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author | greenboxal2 <greenboxal2@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-11-25 21:20:43 +0000 |
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committer | greenboxal2 <greenboxal2@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-11-25 21:20:43 +0000 |
commit | b11bf6e1604097711291265f927e79e8f2af5c54 (patch) | |
tree | 6eac67dfe94b2cef4e48f59c1bf448a321ce24cd /src/map/skill.c | |
parent | d9c5c4784a0abc43fb9e01f365a0d8b3a15a0692 (diff) | |
download | hercules-b11bf6e1604097711291265f927e79e8f2af5c54.tar.gz hercules-b11bf6e1604097711291265f927e79e8f2af5c54.tar.bz2 hercules-b11bf6e1604097711291265f927e79e8f2af5c54.tar.xz hercules-b11bf6e1604097711291265f927e79e8f2af5c54.zip |
Applied AStyle code formating as discussed on tid:74602.
Removed /SAFESEH option from MSVC11 projects.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16968 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 33772 |
1 files changed, 16992 insertions, 16780 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 82b502420..3e8ec29f9 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -42,7 +42,7 @@ #include <math.h> -#define SKILLUNITTIMER_INTERVAL 100 +#define SKILLUNITTIMER_INTERVAL 100 // ranges reserved for mapping skill ids to skilldb offsets #define HM_SKILLRANGEMIN 700 @@ -55,14 +55,14 @@ #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL #if GD_SKILLRANGEMAX > 999 - #error GD_SKILLRANGEMAX is greater than 999 +#error GD_SKILLRANGEMAX is greater than 999 #endif static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] -DBMap* skillunit_db = NULL; // int id -> struct skill_unit* +DBMap *skillunit_db = NULL; // int id -> struct skill_unit* -DBMap* skilldb_name2id = NULL; +DBMap *skilldb_name2id = NULL; /** * Skill Cool Down Delay Saving @@ -70,20 +70,20 @@ DBMap* skilldb_name2id = NULL; * to keep cooldowns in memory between player log-ins. * All cooldowns are reset when server is restarted. **/ -DBMap* skillcd_db = NULL; // char_id -> struct skill_cd +DBMap *skillcd_db = NULL; // char_id -> struct skill_cd struct skill_cd { - int duration[MAX_SKILL_TREE];//milliseconds - short skidx[MAX_SKILL_TREE];//the skill index entries belong to - short nameid[MAX_SKILL_TREE];//skill id - unsigned char cursor; + int duration[MAX_SKILL_TREE];//milliseconds + short skidx[MAX_SKILL_TREE];//the skill index entries belong to + short nameid[MAX_SKILL_TREE];//skill id + unsigned char cursor; }; /** * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) **/ -DBMap* skillusave_db = NULL; // char_id -> struct skill_usave +DBMap *skillusave_db = NULL; // char_id -> struct skill_usave struct skill_usave { - int skill_num, skill_lv; + int skill_num, skill_lv; }; struct s_skill_db skill_db[MAX_SKILL_DB]; @@ -91,24 +91,24 @@ struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; struct s_skill_improvise_db { - int skillid; - short per;//1-10000 + int skillid; + short per;//1-10000 }; struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; bool skill_reproduce_db[MAX_SKILL_DB]; struct s_skill_changematerial_db { - int itemid; - short rate; - int qty[5]; - short qty_rate[5]; + int itemid; + short rate; + int qty[5]; + short qty_rate[5]; }; struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB]; //Warlock struct s_skill_spellbook_db { - int nameid; - int skillid; - int point; + int nameid; + int skillid; + int point; }; struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; @@ -121,132 +121,265 @@ int icewall_unit_pos; int earthstrain_unit_pos; //early declaration int skill_block_check(struct block_list *bl, enum sc_type type, int skillid); -static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv); -static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv); -static int skill_destroy_trap( struct block_list *bl, va_list ap ); +static int skill_check_unit_range(struct block_list *bl, int x, int y, int skillid, int skilllv); +static int skill_check_unit_range2(struct block_list *bl, int x, int y, int skillid, int skilllv); +static int skill_destroy_trap(struct block_list *bl, va_list ap); //Since only mob-casted splash skills can hit ice-walls -static inline int splash_target(struct block_list* bl) +static inline int splash_target(struct block_list *bl) { #ifndef RENEWAL - return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; + 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; + return BL_SKILL|BL_CHAR; #endif } /// Returns the id of the skill, or 0 if not found. -int skill_name2id(const char* name) +int skill_name2id(const char *name) { - if( name == NULL ) - return 0; + if (name == NULL) + return 0; - return strdb_iget(skilldb_name2id, name); + return strdb_iget(skilldb_name2id, name); } /// Maps skill ids to skill db offsets. /// Returns the skill's array index, or 0 (Unknown Skill). -int skill_get_index( int id ) +int skill_get_index(int id) { - // avoid ranges reserved for mapping guild/homun/mercenary skills - if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) - || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX) - || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) - || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) - return 0; - - // map skill id to skill db index - if( id >= GD_SKILLBASE ) - id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; - else if( id >= EL_SKILLBASE ) - id = EL_SKILLRANGEMIN + id - EL_SKILLBASE; - else if( id >= MC_SKILLBASE ) - id = MC_SKILLRANGEMIN + id - MC_SKILLBASE; - else if( id >= HM_SKILLBASE ) - id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; - - // validate result - if( id <= 0 || id >= MAX_SKILL_DB ) - return 0; - - return id; + // avoid ranges reserved for mapping guild/homun/mercenary skills + if ((id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) + || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX) + || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) + || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX)) + return 0; + + // map skill id to skill db index + if (id >= GD_SKILLBASE) + id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; + else if (id >= EL_SKILLBASE) + id = EL_SKILLRANGEMIN + id - EL_SKILLBASE; + else if (id >= MC_SKILLBASE) + id = MC_SKILLRANGEMIN + id - MC_SKILLBASE; + else if (id >= HM_SKILLBASE) + id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; + + // validate result + if (id <= 0 || id >= MAX_SKILL_DB) + return 0; + + return id; } -const char* skill_get_name( int id ) +const char *skill_get_name(int id) { - return skill_db[skill_get_index(id)].name; + return skill_db[skill_get_index(id)].name; } -const char* skill_get_desc( int id ) +const char *skill_get_desc(int id) { - return skill_db[skill_get_index(id)].desc; + return skill_db[skill_get_index(id)].desc; } // out of bounds error checking [celest] -static void skill_chk(int* id, int lv) +static void skill_chk(int *id, int lv) { - *id = skill_get_index(*id); // checks/adjusts id - if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0; + *id = skill_get_index(*id); // checks/adjusts id + if (lv <= 0 || lv > MAX_SKILL_LEVEL) *id = 0; } #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; } // Skill DB -int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); } -int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); } -int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); } -int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); } -int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); } -int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); } -int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } -int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); } -int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); } -int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); } -int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); } -int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } -int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } -int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } -int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } -int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); } -int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); } -int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); } -int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); } -int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); } -int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } -int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } -int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); } -int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); } -int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); } -int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } -int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); } -int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); } -int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); } -int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); } -int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); } -int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); } -int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } -int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); } -int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); } -int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } -int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); } -int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); } -int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); } -int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); } -int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); } -int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } -int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); } +int skill_get_hit(int id) +{ + skill_get(skill_db[id].hit, id, 1); +} +int skill_get_inf(int id) +{ + skill_get(skill_db[id].inf, id, 1); +} +int skill_get_ele(int id , int lv) +{ + skill_get(skill_db[id].element[lv-1], id, lv); +} +int skill_get_nk(int id) +{ + skill_get(skill_db[id].nk, id, 1); +} +int skill_get_max(int id) +{ + skill_get(skill_db[id].max, id, 1); +} +int skill_get_range(int id , int lv) +{ + skill_get(skill_db[id].range[lv-1], id, lv); +} +int skill_get_splash(int id , int lv) +{ + skill_chk(&id, lv); + return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); +} +int skill_get_hp(int id ,int lv) +{ + skill_get(skill_db[id].hp[lv-1], id, lv); +} +int skill_get_sp(int id ,int lv) +{ + skill_get(skill_db[id].sp[lv-1], id, lv); +} +int skill_get_hp_rate(int id, int lv) +{ + skill_get(skill_db[id].hp_rate[lv-1], id, lv); +} +int skill_get_sp_rate(int id, int lv) +{ + skill_get(skill_db[id].sp_rate[lv-1], id, lv); +} +int skill_get_state(int id) +{ + skill_get(skill_db[id].state, id, 1); +} +int skill_get_spiritball(int id, int lv) +{ + skill_get(skill_db[id].spiritball[lv-1], id, lv); +} +int skill_get_itemid(int id, int idx) +{ + skill_get(skill_db[id].itemid[idx], id, 1); +} +int skill_get_itemqty(int id, int idx) +{ + skill_get(skill_db[id].amount[idx], id, 1); +} +int skill_get_zeny(int id ,int lv) +{ + skill_get(skill_db[id].zeny[lv-1], id, lv); +} +int skill_get_num(int id ,int lv) +{ + skill_get(skill_db[id].num[lv-1], id, lv); +} +int skill_get_cast(int id ,int lv) +{ + skill_get(skill_db[id].cast[lv-1], id, lv); +} +int skill_get_delay(int id ,int lv) +{ + skill_get(skill_db[id].delay[lv-1], id, lv); +} +int skill_get_walkdelay(int id ,int lv) +{ + skill_get(skill_db[id].walkdelay[lv-1], id, lv); +} +int skill_get_time(int id ,int lv) +{ + skill_get(skill_db[id].upkeep_time[lv-1], id, lv); +} +int skill_get_time2(int id ,int lv) +{ + skill_get(skill_db[id].upkeep_time2[lv-1], id, lv); +} +int skill_get_castdef(int id) +{ + skill_get(skill_db[id].cast_def_rate, id, 1); +} +int skill_get_weapontype(int id) +{ + skill_get(skill_db[id].weapon, id, 1); +} +int skill_get_ammotype(int id) +{ + skill_get(skill_db[id].ammo, id, 1); +} +int skill_get_ammo_qty(int id, int lv) +{ + skill_get(skill_db[id].ammo_qty[lv-1], id, lv); +} +int skill_get_inf2(int id) +{ + skill_get(skill_db[id].inf2, id, 1); +} +int skill_get_castcancel(int id) +{ + skill_get(skill_db[id].castcancel, id, 1); +} +int skill_get_maxcount(int id ,int lv) +{ + skill_get(skill_db[id].maxcount[lv-1], id, lv); +} +int skill_get_blewcount(int id ,int lv) +{ + skill_get(skill_db[id].blewcount[lv-1], id, lv); +} +int skill_get_mhp(int id ,int lv) +{ + skill_get(skill_db[id].mhp[lv-1], id, lv); +} +int skill_get_castnodex(int id ,int lv) +{ + skill_get(skill_db[id].castnodex[lv-1], id, lv); +} +int skill_get_delaynodex(int id ,int lv) +{ + skill_get(skill_db[id].delaynodex[lv-1], id, lv); +} +int skill_get_nocast(int id) +{ + skill_get(skill_db[id].nocast, id, 1); +} +int skill_get_type(int id) +{ + skill_get(skill_db[id].skill_type, id, 1); +} +int skill_get_unit_id(int id, int flag) +{ + skill_get(skill_db[id].unit_id[flag], id, 1); +} +int skill_get_unit_interval(int id) +{ + skill_get(skill_db[id].unit_interval, id, 1); +} +int skill_get_unit_range(int id, int lv) +{ + skill_get(skill_db[id].unit_range[lv-1], id, lv); +} +int skill_get_unit_target(int id) +{ + skill_get(skill_db[id].unit_target&BCT_ALL, id, 1); +} +int skill_get_unit_bl_target(int id) +{ + skill_get(skill_db[id].unit_target&BL_ALL, id, 1); +} +int skill_get_unit_flag(int id) +{ + skill_get(skill_db[id].unit_flag, id, 1); +} +int skill_get_unit_layout_type(int id ,int lv) +{ + skill_get(skill_db[id].unit_layout_type[lv-1], id, lv); +} +int skill_get_cooldown(int id ,int lv) +{ + skill_get(skill_db[id].cooldown[lv-1], id, lv); +} #ifdef RENEWAL_CAST -int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); } +int skill_get_fixed_cast(int id ,int lv) +{ + skill_get(skill_db[id].fixed_cast[lv-1], id, lv); +} #endif int skill_tree_get_max(int id, int b_class) { - int i; - b_class = pc_class2idx(b_class); - - ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id ); - if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id ) - return skill_tree[b_class][i].max; - else - return skill_get_max(id); + int i; + b_class = pc_class2idx(b_class); + + ARR_FIND(0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id); + if (i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id) + return skill_tree[b_class][i].max; + else + return skill_get_max(id); } int skill_frostjoke_scream(struct block_list *bl,va_list ap); @@ -265,1408 +398,1400 @@ static int skill_unit_effect(struct block_list *bl,va_list ap); int enchant_eff[5] = { 10, 14, 17, 19, 20 }; int deluge_eff[5] = { 5, 9, 12, 14, 15 }; -int skill_get_casttype (int id) +int skill_get_casttype(int id) { - int inf = skill_get_inf(id); - if (inf&(INF_GROUND_SKILL)) - return CAST_GROUND; - if (inf&INF_SUPPORT_SKILL) - return CAST_NODAMAGE; - if (inf&INF_SELF_SKILL) { - if(skill_get_inf2(id)&INF2_NO_TARGET_SELF) - return CAST_DAMAGE; //Combo skill. - return CAST_NODAMAGE; - } - if (skill_get_nk(id)&NK_NO_DAMAGE) - return CAST_NODAMAGE; - return CAST_DAMAGE; + int inf = skill_get_inf(id); + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if (skill_get_inf2(id)&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill_get_nk(id)&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; } //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] -int skill_get_range2 (struct block_list *bl, int id, int lv) +int skill_get_range2(struct block_list *bl, int id, int lv) { - int range; - if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) - return 9; //Mobs have a range of 9 regardless of skill used. - - range = skill_get_range(id, lv); - - if( range < 0 ) - { - if( battle_config.use_weapon_skill_range&bl->type ) - return status_get_range(bl); - range *=-1; - } - - //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE - switch( id ) - { - case AC_SHOWER: case 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_FROSTMISTY: - 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_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 range; + if (bl->type == BL_MOB && battle_config.mob_ai&0x400) + return 9; //Mobs have a range of 9 regardless of skill used. + + range = skill_get_range(id, lv); + + if (range < 0) { + if (battle_config.use_weapon_skill_range&bl->type) + return status_get_range(bl); + range *=-1; + } + + //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE + switch (id) { + case AC_SHOWER: + case 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_FROSTMISTY: + 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_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, int skill_id, int skill_lv, bool heal) { - int skill, hp; - struct map_session_data *sd = BL_CAST(BL_PC, src); - struct map_session_data *tsd = BL_CAST(BL_PC, target); - struct status_change* sc; - - switch( skill_id ) { - case BA_APPLEIDUN: - #ifdef RENEWAL - hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - #else - hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - #endif - if( sd ) - hp += 5*pc_checkskill(sd,BA_MUSICALLESSON); - break; - case PR_SANCTUARY: - hp = (skill_lv>6)?777:skill_lv*100; - break; - case NPC_EVILLAND: - hp = (skill_lv>6)?666:skill_lv*100; - break; - default: - if (skill_lv >= battle_config.max_heal_lv) - return battle_config.max_heal; - #ifdef RENEWAL - /** - * Renewal Heal Formula (from Doddler) - * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out - * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10] - * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10] - **/ - hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ); - #else - 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 - if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) ) - hp += hp * skill * 2 / 100; - else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) - hp += hp * skill * 2 / 100; - break; - } - - if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) - hp >>= 1; - - if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) ) - hp += hp*skill/100; - - if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) ) - hp += hp*skill/100; - - sc = 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_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) - hp += hp * sc->data[SC_INCHEALRATE]->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; - } - - return hp; +int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) +{ + int skill, hp; + struct map_session_data *sd = BL_CAST(BL_PC, src); + struct map_session_data *tsd = BL_CAST(BL_PC, target); + struct status_change *sc; + + switch (skill_id) { + case BA_APPLEIDUN: +#ifdef RENEWAL + hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery +#else + hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery +#endif + if (sd) + hp += 5*pc_checkskill(sd,BA_MUSICALLESSON); + break; + case PR_SANCTUARY: + hp = (skill_lv>6)?777:skill_lv*100; + break; + case NPC_EVILLAND: + hp = (skill_lv>6)?666:skill_lv*100; + break; + default: + if (skill_lv >= battle_config.max_heal_lv) + return battle_config.max_heal; +#ifdef RENEWAL + /** + * Renewal Heal Formula (from Doddler) + * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out + * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10] + * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10] + **/ + hp = ((((status_get_lv(src) + status_get_int(src)) / 5) * 3) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ((status_get_matk_max(src) * status_get_wlv(src)) / 10)) + rnd()%((((status_get_lv(src) + status_get_int(src)) / 5) * 3) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ((status_get_matk_max(src) * status_get_wlv(src)) / 10)); +#else + 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 + if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0)) + hp += hp * skill * 2 / 100; + else if (src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM *)src), HLIF_BRAIN)) > 0) + hp += hp * skill * 2 / 100; + break; + } + + if (((target && target->type == BL_MER) || !heal) && skill_id != NPC_EVILLAND) + hp >>= 1; + + if (sd && (skill = pc_skillheal_bonus(sd, skill_id))) + hp += hp*skill/100; + + if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id))) + hp += hp*skill/100; + + sc = 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_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) + hp += hp * sc->data[SC_INCHEALRATE]->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; + } + + return hp; } // Making plagiarize check its own function [Aru] -int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl) +int can_copy(struct map_session_data *sd, int skillid, struct block_list *bl) { - // Never copy NPC/Wedding Skills - if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) - return 0; - - // High-class skills - if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION)) - { - if(battle_config.copyskill_restrict == 2) - return 0; - else if(battle_config.copyskill_restrict) - return (sd->status.class_ == JOB_STALKER); - } - - //Added so plagarize can't copy agi/bless if you're undead since it damages you - if ((skillid == AL_INCAGI || skillid == AL_BLESSING || - skillid == CASH_BLESSING || skillid == CASH_INCAGI || - skillid == MER_INCAGI || skillid == MER_BLESSING)) - return 0; - - // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] - if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) ) - return 0; - // Reproduce will only copy skills according on the list. [Jobbie] - else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] ) - return 0; - - return 1; + // Never copy NPC/Wedding Skills + if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) + return 0; + + // High-class skills + if ((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION)) { + if (battle_config.copyskill_restrict == 2) + return 0; + else if (battle_config.copyskill_restrict) + return (sd->status.class_ == JOB_STALKER); + } + + //Added so plagarize can't copy agi/bless if you're undead since it damages you + if ((skillid == AL_INCAGI || skillid == AL_BLESSING || + skillid == CASH_BLESSING || skillid == CASH_INCAGI || + skillid == MER_INCAGI || skillid == MER_BLESSING)) + return 0; + + // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] + if (!(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING)) + return 0; + // Reproduce will only copy skills according on the list. [Jobbie] + else if (sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid]) + return 0; + + return 1; } // [MouseJstr] - skill ok to cast? and when? -int skillnotok (int skillid, struct map_session_data *sd) +int skillnotok(int skillid, struct map_session_data *sd) { - int i,m; - nullpo_retr (1, sd); - m = sd->bl.m; - i = skill_get_index(skillid); - - if (i == 0) - return 1; // invalid skill id - - if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) - return 0; // can do any damn thing they want - - if( skillid == AL_TELEPORT && sd->skillitem == skillid && 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 != skillid && sd->canskill_tick && - DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) ) - {// attempted to cast a skill before the attack motion has finished - return 1; - } - - if (sd->blockskill[i] > 0){ - clif_skill_fail(sd, skillid, 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 above - * 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 == skillid ) - return 0; - // Check skill restrictions [Celest] - if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) || - (map[m].flag.pvp && skill_get_nocast (skillid) & 2) || - (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) || - (map[m].flag.battleground && skill_get_nocast (skillid) & 8) || - (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){ - clif_msg(sd, 0x536); // This skill cannot be used within this area - return 1; - } - - if( sd->sc.option&OPTION_MOUNTING ) - 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 (skillid) { - case AL_WARP: - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if(map[m].flag.nowarp) { - clif_skill_teleportmessage(sd,0); - return 1; - } - return 0; - case AL_TELEPORT: - case SC_FATALMENACE: - case SC_DIMENSIONDOOR: - if(map[m].flag.noteleport) { - clif_skill_teleportmessage(sd,0); - return 1; - } - return 0; // gonna be checked in 'skill_castend_nodamage_id' - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - if (map[m].flag.nomemo) { - clif_skill_teleportmessage(sd,1); - return 1; - } - break; - case MC_VENDING: - case MC_IDENTIFY: - case ALL_BUYING_STORE: - return 0; // always allowed - case WZ_ICEWALL: - // noicewall flag [Valaris] - if (map[m].flag.noicewall) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case GC_DARKILLUSION: - if( map_flag_gvg(m) ) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case GD_EMERGENCYCALL: - if ( - !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) || - !