); + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; + case WZ_ICEWALL: + flag |= 1; + if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) + map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true); + break; + case RG_GRAFFITI: + skill->clear_unitgroup(src); + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + flag|=1; + break; + case HP_BASILICA: + if( sc->data[SC_BASILICA] ) + status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica + else { // Create Basilica. Start SC on caster. Unit timer start SC on others. + if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + return 1; + } + + skill->clear_unitgroup(src); + if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) + sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); + flag|=1; + } + break; + case CG_HERMODE: + skill->clear_unitgroup(src); + if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,src,SC_DANCING,100, + skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + case RG_CLEANER: // [Valaris] + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL); + break; + + case SO_WARMER: + flag|= 8; + case SO_CLOUD_KILL: + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; + + case WZ_METEOR: + { + int area = skill->get_splash(skill_id, skill_lv); + short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; + int i; + + for( i = 0; i < 2 + (skill_lv>>1); i++ ) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); + + if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) + && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR)) + clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); + + if( i > 0 ) + skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); + + x1 = tmpx; + y1 = tmpy; + } + + skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); + } + break; + + case AL_WARP: + if(sd) + { + clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, + (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, + (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, + (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 + ); + } + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + return 0; // not to consume item. + + case MO_BODYRELOCATION: + if (unit->movepos(src, x, y, 1, 1)) { + #if PACKETVER >= 20111005 + clif->snap(src, src->x, src->y); + #else + clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); + #endif + if (sd) + skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000); + } + break; + case NJ_SHADOWJUMP: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. + unit->movepos(src, x, y, 1, 0); + clif->slide(src,x,y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + case AM_SPHEREMINE: + case AM_CANNIBALIZE: + { + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; + struct mob_data *md; + + // Correct info, don't change any of this! [Celest] + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = src->id; + md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn (md); //Now it is ready for spawning. + } + } + break; + + // Slim Pitcher [Celest] + case CR_SLIMPITCHER: + if (sd) { + int i = skill_lv%11 - 1; + int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); + if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0 + || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] + ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + script->potion_flag = 1; + script->potion_hp = 0; + script->potion_sp = 0; + script->run(sd->inventory_data[j]->script,0,sd->bl.id,0); + script->potion_flag = 0; + //Apply skill bonuses + i = pc->checkskill(sd,CR_SLIMPITCHER)*10 + + pc->checkskill(sd,AM_POTIONPITCHER)*10 + + pc->checkskill(sd,AM_LEARNINGPOTION)*5 + + pc->skillheal_bonus(sd, skill_id); + + script->potion_hp = script->potion_hp * (100+i)/100; + script->potion_sp = script->potion_sp * (100+i)/100; + + if(script->potion_hp > 0 || script->potion_sp > 0) { + i = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); + } + } else { + int i = skill_lv%11 - 1; + struct item_data *item; + i = skill->db[skill_id].itemid[i]; + item = itemdb->search(i); + script->potion_flag = 1; + script->potion_hp = 0; + script->potion_sp = 0; + script->run(item->script,0,src->id,0); + script->potion_flag = 0; + i = skill->get_max(CR_SLIMPITCHER)*10; + + script->potion_hp = script->potion_hp * (100+i)/100; + script->potion_sp = script->potion_sp * (100+i)/100; + + if(script->potion_hp > 0 || script->potion_sp > 0) { + i = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); + } + } + break; + + case HW_GANBANTEIN: + if (rnd()%100 < 80) { + int dummy = 1; + clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src); + } else { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case HW_GRAVITATION: + if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + + // Plant Cultivation [Celest] + case CR_CULTIVATION: + if (sd) { + if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); + if (rnd()%100 < 50) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else { + TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); + int i; + if (!md) break; + if ((i = skill->get_time(skill_id, skill_lv)) > 0) + { + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0); + } + mob->spawn (md); + } + } + break; + + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + skill->clear_unitgroup(src); + if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) + sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + + case PA_GOSPEL: + if (sce && sce->val4 == BCT_SELF) { + status_change_end(src, SC_GOSPEL, INVALID_TIMER); + return 0; + } else { + sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); + if (!sg) break; + if (sce) + status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] + status->change_clear_buffs(src,3); + sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); + clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet + } + break; + case NJ_TATAMIGAESHI: + if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) + sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case AM_RESURRECTHOMUN: // [orn] + if (sd) { + if (!homun->ressurect(sd, 20*skill_lv, x, y)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + break; + + case RK_WINDCUTTER: + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + case NC_COLDSLOWER: + case RK_DRAGONBREATH: + case RK_DRAGONBREATH_WATER: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + case WM_GREAT_ECHO: + case WM_SOUND_OF_DESTRUCTION: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + + case WM_LULLABY_DEEPSLEEP: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; + + case WM_VOICEOFSIREN: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; + case SO_ARRULLO: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + break; + /** + * Guilotine Cross + **/ + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); + return 0; + } + clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + skill->unitsetting(src, skill_id, skill_lv, x, y, flag); + //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. + break; + /** + * Arch Bishop + **/ + case AB_EPICLESIS: + if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { + r = sg->unit->range; + map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); + } + break; + + case WL_EARTHSTRAIN: + { + int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y); + int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting + + for( i = 1; i <= wave; i++ ) + { + switch( dir ){ + case 0: case 1: case 7: sy = y + i; break; + case 3: case 4: case 5: sy = y - i; break; + case 2: sx = x - i; break; + case 6: sx = x + i; break; + } + skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); + } + } + break; + /** + * Ranger + **/ + case RA_DETONATOR: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + /** + * Mechanic + **/ + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + skill->clear_unitgroup(src); // To remove previous skills - cannot used combined + if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + if( sd ) pc->overheat(sd,1); + } + break; + + case NC_SILVERSNIPER: + { + int class_ = 2042; + struct mob_data *md; + + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); + if( md ) { + md->master_id = src->id; + md->special_state.ai = AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn( md ); + } + } + break; + + case NC_MAGICDECOY: + if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y); + break; + + case SC_FEINTBOMB: + skill->unitsetting(src, skill_id, skill_lv, x, y, 0); // Set bomb on current Position + clif->skill_nodamage(src, src, skill_id, skill_lv, 1); + if( skill->blown(src, src, 3 * skill_lv, unit->getdir(src), 0) && sc) { + sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB)); + } + break; + + case SC_ESCAPE: + clif->skill_nodamage(src,src,skill_id,-1,1); + skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2); + skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); + break; + + case LG_OVERBRAND: + skill->area_temp[1] = 0; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR, + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag); + break; + + case LG_BANDING: + if( sc && sc->data[SC_BANDING] ) + status_change_end(src,SC_BANDING,INVALID_TIMER); + else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + if( sd ) pc->banding(sd,skill_lv); + } + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + break; + + case LG_RAYOFGENESIS: + if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + } else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; + + case WM_DOMINION_IMPULSE: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL); + break; + + case GN_CRAZYWEED: + { + int area = skill->get_splash(skill_id, skill_lv); + + for( r = 0; r < 3 + (skill_lv>>1); r++ ) { + // Creates a random Cell in the Splash Area + int tmpx = x - area + rnd()%(area * 2 + 1); + int tmpy = y - area + rnd()%(area * 2 + 1); + + skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0); + } + } + break; + + case GN_FIRE_EXPANSION: { + int i; + int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo. + struct unit_data *ud = unit->bl2ud(src); + + if( !ud ) break; + + for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { + if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && + distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) { + switch( skill_lv ) { + case 3: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; + clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); + break; + case 4: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; + clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); + break; + case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted. + if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 ) + aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION); + map->foreachinarea(skill->area_sub, src->m, + ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2, + ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR, + src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); + skill->delunit(ud->skillunit[i]->unit); + break; + default: + ud->skillunit[i]->unit->val2 = skill_lv; + ud->skillunit[i]->unit->group->val2 = skill_lv; + break; + } + } + } + } + break; + + case SO_FIREWALK: + case SO_ELECTRICWALK: + if( sc && sc->data[type] ) + status_change_end(src,type,INVALID_TIMER); + clif->skill_nodamage(src, src ,skill_id, skill_lv, + sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + + case KO_MAKIBISHI: + { + int i; + for( i = 0; i < (skill_lv+2); i++ ) { + x = src->x - 1 + rnd()%3; + y = src->y - 1 + rnd()%3; + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + } + } + break; + + default: + ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); + return 1; + } + + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + + if( sd ) {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = timer->gettick(); + + if( sd->state.arrow_atk && !(flag&1) ) { + // consume arrow if this is a ground skill + battle->consume_ammo(sd, skill_id, skill_lv); + } + + // perform skill requirement consumption + skill->consume_requirement(sd,skill_id,skill_lv,2); + } + + return 0; +} + +/// transforms 'target' skill unit into dissonance (if conditions are met) +int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { + struct skill_unit* target = (struct skill_unit*)bl; + struct skill_unit* src = va_arg(ap, struct skill_unit*); + int flag = va_arg(ap, int); + + if (src == target) + return 0; + if (!target->group || !(target->group->state.song_dance&0x1)) + return 0; + if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. + return 0; + + if (flag) //Set dissonance + target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. + else //Remove dissonance + target->val2 &= ~UF_ENSEMBLE; + + clif->getareachar_skillunit(&target->bl,target,AREA); //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* su, int flag) { + if (!su || !su->group || !(su->group->state.song_dance&0x1)) + return 0; + + if (su->val1 != su->group->skill_id) { + //Reset state + su->val1 = su->group->skill_id; + su->val2 &= ~UF_ENSEMBLE; + } + + return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); +} + +/** + * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. + * This function is safe to call even when the unit or the group were freed by other function + * previously. + * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE) + * @param flag 0 Convert + * @param flag 1 Revert + * @retval true success + **/ +bool skill_dance_switch(struct skill_unit* su, int flag) { + static int prevflag = 1; // by default the backup is empty + static struct skill_unit_group backup; + struct skill_unit_group* group; + + if( su == NULL || (group = su->group) == NULL ) + return false; + + // val2&UF_ENSEMBLE is a hack to indicate dissonance + if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) + return false; + + if( flag == prevflag ) { + // protection against attempts to read an empty backup / write to a full backup + ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", + flag ? "read an empty backup" : "write to a full backup", + group->skill_id, group->skill_lv, group->src_id); + return false; + } + prevflag = flag; + + if( !flag ) { + //Transform + uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + + // backup + backup.skill_id = group->skill_id; + backup.skill_lv = group->skill_lv; + backup.unit_id = group->unit_id; + backup.target_flag = group->target_flag; + backup.bl_flag = group->bl_flag; + backup.interval = group->interval; + + // replace + group->skill_id = skill_id; + group->skill_lv = 1; + group->unit_id = skill->get_unit_id(skill_id,0); + group->target_flag = skill->get_unit_target(skill_id); + group->bl_flag = skill->get_unit_bl_target(skill_id); + group->interval = skill->get_unit_interval(skill_id); + } else { + //Restore + group->skill_id = backup.skill_id; + group->skill_lv = backup.skill_lv; + group->unit_id = backup.unit_id; + group->target_flag = backup.target_flag; + group->bl_flag = backup.bl_flag; + group->interval = backup.interval; + } + + return true; +} +/*========================================== + * Initializes and sets a ground skill. + * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) + *------------------------------------------*/ +struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { + struct skill_unit_group *group; + int i,limit,val1=0,val2=0,val3=0; + int target,interval,range,unit_flag,req_item=0; + struct s_skill_unit_layout *layout; + struct map_session_data *sd; + struct status_data *st; + struct status_change *sc; + int active_flag=1; + int subunt=0; + + nullpo_retr(NULL, src); + + limit = skill->get_time(skill_id,skill_lv); + range = skill->get_unit_range(skill_id,skill_lv); + interval = skill->get_unit_interval(skill_id); + target = skill->get_unit_target(skill_id); + unit_flag = skill->get_unit_flag(skill_id); + layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); + + if( map->list[src->m].unit_count ) { + ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id ); + + if( i < map->list[src->m].unit_count ) { + limit = limit * map->list[src->m].units[i]->modifier / 100; + } + } + + sd = BL_CAST(BL_PC, src); + st = status->get_status_data(src); + sc = status->get_sc(src); // for traps, firewall and fogwall - celest + + switch( skill_id ) { + case SO_ELEMENTAL_SHIELD: + val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; + break; + case MH_STEINWAND: + val2 = 4 + skill_lv; //nb of attack blocked + break; + case MG_SAFETYWALL: + #ifdef RENEWAL + /** + * According to data provided in RE, SW life is equal to 3 times caster's health + **/ + val2 = status_get_max_hp(src) * 3; + #else + val2 = skill_lv+1; + #endif + break; + case MG_FIREWALL: + if(sc && sc->data[SC_VIOLENTGALE]) + limit = limit*3/2; + val2=4+skill_lv; + break; + + case AL_WARP: + val1=skill_lv+6; + if(!(flag&1)) { + limit=2000; + } else { // previous implementation (not used anymore) + //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] + if( src->type != BL_SKILL ) return NULL; + group = ((TBL_SKILL*)src)->group; + src = 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 HP_BASILICA: + val1 = src->id; // Store caster id. + break; + + case PR_SANCTUARY: + case NPC_EVILLAND: + val1=(skill_lv+3)*2; + break; + + case WZ_FIREPILLAR: + if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + if((flag&1)!=0) + limit=1000; + val1=skill_lv+2; + break; + case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] + case AM_DEMONSTRATION: + case GN_HELLS_PLANT: + if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + if (map_flag_vs(src->m) && battle_config.vs_traps_bctall + && (src->type&battle_config.vs_traps_bctall)) + target = BCT_ALL; + break; + case HT_ANKLESNARE: + if( flag&2 ) + val3 = SC_ESCAPE; + case HT_SHOCKWAVE: + val1=skill_lv*15+10; + case HT_SANDMAN: + case MA_SANDMAN: + case HT_CLAYMORETRAP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + /** + * Ranger + **/ + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + { + struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv); + ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); + if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) + req_item = req.itemid[i]; + if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground ) + limit *= 4; // longer trap times in WOE [celest] + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + } + break; + + case SA_LANDPROTECTOR: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + { + struct skill_unit_group *old_sg; + if ((old_sg = skill->locate_element_field(src)) != NULL) { + //HelloKitty confirmed that these are interchangeable, + //so you can change element and not consume gemstones. + if (( old_sg->skill_id == SA_VOLCANO + || old_sg->skill_id == SA_DELUGE + || old_sg->skill_id == SA_VIOLENTGALE + ) + && old_sg->limit > 0 + ) { + //Use the previous limit (minus the elapsed time) [Skotlex] + limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); + if (limit < 0) //This can happen... + limit = skill->get_time(skill_id,skill_lv); + } + skill->clear_group(src,1); + } + break; + } + + case BA_DISSONANCE: + case DC_UGLYDANCE: + val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] + break; + case BA_WHISTLE: + val1 = skill_lv +st->agi/10; // Flee increase + val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase + if(sd){ + val1 += pc->checkskill(sd,BA_MUSICALLESSON); + val2 += pc->checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_HUMMING: + val1 = 2*skill_lv+st->dex/10; // Hit increase + #ifdef RENEWAL + val1 *= 2; + #endif + if(sd) + val1 += pc->checkskill(sd,DC_DANCINGLESSON); + break; + case BA_POEMBRAGI: + val1 = 3*skill_lv+st->dex/10; // Casting time reduction + //For some reason at level 10 the base delay reduction is 50%. + val2 = (skill_lv<10?3*skill_lv:50)+st->int_/5; // After-cast delay reduction + if(sd){ + val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON); + val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_DONTFORGETME: +#ifdef RENEWAL + val1 = st->dex/10 + 3*skill_lv; // ASPD decrease + val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment. +#else + val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease + val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. +#endif + if(sd){ + val1 += pc->checkskill(sd,DC_DANCINGLESSON); + val2 += pc->checkskill(sd,DC_DANCINGLESSON); + } + break; + case BA_APPLEIDUN: + val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase + if(sd) + val1 += pc->checkskill(sd,BA_MUSICALLESSON); + break; + case DC_SERVICEFORYOU: + val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase + val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction + if(sd){ + val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; + val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; + } + break; + case BA_ASSASSINCROSS: + if(sd) + val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2; +#ifdef RENEWAL + // This formula was taken from a RE calculator + // and the changes published on irowiki + // Luckily, official tests show it's the right one + val1 += skill_lv + (st->agi/20); +#else + val1 += 10 + skill_lv + (st->agi/10); // ASPD increase + val1 *= 10; // ASPD works with 1000 as 100% +#endif + break; + case DC_FORTUNEKISS: + val1 = 10+skill_lv+(st->luk/10); // Critical increase + if(sd) + val1 += pc->checkskill(sd,DC_DANCINGLESSON); + val1*=10; //Because every 10 crit is an actual cri point. + break; + case BD_DRUMBATTLEFIELD: + #ifdef RENEWAL + val1 = (skill_lv+5)*25; //Watk increase + val2 = skill_lv*10; //Def increase + #else + val1 = (skill_lv+1)*25; //Watk increase + val2 = (skill_lv+1)*2; //Def increase + #endif + break; + case BD_RINGNIBELUNGEN: + val1 = (skill_lv+2)*25; //Watk increase + break; + case BD_RICHMANKIM: + val1 = 25 + 11*skill_lv; //Exp increase bonus. + break; + case BD_SIEGFRIED: + val1 = 55 + skill_lv*5; //Elemental Resistance + val2 = skill_lv*10; //Status ailment resistance + break; + case WE_CALLPARTNER: + if (sd) val1 = sd->status.partner_id; + break; + case WE_CALLPARENT: + if (sd) { + val1 = sd->status.father; + val2 = sd->status.mother; + } + break; + case WE_CALLBABY: + if (sd) val1 = sd->status.child; + break; + case NJ_KAENSIN: + skill->clear_group(src, 1); //Delete previous Kaensins/Suitons + val2 = (skill_lv+1)/2 + 4; + break; + case NJ_SUITON: + skill->clear_group(src, 1); + break; + + case GS_GROUNDDRIFT: + { + int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; + + val1 = st->rhw.ele; + if (!val1) + val1=element[rnd()%5]; + + switch (val1) + { + case ELE_FIRE: + subunt++; + case ELE_WATER: + subunt++; + case ELE_POISON: + subunt++; + case ELE_DARK: + subunt++; + case ELE_WIND: + break; + default: + subunt=rnd()%5; + break; + } + + break; + } + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) + return NULL; + val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison + val3 = sc->data[SC_POISONINGWEAPON]->val1; + limit = 4000 + 2000 * skill_lv; + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + limit = 1000000;//it doesn't matter + break; + case WL_COMET: + if( sc ) { + sc->comet_x = x; + sc->comet_y = y; + } + break; + case LG_BANDING: + limit = -1; + break; + case WM_REVERBERATION: + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + val1 = skill_lv + 1; + val2 = 1; + case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + break; + case SO_CLOUD_KILL: + skill->clear_group(src, 4); + break; + case SO_WARMER: + skill->clear_group(src, 8); + break; + case SO_VACUUM_EXTREME: + val1 = x; + val2 = y; + break; + case GN_WALLOFTHORN: + if( flag&1 ) + limit = 3000; + val3 = (x<<16)|y; + break; + case KO_ZENKAI: + if( sd ){ + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); + if( i < SPIRITS_TYPE_SPHERE ){ + val1 = sd->spiritcharm[i]; // no. of aura + val2 = i; // aura type + limit += val1 * 1000; + subunt = i - 1; + pc->del_charm(sd, sd->spiritcharm[i], i); + } + } + break; + } + + nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval)); + group->val1=val1; + group->val2=val2; + group->val3=val3; + group->target_flag=target; + group->bl_flag= skill->get_unit_bl_target(skill_id); + group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. + group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet + group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; + group->item_id = req_item; + //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] + if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) + active_flag = 0; + + if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ + group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); + if (sd) + safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); + else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] + safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); + } + + if (group->state.song_dance) { + if(sd){ + sd->skill_id_dance = skill_id; + sd->skill_lv_dance = skill_lv; + } + if ( + sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, + (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! + ) + skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); + } + + limit = group->limit; + for( i = 0; i < layout->count; i++ ) { + struct skill_unit *su; + int ux = x + layout->dx[i]; + int uy = y + layout->dy[i]; + int alive = 1; + val1 = skill_lv; + val2 = 0; + + 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(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) + continue; // no path between cell and center of casting. + + switch( skill_id ) { + case MG_FIREWALL: + case NJ_KAENSIN: + val2=group->val2; + break; + case WZ_ICEWALL: + val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; + val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE); + break; + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_TALKIEBOX: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_CLAYMORETRAP: + case HT_BLASTMINE: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + val1 = 3500; + break; + case GS_DESPERADO: + val1 = abs(layout->dx[i]); + val2 = abs(layout->dy[i]); + if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals + if (val2 > val1) val1 = val2; + if (val1) val1--; + val1 = 36 -12*val1; + } else //Diagonal edges + val1 = 28 -4*val1 -4*val2; + if (val1 < 1) val1 = 1; + val2 = 0; + break; + case GN_WALLOFTHORN: + val1 = 2000 + 2000 * skill_lv; + val2 = src->id; + break; + default: + if (group->state.song_dance&0x1) + val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance + break; + } + if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) + val2 |= UF_RANGEDSINGLEUNIT; // center. + + map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); + if( !alive ) + continue; + + nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); + su->limit=limit; + su->range=range; + + if (skill_id == PF_FOGWALL && alive == 2) { + //Double duration of cells on top of Deluge/Suiton + su->limit *= 2; + group->limit = su->limit; + } + + // execute on all targets standing on this cell + if (range==0 && active_flag) + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); + } + + if (!group->alive_count) { + //No cells? Something that was blocked completely by Land Protector? + skill->del_unitgroup(group,ALC_MARK); + return NULL; + } + + //success, unit created. + switch( skill_id ) { + case NJ_TATAMIGAESHI: //Store number of tiles. + group->val1 = group->alive_count; + break; + } + + return group; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) { + struct skill_unit_group *sg; + struct block_list *ss; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + uint16 skill_id; + + nullpo_ret(src); + nullpo_ret(bl); + + if(bl->prev==NULL || !src->alive || status->isdead(bl)) + return 0; + + nullpo_ret(sg=src->group); + nullpo_ret(ss=map->id2bl(sg->src_id)); + + if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) + return 0; //AoE skills are ineffective. [Skotlex] + sc = status->get_sc(bl); + + if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) + return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] + + if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); + + if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) ) + return 0; + + type = status->skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. + switch (sg->unit_id) { + case UNT_SPIDERWEB: + if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) { + // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] + sc->data[SC_SPIDERWEB]->val2++; + break; + } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { + int sec = skill->get_time2(sg->skill_id,sg->skill_lv); + if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) { + const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK32(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? + sg->limit = DIFF_TICK32(tick,sg->tick)+sec; + } + break; + case UNT_SAFETYWALL: + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + break; + case UNT_BLOODYLUST: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + if (bl->type == BL_MOB) + break; //Does not affect the caster. + if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) + sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); + break; + case UNT_PNEUMA: + case UNT_CHAOSPANIC: + case UNT_MAELSTROM: + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + + case UNT_WARP_WAITING: { + int working = sg->val1&0xffff; + + if(bl->type==BL_PC && !working){ + struct map_session_data *sd = (struct map_session_data *)bl; + if((!sd->chatID || battle_config.chat_warpportal) + && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) + { + int x = sg->val2>>16; + int y = sg->val2&0xffff; + int count = sg->val1>>16; + unsigned short m = sg->val3; + + if( --count <= 0 ) + skill->del_unitgroup(sg,ALC_MARK); + + if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) + working = 1;/* we break it because officials break it, lovely stuff. */ + + sg->val1 = (count<<16)|working; + + pc->setpos(sd,m,x,y,CLR_TELEPORT); + } + } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { + int16 m = 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,CLR_TELEPORT); + } + } + break; + + case UNT_QUAGMIRE: + if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) + sc_start4(ss,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(ss,bl,type,100,sg->skill_lv,sg->limit); + break; + + case UNT_SUITON: + if(!sce) + sc_start4(ss,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_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + return skill_id; + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + break; + case UNT_APPLEIDUN: + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_POEMBRAGI: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + return 0; + + if (!sc) return 0; + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + else if (battle_config.song_timer_reset && sce->val4 == 1) { + //Readjust timers since the effect will not last long. + sce->val4 = 0; + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); + } + + break; + + case UNT_FOGWALL: + if (!sce) + { + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) + skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); + } + break; + + case UNT_GRAVITATION: + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + break; + +#if 0 // 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_TICK32(tick+700,sg->tick); + break; +#endif // 0 + + case UNT_MOONLIT: + //Knockback out of area if affected char isn't in Moonlit effect + if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) + break; + if (ss == bl) //Also needed to prevent infinite loop crash. + break; + skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); + break; + + case UNT_WALLOFTHORN: + if( status_get_mode(bl)&MD_BOSS ) + break; // iRO Wiki says that this skill don't affect to Boss monsters. + if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 ) + skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_REVERBERATION: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + clif->changetraplook(&src->bl,UNT_USED_TRAPS); + 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; + sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; + break; + + case UNT_VOLCANIC_ASH: + if (!sce) + sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + break; + + case UNT_GD_LEADERSHIP: + case UNT_GD_GLORYWOUNDS: + case UNT_GD_SOULCOLD: + case UNT_GD_HAWKEYES: + if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) + sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); + break; + } + return skill_id; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) { + struct skill_unit_group *sg; + struct block_list *ss; + TBL_PC* tsd; + struct status_data *tstatus; + struct status_change *tsc, *ssc; + struct skill_unit_group_tickset *ts; + enum sc_type type; + uint16 skill_id; + int diff=0; + + nullpo_ret(src); + nullpo_ret(bl); + + if (bl->prev==NULL || !src->alive || status->isdead(bl)) + return 0; + + nullpo_ret(sg=src->group); + nullpo_ret(ss=map->id2bl(sg->src_id)); + tsd = BL_CAST(BL_PC, bl); + tsc = status->get_sc(bl); + ssc = status->get_sc(ss); // Status Effects for Unit caster. + + // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] + if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + return 0; + + tstatus = status->get_status_data(bl); + type = status->skill2sc(sg->skill_id); + skill_id = sg->skill_id; + + if ( tsc && tsc->data[SC_HOVERING] ) { + switch ( skill_id ) { + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_FLASHER: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HW_GRAVITATION: + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case NJ_SUITON: + return 0; + } + } + + if (sg->interval == -1) { + switch (sg->unit_id) { + case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. + case UNT_FIREPILLAR_ACTIVE: + case UNT_ELECTRICSHOCKER: + case UNT_MANHOLE: + return 0; + default: + ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); + return 0; + } + } + + if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) { + //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] + diff = DIFF_TICK32(tick,ts->tick); + if (diff < 0) + return 0; + ts->tick = tick+sg->interval; + + if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) + ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1); + } + + switch (sg->unit_id) { + case UNT_FIREWALL: + case UNT_KAEN: { + int count=0; + const int x = bl->x, y = bl->y; + + if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) ) + break; + + //Take into account these hit more times than the timer interval can handle. + do + skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); + while(--src->val2 && x == bl->x && y == bl->y + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !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) ) + sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate] + } else { + int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); + struct mob_data *md = BL_CAST(BL_MOB, bl); +#ifdef RENEWAL + if( md && md->class_ == MOBID_EMPERIUM ) + break; +#endif + if( md && mob_is_battleground(md) ) + break; + if( tstatus->hp >= tstatus->max_hp ) + break; + if( status->isimmune(bl) ) + heal = 0; + clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status->heal(bl, heal, 0, 0); + if( diff >= 500 ) + sg->val1--; + } + if( sg->val1 <= 0 ) + skill->del_unitgroup(sg,ALC_MARK); + break; + + case UNT_EVILLAND: + //Will heal demon and undead element monsters, but not players. + if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { + //Damage enemies + if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) + skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + } else { + int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); + if (tstatus->hp >= tstatus->max_hp) + break; + if (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_DUMMYSKILL: + switch (sg->skill_id) { + case SG_SUN_WARM: //SG skills [Komurka] + case SG_MOON_WARM: + case SG_STAR_WARM: + { + int count = 0; + const int x = bl->x, y = bl->y; + + map->freeblock_lock(); + //If target isn't knocked back it should hit every "interval" ms [Playtester] + do { + if( bl->type == BL_PC ) + status_zap(bl, 0, 15); // sp damage to players + else if( status->charge(ss, 0, 2) ) { // mobs + // costs 2 SP per hit + if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) + status->charge(ss, 0, 8); //costs additional 8 SP if miss + } else { // mobs + //should end when out of sp. + sg->limit = DIFF_TICK32(tick,sg->tick); + break; + } + } while( x == bl->x && y == bl->y && sg->alive_count + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); + map->freeblock_unlock(); + } + break; + /** + * The storm gust counter was dropped in renewal + **/ + #ifndef RENEWAL + case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. + if (tsc) + tsc->sg_counter++; //SG hit counter. + if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) + tsc->sg_counter=0; //Attack absorbed. + break; + #endif + case GS_DESPERADO: + if (rnd()%100 < src->val1) + skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + 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_TICK32(tick,sg->tick)+1500; + } + break; + + case UNT_ANKLESNARE: + case UNT_MANHOLE: + if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { + int sec = skill->get_time2(sg->skill_id,sg->skill_lv); + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) { + const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK32(td->tick, tick); + if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) { + unit->movepos(bl, src->bl.x, src->bl.y, 0, 0); + clif->fixpos(bl); + } + sg->val2 = bl->id; + } else + sec = 3000; //Couldn't trap it? + if( sg->unit_id == UNT_ANKLESNARE ) { + clif->skillunit_update(&src->bl); + /** + * If you're snared from a trap that was invisible this makes the trap be + * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") + * bugreport:3961 + **/ + clif->changetraplook(&src->bl, UNT_ANKLESNARE); + } + sg->limit = DIFF_TICK32(tick,sg->tick)+sec; + sg->interval = -1; + src->range = 0; + } + break; + + case UNT_ELECTRICSHOCKER: + if( bl->id != ss->id ) { + if( status_get_mode(bl)&MD_BOSS ) + break; + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) { + map->moveblock(bl, src->bl.x, src->bl.y, tick); + clif->fixpos(bl); + + } + + 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; //Changed ID so it does not invoke a for each in area again. + } + break; + + case UNT_VENOMDUST: + if(tsc && !tsc->data[type]) + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE); + break; + + + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if( bl->type == BL_PC )// it won't work on players + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + case UNT_CLUSTERBOMB: + if( bl->id == ss->id )// it won't trigger on caster + break; + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIREPILLAR_ACTIVE: + case UNT_CLAYMORETRAP: + if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP ) + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick); + else + 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); + sg->limit=DIFF_TICK32(tick,sg->tick)+1500 + + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. + sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. + break; + + case UNT_TALKIEBOX: + if (sg->src_id == bl->id) + break; + if (sg->val2 == 0){ + clif->talkiebox(&src->bl, sg->valstr); + sg->unit_id = UNT_USED_TRAPS; + clif->changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; + sg->val2 = -1; + } + break; + + case UNT_LULLABY: + if (ss->id == bl->id) + break; + skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_UGLYDANCE: + if (ss->id != bl->id) + skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_DISSONANCE: + skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_APPLEIDUN: //Apple of Idun [Skotlex] + { + int heal; +#ifdef RENEWAL + struct mob_data *md = BL_CAST(BL_MOB, bl); + if (md && md->class_ == MOBID_EMPERIUM) + break; +#endif + if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)) + break; + + heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); + if( tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + status->heal(bl, heal, 0, 0); + + if (!battle_config.song_timer_reset) + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); + } + break; + case UNT_POEMBRAGI: + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (battle_config.song_timer_reset + || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1) + || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + ) + break; + + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); + break; + case UNT_TATAMIGAESHI: + case UNT_DEMONSTRATION: + skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_GOSPEL: + if (rnd()%100 > sg->skill_lv*10 || ss == bl) + break; + if (battle->check_target(ss,bl,BCT_PARTY)>0) + { // Support Effect only on party, not guild + int heal; + int i = rnd()%13; // Positive buff count + int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration + switch (i) { + case 0: // Heal 1~9999 HP + heal = rnd() %9999+1; + clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); + 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(ss,bl,SC_SCRESIST,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x16); + break; + case 3: // MaxHP +100% + sc_start(ss,bl,SC_INCMHPRATE,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x17); + break; + case 4: // MaxSP +100% + sc_start(ss,bl,SC_INCMSPRATE,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x18); + break; + case 5: // All stats +20 + sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); + if (tsd) clif->gospel_info(tsd, 0x19); + break; + case 6: // Level 10 Blessing + sc_start(ss,bl,SC_BLESSING,100,10,time); + break; + case 7: // Level 10 Increase AGI + sc_start(ss,bl,SC_INC_AGI,100,10,time); + break; + case 8: // Enchant weapon with Holy element + sc_start(ss,bl,SC_ASPERSIO,100,1,time); + if (tsd) clif->gospel_info(tsd, 0x1c); + break; + case 9: // Enchant armor with Holy element + sc_start(ss,bl,SC_BENEDICTIO,100,1,time); + if (tsd) clif->gospel_info(tsd, 0x1d); + break; + case 10: // DEF +25% + sc_start(ss,bl,SC_INCDEFRATE,100,25,time); + if (tsd) clif->gospel_info(tsd, 0x1e); + break; + case 11: // ATK +100% + sc_start(ss,bl,SC_INCATKRATE,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x1f); + break; + case 12: // HIT/Flee +50 + sc_start(ss,bl,SC_INCHIT,100,50,time); + sc_start(ss,bl,SC_INCFLEE,100,50,time); + if (tsd) clif->gospel_info(tsd, 0x20); + break; + } + } + else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) + { // Offensive Effect + int i = rnd()%9; // Negative buff count + int time = skill->get_time2(sg->skill_id, sg->skill_lv); + switch (i) + { + case 0: // Deal 1~9999 damage + skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case 1: // Curse + sc_start(ss,bl,SC_CURSE,100,1,time); + break; + case 2: // Blind + sc_start(ss,bl,SC_BLIND,100,1,time); + break; + case 3: // Poison + sc_start(ss,bl,SC_POISON,100,1,time); + break; + case 4: // Level 10 Provoke + sc_start(ss,bl,SC_PROVOKE,100,10,time); + break; + case 5: // DEF -100% + sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); + break; + case 6: // ATK -100% + sc_start(ss,bl,SC_INCATKRATE,100,-100,time); + break; + case 7: // Flee -100% + sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); + break; + case 8: // Speed/ASPD -25% + sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + break; + } + } + break; + + case UNT_BASILICA: + { + int i = battle->check_target(&src->bl, bl, BCT_ENEMY); + if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) + { // knock-back any enemy except Boss + skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0); + clif->fixpos(bl); + } + + if( sg->src_id != bl->id && i <= 0 ) + sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + } + break; + + case UNT_GRAVITATION: + case UNT_EARTHSTRAIN: + case UNT_FIREWALK: + case UNT_ELECTRICWALK: + case UNT_PSYCHIC_WAVE: + case UNT_MAGMA_ERUPTION: + case UNT_MAKIBISHI: + skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + 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_TICK32(tick,sg->tick)+1500; + break; + /** + * 3rd stuff + **/ + case UNT_POISONSMOKE: + if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { + short rate = 100; + if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5 ; + sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + } + break; + + case UNT_EPICLESIS: + if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { + if( ++sg->val2 % 3 == 0 ) { + int hp, sp; + switch( sg->skill_lv ) { + case 1: case 2: hp = 3; sp = 2; break; + case 3: case 4: hp = 4; sp = 3; break; + case 5: default: hp = 5; sp = 4; break; + } + hp = tstatus->max_hp * hp / 100; + sp = tstatus->max_sp * sp / 100; + status->heal(bl, hp, sp, 2); + sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); + } + // Reveal hidden players every 5 seconds. + if( sg->val2 % 5 == 0 ) { + // TODO: check if other hidden status can be removed. + status_change_end(bl,SC_HIDING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); + } + } + /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] + else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) ) + skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ + break; + + case UNT_STEALTHFIELD: + if( bl->id == sg->src_id ) + break; // Don't work on Self (video shows that) + case UNT_NEUTRALBARRIER: + sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); + break; + + case UNT_DIMENSIONDOOR: + if( tsd && !map->list[bl->m].flag.noteleport ) + pc->randomwarp(tsd,3); + else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) + unit->warp(bl,-1,-1,-1,3); + break; + + case UNT_REVERBERATION: + clif->changetraplook(&src->bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + sg->limit = DIFF_TICK32(tick,sg->tick)+1500; + sg->unit_id = UNT_USED_TRAPS; + break; + + case UNT_SEVERE_RAINSTORM: + if( battle->check_target(&src->bl, bl, BCT_ENEMY)) + skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); + break; + case UNT_NETHERWORLD: + if( !(status_get_mode(bl)&MD_BOSS)) { + if( !(tsc && tsc->data[type]) ){ + sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); + } + } + break; + case UNT_THORNS_TRAP: + if( tsc ) { + if( !sg->val2 ) { + int sec = skill->get_time2(sg->skill_id, sg->skill_lv); + if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { + const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK32(td->tick, tick); + ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] + clif->fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; // Couldn't trap it? + sg->limit = DIFF_TICK32(tick, sg->tick) + sec; + } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 ) + skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); + } + break; + + case UNT_DEMONIC_FIRE: { + TBL_PC* sd = BL_CAST(BL_PC, ss); + switch( sg->val2 ) { + case 1: + case 2: + default: + sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, + skill->get_time2(sg->skill_id, sg->skill_lv)); + skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, + sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); + break; + case 3: + skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, + CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); + break; + + } + } + break; + + case UNT_FIRE_EXPANSION_SMOKE_POWDER: + sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000); + break; + + case UNT_FIRE_EXPANSION_TEAR_GAS: + sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000); + break; + + case UNT_HELLS_PLANT: + if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ) + skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); + if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them + sg->limit = DIFF_TICK32(tick, sg->tick) + 100; + break; + + case UNT_CLOUD_KILL: + if(tsc && !tsc->data[type]) + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE); + skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_WARMER: + { + // It has effect on everything, including monsters, undead property and demon + int hp = 0; + if( ssc && ssc->data[SC_HEATER_OPTION] ) + hp = tstatus->max_hp * 3 * sg->skill_lv / 100; + else + hp = tstatus->max_hp * sg->skill_lv / 100; + status->heal(bl, hp, 0, 0); + if( tstatus->hp != tstatus->max_hp ) + clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); + if( tsc && tsc->data[SC_AKAITSUKI] && hp ) + hp = ~hp + 1; + status->heal(bl, hp, 0, 0); + sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); + } + break; + case UNT_FIRE_INSIGNIA: + case UNT_WATER_INSIGNIA: + case UNT_WIND_INSIGNIA: + case UNT_EARTH_INSIGNIA: + case UNT_ZEPHYR: + sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); + if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { + int hp = tstatus->max_hp / 100; //+1% each 5s + if ((sg->val3) % 5) { //each 5s + if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { + status->heal(bl, hp, 0, 2); + } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) + || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) + || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) + || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) + ) { + status->heal(bl, -hp, 0, 0); + } + } + sg->val3++; //timer + if (sg->val3 > 5) sg->val3 = 0; + } + break; + + case UNT_VACUUM_EXTREME: + if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) { + return 0; + } else { + sg->limit -= 100 * tstatus->str/20; + sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); + + if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) { + if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) { + clif->slide(bl, sg->val1, sg->val2); + clif->fixpos(bl); + } + } + } + break; + + case UNT_FIRE_MANTLE: + if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) + skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_ZENKAI_WATER: + case UNT_ZENKAI_LAND: + case UNT_ZENKAI_FIRE: + case UNT_ZENKAI_WIND: + if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ + switch( sg->unit_id ){ + case UNT_ZENKAI_WATER: + sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_LAND: + sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_FIRE: + sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_WIND: + sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + } + }else + sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + + case UNT_LAVA_SLIDE: + skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + if(++sg->val1 > 4) //after 5 stop hit and destroy me + sg->limit = DIFF_TICK32(tick, sg->tick); + break; + + case UNT_POISON_MIST: + skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, + skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + } + + if (bl->type == BL_MOB && ss != bl) + mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); + + return skill_id; +} +/*========================================== + * Triggered when a char steps out of a skill cell + *------------------------------------------*/ +int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) { + struct skill_unit_group *sg; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + + nullpo_ret(src); + nullpo_ret(bl); + nullpo_ret(sg=src->group); + sc = status->get_sc(bl); + type = status->skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + if( bl->prev == NULL + || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) + ) //Need to delete the trap if the source died. + return 0; + + switch(sg->unit_id){ + case UNT_SAFETYWALL: + case UNT_PNEUMA: + case UNT_NEUTRALBARRIER: + case UNT_STEALTHFIELD: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_BASILICA: + if( sce && sce->val4 == src->bl.id ) + status_change_end(bl, type, INVALID_TIMER); + break; + case UNT_HERMODE: + //Clear Hermode if the owner moved. + if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_THORNS_TRAP: + case UNT_SPIDERWEB: + { + struct block_list *target = map->id2bl(sg->val2); + if (target && target==bl) { + if (sce && sce->val3 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + sg->limit = DIFF_TICK32(tick,sg->tick)+1000; + } + } + break; + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_POEMBRAGI: + case UNT_APPLEIDUN: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + return -1; + } + return sg->skill_id; +} + +/*========================================== + * Triggered when a char steps out of a skill group (entirely) [Skotlex] + *------------------------------------------*/ +int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 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, INVALID_TIMER); + break; + + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { + //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] + //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. + //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, + //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble + //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel + //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + case MH_STEINWAND: + case MG_SAFETYWALL: + case AL_PNEUMA: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case CG_HERMODE: + case HW_GRAVITATION: + case NJ_SUITON: + case SC_MAELSTROM: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + case SO_ELEMENTAL_SHIELD: + case SC_BLOODYLUST: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if (sce && bl->type != BL_ELEM) + status_change_end(bl, type, INVALID_TIMER); + break; + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + if ((battle_config.song_timer_reset && sce) // athena style + || (!battle_config.song_timer_reset && sce && sce->val4 != 1) + ) { + timer->delete(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 = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); + } + break; + case PF_FOGWALL: + if (sce) { + status_change_end(bl, type, INVALID_TIMER); + if ((sce=sc->data[SC_BLIND])) { + if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] + status_change_end(bl, SC_BLIND, INVALID_TIMER); + else { + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); + } + } + } + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + if( !(sce && sce->val4) ) + status_change_end(bl, type, INVALID_TIMER); + break; + } + + return skill_id; +} + +/*========================================== + * Invoked when a unit cell has been placed/removed/deleted. + * flag values: + * flag&1: Invoke onplace function (otherwise invoke onout) + * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) + *------------------------------------------*/ +int skill_unit_effect(struct block_list* bl, va_list ap) { + struct skill_unit* su = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); + unsigned int flag = va_arg(ap,unsigned int); + uint16 skill_id; + bool dissonance; + + if( (!su->alive && !(flag&4)) || bl->prev == NULL ) + return 0; + + nullpo_ret(group); + + dissonance = skill->dance_switch(su, 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(&su->bl,bl,group->target_flag)>0) ) { + if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) + skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. + } else { + if( flag&1 ) + skill->unit_onplace(su,bl,tick); + else if (skill->unit_onout(su,bl,tick) == -1) + return 0; // Don't let a Bard/Dancer update their own song timer + + if( flag&4 ) + skill->unit_onleft(skill_id, bl, tick); + } + + if( dissonance ) skill->dance_switch(su, 1); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) { + struct skill_unit_group *sg; + + nullpo_ret(src); + nullpo_ret(sg=src->group); + + switch( sg->unit_id ) { + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + case UNT_ICEWALL: + case UNT_WALLOFTHORN: + src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); + break; + case UNT_REVERBERATION: + src->val1--; + break; + default: + damage = 0; + break; + } + return (int)cap_value(damage,INT_MIN,INT_MAX); +} + +/*========================================== + * + *------------------------------------------*/ +int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { + int *c, skill_id; + struct block_list *src; + struct map_session_data *sd; + struct map_session_data *tsd; + int *p_sd; //Contains the list of characters found. + + nullpo_ret(bl); + nullpo_ret(tsd=(struct map_session_data*)bl); + nullpo_ret(src=va_arg(ap,struct block_list *)); + nullpo_ret(sd=(struct map_session_data*)src); + + c=va_arg(ap,int *); + p_sd = va_arg(ap, int *); + skill_id = va_arg(ap,int); + + if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) ) + return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] + + if (bl == src) + return 0; + + if(pc_isdead(tsd)) + return 0; + + if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING )) + return 0; + + if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) { + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + } else { + + switch(skill_id) { + case PR_BENEDICTIO: { + uint8 dir = 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; + } + case AB_ADORAMUS: + // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster + if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case WL_COMET: + // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster + if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case LG_RAYOFGENESIS: + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && + tsd->sc.data[SC_BANDING] ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] + { + uint16 skill_lv; + if(pc_issit(tsd) || !unit->can_move(&tsd->bl)) + return 0; + if (sd->status.sex != tsd->status.sex && + (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && + (skill_lv = pc->checkskill(tsd, skill_id)) > 0 && + (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && + sd->status.party_id && tsd->status.party_id && + sd->status.party_id == tsd->status.party_id && + !tsd->sc.data[SC_DANCING]) + { + p_sd[(*c)++]=tsd->bl.id; + return skill_lv; + } else { + return 0; + } + } + break; + } + + } + return 0; +} + +/*========================================== + * Checks and stores partners for ensemble skills [Skotlex] + *------------------------------------------*/ +int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) { + static int c=0; + static int p_sd[2] = { 0, 0 }; + int i; + bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ); + + if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. + + if (cast_flag) { + //Execute the skill on the partners. + struct map_session_data* tsd; + switch (skill_id) { + case PR_BENEDICTIO: + for (i = 0; i < c; i++) { + if ((tsd = map->id2sd(p_sd[i])) != NULL) + status->charge(&tsd->bl, 0, 10); + } + return c; + case AB_ADORAMUS: + if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) { + i = 2 * (*skill_lv); + status->charge(&tsd->bl, 0, i); + } + break; + default: //Warning: Assuming Ensemble skills here (for speed) + if( is_chorus ) + break;//Chorus skills are not to be parsed as ensambles + if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { + sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; + sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); + clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); + tsd->skill_id_dance = skill_id; + tsd->skill_lv_dance = *skill_lv; + } + return c; + } + } + + //Else: new search for partners. + c = 0; + memset (p_sd, 0, sizeof(p_sd)); + if( is_chorus ) + i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); + else + i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); + + if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. + *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. + return c; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { + int *c,src_id,mob_class,skill_id; + struct mob_data *md; + + md=(struct mob_data*)bl; + src_id=va_arg(ap,int); + mob_class=va_arg(ap,int); + skill_id=va_arg(ap,int); + c=va_arg(ap,int *); + if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) + return 0; //Non alchemist summoned mobs have nothing to do here. + if(md->class_==mob_class) + (*c)++; + + return 1; +} + +/*========================================== + * Determines if a given skill should be made to consume ammo + * when used by the player. [Skotlex] + *------------------------------------------*/ +int skill_isammotype (struct map_session_data *sd, int skill_id) +{ + return ( + battle_config.arrow_decrement==2 && + (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + skill_id != HT_PHANTASMIC && + skill->get_type(skill_id) == BF_WEAPON && + !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && + !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. + ); +} + +/** + * Checks whether a skill can be used in combos or not + **/ +bool skill_is_combo( int skill_id ) +{ + switch( skill_id ) + { + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + case MO_EXTREMITYFIST: + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + case TK_JUMPKICK: + case HT_POWER: + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + case SR_FALLENEMPIRE: + case SR_DRAGONCOMBO: + case SR_TIGERCANNON: + case SR_GATEOFHELL: + return true; + } + return false; +} + +int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct status_data *st; + struct status_change *sc; + struct skill_condition require; + + nullpo_ret(sd); + + if (sd->chatID) return 0; + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) { + //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. + sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. + return 1; + } + + switch( sd->menuskill_id ) { + case AM_PHARMACY: + switch( skill_id ) { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + return 0; + } + break; + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + if( sd->menuskill_id != skill_id ) + return 0; + break; + } + st = &sd->battle_status; + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + if( sd->skillitem == skill_id ) { + if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] + sd->state.abra_flag = 0; + else { + int i; + // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] + if( (i = sd->itemindex) == -1 || + sd->status.inventory[i].nameid != sd->itemid || + sd->inventory_data[i] == NULL || + !sd->inventory_data[i]->flag.delay_consume || + sd->status.inventory[i].amount < 1 + ) { + //Something went wrong, item exploit? + sd->itemid = sd->itemindex = -1; + return 0; + } + //Consume + sd->itemid = sd->itemindex = -1; + if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] + ; //Do not consume item. + else if( sd->status.inventory[i].expire_time == 0 ) + pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration + } + return 1; + } + + if( pc_is90overweight(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) + return 0; + + switch( skill_id ) { // Turn off check. + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case CR_DEFENDER: + case ML_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + case GS_GATLINGFEVER: + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case SG_FUSION: + case RA_WUGDASH: + case KO_YAMIKUMO: + if( sc && sc->data[status->skill2sc(skill_id)] ) + return 1; + } + + // Check the skills that can be used while mounted on a warg + if( pc_isridingwug(sd) ) { + switch( skill_id ) { + // Hunter skills + 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: + // Ranger skills + case RA_DETONATOR: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case RA_WUGDASH: + case RA_WUGRIDER: + case RA_WUGSTRIKE: + // Other + case BS_GREED: + case ALL_FULL_THROTTLE: + break; + default: // in official there is no message. + return 0; + } + + } + + // Check the skills that can be used whiled using mado + if( pc_ismadogear(sd) ) { + switch ( skill_id ) { + case BS_GREED: + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_VULCANARM: + case NC_FLAMELAUNCHER: + case NC_COLDSLOWER: + case NC_ARMSCANNON: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + case NC_SELFDESTRUCTION: + case NC_SHAPESHIFT: + case NC_EMERGENCYCOOL: + case NC_INFRAREDSCAN: + case NC_ANALYZE: + case NC_MAGNETICFIELD: + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + case NC_REPAIR: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case NC_AXETORNADO: + case NC_SILVERSNIPER: + case NC_MAGICDECOY: + case NC_DISJOINT: + case NC_MAGMA_ERUPTION: + case ALL_FULL_THROTTLE: + case NC_MAGMA_ERUPTION_DOTDAMAGE: + break; + default: + return 0; + } + } + + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return 0; + + require = skill->get_requirement(sd,skill_id,skill_lv); + + //Can only update state when weapon/arrow info is checked. + sd->state.arrow_atk = require.ammo?1:0; + + // perform skill-specific checks (and actions) + switch( skill_id ) { + case SO_SPELLFIST: + if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case SA_CASTCANCEL: + if(sd->ud.skilltimer == INVALID_TIMER) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AL_WARP: + if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP)); + clif->message(sd->fd, output); //"Duel: Can't use %s in duel." + return 0; + } + break; + case MO_CALLSPIRITS: + if(sc && sc->data[SC_RAISINGDRAGON]) + skill_lv += sc->data[SC_RAISINGDRAGON]->val1; + if(sd->spiritball >= skill_lv) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case MO_FINGEROFFENSIVE: + case GS_FLING: + case SR_RAMPAGEBLASTER: + case SR_RIDEINLIGHTNING: + if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else + sd->spiritball_old = require.spiritball; + break; + case MO_CHAINCOMBO: + if(!sc) + return 0; + if(sc->data[SC_BLADESTOP]) + break; + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); + } + return 0; + case MO_COMBOFINISH: + if(!sc) + return 0; + if( sc && sc->data[SC_COMBOATTACK] ) { + if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); + } + return 0; + case CH_TIGERFIST: + if(!sc) + return 0; + if( sc && sc->data[SC_COMBOATTACK] ) { + if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); + } + return 0; + case CH_CHAINCRUSH: + if(!sc) + return 0; + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); + } + return 0; + case MO_EXTREMITYFIST: +#if 0 //To disable Asura during the 5 min skill block uncomment this block... + if(sc && sc->data[SC_EXTREMITYFIST]) + return 0; +#endif // 0 + if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER])) + break; + if (sc && sc->data[SC_COMBOATTACK]) { + switch(sc->data[SC_COMBOATTACK]->val1) { + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + break; + default: + return 0; + } + } else if (!unit->can_move(&sd->bl)) { + //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_MISSION: + if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { + // Cannot be used by Non-Taekwon classes + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case TK_JUMPKICK: + if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { + // Soul Linkers cannot use this skill + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + return 0; //Anti-Soul Linker check in case you job-changed with Stances active. + if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) + return 0; //Combo needs to be ready + + if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain + //Do not repeat a kick. + if (sc->data[SC_COMBOATTACK]->val3 != skill_id) + break; + status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); + return 0; + } + if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { + //Cancel combo wait. + unit->cancel_combo(&sd->bl); + return 0; + } + break; //Combo ready. + case BD_ADAPTATION: + { + int time; + if(!(sc && sc->data[SC_DANCING])) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + time = 1000*(sc->data[SC_DANCING]->val3>>16); + if (skill->get_time( + (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID + (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV + - time < skill->get_time2(skill_id,skill_lv)) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + + case PR_BENEDICTIO: + if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case SL_SMA: + if(!(sc && sc->data[SC_SMA_READY])) + return 0; + break; + + case HT_POWER: + if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)) + return 0; + break; + + case CG_HERMODE: + if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] + { + int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1; + int size = range*2+1; + for (i=0;i<size*size;i++) { + x = sd->bl.x+(i%size-range); + y = sd->bl.y+(i/size-range); + if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + } + break; + case PR_REDEMPTIO: + { + int exp; + if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) || + ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. + return 0; + } + break; + } + case AM_TWILIGHT2: + case AM_TWILIGHT3: + if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv)) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + if (sc && sc->data[SC_MIRACLE]) + break; + if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m) + break; + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + break; + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + if (sc && sc->data[SC_MIRACLE]) + break; + if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m && + (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func())) + break; + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + case SG_FUSION: + if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) + break; + //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] + //Only invoke on skill begin cast (instant cast skill). [Kevin] + if( require.sp > 0 ) { + if (st->sp < (unsigned int)require.sp) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); + else + status_zap(&sd->bl, 0, require.sp); + } + return 0; + case GD_BATTLEORDER: + case GD_REGENERATION: + case GD_RESTORE: + if (!map_flag_gvg2(sd->bl.m)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case GD_EMERGENCYCALL: + // other checks were already done in skillnotok() + if (!sd->status.guild_id || !sd->state.gmaster_flag) + return 0; + break; + + case GS_GLITTERING: + if(sd->spiritball >= 10) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ISSEN: +#ifdef RENEWAL + if (st->hp < (st->hp/100)) { +#else + if (st->hp < 2) { +#endif + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case NJ_BUNSINJYUTSU: + if (!(sc && sc->data[SC_NJ_NEN])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + if(sd->status.zeny < require.zeny) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); + return 0; + } + break; + case PF_HPCONVERSION: + if (st->sp == st->max_sp) + return 0; //Unusable when at full SP. + break; + case AM_CALLHOMUN: //Can't summon if a hom is already out + if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% + if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + { + int count = 0, i; + for( i = 0; i < MAX_INVENTORY; i ++ ) + if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) + count += sd->status.inventory[i].amount; + if( count >= 3 ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); + return 0; + } + } + break; + + case AB_ADORAMUS: + /** + * Warlock + **/ + case WL_COMET: + { + int idx; + + if( !require.itemid[0] ) // issue: 7935 + break; + if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 + && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND + || sd->status.inventory[idx].amount < require.amount[0]) + ) { + //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + case WL_TETRAVORTEX: + case WL_RELEASE: + { + int j, i = 0; + for(j = SC_SUMMON1; j <= SC_SUMMON5; j++) + if( sc && sc->data[j] ) + i++; + + switch(skill_id){ + case WL_TETRAVORTEX: + if( i < 4 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + case WL_RELEASE: + for(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--) + if( sc && sc->data[j] ) + i++; + if( i == 0 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); + return 0; + } + break; + default: + if( i == 5 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + return 0; + } + } + } + break; + /** + * Guilotine Cross + **/ + case GC_HALLUCINATIONWALK: + if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); + return 0; + } + break; + /** + * Ranger + **/ + case RA_WUGMASTERY: + if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) { + clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + case RA_WUGSTRIKE: + if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + case RA_WUGRIDER: + if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + case RA_WUGDASH: + if(!pc_isridingwug(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + /** + * Royal Guard + **/ + case LG_BANDING: + if( sc && sc->data[SC_INSPIRATION] ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_PRESTIGE: + if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: + if( sc && sc->data[SC_INSPIRATION] ) + return 1; // Don't check for partner. + if( !(sc && sc->data[SC_BANDING]) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + return 0; + } + if( sc->data[SC_BANDING] && + sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) ) + return 0; // Just fails, no msg here. + break; + case SR_FALLENEMPIRE: + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO); + } + return 0; + case SR_CRESCENTELBOW: + if( sc && sc->data[SC_CRESCENTELBOW] ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); + return 0; + } + break; + case SR_CURSEDCIRCLE: + if (map_flag_gvg2(sd->bl.m)) { + if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, + MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { + char output[128]; + sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */ + clif->colormes(sd->fd, COLOR_RED, output); + return 0; + } + } + if( sd->spiritball > 0 ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SR_GATEOFHELL: + if( sd->spiritball > 0 ) + sd->spiritball_old = require.spiritball; + break; + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + if( sc && sc->data[SC_MAGNETICFIELD] ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case WM_GREAT_ECHO: { + int count; + count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0); + if( count < 1 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); + return 0; + } else + require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. + } + break; + case NC_PILEBUNKER: + if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case NC_HOVERING: + if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) || + ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER )); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SO_FIREWALK: + case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. + if( sc && sc->data[SC_PROPERTYWALK] && + sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SO_EL_CONTROL: + if( !sd->status.ele_id || !sd->ed ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); + return 0; + } + break; + case RETURN_TO_ELDICASTES: + if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case CR_REFLECTSHIELD: + if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + { + int ttype = skill->get_ele(skill_id, skill_lv); + if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){ + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); + return 0; + } + } + break; + case KO_KAIHOU: + case KO_ZENKAI: + { + int i; + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); + if( i >= SPIRITS_TYPE_SPHERE ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + return 0; + } + } + break; + } + + switch(require.state) { + case ST_HIDING: + if(!(sc && sc->option&OPTION_HIDE)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CLOAKING: + if(!pc_iscloaking(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_HIDDEN: + if(!pc_ishiding(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RIDING: + if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_FALCON: + if(!pc_isfalcon(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CARTBOOST: + if(!(sc && sc->data[SC_CARTBOOST])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_CART: + if(!pc_iscarton(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); + return 0; + } + break; + case ST_SHIELD: + if(sd->status.shield <= 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_SIGHT: + if(!(sc && sc->data[SC_SIGHT])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_EXPLOSIONSPIRITS: + if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0); + return 0; + } + break; + case ST_RECOV_WEIGHT_RATE: + if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_MOVE_ENABLE: + if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) + sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] + + if (!unit->can_move(&sd->bl)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_WATER: + if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) + break; + if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) + break; + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + case ST_RIDINGDRAGON: + if( !pc_isridingdragon(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); + return 0; + } + break; + case ST_WUG: + if( !pc_iswug(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RIDINGWUG: + if( !pc_isridingwug(sd) ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_MADO: + if( !pc_ismadogear(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); + return 0; + } + break; + case ST_ELEMENTALSPIRIT: + if(!sd->ed) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); + return 0; + } + break; + case ST_POISONINGWEAPON: + if (!(sc && sc->data[SC_POISONINGWEAPON])) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); + return 0; + } + break; + case ST_ROLLINGCUTTER: + if (!