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || - (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle) - ) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case BS_GREED: - case WS_CARTBOOST: - case BS_HAMMERFALL: - case BS_ADRENALINE: - case MC_CARTREVOLUTION: - case MC_MAMMONITE: - case WS_MELTDOWN: - case MG_SIGHT: - case TF_HIDING: - /** - * These skills cannot be used while in mado gear (credits to Xantara) - **/ - if( pc_ismadogear(sd) ) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - - case WM_SIRCLEOFNATURE: - case WM_SOUND_OF_DESTRUCTION: - case SC_MANHOLE: - case WM_LULLABY_DEEPSLEEP: - case WM_SATURDAY_NIGHT_FEVER: - if( !map_flag_vs(m) ) { - clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails. - return 1; - } - break; - - } - return (map[m].flag.noskill); + int i,m; + nullpo_retr(1, sd); + m = sd->bl.m; + i = skill_get_index(skillid); + + if (i == 0) + return 1; // invalid skill id + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return 0; // can do any damn thing they want + + if (skillid == AL_TELEPORT && sd->skillitem == skillid && 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 != skillid && sd->canskill_tick && + DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100)) { + // attempted to cast a skill before the attack motion has finished + return 1; + } + + if (sd->blockskill[i] > 0) { + clif_skill_fail(sd, skillid, 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 above + * 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 == skillid) + return 0; + // Check skill restrictions [Celest] + if ((!map_flag_vs(m) && skill_get_nocast(skillid) & 1) || + (map[m].flag.pvp && skill_get_nocast(skillid) & 2) || + (map_flag_gvg(m) && skill_get_nocast(skillid) & 4) || + (map[m].flag.battleground && skill_get_nocast(skillid) & 8) || + (map[m].flag.restricted && map[m].zone && skill_get_nocast(skillid) & (8*map[m].zone))) { + clif_msg(sd, 0x536); // This skill cannot be used within this area + return 1; + } + + if (sd->sc.option&OPTION_MOUNTING) + 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 (skillid) { + case AL_WARP: + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + if (map[m].flag.nowarp) { + clif_skill_teleportmessage(sd,0); + return 1; + } + return 0; + case AL_TELEPORT: + case SC_FATALMENACE: + case SC_DIMENSIONDOOR: + if (map[m].flag.noteleport) { + clif_skill_teleportmessage(sd,0); + return 1; + } + return 0; // gonna be checked in 'skill_castend_nodamage_id' + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + if (map[m].flag.nomemo) { + clif_skill_teleportmessage(sd,1); + return 1; + } + break; + case MC_VENDING: + case MC_IDENTIFY: + case ALL_BUYING_STORE: + return 0; // always allowed + case WZ_ICEWALL: + // noicewall flag [Valaris] + if (map[m].flag.noicewall) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GC_DARKILLUSION: + if (map_flag_gvg(m)) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GD_EMERGENCYCALL: + if ( + !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) || + !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || + (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle) + ) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case BS_GREED: + case WS_CARTBOOST: + case BS_HAMMERFALL: + case BS_ADRENALINE: + case MC_CARTREVOLUTION: + case MC_MAMMONITE: + case WS_MELTDOWN: + case MG_SIGHT: + case TF_HIDING: + /** + * These skills cannot be used while in mado gear (credits to Xantara) + **/ + if (pc_ismadogear(sd)) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case WM_SIRCLEOFNATURE: + case WM_SOUND_OF_DESTRUCTION: + case SC_MANHOLE: + case WM_LULLABY_DEEPSLEEP: + case WM_SATURDAY_NIGHT_FEVER: + if (!map_flag_vs(m)) { + clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails. + return 1; + } + break; + + } + return (map[m].flag.noskill); } int skillnotok_hom(int skillid, struct homun_data *hd) { - int i = skill_get_index(skillid); - nullpo_retr(1,hd); - - if (i == 0) - return 1; // invalid skill id - - if (hd->blockskill[i] > 0) - return 1; - switch(skillid){ - case MH_LIGHT_OF_REGENE: - if(hd->homunculus.intimacy <= 750) //if not cordial - return 1; - break; - case MH_OVERED_BOOST: - if(hd->homunculus.hunger <= 1) //if we starving - return 1; - case MH_GOLDENE_FERSE: //can be used with angriff - if(hd->sc.data[SC_ANGRIFFS_MODUS]) - return 1; - case MH_ANGRIFFS_MODUS: - if(hd->sc.data[SC_GOLDENE_FERSE]) - return 1; - break; - } - - //Use master's criteria. - return skillnotok(skillid, hd->master); + int i = skill_get_index(skillid); + nullpo_retr(1,hd); + + if (i == 0) + return 1; // invalid skill id + + if (hd->blockskill[i] > 0) + return 1; + switch (skillid) { + case MH_LIGHT_OF_REGENE: + if (hd->homunculus.intimacy <= 750) //if not cordial + return 1; + break; + case MH_OVERED_BOOST: + if (hd->homunculus.hunger <= 1) //if we starving + return 1; + case MH_GOLDENE_FERSE: //can be used with angriff + if (hd->sc.data[SC_ANGRIFFS_MODUS]) + return 1; + case MH_ANGRIFFS_MODUS: + if (hd->sc.data[SC_GOLDENE_FERSE]) + return 1; + break; + } + + //Use master's criteria. + return skillnotok(skillid, hd->master); } int skillnotok_mercenary(int skillid, struct mercenary_data *md) { - int i = skill_get_index(skillid); - nullpo_retr(1,md); + int i = skill_get_index(skillid); + nullpo_retr(1,md); - if( i == 0 ) - return 1; // Invalid Skill ID - if( md->blockskill[i] > 0 ) - return 1; + if (i == 0) + return 1; // Invalid Skill ID + if (md->blockskill[i] > 0) + return 1; - return skillnotok(skillid, md->master); + return skillnotok(skillid, md->master); } -struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) -{ - int pos = skill_get_unit_layout_type(skillid,skilllv); - int dir; +struct s_skill_unit_layout *skill_get_unit_layout(int skillid, int skilllv, struct block_list *src, int x, int y) { + int pos = skill_get_unit_layout_type(skillid,skilllv); + int dir; - if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { - ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv); - pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout - } + if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { + ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv); + pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout + } - if (pos != -1) // simple single-definition layout - return &skill_unit_layout[pos]; + 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 + dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction - if (skillid == MG_FIREWALL) - return &skill_unit_layout [firewall_unit_pos + dir]; - else if (skillid == WZ_ICEWALL) - return &skill_unit_layout [icewall_unit_pos + dir]; - else if( skillid == WL_EARTHSTRAIN ) //Warlock - return &skill_unit_layout [earthstrain_unit_pos + dir]; + if (skillid == MG_FIREWALL) + return &skill_unit_layout [firewall_unit_pos + dir]; + else if (skillid == WZ_ICEWALL) + return &skill_unit_layout [icewall_unit_pos + dir]; + else if (skillid == WL_EARTHSTRAIN) //Warlock + return &skill_unit_layout [earthstrain_unit_pos + dir]; - ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv); - return &skill_unit_layout[0]; // default 1x1 layout + ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv); + return &skill_unit_layout[0]; // default 1x1 layout } /*========================================== * *------------------------------------------*/ -int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick) +int skill_additional_effect(struct block_list *src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick) { - struct map_session_data *sd, *dstsd; - struct mob_data *md, *dstmd; - struct status_data *sstatus, *tstatus; - struct status_change *sc, *tsc; - - enum sc_type status; - int skill; - int rate; - - nullpo_ret(src); - nullpo_ret(bl); - - if(skillid < 0) return 0; - if(skillid > 0 && skilllv <= 0) 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( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER ) - { // Trigger status effects - enum sc_type type; - int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) - { - rate = sd->addeff[i].rate; - if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] - rate += sd->addeff[i].arrow_rate; - if( !rate ) continue; - - if( (sd->addeff[i].flag&(ATF_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; - skill = skill_get_time2(status_sc2skill(type),7); - - if (sd->addeff[i].flag&ATF_TARGET) - status_change_start(bl,type,rate,7,0,0,0,skill,0); - - if (sd->addeff[i].flag&ATF_SELF) - status_change_start(src,type,rate,7,0,0,0,skill,0); - } - } - - if( skillid ) - { // Trigger status effects on skills - enum sc_type type; - int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) - { - if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate ) - continue; - type = sd->addeff3[i].id; - skill = skill_get_time2(status_sc2skill(type),7); - - if( sd->addeff3[i].target&ATF_TARGET ) - status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0); - if( sd->addeff3[i].target&ATF_SELF ) - status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0); - } - } - } - - if( dmg_lv < ATK_DEF ) // no damage, return; - return 0; - - switch(skillid) - { - 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 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && - rnd()%1000 <= sstatus->luk*10/3+1 ) { - rate=(sd->status.job_level+9)/10; - skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL); - } - // Automatic trigger of Warg Strike [Jobbie] - if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 ) - skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0); - // Gank - if(dstmd && sd->status.weapon != W_BOW && - (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && - (skill*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,skill,1); - else - clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); - } - // Chance to trigger Taekwon kicks [Dralnu] - if(sc && !sc->data[SC_COMBO]) { - if(sc->data[SC_READYSTORM] && - sc_start(src,SC_COMBO, 15, TK_STORMKICK, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if(sc->data[SC_READYDOWN] && - sc_start(src,SC_COMBO, 15, TK_DOWNKICK, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if(sc->data[SC_READYTURN] && - sc_start(src,SC_COMBO, 15, TK_TURNKICK, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] - rate = 20; - if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { - rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; - status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); - } - sc_start2(src, SC_COMBO, 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_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, - skill_get_time2(AS_ENCHANTPOISON,sce->val1),0); - // Enchant Deadly Poison gives a chance to deadly poison attacked enemies - if((sce=sc->data[SC_EDP])) - sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, - skill_get_time2(ASC_EDP,sce->val1)); - } - } - break; - - case SM_BASH: - if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ - //TODO: How much % per base level it actually is? - sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), - skilllv,skill_get_time2(SM_FATALBLOW,skilllv)); - } - break; - - case MER_CRASH: - sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case AS_VENOMKNIFE: - if (sd) //Poison chance must be that of Envenom. [Skotlex] - skilllv = pc_checkskill(sd, TF_POISON); - case TF_POISON: - case AS_SPLASHER: - if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv)) - && sd && skillid==TF_POISON - ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - - case AS_SONICBLOW: - sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case WZ_FIREPILLAR: - unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1); - break; - - case MG_FROSTDIVER: + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct status_data *sstatus, *tstatus; + struct status_change *sc, *tsc; + + enum sc_type status; + int skill; + int rate; + + nullpo_ret(src); + nullpo_ret(bl); + + if (skillid < 0) return 0; + if (skillid > 0 && skilllv <= 0) 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 (skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER) { + // Trigger status effects + enum sc_type type; + int i; + for (i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++) { + rate = sd->addeff[i].rate; + if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] + rate += sd->addeff[i].arrow_rate; + if (!rate) continue; + + if ((sd->addeff[i].flag&(ATF_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; + skill = skill_get_time2(status_sc2skill(type),7); + + if (sd->addeff[i].flag&ATF_TARGET) + status_change_start(bl,type,rate,7,0,0,0,skill,0); + + if (sd->addeff[i].flag&ATF_SELF) + status_change_start(src,type,rate,7,0,0,0,skill,0); + } + } + + if (skillid) { + // Trigger status effects on skills + enum sc_type type; + int i; + for (i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++) { + if (skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate) + continue; + type = sd->addeff3[i].id; + skill = skill_get_time2(status_sc2skill(type),7); + + if (sd->addeff3[i].target&ATF_TARGET) + status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0); + if (sd->addeff3[i].target&ATF_SELF) + status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0); + } + } + } + + if (dmg_lv < ATK_DEF) // no damage, return; + return 0; + + switch (skillid) { + 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 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && + rnd()%1000 <= sstatus->luk*10/3+1) { + rate=(sd->status.job_level+9)/10; + skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL); + } + // Automatic trigger of Warg Strike [Jobbie] + if (pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1) + skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0); + // Gank + if (dstmd && sd->status.weapon != W_BOW && + (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && + (skill*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,skill,1); + else + clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); + } + // Chance to trigger Taekwon kicks [Dralnu] + if (sc && !sc->data[SC_COMBO]) { + if (sc->data[SC_READYSTORM] && + sc_start(src,SC_COMBO, 15, TK_STORMKICK, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if (sc->data[SC_READYDOWN] && + sc_start(src,SC_COMBO, 15, TK_DOWNKICK, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if (sc->data[SC_READYTURN] && + sc_start(src,SC_COMBO, 15, TK_TURNKICK, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] + rate = 20; + if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { + rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; + status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); + } + sc_start2(src, SC_COMBO, 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_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. + status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + skill_get_time2(AS_ENCHANTPOISON,sce->val1),0); + // Enchant Deadly Poison gives a chance to deadly poison attacked enemies + if ((sce=sc->data[SC_EDP])) + sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, + skill_get_time2(ASC_EDP,sce->val1)); + } + } + break; + + case SM_BASH: + if (sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0) { + //TODO: How much % per base level it actually is? + sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), + skilllv,skill_get_time2(SM_FATALBLOW,skilllv)); + } + break; + + case MER_CRASH: + sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case AS_VENOMKNIFE: + if (sd) //Poison chance must be that of Envenom. [Skotlex] + skilllv = pc_checkskill(sd, TF_POISON); + case TF_POISON: + case AS_SPLASHER: + if (!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv)) + && sd && skillid==TF_POISON + ) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + + case AS_SONICBLOW: + sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case WZ_FIREPILLAR: + unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1); + break; + + case MG_FROSTDIVER: #ifndef RENEWAL - case WZ_FROSTNOVA: + case WZ_FROSTNOVA: +#endif + sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv)); + break; + +#ifdef RENEWAL + case WZ_FROSTNOVA: + sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv)); + break; #endif - sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv)); - break; + case WZ_STORMGUST: + /** + * Storm Gust counter was dropped in renewal + **/ #ifdef RENEWAL - case WZ_FROSTNOVA: - sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv)); - break; + sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); +#else + //Tharis pointed out that this is normal freeze chance with a base of 300% + if (tsc->sg_counter >= 3 && + sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv))) + tsc->sg_counter = 0; + /** + * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value + **/ + else if (tsc->sg_counter > 250) + tsc->sg_counter = 0; #endif + break; + + case WZ_METEOR: + sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case WZ_VERMILION: + sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; - case WZ_STORMGUST: - /** - * Storm Gust counter was dropped in renewal - **/ - #ifdef RENEWAL - sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); - #else - //Tharis pointed out that this is normal freeze chance with a base of 300% - if(tsc->sg_counter >= 3 && - sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv))) - tsc->sg_counter = 