(sc && sc->data[SC_ROLLINGCUTTER])) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0); + return 0; + } + break; + case ST_MH_FIGHTING: + if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_MH_GRAPPLING: + if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_PECO: + if (!pc_isridingpeco(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + + if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) { + //mhp is the max-hp-requirement, that is, + //you must have this % or less of HP to cast it. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if( require.sp > 0 && st->sp < (unsigned int)require.sp) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); + return 0; + } + + if( require.zeny > 0 && sd->status.zeny < require.zeny ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); + return 0; + } + + if( require.spiritball > 0 && sd->spiritball < require.spiritball) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball); + return 0; + } + +#if 0 + // There's no need to check if the skill is part of a combo if it's + // already been checked before, see unit_skilluse_id2 [Panikon] + // Note that if this check is read part of issue:8047 will reappear! + if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) + return 0; +#endif // 0 + + return 1; +} + +int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct skill_condition require; + struct status_data *st; + int i; + int index[MAX_SKILL_ITEM_REQUIRE]; + + nullpo_ret(sd); + + if( sd->chatID ) + return 0; + + if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { + //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. + sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. + return 1; + } + + switch( sd->menuskill_id ) { // Cast start or cast end?? + case AM_PHARMACY: + switch( skill_id ) { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + return 0; + } + break; + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + if( sd->menuskill_id != skill_id ) + return 0; + break; + } + /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ +#if 0 + if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus) + return 1; +#endif + if( sd->skillitem == skill_id ) + return 1; + if( pc_is90overweight(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + // perform skill-specific checks (and actions) + switch( skill_id ) { + case PR_BENEDICTIO: + skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); + break; + case AM_CANNIBALIZE: + case AM_SPHEREMINE: { + int c=0; + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); + int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; + if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { + i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if( c >= maxcount + || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2) + ) { + //Fails when: exceed max limit. There are other plant types already out. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + } + case NC_SILVERSNIPER: + case NC_MAGICDECOY: { + int c = 0, j; + int maxcount = skill->get_maxcount(skill_id,skill_lv); + int mob_class = 2042; + if( skill_id == NC_MAGICDECOY ) + mob_class = 2043; + + if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { + if( skill_id == NC_MAGICDECOY ) { + for( j = mob_class; j <= 2046; j++ ) + map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); + } else + map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if( c >= maxcount ) { + clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + } + break; + case KO_ZANZOU: { + int c = 0; + i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); + if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { + clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + break; + } + + st = &sd->battle_status; + + require = skill->get_requirement(sd,skill_id,skill_lv); + + if( require.hp > 0 && st->hp <= (unsigned int)require.hp) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. + if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { + if( require.ammo&1<<8 ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0); + else + clif->arrow_fail(sd,0); + return 0; + } else if( sd->status.inventory[i].amount < require.ammo_qty ) { + char e_msg[100]; + sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.", + skill->get_desc(skill_id), + require.ammo_qty, + itemdb_jname(sd->status.inventory[i].nameid)); + clif->colormes(sd->fd,COLOR_RED,e_msg); + return 0; + } + if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message + //which is the closest we have to wrong ammo type. [Skotlex] + clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] + //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { + if( !require.itemid[i] ) + continue; + index[i] = pc->search_inventory(sd,require.itemid[i]); + if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) { + useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM; + switch( skill_id ){ + case NC_SILVERSNIPER: + case NC_MAGICDECOY: + cause = USESKILL_FAIL_STUFF_INSUFFICIENT; + break; + default: + switch(require.itemid[i]){ + case ITEMID_RED_GEMSTONE: + cause = USESKILL_FAIL_REDJAMSTONE; break; + case ITEMID_BLUE_GEMSTONE: + cause = USESKILL_FAIL_BLUEJAMSTONE; break; + case ITEMID_HOLY_WATER: + cause = USESKILL_FAIL_HOLYWATER; break; + case ITEMID_ANCILLA: + cause = USESKILL_FAIL_ANCILLA; break; + case ITEMID_ACCELERATOR: + case ITEMID_HOVERING_BOOSTER: + case ITEMID_SUICIDAL_DEVICE: + case ITEMID_SHAPE_SHIFTER: + case ITEMID_COOLING_DEVICE: + case ITEMID_MAGNETIC_FIELD_GENERATOR: + case ITEMID_BARRIER_BUILDER: + case ITEMID_CAMOUFLAGE_GENERATOR: + case ITEMID_REPAIR_KIT: + case ITEMID_MONKEY_SPANNER: + cause = USESKILL_FAIL_NEED_EQUIPMENT; + default: + clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16)); + return 0; + } + } + clif->skill_fail(sd, skill_id, cause, 0); + return 0; + } + } + + return 1; +} + +// type&2: consume items (after skill was used) +// type&1: consume the others (before skill was used) +int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { + struct skill_condition req; + + nullpo_ret(sd); + + req = skill->get_requirement(sd,skill_id,skill_lv); + + if( type&1 ) { + + switch( skill_id ) { + case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] + case MC_IDENTIFY: + req.sp = 0; + break; + default: + if( sd->state.autocast ) + req.sp = 0; + break; + } + + if(req.hp || req.sp) + status_zap(&sd->bl, req.hp, req.sp); + + if(req.spiritball > 0) + pc->delspiritball(sd,req.spiritball,0); + + if(req.zeny > 0) + { + if( skill_id == NJ_ZENYNAGE ) + req.zeny = 0; //Zeny is reduced on skill->attack. + if( sd->status.zeny < req.zeny ) + req.zeny = sd->status.zeny; + pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL); + } + } + + if( type&2 ) + { + struct status_change *sc = &sd->sc; + int n,i; + + if( !sc->count ) + sc = NULL; + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) + { + if( !req.itemid[i] ) + continue; + + if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) + continue; //Gemstones are checked, but not subtracted from inventory. + + switch( skill_id ){ + case SA_SEISMICWEAPON: + if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_FLAMELAUNCHER: + case SA_VOLCANO: + if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_FROSTWEAPON: + case SA_DELUGE: + if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_LIGHTNINGLOADER: + case SA_VIOLENTGALE: + if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) + continue; + break; + } + + if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND) + pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); + } + } + + return 1; +} + +struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct skill_condition req; + struct status_data *st; + struct status_change *sc; + int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; + uint16 idx; + + memset(&req,0,sizeof(req)); + + if( !sd ) + return req; +#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ + if( sd->state.abra_flag ) +#else // not 0 + if( sd->skillitem == skill_id ) +#endif // 0 + return req; // Hocus-Pocus don't have requirements. + + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + switch( skill_id ) { // Turn off check. + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case CR_DEFENDER: + case ML_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + case GS_GATLINGFEVER: + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case SG_FUSION: + case KO_YAMIKUMO: + if( sc && sc->data[status->skill2sc(skill_id)] ) + return req; + } + + idx = skill->get_index(skill_id); + if( idx == 0 ) // invalid skill id + return req; + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return req; + + st = &sd->battle_status; + + req.hp = skill->db[idx].hp[skill_lv-1]; + hp_rate = skill->db[idx].hp_rate[skill_lv-1]; + if(hp_rate > 0) + req.hp += (st->hp * hp_rate)/100; + else + req.hp += (st->max_hp * (-hp_rate))/100; + + req.sp = skill->db[idx].sp[skill_lv-1]; + if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) + req.sp /= 2; + sp_rate = skill->db[idx].sp_rate[skill_lv-1]; + if(sp_rate > 0) + req.sp += (st->sp * sp_rate)/100; + else + req.sp += (st->max_sp * (-sp_rate))/100; + if( sd->dsprate != 100 ) + req.sp = req.sp * sd->dsprate / 100; + + ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id); + if( i < ARRAYLENGTH(sd->skillusesprate) ) + sp_skill_rate_bonus += sd->skillusesprate[i].val; + ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); + if( i < ARRAYLENGTH(sd->skillusesp) ) + req.sp -= sd->skillusesp[i].val; + + req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); + + if( sc ) { + if( sc->data[SC__LAZINESS] ) + req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; + if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) + req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; + if( sc->data[SC_RECOGNIZEDSPELL] ) + req.sp += req.sp / 4; + if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) + req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; + } + + req.zeny = skill->db[idx].zeny[skill_lv-1]; + + if( sc && sc->data[SC__UNLUCKY] ) + req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; + + req.spiritball = skill->db[idx].spiritball[skill_lv-1]; + + req.state = skill->db[idx].state; + + req.mhp = skill->db[idx].mhp[skill_lv-1]; + + req.weapon = skill->db[idx].weapon; + + req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; + if (req.ammo_qty) + req.ammo = skill->db[idx].ammo; + + if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { + //Assume this skill is using the weapon, therefore it requires arrows. + req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. + req.ammo_qty = 1; + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { + if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) + continue; + + switch( skill_id ) { + case AM_CALLHOMUN: + if (sd->status.hom_id) //Don't delete items when hom is already out. + continue; + break; + case NC_SHAPESHIFT: + if( i < 4 ) + continue; + break; + case WZ_FIREPILLAR: // celest + if (skill_lv <= 5) // no gems required at level 1-5 + continue; + break; + case AB_ADORAMUS: + if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) + continue; + break; + case WL_COMET: + if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) + continue; + break; + case GN_FIRE_EXPANSION: + if( i < 5 ) + continue; + break; + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if( i < 3 ) + continue; + break; + } + + req.itemid[i] = skill->db[idx].itemid[i]; + req.amount[i] = skill->db[idx].amount[i]; + + if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { + if (sd->special_state.no_gemstone) { + // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] + if( skill_id != SA_ABRACADABRA ) + req.itemid[i] = req.amount[i] = 0; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus always use at least 1 gem + } + if(sc && sc->data[SC_INTOABYSS]) + { + if( skill_id != SA_ABRACADABRA ) + req.itemid[i] = req.amount[i] = 0; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus always use at least 1 gem + } + } + if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){ + int16 item_index; + if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND + || sd->status.inventory[item_index].amount < req.amount[i] + ) { + req.itemid[i] = ITEMID_TRAP_ALLOY; + req.amount[i] = 1; + } + break; + } + } + + /* requirements are level-dependent */ + switch( skill_id ) { + case NC_SHAPESHIFT: + case GN_FIRE_EXPANSION: + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; + break; + } + if (skill_id == NC_REPAIR) { + switch(skill_lv) { + case 1: + case 2: + req.itemid[1] = ITEMID_REPAIR_A; + break; + case 3: + case 4: + req.itemid[1] = ITEMID_REPAIR_B; + break; + case 5: + req.itemid[1] = ITEMID_REPAIR_C; + break; + } + req.amount[1] = 1; + } + + // Check for cost reductions due to skills & SCs + switch(skill_id) { + case MC_MAMMONITE: + if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0) + req.zeny -= req.zeny*10/100; + break; + case AL_HOLYLIGHT: + if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST) + req.sp *= 5; + break; + case SL_SMA: + case SL_STUN: + case SL_STIN: + { + int kaina_lv = pc->checkskill(sd,SL_KAINA); + + if(kaina_lv==0 || sd->status.base_level<70) + break; + if(sd->status.base_level>=90) + req.sp -= req.sp*7*kaina_lv/100; + else if(sd->status.base_level>=80) + req.sp -= req.sp*5*kaina_lv/100; + else if(sd->status.base_level>=70) + req.sp -= req.sp*3*kaina_lv/100; + } + break; + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) + req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. + break; + case MO_BODYRELOCATION: + if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) + req.spiritball = 0; + break; + case MO_EXTREMITYFIST: + if( sc ) + { + if( sc->data[SC_BLADESTOP] ) + req.spiritball--; + else if( sc->data[SC_COMBOATTACK] ) + { + switch( sc->data[SC_COMBOATTACK]->val1 ) + { + case MO_COMBOFINISH: + req.spiritball = 4; + break; + case CH_TIGERFIST: + req.spiritball = 3; + break; + case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. + req.spiritball = sd->spiritball?sd->spiritball:1; + break; + } + }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5) + req.spiritball = sd->spiritball; // must consume all regardless of the amount required + } + break; + case SR_RAMPAGEBLASTER: + req.spiritball = sd->spiritball?sd->spiritball:15; + break; + case SR_GATEOFHELL: + if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) + req.sp -= req.sp * 10 / 100; + break; + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + { + int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY); + if (spirit_sympathy) + req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100; + } + break; + case SO_PSYCHIC_WAVE: + if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) + req.sp += req.sp * 150 / 100; + break; + } + + return req; +} + +/*========================================== + * Does cast-time reductions based on dex, item bonuses and config setting + *------------------------------------------*/ +int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int time = skill->get_cast(skill_id, skill_lv); + + nullpo_ret(bl); +#ifndef RENEWAL_CAST + { + struct map_session_data *sd; + + sd = BL_CAST(BL_PC, bl); + + // calculate base cast time (reduced by dex) + if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) { + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if( scale > 0 ) // not instant cast + time = time * scale / battle_config.castrate_dex_scale; + else + return 0; // instant cast + } + + // calculate cast time reduced by item/card bonuses + if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd ) + { + int i; + if( sd->castrate != 100 ) + time = time * sd->castrate / 100; + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + { + if( sd->skillcast[i].id == skill_id ) + { + time+= time * sd->skillcast[i].val / 100; + break; + } + } + } + + } +#endif + // config cast time multiplier + if (battle_config.cast_rate != 100) + time = time * battle_config.cast_rate / 100; + // return final cast time + time = max(time, 0); + + //ShowInfo("Castime castfix = %d\n",time); + return time; +} + +/*========================================== + * Does cast-time reductions based on sc data. + *------------------------------------------*/ +int skill_castfix_sc (struct block_list *bl, int time) { + struct status_change *sc = status->get_sc(bl); + + if( time < 0 ) + return 0; + + if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. + return time; + + if (sc && sc->count) { + if (sc->data[SC_SLOWCAST]) + time += time * sc->data[SC_SLOWCAST]->val2 / 100; + if (sc->data[SC_NEEDLE_OF_PARALYZE]) + time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; + if (sc->data[SC_SUFFRAGIUM]) { + time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; + status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); + } + if (sc->data[SC_MEMORIZE]) { + time>>=1; + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; + if (sc->data[SC_IZAYOI]) + time -= time * 50 / 100; + } + time = max(time, 0); + + //ShowInfo("Castime castfix_sc = %d\n",time); + return time; +} +int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { +#ifdef RENEWAL_CAST + struct status_change *sc = status->get_sc(bl); + struct map_session_data *sd = BL_CAST(BL_PC,bl); + int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; + + if( time < 0 ) + return 0; + + if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. + return (int)time; + + if( fixed == 0 ){ + fixed = (int)time * 20 / 100; // fixed time + time = time * 80 / 100; // variable time + }else if( fixed < 0 ) // no fixed cast time + fixed = 0; + + if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. + if( sd->bonus.varcastrate < 0 ) + VARCAST_REDUCTION(sd->bonus.varcastrate); + if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast + time += sd->bonus.add_varcast; + if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast + fixed += sd->bonus.add_fixcast; + for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) + if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast + fixed += sd->skillfixcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) + if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast + time += sd->skillvarcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) < 0) + VARCAST_REDUCTION(i); + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) + if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate + fixcast_r = sd->skillfixcastrate[i].val; + break; + } + } + + if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { + // All variable cast additive bonuses must come first + if (sc->data[SC_SLOWCAST]) + VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); + if (sc->data[SC_FROSTMISTY]) + VARCAST_REDUCTION(-15); + + // Variable cast reduction bonuses + if (sc->data[SC_SUFFRAGIUM]) { + VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); + status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); + } + if (sc->data[SC_MEMORIZE]) { + VARCAST_REDUCTION(50); + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); + if (sc->data[SC_IZAYOI]) + VARCAST_REDUCTION(50); + if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER)) + VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. + if (sc->data[SC_TELEKINESIS_INTENSE]) + VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); + if (sc->data[SC_SOULLINK]){ + if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) + switch(skill_id){ + case WZ_FIREPILLAR: + if(skill_lv < 5) + break; + case HW_GRAVITATION: + case MG_SAFETYWALL: + case MG_STONECURSE: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + VARCAST_REDUCTION(50); + } + } + // Fixed cast reduction bonuses + if( sc->data[SC__LAZINESS] ) + fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); + if( sc->data[SC_DANCE_WITH_WUG]) + fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); + if( sc->data[SC_SECRAMENT] ) + fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); + if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) + fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % + // Fixed cast non percentage bonuses + if( sc->data[SC_MANDRAGORA] ) + fixed += sc->data[SC_MANDRAGORA]->val1 * 500; + if( sc->data[SC_IZAYOI] ) + fixed = 0; + if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) + fixed -= 1000; + } + + if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ + VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); + fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) > 0) + VARCAST_REDUCTION(i); + break; + } + } + + if( varcast_r < 0 ) // now compute overall factors + time = time * (1 - (float)varcast_r / 100); + if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point + time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; + // underflow checking/capping + time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); +#endif + return (int)time; +} + +/*========================================== + * Does delay reductions based on dex/agi, sc data, item bonuses, ... + *------------------------------------------*/ +int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int delaynodex = skill->get_delaynodex(skill_id, skill_lv); + int time = skill->get_delay(skill_id, skill_lv); + struct map_session_data *sd; + struct status_change *sc = status->get_sc(bl); + + nullpo_ret(bl); + sd = BL_CAST(BL_PC, bl); + + if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL) + return 0; //Will use picked skill's delay. + + if (bl->type&battle_config.no_skill_delay) + return battle_config.min_skill_delay_limit; + + if (time < 0) + time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. + + // Delay reductions + switch (skill_id) { + //Monk combo skills have their delay reduced by agi/dex. + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); + break; + case HP_BASILICA: + if( sc && !sc->data[SC_BASILICA] ) + time = 0; // There is no Delay on Basilica creation, only on cancel + break; + default: + if (battle_config.delay_dependon_dex && !(delaynodex&1)) { + // if skill delay is allowed to be reduced by dex + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + if (battle_config.delay_dependon_agi && !(delaynodex&1)) { + // if skill delay is allowed to be reduced by agi + int scale = battle_config.castrate_dex_scale - status_get_agi(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + } + + if ( sc && sc->data[SC_SOULLINK] ) { + switch (skill_id) { + case CR_SHIELDBOOMERANG: + if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) + time /= 2; + break; + case AS_SONICBLOW: + if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) + time /= 2; + break; + } + } + + if (!(delaynodex&2)) + { + if (sc && sc->count) { + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; + if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND)) + time /= 2; // After Delay of Wind element spells reduced by 50%. + } + + } + + if( !(delaynodex&4) && sd && sd->delayrate != 100 ) + time = time * sd->delayrate / 100; + + if (battle_config.delay_rate != 100) + time = time * battle_config.delay_rate / 100; + + //min delay + time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] + time = max(time, battle_config.min_skill_delay_limit); + +// ShowInfo("Delay delayfix = %d\n",time); + return time; +} + +/*========================================= + * + *-----------------------------------------*/ +struct square { + int val1[5]; + int val2[5]; +}; + +void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) { + nullpo_retv(tc); + + if(dir == 0){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y-1; + } else if(dir==2){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x+1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } else if(dir==4){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y+1; + } else if(dir==6){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x-1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } else if(dir==1){ + tc->val1[0]=x-1; + tc->val1[1]=x; + tc->val1[2]=x+1; + tc->val1[3]=x+2; + tc->val1[4]=x+3; + tc->val2[0]=y-4; + tc->val2[1]=y-3; + tc->val2[2]=y-1; + tc->val2[3]=y; + tc->val2[4]=y+1; + } else if(dir==3){ + tc->val1[0]=x+3; + tc->val1[1]=x+2; + tc->val1[2]=x+1; + tc->val1[3]=x; + tc->val1[4]=x-1; + tc->val2[0]=y-1; + tc->val2[1]=y; + tc->val2[2]=y+1; + tc->val2[3]=y+2; + tc->val2[4]=y+3; + } else if(dir==5){ + tc->val1[0]=x+1; + tc->val1[1]=x; + tc->val1[2]=x-1; + tc->val1[3]=x-2; + tc->val1[4]=x-3; + tc->val2[0]=y+3; + tc->val2[1]=y+2; + tc->val2[2]=y+1; + tc->val2[3]=y; + tc->val2[4]=y-1; + } else if(dir==7){ + tc->val1[0]=x-3; + tc->val1[1]=x-2; + tc->val1[2]=x-1; + tc->val1[3]=x; + tc->val1[4]=x+1; + tc->val2[1]=y; + tc->val2[0]=y+1; + tc->val2[2]=y-1; + tc->val2[3]=y-2; + tc->val2[4]=y-3; + } + +} + +void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { + int c; + nullpo_retv(tc); + + for( c = 0; c < 5; c++ ) { + switch( dir ) { + case 0: tc->val2[c]+=are; break; + case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; + case 2: tc->val1[c]-=are; break; + case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; + case 4: tc->val2[c]-=are; break; + case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; + case 6: tc->val1[c]+=are; break; + case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; + } + } +} + +void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + int c,n=4; + uint8 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(skill_lv > 9){ + for(c=1;c<4;c++){ + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill->castend_damage_id); + } + } + if(skill_lv > 6){ + skill->brandishspear_dir(&tc,dir,-1); + n--; + } else { + skill->brandishspear_dir(&tc,dir,-2); + n-=2; + } + + if(skill_lv > 3){ + for(c=0;c<5;c++){ + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill->castend_damage_id); + if(skill_lv > 6 && n==3 && c==4) { + skill->brandishspear_dir(&tc,dir,-1); + n--;c=-1; + } + } + } + for(c=0;c<10;c++){ + if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + } +} + +/*========================================== + * Weapon Repair [Celest/DracoRPG] + *------------------------------------------*/ +void skill_repairweapon (struct map_session_data *sd, int idx) { + int material; + int materials[4] = { + ITEMID_IRON_ORE, + ITEMID_IRON, + ITEMID_STEEL, + ITEMID_ORIDECON_STONE, + }; + struct item *item; + struct map_session_data *target_sd; + + nullpo_retv(sd); + + if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed.... + return; + + if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) + return; + if( idx < 0 || idx >= MAX_INVENTORY ) + return; //Invalid index?? + + item = &target_sd->status.inventory[idx]; + if( item->nameid <= 0 || item->attribute == 0 ) + return; //Again invalid item.... + + if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){ + clif->item_repaireffect(sd,idx,1); + return; + } + + if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) + material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon + else + material = materials[2]; // Armors consume 1 Steel + if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) { + clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + return; + } + + clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); + + item->attribute = 0;/* clear broken state */ + + clif->equiplist(target_sd); + + pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); + + clif->item_repaireffect(sd,idx,0); + + if( sd != target_sd ) + clif->item_repaireffect(target_sd,idx,0); +} + +/*========================================== + * Item Appraisal + *------------------------------------------*/ +void skill_identify (struct map_session_data *sd, int idx) +{ + int flag=1; + + nullpo_retv(sd); + sd->state.workinprogress = 0; + if(idx >= 0 && idx < MAX_INVENTORY) { + if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + flag=0; + sd->status.inventory[idx].identify=1; + } + } + clif->item_identified(sd,idx,flag); +} + +/*========================================== + * Weapon Refine [Celest] + *------------------------------------------*/ +void skill_weaponrefine (struct map_session_data *sd, int idx) +{ + nullpo_retv(sd); + + if (idx >= 0 && idx < MAX_INVENTORY) + { + int i = 0, ep = 0, per; + int material[5] = { + 0, + ITEMID_PHRACON, + ITEMID_EMVERETARCON, + ITEMID_ORIDECON, + ITEMID_ORIDECON, + }; + struct item *item; + struct item_data *ditem = sd->inventory_data[idx]; + item = &sd->status.inventory[idx]; + + if(item->nameid > 0 && ditem->type == IT_WEAPON) + { + if( ditem->flag.no_refine ) { + // if the item isn't refinable + clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + return; + } + if( item->refine >= sd->menuskill_val || item->refine >= 10 ){ + clif->upgrademessage(sd->fd, 2, item->nameid); + return; + } + if ((i = pc->search_inventory(sd, material[ditem->wlv])) == INDEX_NOT_FOUND) { + clif->upgrademessage(sd->fd, 3, material[ditem->wlv]); + return; + } + + per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; + + // Aegis leaked formula. [malufett] + if( sd->status.class_ == JOB_MECHANIC_T ) + per += 100; + else + per += 5 * ((signed int)sd->status.job_level - 50); + + pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); + if (per > rnd() % 1000) { + logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem); + item->refine++; + logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem); + if(item->equip) { + ep = item->equip; + pc->unequipitem(sd,idx,3); + } + clif->delitem(sd,idx,1,0); + clif->upgrademessage(sd->fd, 0,item->nameid); + clif->inventorylist(sd); + clif->refine(sd->fd,0,idx,item->refine); + if (ep) + pc->equipitem(sd,idx,ep); + clif->misceffect(&sd->bl,3); + if(item->refine == 10 && + item->card[0] == CARD0_FORGE && + (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) + { // Fame point system [DracoRPG] + switch(ditem->wlv){ + case 1: + pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point + break; + case 2: + pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point + break; + case 3: + pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point + break; + } + } + } else { + item->refine = 0; + if(item->equip) + pc->unequipitem(sd,idx,3); + clif->refine(sd->fd,1,idx,item->refine); + pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER); + clif->misceffect(&sd->bl,2); + clif->emotion(&sd->bl, E_OMG); + } + } + } +} + +/*========================================== + * + *------------------------------------------*/ +int skill_autospell (struct map_session_data *sd, uint16 skill_id) +{ + uint16 skill_lv; + int maxlv=1,lv; + + nullpo_ret(sd); + + skill_lv = sd->menuskill_val; + lv=pc->checkskill(sd,skill_id); + + if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] + + if(skill_id==MG_NAPALMBEAT) maxlv=3; + else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ + if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE) + maxlv =10; //Soul Linker bonus. [Skotlex] + else if(skill_lv==2) maxlv=1; + else if(skill_lv==3) maxlv=2; + else if(skill_lv>=4) maxlv=3; + } + else if(skill_id==MG_SOULSTRIKE){ + if(skill_lv==5) maxlv=1; + else if(skill_lv==6) maxlv=2; + else if(skill_lv>=7) maxlv=3; + } + else if(skill_id==MG_FIREBALL){ + if(skill_lv==8) maxlv=1; + else if(skill_lv>=9) maxlv=2; + } + else if(skill_id==MG_FROSTDIVER) maxlv=1; + else return 0; + + if(maxlv > lv) + maxlv = lv; + + sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, + skill->get_time(SA_AUTOSPELL,skill_lv)); + return 0; +} + +/*========================================== + * Sitting skills functions. + *------------------------------------------*/ +int skill_sit_count (struct block_list *bl, va_list ap) { + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data*)bl; + + if(!pc_issit(sd)) + return 0; + + if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) + return 1; + + if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0)) + return 1; + + return 0; +} + +int skill_sit_in (struct block_list *bl, va_list ap) { + struct map_session_data *sd; + int type =va_arg(ap,int); + + sd=(struct map_session_data*)bl; + + if(!pc_issit(sd)) + return 0; + + if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) + sd->state.gangsterparadise=1; + + if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { + sd->state.rest=1; + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); + } + + return 0; +} + +int skill_sit_out (struct block_list *bl, va_list ap) { + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data*)bl; + if(sd->state.gangsterparadise && type&1) + sd->state.gangsterparadise=0; + if(sd->state.rest && type&2) { + sd->state.rest=0; + 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_ret(sd); + + + if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) { + flag|=1; + range = skill->get_splash(RG_GANGSTER, lv); + } + if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) { + flag|=2; + range = skill->get_splash(TK_HPTIME, lv); + } + else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) { + flag|=2; + range = skill->get_splash(TK_SPTIME, lv); + } + + if( type ) { + clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0); + } else { + clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); + } + + if (!flag) return 0; + + if(type) { + if (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; + uint16 skill_id,skill_lv; + int64 tick; + + nullpo_ret(bl); + nullpo_ret(src=va_arg(ap,struct block_list*)); + + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + if(!skill_lv) return 0; + tick=va_arg(ap,int64); + + 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 && (pc_isinvisible(sd) || pc_ismadogear(sd))) + return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] + } + //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] + if(battle->check_target(src,bl,BCT_ENEMY) > 0) + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); + else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { + int range = skill->get_unit_range(skill_id,skill_lv); + int x,y; + + for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) + for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) + map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag); +} + +/*========================================== + * + *------------------------------------------*/ +int skill_attack_area(struct block_list *bl, va_list ap) { + struct block_list *src,*dsrc; + int atk_type,skill_id,skill_lv,flag,type; + int64 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*); + skill_id = va_arg(ap,int); + skill_lv = va_arg(ap,int); + tick = va_arg(ap,int64); + flag = va_arg(ap,int); + type = va_arg(ap,int); + + + if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + + if( battle->check_target(dsrc,bl,type) <= 0 + || !status->check_skilluse(NULL, bl, skill_id, 2)) + return 0; + + + switch (skill_id) { + case WZ_FROSTNOVA: //Skills that don't require the animation to be removed + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + default: + //Area-splash, disable skill animation. + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + } +} +/*========================================== + * + *------------------------------------------*/ +int skill_clear_group (struct block_list *bl, int flag) +{ + struct unit_data *ud = unit->bl2ud(bl); + struct skill_unit_group *group[MAX_SKILLUNITGROUP]; + int i, count=0; + + nullpo_ret(bl); + if (!ud) return 0; + + //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case NJ_KAENSIN: + if (flag&1) + group[count++]= ud->skillunit[i]; + break; + case SO_CLOUD_KILL: + if( flag&4 ) + group[count++]= ud->skillunit[i]; + break; + case SO_WARMER: + if( flag&8 ) + group[count++]= ud->skillunit[i]; + break; + default: + if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) + group[count++]= ud->skillunit[i]; + break; + } + + } + for (i=0;i<count;i++) + skill->del_unitgroup(group[i],ALC_MARK); + return count; +} + +/*========================================== + * Returns the first element field found [Skotlex] + *------------------------------------------*/ +struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { + struct unit_data *ud = unit->bl2ud(bl); + int i; + nullpo_ret(bl); + if (!ud) return NULL; + + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case SO_CLOUD_KILL: + case SO_WARMER: + return ud->skillunit[i]; + } + } + return NULL; +} + +// for graffiti cleaner [Valaris] +int skill_graffitiremover (struct block_list *bl, va_list ap) { + struct skill_unit *su=NULL; + + nullpo_ret(bl); + nullpo_ret(ap); + + if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) + return 0; + + if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) + skill->delunit(su); + + return 0; +} + +int skill_greed (struct block_list *bl, va_list ap) { + struct block_list *src; + struct map_session_data *sd=NULL; + struct flooritem_data *fitem=NULL; + + nullpo_ret(bl); + nullpo_ret(src = va_arg(ap, struct block_list *)); + + if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) + pc->takeitem(sd, fitem); + + return 0; +} +//For Ranger's Detonator [Jobbie/3CeAM] +int skill_detonator(struct block_list *bl, va_list ap) { + struct skill_unit *su=NULL; + struct block_list *src; + int unit_id; + + nullpo_ret(bl); + nullpo_ret(ap); + src = va_arg(ap,struct block_list *); + + if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) + return 0; + if( su->group->src_id != src->id ) + return 0; + + unit_id = su->group->unit_id; + switch( unit_id ) { + //List of Hunter and Ranger Traps that can be detonate. + case UNT_BLASTMINE: + case UNT_SANDMAN: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + switch(unit_id) { + case UNT_TALKIEBOX: + clif->talkiebox(bl,su->group->valstr); + su->group->val2 = -1; + break; + case UNT_CLAYMORETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); + break; + default: + map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); + } + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); + su->group->unit_id = UNT_USED_TRAPS; + break; + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_cell_overlap(struct block_list *bl, va_list ap) { + uint16 skill_id; + int *alive; + struct skill_unit *su; + + skill_id = va_arg(ap,int); + alive = va_arg(ap,int *); + su = (struct skill_unit *)bl; + + if( su == NULL || su->group == NULL || (*alive) == 0 ) + return 0; + + if( su->group->state.guildaura ) /* guild auras are not canceled! */ + return 0; + + switch (skill_id) { + case SA_LANDPROTECTOR: + if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] + (*alive) = 0; + skill->delunit(su); + return 1; + } + if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps + skill->delunit(su); + return 1; + } + break; + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + case GN_CRAZYWEED_ATK: + if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. + skill->delunit(su); + 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 (su->range <= 0) { + (*alive) = 0; + return 1; + } +/* + switch (su->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(su->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 WZ_ICEWALL: + case HP_BASILICA: + if (su->group->skill_id == skill_id) { + //These can't be placed on top of themselves (duration can't be refreshed) + (*alive) = 0; + return 1; + } + break; + } + + if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { + //It deletes everything except songs/dances/traps + (*alive) = 0; + return 1; + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) +{ + struct mob_data* md; + struct unit_data*ud = unit->bl2ud(bl); + struct block_list *from_bl; + struct block_list *to_bl; + md = (struct mob_data*)bl; + from_bl = va_arg(ap,struct block_list *); + to_bl = va_arg(ap,struct block_list *); + + if(ud && ud->target == from_bl->id) + ud->target = to_bl->id; + + if(md->bl.type == BL_MOB && md->target_id == from_bl->id) + md->target_id = to_bl->id; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_trap_splash(struct block_list *bl, va_list ap) { + struct block_list *src; + int64 tick; + struct skill_unit *src_su; + struct skill_unit_group *sg; + struct block_list *ss; + src = va_arg(ap,struct block_list *); + src_su = (struct skill_unit *)src; + tick = va_arg(ap,int64); + + if( !src_su->alive || bl->prev == NULL ) + return 0; + + nullpo_ret(sg = src_su->group); + nullpo_ret(ss = map->id2bl(sg->src_id)); + + if(battle->check_target(src,bl,sg->target_flag) <= 0) + return 0; + + switch(sg->unit_id){ + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); + break; + case UNT_GROUNDDRIFT_WIND: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(src,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(src,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(src,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(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_FIRE: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0); + break; + case UNT_ELECTRICSHOCKER: + clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); + break; + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if( bl->type != BL_PC && !is_boss(bl) ) + sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); + break; + case UNT_REVERBERATION: + if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); + skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); + } + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + if( src->id == bl->id ) break; + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + if( su->group->unit_id == UNT_USED_TRAPS ) + break; + } + case UNT_CLUSTERBOMB: + if( ss != bl ) + skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); + break; + case UNT_CLAYMORETRAP: + if( src->id == bl->id ) break; + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + switch( su->group->unit_id ){ + case UNT_CLAYMORETRAP: + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500; + su->group->unit_id = UNT_USED_TRAPS; + } + break; + } + default: + skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + } + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_enchant_elemental_end (struct block_list *bl, int type) { + struct status_change *sc; + const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS }; + int i; + nullpo_ret(bl); + nullpo_ret(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], INVALID_TIMER); + + return 0; +} + +bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) +{ + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + bool wall = true; + + if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) + || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) + ) { + //Check for walls. + int i; + ARR_FIND( 0, 8, i, 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, INVALID_TIMER); + else if( sce->val4&1 ) { //Remove wall bonus + sce->val4&=~1; + status_calc_bl(bl,SCB_SPEED); + } + } else { + if( !(sce->val4&1) ) { //Add wall speed bonus + sce->val4|=1; + status_calc_bl(bl,SCB_SPEED); + } + } + } + + return wall; +} + +/** + * Verifies if an user can use SC_CLOAKING + **/ +bool skill_can_cloak(struct map_session_data *sd) { + nullpo_retr(false, sd); + + //Avoid cloaking with no wall and low skill level. [Skotlex] + //Due to the cloaking card, we have to check the wall versus to known + //skill level rather than the used one. [Skotlex] + //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL)) + if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL)) + return false; + + return true; +} + +/** + * Verifies if an user can still be cloaked (AS_CLOAKING) + * Is called via map->foreachinrange when any kind of wall disapears + **/ +int skill_check_cloaking_end(struct block_list *bl, va_list ap) { + TBL_PC *sd = BL_CAST(BL_PC, bl); + + if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd)) + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + + return 0; +} + +bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) +{ + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + bool wall = true; + + if( bl->type == BL_PC ) { //Check for walls. + int i; + ARR_FIND( 0, 8, i, 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 camouflage. + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + else if( sce->val3&1 ) { //Remove wall bonus + sce->val3&=~1; + status_calc_bl(bl,SCB_SPEED); + } + } + } + + return wall; +} + +bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ + struct status_change *sc; + struct block_list *src; + + nullpo_retr(false, bl); + + sc = status->get_sc(bl); + + if( sc && sc->data[SC__SHADOWFORM] && damage ) { + src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); + + if( !src || src->m != bl->m ) { + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + return false; + } + + if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){ + if( src->type == BL_PC ) + ((TBL_PC*)src)->shadowform_id = 0; + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + return false; + } + + status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0); + + /* because damage can cancel it */ + if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + if( src->type == BL_PC ) + ((TBL_PC*)src)->shadowform_id = 0; + } + return true; + } + return false; +} +/*========================================== + * + *------------------------------------------*/ +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { + struct skill_unit *su; + + nullpo_retr(NULL, group); + nullpo_retr(NULL, group->unit); // crash-protection against poor coding + nullpo_retr(NULL, su=&group->unit[idx]); + + if(!su->alive) + group->alive_count++; + + su->bl.id=map->get_new_object_id(); + su->bl.type=BL_SKILL; + su->bl.m=group->map; + su->bl.x=x; + su->bl.y=y; + su->group=group; + su->alive=1; + su->val1=val1; + su->val2=val2; + + idb_put(skill->unit_db, su->bl.id, su); + map->addiddb(&su->bl); + map->addblock(&su->bl); + + // perform oninit actions + switch (group->skill_id) { + case WZ_ICEWALL: + map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + break; + case SA_LANDPROTECTOR: + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + break; + case HP_BASILICA: + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); + break; + default: + if (group->state.song_dance&0x1) //Check for dissonance. + skill->dance_overlap(su, 1); + break; + } + + clif->getareachar_skillunit(&su->bl,su,AREA); + + return su; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_delunit (struct skill_unit* su) { + struct skill_unit_group *group; + + nullpo_ret(su); + if( !su->alive ) + return 0; + su->alive=0; + + nullpo_ret(group=su->group); + + if( group->state.song_dance&0x1 ) //Cancel dissonance effect. + skill->dance_overlap(su, 0); + + // invoke onout event + if( !su->range ) + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->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_ANKLESNARE, INVALID_TIMER); + } + break; + case WZ_ICEWALL: + map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false); + map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); + // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be + // checked again when a wall disapears! issue:8182 [Panikon] + map->foreachinarea(skill->check_cloaking_end, su->bl.m, + // Use 3x3 area to check for users near cell + su->bl.x - 1, su->bl.y - 1, + su->bl.x + 1, su->bl.x + 1, + BL_PC); + break; + case SA_LANDPROTECTOR: + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); + break; + case HP_BASILICA: + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); + break; + case RA_ELECTRICSHOCKER: { + struct block_list* target = map->id2bl(group->val2); + if( target ) + status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); + } + break; + case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) + if( group->val2 ) { // Someone Trapped + struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); + if( tsc && tsc->data[SC__MANHOLE] ) + tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID + } + break; + } + + clif->skill_delunit(su); + + su->group=NULL; + map->delblock(&su->bl); // don't free yet + map->deliddb(&su->bl); + idb_remove(skill->unit_db, su->bl.id); + if(--group->alive_count==0) + skill->del_unitgroup(group,ALC_MARK); + + return 0; +} +/*========================================== + * + *------------------------------------------*/ +/// Returns the target skill_unit_group or NULL if not found. +struct skill_unit_group* skill_id2group(int group_id) +{ + return (struct skill_unit_group*)idb_get(skill->group_db, group_id); +} + +/// Returns a new group_id that isn't being used in skill->group_db. +/// Fatal error if nothing is available. +int skill_get_new_group_id(void) +{ + if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available + {// find next id + int base_id = skill->unit_group_newid; + while( base_id != ++skill->unit_group_newid ) + { + if( skill->unit_group_newid < MAX_SKILL_DB ) + skill->unit_group_newid = MAX_SKILL_DB; + if( skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available + } + // full loop, nothing available + ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); + exit(1); + } +} + +struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) +{ + struct unit_data* ud = unit->bl2ud( src ); + struct skill_unit_group* group; + int i; + + if(!