0; - /** - * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value - **/ - else if( tsc->sg_counter > 250 ) - tsc->sg_counter = 0; - #endif - break; - - case WZ_METEOR: - sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case WZ_VERMILION: - sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case HT_FLASHER: - sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case HT_LANDMINE: - case MA_LANDMINE: - sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case HT_SHOCKWAVE: - status_percent_damage(src, bl, 0, 15*skilllv+5, false); - break; - - case HT_SANDMAN: - case MA_SANDMAN: - sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case TF_SPRINKLESAND: - sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case TF_THROWSTONE: - sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); - sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case NPC_DARKCROSS: - case CR_HOLYCROSS: - sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - //Chance to cause blind status vs demon and undead element, but not against players - if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); - attack_type |= BF_WEAPON; - break; - - case AM_ACIDTERROR: - sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); - if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY)) - clif_emotion(bl,E_OMG); - break; - - case AM_DEMONSTRATION: - skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); - break; - - case CR_SHIELDCHARGE: - sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case PA_PRESSURE: - status_percent_damage(src, bl, 0, 15+5*skilllv, false); - break; - - case RG_RAID: - sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); - sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_FLASHER: + sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_LANDMINE: + case MA_LANDMINE: + sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_SHOCKWAVE: + status_percent_damage(src, bl, 0, 15*skilllv+5, false); + break; + + case HT_SANDMAN: + case MA_SANDMAN: + sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case TF_SPRINKLESAND: + sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case TF_THROWSTONE: + sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case NPC_DARKCROSS: + case CR_HOLYCROSS: + sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Chance to cause blind status vs demon and undead element, but not against players + if (!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); + attack_type |= BF_WEAPON; + break; + + case AM_ACIDTERROR: + sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); + if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY)) + clif_emotion(bl,E_OMG); + break; + + case AM_DEMONSTRATION: + skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); + break; + + case CR_SHIELDCHARGE: + sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case PA_PRESSURE: + status_percent_damage(src, bl, 0, 15+5*skilllv, false); + break; + + case RG_RAID: + sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); #ifdef RENEWAL - sc_start(bl,SC_RAID,100,7,5000); - break; + sc_start(bl,SC_RAID,100,7,5000); + break; - case RG_BACKSTAP: - sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv)); + case RG_BACKSTAP: + sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv)); #endif - break; - - case BA_FROSTJOKER: - sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case DC_SCREAM: - sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); - break; - - case BD_LULLABY: - sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case DC_UGLYDANCE: - rate = 5+5*skilllv; - if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) - rate += 5+skill; - status_zap(bl, 0, rate); - break; - case SL_STUN: - if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. - sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); - break; - - case NPC_PETRIFYATTACK: - sc_start4(bl,status_skill2sc(skillid),50+10*skilllv, - skilllv,0,0,skill_get_time(skillid,skilllv), - skill_get_time2(skillid,skilllv)); - break; - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case NPC_BLINDATTACK: - case NPC_POISON: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_HELLPOWER: - sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - case NPC_ACIDBREATH: - case NPC_ICEBREATH: - sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv)); - break; - case NPC_BLEEDING: - sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv)); - break; - case NPC_MENTALBREAKER: - { //Based on observations by Tharis, Mental Breaker should do SP damage - //equal to Matk*skLevel. - rate = sstatus->matk_min; - if (rate < sstatus->matk_max) - rate += rnd()%(sstatus->matk_max - sstatus->matk_min); - rate*=skilllv; - status_zap(bl, 0, rate); - break; - } - // Equipment breaking monster skills [Celest] - case NPC_WEAPONBRAKER: - skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY); - break; - case NPC_ARMORBRAKE: - skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY); - break; - case NPC_HELMBRAKE: - skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY); - break; - case NPC_SHIELDBRAKE: - skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY); - break; - - case CH_TIGERFIST: - sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv)); - break; - - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); - break; - - case ST_REJECTSWORD: - sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv)); - break; - - case PF_FOGWALL: - if (src != bl && !tsc->data[SC_DELUGE]) - status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); - break; - - case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element - if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); - break; - - case LK_JOINTBEAT: - status = status_skill2sc(skillid); - if (tsc->jb_flag) { - sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); - tsc->jb_flag = 0; - } - break; - case ASC_METEORASSAULT: - //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance. - switch(rnd()%3) { - case 0: - sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1)); - break; - case 1: - sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2)); - break; - default: - sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3)); - } - break; - - case HW_NAPALMVULCAN: - sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case WS_CARTTERMINATION: // Cart termination - sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case CR_ACIDDEMONSTRATION: - skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY); - break; - - case TK_DOWNKICK: - sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case TK_JUMPKICK: - if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) - {// debuff the following statuses - status_change_end(bl, SC_SPIRIT, 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_ONEHAND, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); - } - break; - case TK_TURNKICK: - case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. - if(attack_type&BF_MISC) //70% base stun chance... - sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); - break; - case GS_BULLSEYE: //0.1% coma rate. - if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0); - break; - case GS_PIERCINGSHOT: - sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); - break; - case NJ_HYOUSYOURAKU: - sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); - break; - case GS_FLING: - sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv)); - break; - case GS_DISARM: - rate = 3*skilllv; - if (sstatus->dex > tstatus->dex) - rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula - skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case NPC_EVILLAND: - sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - case NPC_HELLJUDGEMENT: - sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - case NPC_CRITICALWOUND: - sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - case RK_HUNDREDSPEAR: - if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 ) - break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. - rate = 10 + 3 * skilllv; - if( rnd()%100 < rate ) - skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); - break; - case RK_WINDCUTTER: - sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv)); - break; - case RK_DRAGONBREATH: - sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); - break; - case AB_ADORAMUS: - if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect. - sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv)); - break; - case WL_CRIMSONROCK: - sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv)); - break; - case WL_COMET: - sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); - break; - case WL_EARTHSTRAIN: - { - int rate = 0, i; - const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; - rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech] - //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found. - - for( i = 0; i < skilllv; i++ ) - skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv)); - } - break; - case WL_JACKFROST: - sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv)); - break; - case RA_WUGBITE: - sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) ); - break; - case RA_SENSITIVEKEEN: - if( rnd()%100 < 8 * skilllv ) - skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION); - break; - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); - break; - case NC_PILEBUNKER: - if( rnd()%100 < 5 + 15*skilllv ) - { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_STEELBODY, INVALID_TIMER); - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); - } - break; - case NC_FLAMELAUNCHER: - sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv)); - break; - case NC_COLDSLOWER: - sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv)); - sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv)); - break; - case NC_POWERSWING: - sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv)); - if( rnd()%100 < 5*skilllv ) - skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1); - break; - case GC_WEAPONCRUSH: - skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY); - break; - case LG_SHIELDPRESS: - sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv)); - break; - case LG_PINPOINTATTACK: - rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10); - switch( skilllv ) { - case 1: - sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv)); - break; - case 2: - if( dstsd && dstsd->spiritball && rnd()%100 < rate ) - pc_delspiritball(dstsd, dstsd->spiritball, 0); - break; - default: - skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); - break; - } - break; - case LG_MOONSLASHER: - rate = 32 + 8 * skilllv; - 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,skillid,skilllv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv)); - break; - case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. - if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv)); - break; - case LG_EARTHDRIVE: - skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF); - sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv)); - break; - case SR_DRAGONCOMBO: - sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv)); - break; - case SR_FALLENEMPIRE: - sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); - break; - case SR_WINDMILL: - if( dstsd ) - skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3)); - break; - case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv)); - break; - case SR_EARTHSHAKER: - sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv)); - break; - case SR_HOWLINGOFLION: - sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv)); - break; - case WM_SOUND_OF_DESTRUCTION: - if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula - status_change_end(bl, SC_DANCING, INVALID_TIMER); - status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); - status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); - status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); - status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); - status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); - status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); - status_change_end(bl, SC_WHISTLE, INVALID_TIMER); - status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); - status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); - status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); - status_change_end(bl, SC_HUMMING, INVALID_TIMER); - status_change_end(bl, SC_FORTUNE, INVALID_TIMER); - status_change_end(bl, SC_SERVICE4U, INVALID_TIMER); - status_change_end(bl, SC_LONGING, INVALID_TIMER); - status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); - status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_WINKCHARM, INVALID_TIMER); - status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); - status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); - status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); - } - break; - case SO_EARTHGRAVE: - sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine] - break; - case SO_DIAMONDDUST: - rate = 5 + 5 * skilllv; - if( sc && sc->data[SC_COOLER_OPTION] ) - rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; - sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv)); - break; - case SO_VARETYR_SPEAR: - sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); - break; - case GN_SLINGITEM_RANGEMELEEATK: - if( sd ) { - switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code. - case 13261: - sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv)); - sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv)); - break; - case 13262: - sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed - break; - case 13264: - sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE? - sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds. - break; - } - sd->itemid = -1; - } - break; - case GN_HELLS_PLANT_ATK: - sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); - sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); - break; - case EL_WIND_SLASH: // Non confirmed rate. - sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv)); - break; - case EL_STONE_HAMMER: - rate = 10 * skilllv; - sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv)); - break; - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv)); - break; - case EL_TYPOON_MIS: - sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv)); - break; - case KO_JYUMONJIKIRI: // needs more info - sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv)); - break; - case KO_MAKIBISHI: - sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv)); - break; - case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv)); - break; - case MH_STAHL_HORN: - sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv)); - break; - case MH_NEEDLE_OF_PARALYZE: - sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv)); - 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 ) - { // 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(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); - } - if( sd && battle_config.equip_self_break_rate ) - { // Self weapon breaking - rate = battle_config.equip_natural_break_rate; - if( sc ) - { - if(sc->data[SC_OVERTHRUST]) - rate += 10; - if(sc->data[SC_MAXOVERTHRUST]) - rate += 10; - } - if( rate ) - skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF); - } - if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != 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); - } - } - - // Autospell when attacking - if( sd && !status_isdead(bl) && sd->autospell[0].id ) - { - struct block_list *tbl; - struct unit_data *ud; - int i, skilllv, 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 - - skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; - - sd->state.autocast = 1; - notok = skillnotok(skill, sd); - sd->state.autocast = 0; - - if ( notok ) - continue; - - skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1; - if (skilllv < 0) skilllv = 1+rnd()%(-skilllv); - - 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(skill)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill_get_unit_flag(skill)&UF_NOREITERATION && - skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill_get_unit_flag(skill)&UF_NOFOOTSET && - skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill_get_maxcount(skill, skilllv)) > 0 - ) { - int v; - for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { - if(sd->ud.skillunit[v]->skill_id == skill) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - if( battle_config.autospell_check_range && - !