(skill_id && skill_lv)) return 0; + + nullpo_retr(NULL, src); + nullpo_retr(NULL, ud); + + // find a free spot to store the new unit group + ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); + if(i == MAX_SKILLUNITGROUP) { + // array is full, make room by discarding oldest group + int j=0; + int64 maxdiff = 0, x, tick = timer->gettick(); + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) + if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { + maxdiff = x; + j = i; + } + skill->del_unitgroup(ud->skillunit[j],ALC_MARK); + //Since elements must have shifted, we use the last slot. + i = MAX_SKILLUNITGROUP-1; + } + + group = ers_alloc(skill->unit_ers, struct skill_unit_group); + group->src_id = src->id; + group->party_id = status->get_party_id(src); + group->guild_id = status->get_guild_id(src); + group->bg_id = bg->team_get_id(src); + group->group_id = skill->get_new_group_id(); + group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); + group->unit_count = count; + group->alive_count = 0; + group->val1 = 0; + group->val2 = 0; + group->val3 = 0; + group->skill_id = skill_id; + group->skill_lv = skill_lv; + group->unit_id = unit_id; + group->map = src->m; + group->limit = limit; + group->interval = interval; + group->tick = timer->gettick(); + group->valstr = NULL; + + ud->skillunit[i] = group; + + if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] + group->tick += 1500; + + idb_put(skill->group_db, group->group_id, group); + return group; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) { + struct block_list* src; + struct unit_data *ud; + int i,j; + + if( group == NULL ) { + ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); + return 0; + } + + src=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( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { + switch( group->skill_id ) { + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); + break; + } + } + + if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { + struct status_change* sc = status->get_sc(src); + if (sc && sc->data[SC_DANCING]) + { + sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] + status_change_end(src, SC_DANCING, INVALID_TIMER); + } + } + + // end Gospel's status change on 'src' + // (needs to be done when the group is deleted by other means than skill deactivation) + if (group->unit_id == UNT_GOSPEL) { + struct status_change *sc = 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, INVALID_TIMER); + } + } + + switch( group->skill_id ) { + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { + sc->data[SC_WARM]->val4 = 0; + status_change_end(src, SC_WARM, INVALID_TIMER); + } + } + break; + case NC_NEUTRALBARRIER: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { + sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; + status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); + } + } + break; + case NC_STEALTHFIELD: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { + sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; + status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); + } + } + break; + case LG_BANDING: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { + sc->data[SC_BANDING]->val4 = 0; + status_change_end(src,SC_BANDING,INVALID_TIMER); + } + } + break; + } + + if (src->type==BL_PC && group->state.ammo_consume) + battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); + + group->alive_count=0; + + // remove all unit cells + if(group->unit != NULL) + for( i = 0; i < group->unit_count; i++ ) + skill->delunit(&group->unit[i]); + + // clear Talkie-box string + if( group->valstr != NULL ) { + aFree(group->valstr); + group->valstr = NULL; + } + + idb_remove(skill->group_db, group->group_id); + map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) + group->unit=NULL; + group->group_id=0; + group->unit_count=0; + + // locate this group, swap with the last entry and delete it + ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group ); + ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--; + if( i < MAX_SKILLUNITGROUP ) { + ud->skillunit[i] = ud->skillunit[j]; + ud->skillunit[j] = NULL; + ers_free(skill->unit_ers, group); + } else + ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_clear_unitgroup (struct block_list *src) +{ + struct unit_data *ud = unit->bl2ud(src); + + nullpo_ret(ud); + + while (ud->skillunit[0]) + skill->del_unitgroup(ud->skillunit[0],ALC_MARK); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { + int i,j=-1,k,s,id; + struct unit_data *ud; + struct skill_unit_group_tickset *set; + + nullpo_ret(bl); + if (group->interval==-1) + return NULL; + + ud = unit->bl2ud(bl); + if (!ud) return NULL; + + set = ud->skillunittick; + + if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP) + id = s = group->skill_id; + else + id = s = group->group_id; + + for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { + k = (i+s) % MAX_SKILLUNITGROUPTICKSET; + if (set[k].id == id) + return &set[k]; + else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) + j=k; + } + + if (j == -1) { + ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type); + j = id % MAX_SKILLUNITGROUPTICKSET; + } + + set[j].id = id; + set[j].tick = tick; + return &set[j]; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) { + struct skill_unit* su = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); + + if( !su->alive || bl->prev == NULL ) + return 0; + + nullpo_ret(group); + + if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) ) + return 0; //AoE skills are ineffective. [Skotlex] + + if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) + return 0; + + skill->unit_onplace_timer(su,bl,tick); + + return 1; +} + +/** + * @see DBApply + */ +int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { + struct skill_unit* su = DB->data2ptr(data); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); + bool dissonance; + struct block_list* bl = &su->bl; + + if( !su->alive ) + return 0; + + nullpo_ret(group); + + // check for expiration + if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { + // skill unit expired (inlined from skill_unit_onlimit()) + switch( group->unit_id ) { + case UNT_BLASTMINE: +#ifdef RENEWAL + case UNT_CLAYMORETRAP: +#endif + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + group->unit_id = UNT_USED_TRAPS; + //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); + group->limit=DIFF_TICK32(tick+1500,group->tick); + su->limit=DIFF_TICK32(tick+1500,group->tick); + break; + + case UNT_ANKLESNARE: + case UNT_ELECTRICSHOCKER: + if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { + // Used Trap don't returns back to item + skill->delunit(su); + break; + } + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: +#ifndef RENEWAL + case UNT_CLAYMORETRAP: +#endif + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + + { + struct block_list* src; + if( su->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 = group->item_id?group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + } + skill->delunit(su); + } + 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(&su->bl, LOOK_BASE, group->unit_id); + // restart timers + group->limit = skill->get_time(group->skill_id,group->skill_lv); + su->limit = skill->get_time(group->skill_id,group->skill_lv); + // apply effect to all units standing on it + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->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->list[sd->bl.m].flag.nowarp) + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); + } + if(group->val2) { + sd = map->charid2sd(group->val2); + group->val2 = 0; + if (sd && !map->list[sd->bl.m].flag.nowarp) + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); + } + skill->delunit(su); + } + break; + + case UNT_REVERBERATION: + if( su->val1 <= 0 ) { // If it was deactivated. + skill->delunit(su); + break; + } + clif->changetraplook(bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK32(tick,group->tick)+1500; + su->limit = DIFF_TICK32(tick,group->tick)+1500; + group->unit_id = UNT_USED_TRAPS; + break; + + case UNT_FEINTBOMB: { + struct block_list *src = map->id2bl(group->src_id); + if( src ) { + map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); + status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); + } + skill->delunit(su); + break; + } + + case UNT_BANDING: + { + struct block_list *src = map->id2bl(group->src_id); + struct status_change *sc; + if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { + skill->delunit(su); + break; + } + // This unit isn't removed while SC_BANDING is active. + group->limit = DIFF_TICK32(tick+group->interval,group->tick); + su->limit = DIFF_TICK32(tick+group->interval,group->tick); + } + break; + + default: + skill->delunit(su); + } + } else {// skill unit is still active + switch( group->unit_id ) { + case UNT_ICEWALL: + // icewall loses 50 hp every second + su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp + if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) + su->limit = DIFF_TICK32(tick+700,group->tick); + break; + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + if( su->val1 <= 0 ) { + if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) + skill->delunit(su); + else { + clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + group->limit = DIFF_TICK32(tick, group->tick) + 1500; + group->unit_id = UNT_USED_TRAPS; + } + } + break; + case UNT_REVERBERATION: + if( su->val1 <= 0 ) + su->limit = DIFF_TICK32(tick + 700,group->tick); + break; + case UNT_WALLOFTHORN: + if( su->val1 <= 0 ) { + group->unit_id = UNT_USED_TRAPS; + group->limit = DIFF_TICK32(tick, group->tick) + 1500; + } + break; + } + } + + // useless check for !group ? + //Don't continue if unit or even group is expired and has been deleted. + if( !group || !su->alive ) + return 0; + + dissonance = skill->dance_switch(su, 0); + + if( su->range >= 0 && group->interval != -1 ) { + if( battle_config.skill_wall_check ) + map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); + else + map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); + + if(su->range == -1) //Unit disabled, but it should not be deleted yet. + group->unit_id = UNT_USED_TRAPS; + else if( group->unit_id == UNT_TATAMIGAESHI ) { + su->range = -1; //Disable processed cell. + if (--group->val1 <= 0) { // number of live cells + //All tiles were processed, disable skill. + group->target_flag=BCT_NOONE; + group->bl_flag= BL_NUL; + } + } + } + + if( dissonance ) skill->dance_switch(su, 1); + + return 0; +} +/*========================================== + * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. + *------------------------------------------*/ +int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { + map->freeblock_lock(); + + skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); + + map->freeblock_unlock(); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_move_sub(struct block_list* bl, va_list ap) { + struct skill_unit* su = (struct skill_unit *)bl; + struct skill_unit_group* group = su->group; + + struct block_list* target = va_arg(ap,struct block_list*); + int64 tick = va_arg(ap,int64); + int flag = va_arg(ap,int); + + bool dissonance; + uint16 skill_id; + int i; + + nullpo_ret(group); + + if( !su->alive || target->prev == NULL ) + return 0; + + if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) + return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] + + dissonance = skill->dance_switch(su, 0); + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = su->group->skill_id; + + if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411 + //Non-dualmode unit skills with a timer don't trigger when walking, so just return + if( dissonance ) skill->dance_switch(su, 1); + return 0; + } + + //Target-type check. + if( !(group->bl_flag&target->type && battle->check_target(&su->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(su, 1); + + return 0; + } else { + if( flag&1 ) { + int result = skill->unit_onplace(su,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(su,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"); + } + } + + if( dissonance ) skill->dance_switch(su, 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, int64 tick, int flag) { + nullpo_ret(bl); + + if( bl->prev == NULL ) + return 0; + + if( flag&2 && !(flag&1) ) { //Onout, clear data + memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); + } + + 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, int16 m, int16 dx, int16 dy) { + int i,j; + int64 tick = timer->gettick(); + int *m_flag; + struct skill_unit *su1; + struct skill_unit *su2; + + if (group == NULL) + return 0; + if (group->unit_count<=0) + return 0; + if (group->unit==NULL) + return 0; + + if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE) + return 0; //Ensembles may not be moved around. + + if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) + return 0; //Icewalls and Wall of Thorns don't get knocked back + + m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); + // m_flag: + // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) + // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) + // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) + // 3: Both 1+2. + for(i=0;i<group->unit_count;i++) { + su1=&group->unit[i]; + if (!su1->alive || su1->bl.m!=m) + continue; + for(j=0;j<group->unit_count;j++) { + su2=&group->unit[j]; + if (!su2->alive) + continue; + if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { + m_flag[i] |= 0x1; + } + if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { + m_flag[i] |= 0x2; + } + } + } + j = 0; + for (i=0;i<group->unit_count;i++) { + su1=&group->unit[i]; + if (!su1->alive) + continue; + if (!(m_flag[i]&0x2)) { + if (group->state.song_dance&0x1) //Cancel dissonance effect. + skill->dance_overlap(su1, 0); + map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->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(&su1->bl, su1->bl.x+dx, su1->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. + su2 = &group->unit[j]; + map->moveblock(&su1->bl, su2->bl.x+dx, su2->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(su1, 1); + clif->getareachar_skillunit(&su1->bl,su1,AREA); + map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); + } + } + aFree(m_flag); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) +{ + int i,j; + + nullpo_ret(sd); + + if(nameid<=0) + return 0; + + for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ + if(skill->produce_db[i].nameid == nameid ){ + if((j=skill->produce_db[i].req_skill)>0 && + pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) + continue; // must iterate again to check other skills that produce it. [malufett] + if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) + continue; // special case + break; + } + } + + if( i >= MAX_SKILL_PRODUCE_DB ) + return 0; + + if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) + {// cannot carry the produced stuff + return 0; + } + + if(trigger>=0){ + if(trigger>20) { // Non-weapon, non-food item (itemlv must match) + if(skill->produce_db[i].itemlv!=trigger) + return 0; + } else if(trigger>10) { // Food (any item level between 10 and 20 will do) + if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) + return 0; + } else { // Weapon (itemlv must be higher or equal) + if(skill->produce_db[i].itemlv>trigger) + return 0; + } + } + + for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ + int id,x,y; + if( (id=skill->produce_db[i].mat_id[j]) <= 0 ) + continue; + if (skill->produce_db[i].mat_amount[j] <= 0) { + if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) + return 0; + } else { + for(y=0,x=0;y<MAX_INVENTORY;y++) + if( sd->status.inventory[y].nameid == id ) + x+=sd->status.inventory[y].amount; + if(x<qty*skill->produce_db[i].mat_amount[j]) + return 0; + } + } + return i+1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { + int slot[3]; + int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; + int num = -1; // exclude the recipe + struct status_data *st; + struct item_data* data; + + nullpo_ret(sd); + st = status->get_status_data(&sd->bl); + + if( sd->skill_id_old == skill_id ) + skill_lv = sd->skill_lv_old; + + if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) ) + return 0; + idx--; + + if (qty < 1) + qty = 1; + + if (!skill_id) //A skill can be specified for some override cases. + skill_id = skill->produce_db[idx].req_skill; + + if( skill_id == GC_RESEARCHNEWPOISON ) + skill_id = GC_CREATENEWPOISON; + + slot[0]=slot1; + slot[1]=slot2; + slot[2]=slot3; + + for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! + int j; + if( slot[i]<=0 ) + continue; + j = pc->search_inventory(sd,slot[i]); + if (j == INDEX_NOT_FOUND) + continue; + if( slot[i]==ITEMID_STAR_CRUMB ) { + pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + sc++; + } + if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) { + static const int ele_table[4]={3,1,4,2}; + pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + ele=ele_table[slot[i]-994]; + } + } + + if( skill_id == RK_RUNEMASTERY ) { + int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id); + data = itemdb->search(nameid); + + if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3; + else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2; + else temp_qty = 1; + + if (data->stack.inventory) { + for( i = 0; i < MAX_INVENTORY; i++ ) { + if( sd->status.inventory[i].nameid == nameid ) { + if( sd->status.inventory[i].amount >= data->stack.amount ) { + clif->msgtable(sd->fd,0x61b); + return 0; + } else { + /** + * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. + **/ + if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) + temp_qty = data->stack.amount - sd->status.inventory[i].amount; + } + break; + } + } + } + qty = temp_qty; + } + + for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ + int j,id,x; + if( (id=skill->produce_db[idx].mat_id[i]) <= 0 ) + continue; + num++; + x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; + do{ + int y=0; + j = pc->search_inventory(sd,id); + + if (j != INDEX_NOT_FOUND) { + y = sd->status.inventory[j].amount; + if(y>x)y=x; + pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); + } else + ShowError("skill_produce_mix: material item error\n"); + + x-=y; + }while( j>=0 && x>0 ); + } + + if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) + wlv = itemdb_wlv(nameid); + if(!equip) { + switch(skill_id){ + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] + i = pc->checkskill(sd,skill_id); + make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance + switch(nameid){ + case ITEMID_IRON: + make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 + break; + case ITEMID_STEEL: + make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 + break; + case ITEMID_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; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 + break; + } + break; + case ASC_CDP: + make_per = (2000 + 40*st->dex + 20*st->luk); + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + make_per = 100000; //100% success + break; + case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50 + + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + + (st->int_/2)*10 + st->dex*10+st->luk*10; + if(homun_alive(sd->hd)) {//Player got a homun + int skill2_lv; + if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change + make_per += skill2_lv*100; //+1% bonus per level + } + switch(nameid){ + case ITEMID_RED_POTION: + case ITEMID_YELLOW_POTION: + case ITEMID_WHITE_POTION: + make_per += (1+rnd()%100)*10 + 2000; + break; + case ITEMID_ALCHOL: + make_per += (1+rnd()%100)*10 + 1000; + break; + case ITEMID_FIRE_BOTTLE: + case ITEMID_ACID_BOTTLE: + case ITEMID_MENEATER_PLANT_BOTTLE: + case ITEMID_MINI_BOTTLE: + make_per += (1+rnd()%100)*10; + break; + case ITEMID_YELLOW_SLIM_POTION: + make_per -= (1+rnd()%50)*10; + break; + case ITEMID_WHITE_SLIM_POTION: + case ITEMID_COATING_BOTTLE: + make_per -= (1+rnd()%100)*10; + break; + //Common items, receive no bonus or penalty, listed just because they are commonly produced + case ITEMID_BLUE_POTION: + case ITEMID_RED_SLIM_POTION: + case ITEMID_ANODYNE: + case ITEMID_ALOEBERA: + default: + break; + } + if(battle_config.pp_rate != 100) + make_per = make_per * battle_config.pp_rate / 100; + break; + case SA_CREATECON: // Elemental Converter Creation + make_per = 100000; // should be 100% success rate + break; + /** + * Rune Knight + **/ + case RK_RUNEMASTERY: + { + int A = 5100 + 200 * pc->checkskill(sd, skill_id); + int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level); + int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() + int D = 2500; + switch (nameid) { //rune rank it_diff 9 craftable rune + case ITEMID_RAIDO: + case ITEMID_THURISAZ: + case ITEMID_HAGALAZ: + case ITEMID_OTHILA: + D -= 500; //Rank C + case ITEMID_ISA: + case ITEMID_WYRD: + D -= 500; //Rank B + case ITEMID_NAUTHIZ: + case ITEMID_URUZ: + D -= 500; //Rank A + case ITEMID_BERKANA: + case ITEMID_LUX_ANIMA: + D -= 500; //Rank S + } + make_per = A + B + C - D; + break; + } + /** + * Guilotine Cross + **/ + case GC_CREATENEWPOISON: + { + const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; + const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; + int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); + qty = min[lv] + rnd()%(max[lv] - min[lv]); + make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; + } + break; + case GN_CHANGEMATERIAL: + for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if( skill->changematerial_db[i].itemid == nameid ){ + make_per = skill->changematerial_db[i].rate * 10; + break; + } + break; + case GN_S_PHARMACY: + { + int difficulty = 0; + + difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) + + make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + + (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) + + switch(nameid){// difficulty factor + case ITEMID_HP_INCREASE_POTIONS: + case ITEMID_SP_INCREASE_POTIONS: + case ITEMID_ENRICH_WHITE_POTIONZ: + difficulty += 10; + break; + case ITEMID_BOMB_MUSHROOM_SPORE: + case ITEMID_SP_INCREASE_POTIONM: + difficulty += 15; + break; + case ITEMID_BANANA_BOMB: + case ITEMID_HP_INCREASE_POTIONM: + case ITEMID_SP_INCREASE_POTIONL: + case ITEMID_VITATA500: + difficulty += 20; + break; + case ITEMID_SEED_OF_HORNY_PLANT: + case ITEMID_BLOODSUCK_PLANT_SEED: + case ITEMID_ENRICH_CELERMINE_JUICE: + difficulty += 30; + break; + case ITEMID_HP_INCREASE_POTIONL: + case ITEMID_CURE_FREE: + difficulty += 40; + break; + } + + if( make_per >= 400 && make_per > difficulty) + qty = 10; + else if( make_per >= 300 && make_per > difficulty) + qty = 7; + else if( make_per >= 100 && make_per > difficulty) + qty = 6; + else if( make_per >= 1 && make_per > difficulty) + qty = 5; + else + qty = 4; + make_per = 10000; + } + break; + case GN_MAKEBOMB: + case GN_MIX_COOKING: + { + int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) + + make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) + qty = ~(5 + rnd()%5) + 1; + + switch(nameid){// difficulty factor + case ITEMID_APPLE_BOMB: + difficulty += 5; + break; + case ITEMID_COCONUT_BOMB: + case ITEMID_MELON_BOMB: + difficulty += 10; + break; + case ITEMID_SAVAGE_BBQ: + case ITEMID_WUG_BLOOD_COCKTAIL: + case ITEMID_MINOR_BRISKET: + case ITEMID_SIROMA_ICETEA: + case ITEMID_DROCERA_HERB_STEW: + case ITEMID_PETTI_TAIL_NOODLE: + case ITEMID_PINEAPPLE_BOMB: + difficulty += 15; + break; + case ITEMID_BANANA_BOMB: + difficulty += 20; + break; + } + + if( make_per >= 30 && make_per > difficulty) + qty = 10 + rnd()%2; + else if( make_per >= 10 && make_per > difficulty) + qty = 10; + else if( make_per == 10 && make_per > difficulty) + qty = 8; + else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) + ;// Food/Bomb creation fails. + else if( make_per >= 30 && make_per < difficulty) + qty = 5; + + if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ + qty = ~qty + 1; + make_per = 0; + }else + make_per = 10000; + qty = (skill_lv > 1 ? qty : 1); + } + break; + default: + if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { + //Assume Cooking Dish + if (sd->menuskill_val >= 15) //Legendary Cooking Set. + make_per = 10000; //100% Success + else + make_per = 1200 * (sd->menuskill_val - 10) + + 20 * (sd->status.base_level + 1) + + 20 * (st->dex + 1) + + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) + - 400 * (skill->produce_db[idx].itemlv - 11 + 1) + - 10 * (100 - st->luk + 1) + - 500 * (num - 1) + - 100 * (rnd()%4 + 1); + break; + } + make_per = 5000; + break; + } + } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] + make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->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,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND) + make_per+= 1000; // +10 + else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND) + make_per+= 500; // +5 + else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND) + make_per+= 300; // +3 + else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND) + make_per+= 0; // +0? + if(battle_config.wp_rate != 100) + make_per = make_per * battle_config.wp_rate / 100; + } + + if (sd->class_&JOBL_BABY) //if it's a Baby Class + make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) + + if(make_per < 1) make_per = 1; + + + if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. + struct item tmp_item; + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid=nameid; + tmp_item.amount=1; + tmp_item.identify=1; + if(equip){ + tmp_item.card[0]=CARD0_FORGE; + tmp_item.card[1]=((sc*5)<<8)+ele; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } else { + //Flag is only used on the end, so it can be used here. [Skotlex] + switch (skill_id) { + case BS_DAGGER: + case BS_SWORD: + case BS_TWOHANDSWORD: + case BS_AXE: + case BS_MACE: + case BS_KNUCKLE: + case BS_SPEAR: + flag = battle_config.produce_item_name_input&0x1; + break; + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + flag = battle_config.produce_item_name_input&0x2; + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + flag = battle_config.produce_item_name_input&0x8; + break; + case ASC_CDP: + flag = battle_config.produce_item_name_input&0x10; + break; + default: + flag = battle_config.produce_item_name_input&0x80; + break; + } + if (flag) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + } + +#if 0 // TODO: update PICKLOG + if(log_config.produce > 0) + log_produce(sd,nameid,slot1,slot2,slot3,1); +#endif // 0 + + if(equip){ + clif->produce_effect(sd,0,nameid); + clif->misceffect(&sd->bl,3); + if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] + pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point + } else { + int fame = 0; + tmp_item.amount = 0; + + for (i=0; i< qty; i++) { + //Apply quantity modifiers. + if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ + tmp_item.amount = qty; + break; + } + if (rnd()%10000 < make_per || qty == 1) { //Success + tmp_item.amount++; + if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) + continue; + if( skill_id != AM_PHARMACY && + skill_id != AM_TWILIGHT1 && + skill_id != AM_TWILIGHT2 && + skill_id != AM_TWILIGHT3 ) + continue; + //Add fame as needed. + switch(++sd->potion_success_counter) { + case 3: + fame+=1; // Success to prepare 3 Condensed Potions in a row + break; + case 5: + fame+=3; // Success to prepare 5 Condensed Potions in a row + break; + case 7: + fame+=10; // Success to prepare 7 Condensed Potions in a row + break; + case 10: + fame+=50; // Success to prepare 10 Condensed Potions in a row + sd->potion_success_counter = 0; + break; + } + } else //Failure + sd->potion_success_counter = 0; + } + + if (fame) + pc->addfame(sd,fame); + //Visual effects and the like. + switch (skill_id) { + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + case ASC_CDP: + clif->produce_effect(sd,2,nameid); + clif->misceffect(&sd->bl,5); + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif->produce_effect(sd,0,nameid); + clif->misceffect(&sd->bl,3); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif->produce_effect(sd,2,nameid); + clif->misceffect(&sd->bl,5); + break; + default: //Those that don't require a skill? + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) + { //Cooking items. + clif->specialeffect(&sd->bl, 608, AREA); + if( sd->cook_mastery < 1999 ) + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); + } + break; + } + } + if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success + int j, k = 0; + for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if( skill->changematerial_db[i].itemid == nameid ){ + for(j=0; j<5; j++){ + if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; + if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + k++; + } + } + break; + } + if( k ){ + clif->msg_skill(sd,skill_id,0x627); + return 1; + } + } else if (tmp_item.amount) { //Success + if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) + clif->msg_skill(sd,skill_id,0x627); + return 1; + } + } + //Failure +#if 0 // TODO: update PICKLOG + if(log_config.produce) + log_produce(sd,nameid,slot1,slot2,slot3,0); +#endif // 0 + + if(equip){ + clif->produce_effect(sd,1,nameid); + clif->misceffect(&sd->bl,2); + } else { + switch (skill_id) { + case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. + status_percent_damage(NULL, &sd->bl, -25, 0, true); + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + clif->produce_effect(sd,3,nameid); + clif->misceffect(&sd->bl,6); + sd->potion_success_counter = 0; // Fame point system [DracoRPG] + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif->produce_effect(sd,1,nameid); + clif->misceffect(&sd->bl,2); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif->produce_effect(sd,3,nameid); + clif->misceffect(&sd->bl,6); + break; + case GN_MIX_COOKING: { + struct item tmp_item; + const int compensation[5] = { + ITEMID_BLACK_LUMP, + ITEMID_BLACK_HARD_LUMP, + ITEMID_VERY_HARD_LUMP, + ITEMID_BLACK_THING, + ITEMID_MYSTERIOUS_POWDER, + }; + int rate = rnd()%500; + memset(&tmp_item,0,sizeof(tmp_item)); + if( rate < 50) i = 4; + else if( rate < 100) i = 2+rnd()%1; + else if( rate < 250 ) i = 1; + else if( rate < 500 ) i = 0; + tmp_item.nameid = compensation[i]; + tmp_item.amount = qty; + tmp_item.identify = 1; + if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + clif->msg_skill(sd,skill_id,0x628); + } + break; + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + clif->msg_skill(sd,skill_id,0x628); + break; + default: + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) + { //Cooking items. + clif->specialeffect(&sd->bl, 609, AREA); + if( sd->cook_mastery > 0 ) + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); + } + } + } + return 0; +} + +int skill_arrow_create (struct map_session_data *sd, int nameid) +{ + int i,j,flag,index=-1; + struct item tmp_item; + + nullpo_ret(sd); + + if(nameid <= 0) + return 1; + + for(i=0;i<MAX_SKILL_ARROW_DB;i++) + if(nameid == skill->arrow_db[i].nameid) { + index = i; + break; + } + + if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND) + return 1; + + pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); + for(i=0;i<MAX_ARROW_RESOURCE;i++) { + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.identify = 1; + tmp_item.nameid = skill->arrow_db[index].cre_id[i]; + tmp_item.amount = skill->arrow_db[index].cre_amount[i]; + if(battle_config.produce_item_name_input&0x4) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) + continue; + if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + + return 0; +} +int skill_poisoningweapon( struct map_session_data *sd, int nameid) { + sc_type type; + int chance, i; + nullpo_ret(sd); + if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { + clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + switch( nameid ) + { // t_lv used to take duration from skill->get_time2 + case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break; + case ITEMID_POISON_FEVER: type = SC_PYREXIA; break; + case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break; + case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break; + case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break; + case ITEMID_POISON_NUMB: type = SC_TOXIN; break; + case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break; + case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break; + default: + clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + + status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] + chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv + sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 + type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val)); + + return 0; +} + +void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { + struct status_change *sc = status->get_sc(bl); + + // non-offensive and non-magic skills do not affect the status + if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) + return; + + if (sc && sc->count && sc->data[SC_MAGICPOWER]) { + if (sc->data[SC_MAGICPOWER]->val4) { + status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); + } else { + sc->data[SC_MAGICPOWER]->val4 = 1; + status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); +#ifndef RENEWAL + if(bl->type == BL_PC){// update current display. + clif->updatestatus(((TBL_PC *)bl),SP_MATK1); + clif->updatestatus(((TBL_PC *)bl),SP_MATK2); + } +#endif + } + } +} + + +int skill_magicdecoy(struct map_session_data *sd, int nameid) { + int x, y, i, class_, skill_id; + struct mob_data *md; + nullpo_ret(sd); + skill_id = sd->menuskill_val; + + if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND + || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) + ) { + clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); + return 0; + } + + // Spawn Position + pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); + x = sd->sc.comet_x; + y = sd->sc.comet_y; + sd->sc.comet_x = sd->sc.comet_y = 0; + sd->menuskill_val = 0; + + class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045; + + + md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); + if( md ) { + md->master_id = sd->bl.id; + md->special_state.ai = AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0); + mob->spawn(md); + md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id); + } + + return 0; +} + +// Warlock Spellbooks. [LimitLine/3CeAM] +int skill_spellbook (struct map_session_data *sd, int nameid) { + int i, max_preserve, skill_id, point; + struct status_change *sc; + + nullpo_ret(sd); + + sc = status->get_sc(&sd->bl); + status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); + + for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; + if( i > SC_SPELLBOOK7 ) + { + clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); + return 0; + } + + ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item + if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; + + if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) + { // User don't know the skill + sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); + clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); + return 0; + } + + max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10; + point = skill->spellbook_db[i].point; + + if( sc && sc->data[SC_READING_SB] ) { + if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { + clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); + return 0; + } + for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] + if( !sc->data[i] ){ + sc->data[SC_READING_SB]->val2 += point; // increase points + sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + break; + } + } + }else{ + sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + } + + return 1; +} +int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { + int id, lv, prob, aslvl = 0, idx = 0; + nullpo_ret(sd); + + if (sd->sc.data[SC_STOP]) { + aslvl = sd->sc.data[SC_STOP]->val1; + status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); + } + + idx = skill->get_index(skill_id); + + if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || + (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { + clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); + return 0; + } + + lv = (aslvl + 1) / 2; // The level the skill will be autocasted + lv = min(lv,sd->status.skill[idx].lv); + prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. + sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); + return 0; +} +int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { + int i; + + nullpo_ret(sd); + nullpo_ret(item_list); + + if( n <= 0 ) + return 1; + + for( i = 0; i < n; i++ ) { + int nameid, add_amount, del_amount, idx, product, flag; + struct item tmp_item; + + idx = item_list[i*2+0]-2; + del_amount = item_list[i*2+1]; + + if( skill_lv == 2 ) + del_amount -= (del_amount % 10); + add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; + + if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + switch( nameid ) { + // Level 1 + case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break; + case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; + case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; + case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; + // Level 2 + case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break; + case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; + case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; + case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; + default: + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if( skill_lv == 2 && rnd()%100 < 25 ) { + // At level 2 have a fail chance. You loose your items if it fails. + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid = product; + tmp_item.amount = add_amount; + tmp_item.identify = 1; + + if( tmp_item.amount ) { + if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + + } + + return 0; +} + +int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { + int i, j, k, c, p = 0, nameid, amount; + + nullpo_ret(sd); + nullpo_ret(item_list); + + // Search for objects that can be created. + for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { + if( skill->produce_db[i].itemlv == 26 ) { + p = 0; + do { + c = 0; + // Verification of overlap between the objects required and the list submitted. + for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { + if( skill->produce_db[i].mat_id[j] > 0 ) { + for( k = 0; k < n; k++ ) { + int idx = item_list[k*2+0]-2; + nameid = sd->status.inventory[idx].nameid; + amount = item_list[k*2+1]; + if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); + return 0; + } + if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] + && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount + c++; // match + } + } + else + break; // No more items required + } + p++; + } while(n == j && c == n); + p--; + if ( p > 0 ) { + skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); + return 1; + } + } + } + + if( p == 0) + clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623); + + return 0; +} +/** + * for Royal Guard's LG_TRAMPLE + **/ +int skill_destroy_trap(struct block_list *bl, va_list ap) { + struct skill_unit *su = (struct skill_unit *)bl; + struct skill_unit_group *sg; + int64 tick; + + nullpo_ret(su); + tick = va_arg(ap, int64); + + if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) { + switch( sg->unit_id ) { + case UNT_CLAYMORETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); + break; + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLUSTERBOMB: + map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); + break; + } + // Traps aren't recovered. + skill->delunit(su); + } + return 0; +} +/*========================================== + * + *------------------------------------------*/ +int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { + struct map_session_data *sd = map->id2sd(id); + struct skill_cd * cd = NULL; + + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (!sd || !sd->blockskill[data]) + return 0; + + if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { + int i; + + for( i = 0; i < cd->cursor; i++ ) { + if( cd->entry[i]->skidx == data ) + break; + } + + if (i == cd->cursor) { + ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data); + } else { + int cursor = 0; + + ers_free(skill->cd_entry_ers, cd->entry[i]); + + cd->entry[i] = NULL; + + for( i = 0, cursor = 0; i < cd->cursor; i++ ) { + if( !cd->entry[i] ) + continue; + if( cursor != i ) + cd->entry[cursor] = cd->entry[i]; + cursor++; + } + + if( (cd->cursor = cursor) == 0 ) { + idb_remove(skill->cd_db,sd->status.char_id); + ers_free(skill->cd_ers, cd); + } + } + } + + sd->blockskill[data] = false; + return 1; +} + +/** + * flags a singular skill as being blocked from persistent usage. + * @param sd the player the skill delay affects + * @param skill_id the skill which should be delayed + * @param tick the length of time the delay should last + * @return 0 if successful, -1 otherwise + */ +int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) { + struct skill_cd* cd = NULL; + uint16 idx = skill->get_index(skill_id); + int64 now = timer->gettick(); + + nullpo_retr (-1, sd); + + if (idx == 0) + return -1; + + if (tick < 1) { + sd->blockskill[idx] = false; + return -1; + } + + if( battle_config.display_status_timers ) + clif->skill_cooldown(sd, skill_id, tick); + + if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage + cd = ers_alloc(skill->cd_ers, struct skill_cd); + + idb_put( skill->cd_db, sd->status.char_id, cd ); + } else { + int i; + + for(i = 0; i < cd->cursor; i++) { + if( cd->entry[i] && cd->entry[i]->skidx == idx ) + break; + } + + if( i != cd->cursor ) {/* duplicate, update necessary */ + cd->entry[i]->duration = tick; +#if PACKETVER >= 20120604 + cd->entry[i]->total = tick; +#endif + cd->entry[i]->started = now; + timer->settick(cd->entry[i]->timer,now+tick); + return 0; + } + + } + + if( cd->cursor == MAX_SKILL_TREE ) { + ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); + return -1; + } + + cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); + + cd->entry[cd->cursor]->duration = tick; +#if PACKETVER >= 20120604 + cd->entry[cd->cursor]->total = tick; +#endif + cd->entry[cd->cursor]->skidx = idx; + cd->entry[cd->cursor]->skill_id = skill_id; + cd->entry[cd->cursor]->started = now; + cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); + + cd->cursor++; + + sd->blockskill[idx] = true; + return 0; +} + +int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t 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_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] + uint16 idx = skill->get_index(skill_id); + nullpo_retr (-1, hd); + + + if (idx == 0) + return -1; + + if (tick < 1) { + hd->blockskill[idx] = 0; + return -1; + } + hd->blockskill[idx] = 1; + return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); +} + +int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] + struct mercenary_data *md = (TBL_MER*)map->id2bl(id); + if( data <= 0 || data >= MAX_SKILL ) + return 0; + if( md ) md->blockskill[data] = 0; + + return 1; +} + +int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) +{ + uint16 idx = skill->get_index(skill_id); + nullpo_retr (-1, md); + + if (idx == 0) + return -1; + if( tick < 1 ) + { + md->blockskill[idx] = 0; + return -1; + } + md->blockskill[idx] = 1; + return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); +} +/** + * Adds a new skill unit entry for this player to recast after map load + **/ +void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { + struct skill_unit_save * sus = NULL; + + if( idb_exists(skill->usave_db,sd->status.char_id) ) { + idb_remove(skill->usave_db,sd->status.char_id); + } + + CREATE( sus, struct skill_unit_save, 1 ); + idb_put( skill->usave_db, sd->status.char_id, sus ); + + sus->skill_id = skill_id; + sus->skill_lv = skill_lv; + + return; +} +void skill_usave_trigger(struct map_session_data *sd) { + struct skill_unit_save * sus = NULL; + + if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { + return; + } + + skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); + + idb_remove(skill->usave_db,sd->status.char_id); + + return; +} +/* + * + */ +int skill_split_str (char *str, char **val, int num) { + int i; + + for( i = 0; i < num && str; i++ ) { + val[i] = str; + str = strchr(str,','); + if( str ) + *str++=0; + } + + return i; +} +/* + * + */ +int skill_split_atoi (char *str, int *val) { + int i, j, diff, step = 1; + + for (i=0; i<MAX_SKILL_LEVEL; i++) { + if (!str) break; + val[i] = atoi(str); + str = strchr(str,':'); + if (str) + *str++=0; + } + if(i==0) //No data found. + return 0; + if(i==1) { + //Single value, have the whole range have the same value. + for (; i < MAX_SKILL_LEVEL; i++) + val[i] = val[i-1]; + return i; + } + //Check for linear change with increasing steps until we reach half of the data acquired. + for (step = 1; step <= i/2; step++) { + diff = val[i-1] - val[i-step-1]; + for(j = i-1; j >= step; j--) + if ((val[j]-val[j-step]) != diff) + break; + + if (j>=step) //No match, try next step. + continue; + + for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase + val[i] = val[i-step]+diff; + if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. + { val[i] = 1; diff = 0; step = 1; } + } + return i; + } + //Okay.. we can't figure this one out, just fill out the stuff with the previous value. + for (;i<MAX_SKILL_LEVEL; i++) + val[i] = val[i-1]; + return i; +} + +/* + * + */ +void skill_init_unit_layout (void) { + int i,j,size,pos = 0; + + //when != it was already cleared during skill_defaults() no need to repeat + if( runflag == MAPSERVER_ST_RUNNING ) + memset(skill->unit_layout,0,sizeof(skill->unit_layout)); + + // standard square layouts go first + for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { + size = i*2+1; + skill->unit_layout[i].count = size*size; + for (j=0; j<size*size; j++) { + skill->unit_layout[i].dx[j] = (j%size-i); + skill->unit_layout[i].dy[j] = (j/size-i); + } + } + + // afterwards add special ones + pos = i; + for (i=0;i<MAX_SKILL_DB;i++) { + if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) + continue; + + switch (skill->db[i].nameid) { + case MG_FIREWALL: + case WZ_ICEWALL: + case WL_EARTHSTRAIN://Warlock + // these will be handled later + break; + case PR_SANCTUARY: + case NPC_EVILLAND: { + static const int dx[] = { + -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, + 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; + static const int dy[]={ + -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, + 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; + skill->unit_layout[pos].count = 21; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PR_MAGNUS: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; + skill->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case MH_POISON_MIST: + case AS_VENOMDUST: { + static const int dx[] = {-1, 0, 0, 0, 1}; + static const int dy[] = { 0,-1, 0, 1, 0}; + skill->unit_layout[pos].count = 5; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: { + static const int dx[] = { + 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, + -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, + -1, 0, 1, 2,-1, 0, 1, 0, 0}; + static const int dy[] = { + -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, + 1, 1, 1, 1, 2, 2, 2, 3, 4}; + skill->unit_layout[pos].count = 29; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PF_FOGWALL: { + static const int dx[] = { + -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { + -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; + skill->unit_layout[pos].count = 15; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PA_GOSPEL: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, + -1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, + 3, 3, 3}; + skill->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_KAENSIN: { + static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; + skill->unit_layout[pos].count = 24; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_TATAMIGAESHI: { + //Level 1 (count 4, cross of 3x3) + static const int dx1[] = {-1, 1, 0, 0}; + static const int dy1[] = { 0, 0,-1, 1}; + //Level 2-3 (count 8, cross of 5x5) + static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; + static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; + //Level 4-5 (count 12, cross of 7x7 + static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; + static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; + //lv1 + j = 0; + skill->unit_layout[pos].count = 4; + memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); + skill->db[i].unit_layout_type[j] = pos; + //lv2/3 + j++; + pos++; + skill->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); + skill->db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[++j] = pos; + //lv4/5 + j++; + pos++; + skill->unit_layout[pos].count = 12; + memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); + skill->db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[++j] = pos; + //Fill in the rest using lv 5. + for (;j<MAX_SKILL_LEVEL;j++) + skill->db[i].unit_layout_type[j] = pos; + //Skip, this way the check below will fail and continue to the next skill. + pos++; + } + break; + case GN_WALLOFTHORN: { + static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; + static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; + skill->unit_layout[pos].count = 16; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case EL_FIRE_MANTLE: { + static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; + static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; + skill->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + default: + ShowError("unknown unit layout at skill %d\n",i); + break; + } + if (!skill->unit_layout[pos].count) + continue; + for (j=0;j<MAX_SKILL_LEVEL;j++) + skill->db[i].unit_layout_type[j] = pos; + pos++; + } + + // firewall and icewall have 8 layouts (direction-dependent) + skill->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++; + } + skill->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++; + } + skill->earthstrain_unit_pos = pos; + for( i = 0; i < 8; i++ ) + { // For each Direction + skill->unit_layout[pos].count = 15; + switch( i ) + { + case 0: case 1: case 3: case 4: case 5: case 7: + { + int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case 2: + case 6: + { + int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + } + pos++; + } + +} + +int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { + int inf = 0; + struct status_change *sc = status->get_sc(bl); + + if( !sc || !bl || !skill_id ) + return 0; // Can do it + + switch(type){ + case SC_STASIS: + inf = skill->get_inf2(skill_id); + if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) + return 1; // Can't do it. + switch( skill_id ) { + case NV_FIRSTAID: + case TF_HIDING: + case AS_CLOAKING: + case WZ_SIGHTRASHER: + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case WZ_METEOR: + case RG_STRIPHELM: + case SC_STRIPACCESSARY: + case ST_FULLSTRIP: + case WZ_SIGHTBLASTER: + case ST_CHASEWALK: + case SC_ENERVATION: + case SC_GROOMY: + case WZ_ICEWALL: + case SC_IGNORANCE: + case SC_LAZINESS: + case SC_UNLUCKY: + case WZ_STORMGUST: + case SC_WEAKNESS: + case AL_RUWACH: + case AL_PNEUMA: + case WZ_JUPITEL: + case AL_HEAL: + case AL_BLESSING: + case AL_INCAGI: + case WZ_VERMILION: + case AL_TELEPORT: + case AL_WARP: + case AL_HOLYWATER: + case WZ_EARTHSPIKE: + case AL_HOLYLIGHT: + case PR_IMPOSITIO: + case PR_ASPERSIO: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_STRECOVERY: + case PR_MAGNIFICAT: + case WZ_QUAGMIRE: + case ALL_RESURRECTION: + case PR_LEXDIVINA: + case PR_LEXAETERNA: + case HW_GRAVITATION: + case PR_MAGNUS: + case PR_TURNUNDEAD: + case MG_SRECOVERY: + case HW_MAGICPOWER: + case MG_SIGHT: + case MG_NAPALMBEAT: + case MG_SAFETYWALL: + case HW_GANBANTEIN: + case MG_SOULSTRIKE: + case MG_COLDBOLT: + case MG_FROSTDIVER: + case WL_DRAINLIFE: + case MG_STONECURSE: + case MG_FIREBALL: + case MG_FIREWALL: + case WL_SOULEXPANSION: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case MG_THUNDERSTORM: + case MG_ENERGYCOAT: + case WL_WHITEIMPRISON: + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + case WL_SIENNAEXECRATE: + case WL_RELEASE: + case WL_EARTHSTRAIN: + case WL_RECOGNIZEDSPELL: + case WL_READING_SB: + case SA_MAGICROD: + case SA_SPELLBREAKER: + case SA_DISPELL: + case SA_FLAMELAUNCHER: + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case PF_HPCONVERSION: + case PF_SOULCHANGE: + case PF_SPIDERWEB: + case PF_FOGWALL: + case TK_RUN: + case TK_HIGHJUMP: + case TK_SEVENWIND: + case SL_KAAHI: + case SL_KAUPE: + case SL_KAITE: + + // Skills that need to be confirmed. + case SO_FIREWALK: + case SO_ELECTRICWALK: + case SO_SPELLFIST: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_POISON_BUSTER: + case SO_PSYCHIC_WAVE: + case SO_CLOUD_KILL: + case SO_STRIKING: + case SO_WARMER: + case SO_VACUUM_EXTREME: + case SO_VARETYR_SPEAR: + case SO_ARRULLO: + return 1; // Can't do it. + } + break; + case SC_KG_KAGEHUMI: + switch(skill_id) { + case TF_HIDING: + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case SC_SHADOWFORM: + case MI_HARMONIZE: + case CG_MARIONETTE: + case AL_TELEPORT: + case TF_BACKSLIDING: + case RA_CAMOUFLAGE: + case ST_CHASEWALK: + case GD_EMERGENCYCALL: + return 1; // needs more info + } + break; + } + + return 0; +} + +int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { + int type = 0; + + switch( skill_id ) { + case SO_SUMMON_AGNI: type = 2114; break; + case SO_SUMMON_AQUA: type = 2117; break; + case SO_SUMMON_VENTUS: type = 2120; break; + case SO_SUMMON_TERA: type = 2123; break; + } + + type += skill_lv - 1; + + return type; +} + +/** + * update stored skill cooldowns for player logout + * @param sd the affected player structure + */ +void skill_cooldown_save(struct map_session_data * sd) { + int i; + struct skill_cd* cd = NULL; + int64 now = 0; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character + return; + } + + now = timer->gettick(); + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) { + cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); + if( cd->entry[i]->timer != INVALID_TIMER ) { + timer->delete(cd->entry[i]->timer,skill->blockpc_end); + cd->entry[i]->timer = INVALID_TIMER; + } + } +} + +/** + * reload stored skill cooldowns when a player logs in. + * @param sd the affected player structure + */ +void skill_cooldown_load(struct map_session_data * sd) { + int i; + struct skill_cd* cd = NULL; + int64 now = 0; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character + return; + } + + clif->cooldown_list(sd->fd,cd); + + now = timer->gettick(); + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) { + cd->entry[i]->started = now; + cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx); + sd->blockskill[cd->entry[i]->skidx] = true; + } +} + +/*========================================== + * sub-function of DB reading. + * skill_db.txt + *------------------------------------------*/ +bool skill_parse_row_skilldb(char* split[], int columns, int current) { +// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description + uint16 skill_id = atoi(split[0]); + uint16 idx; + if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) + || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) + || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) + || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) { + ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id); + return false; + } + + idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->db[idx].nameid = skill_id; + skill->split_atoi(split[1],skill->db[idx].range); + skill->db[idx].hit = atoi(split[2]); + skill->db[idx].inf = atoi(split[3]); + skill->split_atoi(split[4],skill->db[idx].element); + skill->db[idx].nk = (int)strtol(split[5], NULL, 0); + skill->split_atoi(split[6],skill->db[idx].splash); + skill->db[idx].max = atoi(split[7]); + skill->split_atoi(split[8],skill->db[idx].num); + + if( strcmpi(split[9],"yes") == 0 ) + skill->db[idx].castcancel = 1; + else + skill->db[idx].castcancel = 0; + skill->db[idx].cast_def_rate = atoi(split[10]); + skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); + skill->split_atoi(split[12],skill->db[idx].maxcount); + if( strcmpi(split[13],"weapon") == 0 ) + skill->db[idx].skill_type = BF_WEAPON; + else if( strcmpi(split[13],"magic") == 0 ) + skill->db[idx].skill_type = BF_MAGIC; + else if( strcmpi(split[13],"misc") == 0 ) + skill->db[idx].skill_type = BF_MISC; + else + skill->db[idx].skill_type = 0; + skill->split_atoi(split[14],skill->db[idx].blewcount); + safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); + safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); + strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); + script->set_constant2(skill->db[idx].name,(int)skill_id,0); + + return true; +} + +bool skill_parse_row_requiredb(char* split[], int columns, int current) { +// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 + char* p; + int j; + + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->split_atoi(split[1],skill->db[idx].hp); + skill->split_atoi(split[2],skill->db[idx].mhp); + skill->split_atoi(split[3],skill->db[idx].sp); + skill->split_atoi(split[4],skill->db[idx].hp_rate); + skill->split_atoi(split[5],skill->db[idx].sp_rate); + skill->split_atoi(split[6],skill->db[idx].zeny); + + //Which weapon type are required, see doc/item_db for types + p = split[7]; + for( j = 0; j < 32; j++ ) { + int l = atoi(p); + if( l == 99 ) { // Any weapon + skill->db[idx].weapon = 0; + break; + } else + skill->db[idx].weapon |= 1<<l; + p = strchr(p,':'); + if(!p) + break; + p++; + } + + //FIXME: document this + p = split[8]; + for( j = 0; j < 32; j++ ) { + int l = atoi(p); + if( l == 99 ) { // Any ammo type + skill->db[idx].ammo = 0xFFFFFFFF; + break; + } else if( l ) // 0 stands for no requirement + skill->db[idx].ammo |= 1<<l; + p = strchr(p,':'); + if( !p ) + break; + p++; + } + skill->split_atoi(split[9],skill->db[idx].ammo_qty); + + if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; + else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; + else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; + else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; + else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; + else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; + else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; + else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; + else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; + else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; + else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; + else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; + else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; + else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; + else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; + else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; + else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; + else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; + /** + * Unknown or no state + **/ + else skill->db[idx].state = ST_NONE; + + skill->split_atoi(split[11],skill->db[idx].spiritball); + for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { + skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill->db[idx].amount[j] = atoi(split[13+ 2*j]); + } + + return true; +} + +bool skill_parse_row_castdb(char* split[], int columns, int current) { +// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->split_atoi(split[1],skill->db[idx].cast); + skill->split_atoi(split[2],skill->db[idx].delay); + skill->split_atoi(split[3],skill->db[idx].walkdelay); + skill->split_atoi(split[4],skill->db[idx].upkeep_time); + skill->split_atoi(split[5],skill->db[idx].upkeep_time2); + skill->split_atoi(split[6],skill->db[idx].cooldown); +#ifdef RENEWAL_CAST + skill->split_atoi(split[7],skill->db[idx].fixed_cast); +#endif + return true; +} + +bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { +// Skill id,Cast,Delay (optional) + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->split_atoi(split[1],skill->db[idx].castnodex); + if( split[2] ) // optional column + skill->split_atoi(split[2],skill->db[idx].delaynodex); + + return true; +} + +bool skill_parse_row_unitdb(char* split[], int columns, int current) { +// ID,unit ID,unit ID 2,layout,range,interval,target,flag + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); + skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); + skill->split_atoi(split[3],skill->db[idx].unit_layout_type); + skill->split_atoi(split[4],skill->db[idx].unit_range); + skill->db[idx].unit_interval = atoi(split[5]); + + if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; + else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; + else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; + else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; + else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; + else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; + else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; + else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE; + else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16); + + skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); + + if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill->db[idx].unit_target = BCT_NOENEMY; + + //By default, target just characters. + skill->db[idx].unit_target |= BL_CHAR; + if (skill->db[idx].unit_flag&UF_NOPC) + skill->db[idx].unit_target &= ~BL_PC; + if (skill->db[idx].unit_flag&UF_NOMOB) + skill->db[idx].unit_target &= ~BL_MOB; + if (skill->db[idx].unit_flag&UF_SKILL) + skill->db[idx].unit_target |= BL_SKILL; + + return true; +} + +bool skill_parse_row_producedb(char* split[], int columns, int current) { +// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... + int x,y; + + int i = atoi(split[0]); + if( !i ) + return false; + + skill->produce_db[current].nameid = i; + skill->produce_db[current].itemlv = atoi(split[1]); + skill->produce_db[current].req_skill = atoi(split[2]); + skill->produce_db[current].req_skill_lv = atoi(split[3]); + + for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { + skill->produce_db[current].mat_id[y] = atoi(split[x]); + skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); + } + + return true; +} + +bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { +// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 + int x,y; + + int i = atoi(split[0]); + if( !i ) + return false; + + skill->arrow_db[current].nameid = i; + + for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { + skill->arrow_db[current].cre_id[y] = atoi(split[x]); + skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); + } + + return true; +} +bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { +// skill_id,PreservePoints + + uint16 skill_id = atoi(split[0]); + int points = atoi(split[1]); + int nameid = atoi(split[2]); + + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) + ShowError("spellbook_db: Invalid skill ID %d\n", skill_id); + if ( !skill->get_inf(skill_id) ) + ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id)); + if( points < 1 ) + ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); + else { + skill->spellbook_db[current].skill_id = skill_id; + skill->spellbook_db[current].point = points; + skill->spellbook_db[current].nameid = nameid; + + return true; + } + + return false; +} +bool skill_parse_row_improvisedb(char* split[], int columns, int current) { +// SkillID,Rate + uint16 skill_id = atoi(split[0]); + short j = atoi(split[1]); + + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { + ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill->get_inf(skill_id) ) { + ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + if( j < 1 ) { + ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + if( current >= MAX_SKILL_IMPROVISE_DB ) { + ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); + } + skill->improvise_db[current].skill_id = skill_id; + skill->improvise_db[current].per = j; // Still need confirm it. + + return true; +} +bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { +// SkillID + uint16 skill_id = atoi(split[0]); + + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { + ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill->get_inf(skill_id) ) { + ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + + skill->magicmushroom_db[current].skill_id = skill_id; + + return true; +} + +bool skill_parse_row_reproducedb(char* split[], int column, int current) { + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) + return false; + + skill->reproduce_db[idx] = true; + + return true; +} + + +bool skill_parse_row_abradb(char* split[], int columns, int current) { +// skill_id,DummyName,RequiredHocusPocusLevel,Rate + uint16 skill_id = atoi(split[0]); + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { + ShowError("abra_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill->get_inf(skill_id) ) { + ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + + skill->abra_db[current].skill_id = skill_id; + skill->abra_db[current].req_lv = atoi(split[2]); + skill->abra_db[current].per = atoi(split[3]); + + return true; +} + +bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { +// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 + uint16 skill_id = atoi(split[0]); + short j = atoi(split[1]); + int x,y; + + for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){ + if( skill->produce_db[x].nameid == skill_id ) + if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) + break; + } + + if( x >= MAX_SKILL_PRODUCE_DB ){ + ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id); + return false; + } + + if( current >= MAX_SKILL_PRODUCE_DB ) { + ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); + } + + skill->changematerial_db[current].itemid = skill_id; + skill->changematerial_db[current].rate = j; + + for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { + skill->changematerial_db[current].qty[y] = atoi(split[x]); + skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); + } + + return true; +} + +/*=============================== + * DB reading. + * skill_db.txt + * skill_require_db.txt + * skill_cast_db.txt + * skill_castnodex_db.txt + * skill_nocast_db.txt + * skill_unit_db.txt + * produce_db.txt + * create_arrow_db.txt + * abra_db.txt + *------------------------------*/ +void skill_readdb(bool minimal) { + // init skill db structures + db_clear(skill->name2id_db); + + /* when != it was called during init and this procedure was already performed by skill_defaults() */ + if( runflag == MAPSERVER_ST_RUNNING ) { + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_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)); + +#ifdef ENABLE_CASE_CHECK + script->parser_current_file = DBPATH"skill_db.txt"; +#endif // ENABLE_CASE_CHECK + sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); +#ifdef ENABLE_CASE_CHECK + script->parser_current_file = NULL; +#endif // ENABLE_CASE_CHECK + + if (minimal) + return; + + sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); +#ifdef RENEWAL_CAST + sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); +#else + sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); +#endif + sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); + sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); + + skill->init_unit_layout(); + sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); + sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); + sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); + //Warlock + sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); + //Guillotine Cross + sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); + sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); + sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); + sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); +} + +void skill_reload (void) { + struct s_mapiterator *iter; + struct map_session_data *sd; + int i,c,k; + + skill->read_db(false); + + //[Ind/Hercules] refresh index cache + for(c = 0; c < CLASS_COUNT; c++) { + for( i = 0; i < MAX_SKILL_TREE; i++ ) { + if( pc->skill_tree[c][i].id ) { + pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id); + for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { + if( pc->skill_tree[c][i].need[k].id ) + pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id); + } + } + } + } + chrif->skillid2idx(0); + /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ + iter = mapit_getallusers(); + for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) + clif->skillinfoblock(sd); + mapit->free(iter); + +} + +/*========================================== + * + *------------------------------------------*/ +int do_init_skill(bool minimal) { + skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); + skill->read_db(minimal); + + if (minimal) + return 0; + + skill->group_db = idb_alloc(DB_OPT_BASE); + skill->unit_db = idb_alloc(DB_OPT_BASE); + skill->cd_db = idb_alloc(DB_OPT_BASE); + skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); + skill->bowling_db = idb_alloc(DB_OPT_BASE); + skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK); + skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + + ers_chunk_size(skill->cd_ers, 25); + ers_chunk_size(skill->cd_entry_ers, 100); + ers_chunk_size(skill->unit_ers, 150); + ers_chunk_size(skill->timer_ers, 150); + + timer->add_func_list(skill->unit_timer,"skill_unit_timer"); + timer->add_func_list(skill->castend_id,"skill_castend_id"); + timer->add_func_list(skill->castend_pos,"skill_castend_pos"); + timer->add_func_list(skill->timerskill,"skill_timerskill"); + timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); + + timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); + + return 0; +} + +int do_final_skill(void) { + + db_destroy(skill->name2id_db); + db_destroy(skill->group_db); + db_destroy(skill->unit_db); + db_destroy(skill->cd_db); + db_destroy(skill->usave_db); + db_destroy(skill->bowling_db); + ers_destroy(skill->unit_ers); + ers_destroy(skill->timer_ers); + ers_destroy(skill->cd_ers); + ers_destroy(skill->cd_entry_ers); + return 0; +} +/* initialize the interface */ +void skill_defaults(void) { + const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; + const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; + + skill = &skill_s; + skill->init = do_init_skill; + skill->final = do_final_skill; + skill->reload = skill_reload; + skill->read_db = skill_readdb; + /* */ + skill->cd_db = NULL; + skill->name2id_db = NULL; + skill->unit_db = NULL; + skill->usave_db = NULL; + skill->bowling_db = NULL; + skill->group_db = NULL; + /* */ + skill->unit_ers = NULL; + skill->timer_ers = NULL; + skill->cd_ers = NULL; + skill->cd_entry_ers = NULL; + /* one huge 0, follows skill.h order */ + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + + sizeof(skill->unit_layout) + ); + /* */ + memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); + memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); + skill->firewall_unit_pos = 0; + skill->icewall_unit_pos = 0; + skill->earthstrain_unit_pos = 0; + memset(&skill->area_temp,0,sizeof(skill->area_temp)); + memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); + skill->unit_group_newid = 0; + /* accessors */ + skill->get_index = skill_get_index; + skill->get_type = skill_get_type; + skill->get_hit = skill_get_hit; + skill->get_inf = skill_get_inf; + skill->get_ele = skill_get_ele; + skill->get_nk = skill_get_nk; + skill->get_max = skill_get_max; + skill->get_range = skill_get_range; + skill->get_range2 = skill_get_range2; + skill->get_splash = skill_get_splash; + skill->get_hp = skill_get_hp; + skill->get_mhp = skill_get_mhp; + skill->get_sp = skill_get_sp; + skill->get_state = skill_get_state; + skill->get_spiritball = skill_get_spiritball; + skill->get_zeny = skill_get_zeny; + skill->get_num = skill_get_num; + skill->get_cast = skill_get_cast; + skill->get_delay = skill_get_delay; + skill->get_walkdelay = skill_get_walkdelay; + skill->get_time = skill_get_time; + skill->get_time2 = skill_get_time2; + skill->get_castnodex = skill_get_castnodex; + skill->get_delaynodex = skill_get_delaynodex; + skill->get_castdef = skill_get_castdef; + skill->get_weapontype = skill_get_weapontype; + skill->get_ammotype = skill_get_ammotype; + skill->get_ammo_qty = skill_get_ammo_qty; + skill->get_unit_id = skill_get_unit_id; + skill->get_inf2 = skill_get_inf2; + skill->get_castcancel = skill_get_castcancel; + skill->get_maxcount = skill_get_maxcount; + skill->get_blewcount = skill_get_blewcount; + skill->get_unit_flag = skill_get_unit_flag; + skill->get_unit_target = skill_get_unit_target; + skill->get_unit_interval = skill_get_unit_interval; + skill->get_unit_bl_target = skill_get_unit_bl_target; + skill->get_unit_layout_type = skill_get_unit_layout_type; + skill->get_unit_range = skill_get_unit_range; + skill->get_cooldown = skill_get_cooldown; + skill->tree_get_max = skill_tree_get_max; + skill->get_name = skill_get_name; + skill->get_desc = skill_get_desc; + skill->chk = skill_chk; + skill->get_casttype = skill_get_casttype; + skill->get_casttype2 = skill_get_casttype2; + skill->is_combo = skill_is_combo; + skill->name2id = skill_name2id; + skill->isammotype = skill_isammotype; + skill->castend_id = skill_castend_id; + skill->castend_pos = skill_castend_pos; + skill->castend_map = skill_castend_map; + skill->cleartimerskill = skill_cleartimerskill; + skill->addtimerskill = skill_addtimerskill; + skill->additional_effect = skill_additional_effect; + skill->counter_additional_effect = skill_counter_additional_effect; + skill->blown = skill_blown; + skill->break_equip = skill_break_equip; + skill->strip_equip = skill_strip_equip; + skill->id2group = skill_id2group; + skill->unitsetting = skill_unitsetting; + skill->initunit = skill_initunit; + skill->delunit = skill_delunit; + skill->init_unitgroup = skill_initunitgroup; + skill->del_unitgroup = skill_delunitgroup; + skill->clear_unitgroup = skill_clear_unitgroup; + skill->clear_group = skill_clear_group; + skill->unit_onplace = skill_unit_onplace; + skill->unit_ondamaged = skill_unit_ondamaged; + skill->cast_fix = skill_castfix; + skill->cast_fix_sc = skill_castfix_sc; + skill->vf_cast_fix = skill_vfcastfix; + skill->delay_fix = skill_delay_fix; + skill->check_condition_castbegin = skill_check_condition_castbegin; + skill->check_condition_castend = skill_check_condition_castend; + skill->consume_requirement = skill_consume_requirement; + skill->get_requirement = skill_get_requirement; + skill->check_pc_partner = skill_check_pc_partner; + skill->unit_move = skill_unit_move; + skill->unit_onleft = skill_unit_onleft; + skill->unit_onout = skill_unit_onout; + skill->unit_move_unit_group = skill_unit_move_unit_group; + skill->sit = skill_sit; + skill->brandishspear = skill_brandishspear; + skill->repairweapon = skill_repairweapon; + skill->identify = skill_identify; + skill->weaponrefine = skill_weaponrefine; + skill->autospell = skill_autospell; + skill->calc_heal = skill_calc_heal; + skill->check_cloaking = skill_check_cloaking; + skill->check_cloaking_end = skill_check_cloaking_end; + skill->can_cloak = skill_can_cloak; + skill->enchant_elemental_end = skill_enchant_elemental_end; + skill->not_ok = skillnotok; + skill->not_ok_hom = skillnotok_hom; + skill->not_ok_mercenary = skillnotok_mercenary; + skill->chastle_mob_changetarget = skill_chastle_mob_changetarget; + skill->can_produce_mix = skill_can_produce_mix; + skill->produce_mix = skill_produce_mix; + skill->arrow_create = skill_arrow_create; + skill->castend_nodamage_id = skill_castend_nodamage_id; + skill->castend_damage_id = skill_castend_damage_id; + skill->castend_pos2 = skill_castend_pos2; + skill->blockpc_start = skill_blockpc_start_; + skill->blockhomun_start = skill_blockhomun_start; + skill->blockmerc_start = skill_blockmerc_start; + skill->attack = skill_attack; + skill->attack_area = skill_attack_area; + skill->area_sub = skill_area_sub; + skill->area_sub_count = skill_area_sub_count; + skill->check_unit_range = skill_check_unit_range; + skill->check_unit_range_sub = skill_check_unit_range_sub; + skill->check_unit_range2 = skill_check_unit_range2; + skill->check_unit_range2_sub = skill_check_unit_range2_sub; + skill->toggle_magicpower = skill_toggle_magicpower; + skill->magic_reflect = skill_magic_reflect; + skill->onskillusage = skill_onskillusage; + skill->cell_overlap = skill_cell_overlap; + skill->timerskill = skill_timerskill; + skill->trap_splash = skill_trap_splash; + skill->check_condition_mercenary = skill_check_condition_mercenary; + skill->locate_element_field = skill_locate_element_field; + skill->graffitiremover = skill_graffitiremover; + skill->activate_reverberation = skill_activate_reverberation; + skill->dance_overlap = skill_dance_overlap; + skill->dance_overlap_sub = skill_dance_overlap_sub; + skill->get_unit_layout = skill_get_unit_layout; + skill->frostjoke_scream = skill_frostjoke_scream; + skill->greed = skill_greed; + skill->destroy_trap = skill_destroy_trap; + skill->unitgrouptickset_search = skill_unitgrouptickset_search; + skill->dance_switch = skill_dance_switch; + skill->check_condition_char_sub = skill_check_condition_char_sub; + skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; + skill->brandishspear_first = skill_brandishspear_first; + skill->brandishspear_dir = skill_brandishspear_dir; + skill->get_fixed_cast = skill_get_fixed_cast; + skill->sit_count = skill_sit_count; + skill->sit_in = skill_sit_in; + skill->sit_out = skill_sit_out; + skill->unitsetmapcell = skill_unitsetmapcell; + skill->unit_onplace_timer = skill_unit_onplace_timer; + skill->unit_effect = skill_unit_effect; + skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace; + skill->unit_move_sub = skill_unit_move_sub; + skill->blockpc_end = skill_blockpc_end; + skill->blockhomun_end = skill_blockhomun_end; + skill->blockmerc_end = skill_blockmerc_end; + skill->split_atoi = skill_split_atoi; + skill->unit_timer = skill_unit_timer; + skill->unit_timer_sub = skill_unit_timer_sub; + skill->init_unit_layout = skill_init_unit_layout; + skill->parse_row_skilldb = skill_parse_row_skilldb; + skill->parse_row_requiredb = skill_parse_row_requiredb; + skill->parse_row_castdb = skill_parse_row_castdb; + skill->parse_row_castnodexdb = skill_parse_row_castnodexdb; + skill->parse_row_unitdb = skill_parse_row_unitdb; + skill->parse_row_producedb = skill_parse_row_producedb; + skill->parse_row_createarrowdb = skill_parse_row_createarrowdb; + skill->parse_row_abradb = skill_parse_row_abradb; + skill->parse_row_spellbookdb = skill_parse_row_spellbookdb; + skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb; + skill->parse_row_reproducedb = skill_parse_row_reproducedb; + skill->parse_row_improvisedb = skill_parse_row_improvisedb; + skill->parse_row_changematerialdb = skill_parse_row_changematerialdb; + skill->usave_add = skill_usave_add; + skill->usave_trigger = skill_usave_trigger; + skill->cooldown_load = skill_cooldown_load; + skill->spellbook = skill_spellbook; + skill->block_check = skill_block_check; + skill->detonator = skill_detonator; + skill->check_camouflage = skill_check_camouflage; + skill->magicdecoy = skill_magicdecoy; + skill->poisoningweapon = skill_poisoningweapon; + skill->select_menu = skill_select_menu; + skill->elementalanalysis = skill_elementalanalysis; + skill->changematerial = skill_changematerial; + skill->get_elemental_type = skill_get_elemental_type; + skill->cooldown_save = skill_cooldown_save; + skill->get_new_group_id = skill_get_new_group_id; + skill->check_shadowform = skill_check_shadowform; +} |