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) ) - continue; - - if (skill == AS_SONICBLOW) - pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. - if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding. - type = CAST_GROUND; - - sd->state.autocast = 1; - skill_consume_requirement(sd,skill,skilllv,1); - skill_toggle_magicpower(src, skill); - switch (type) { - case CAST_GROUND: - skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); - break; - case CAST_NODAMAGE: - skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0); - break; - case CAST_DAMAGE: - skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0); - break; - } - sd->state.autocast = 0; - //Set canact delay. [Skotlex] - ud = unit_bl2ud(src); - if (ud) { - rate = skill_delayfix(src, skill, skilllv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && sd ) - clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - //Autobonus when attacking - if( sd && sd->autobonus[0].rate ) - { - int i; - for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) - { - if( rnd()%1000 >= sd->autobonus[i].rate ) - continue; - if( sd->autobonus[i].active != INVALID_TIMER ) - continue; - if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && - sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && - sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - pc_exeautobonus(sd,&sd->autobonus[i]); - } - } - - //Polymorph - if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && - dstmd && !(tstatus->mode&MD_BOSS) && - (rnd()%10000 < sd->bonus.classchange)) - { - struct mob_db *mob; - int class_; - skill = 0; - do { - do { - class_ = rnd() % MAX_MOB_DB; - } while (!mobdb_checkid(class_)); - - rate = rnd() % 1000000; - mob = mob_db(class_); - } while ( - (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) && - (skill++) < 2000); - if (skill < 2000) - mob_class_change(dstmd,class_); - } - - return 0; + break; + + case BA_FROSTJOKER: + sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case DC_SCREAM: + sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case BD_LULLABY: + sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case DC_UGLYDANCE: + rate = 5+5*skilllv; + if (sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) + rate += 5+skill; + status_zap(bl, 0, rate); + break; + case SL_STUN: + if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. + sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); + break; + + case NPC_PETRIFYATTACK: + sc_start4(bl,status_skill2sc(skillid),50+10*skilllv, + skilllv,0,0,skill_get_time(skillid,skilllv), + skill_get_time2(skillid,skilllv)); + break; + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_HELLPOWER: + sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + case NPC_ACIDBREATH: + case NPC_ICEBREATH: + sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv)); + break; + case NPC_BLEEDING: + sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + case NPC_MENTALBREAKER: { + //Based on observations by Tharis, Mental Breaker should do SP damage + //equal to Matk*skLevel. + rate = sstatus->matk_min; + if (rate < sstatus->matk_max) + rate += rnd()%(sstatus->matk_max - sstatus->matk_min); + rate*=skilllv; + status_zap(bl, 0, rate); + break; + } + // Equipment breaking monster skills [Celest] + case NPC_WEAPONBRAKER: + skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY); + break; + case NPC_ARMORBRAKE: + skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY); + break; + case NPC_HELMBRAKE: + skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY); + break; + case NPC_SHIELDBRAKE: + skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY); + break; + + case CH_TIGERFIST: + sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv)); + break; + + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); + break; + + case ST_REJECTSWORD: + sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv)); + break; + + case PF_FOGWALL: + if (src != bl && !tsc->data[SC_DELUGE]) + status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); + break; + + case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element + if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); + break; + + case LK_JOINTBEAT: + status = status_skill2sc(skillid); + if (tsc->jb_flag) { + sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); + tsc->jb_flag = 0; + } + break; + case ASC_METEORASSAULT: + //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance. + switch (rnd()%3) { + case 0: + sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1)); + break; + case 1: + sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2)); + break; + default: + sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3)); + } + break; + + case HW_NAPALMVULCAN: + sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case WS_CARTTERMINATION: // Cart termination + sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case CR_ACIDDEMONSTRATION: + skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY); + break; + + case TK_DOWNKICK: + sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case TK_JUMPKICK: + if (dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE]) { + // debuff the following statuses + status_change_end(bl, SC_SPIRIT, 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_ONEHAND, INVALID_TIMER); + status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); + } + break; + case TK_TURNKICK: + case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. + if (attack_type&BF_MISC) //70% base stun chance... + sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); + break; + case GS_BULLSEYE: //0.1% coma rate. + if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0); + break; + case GS_PIERCINGSHOT: + sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); + break; + case NJ_HYOUSYOURAKU: + sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + case GS_FLING: + sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv)); + break; + case GS_DISARM: + rate = 3*skilllv; + if (sstatus->dex > tstatus->dex) + rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula + skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case NPC_EVILLAND: + sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + case NPC_HELLJUDGEMENT: + sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case NPC_CRITICALWOUND: + sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case RK_HUNDREDSPEAR: + if (!sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + rate = 10 + 3 * skilllv; + if (rnd()%100 < rate) + skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + break; + case RK_WINDCUTTER: + sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv)); + break; + case RK_DRAGONBREATH: + sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); + break; + case AB_ADORAMUS: + if (tsc && !tsc->data[SC_DECREASEAGI]) //Prevent duplicate agi-down effect. + sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv)); + break; + case WL_CRIMSONROCK: + sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv)); + break; + case WL_COMET: + sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); + break; + case WL_EARTHSTRAIN: { + int rate = 0, i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech] + //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found. + + for (i = 0; i < skilllv; i++) + skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv)); + } + break; + case WL_JACKFROST: + sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv)); + break; + case RA_WUGBITE: + sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0))); + break; + case RA_SENSITIVEKEEN: + if (rnd()%100 < 8 * skilllv) + skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION); + break; + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); + break; + case NC_PILEBUNKER: + if (rnd()%100 < 5 + 15*skilllv) { + //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); + } + break; + case NC_FLAMELAUNCHER: + sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv)); + break; + case NC_COLDSLOWER: + sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv)); + sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv)); + break; + case NC_POWERSWING: + sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv)); + if (rnd()%100 < 5*skilllv) + skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1); + break; + case GC_WEAPONCRUSH: + skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY); + break; + case LG_SHIELDPRESS: + sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv)); + break; + case LG_PINPOINTATTACK: + rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10); + switch (skilllv) { + case 1: + sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv)); + break; + case 2: + if (dstsd && dstsd->spiritball && rnd()%100 < rate) + pc_delspiritball(dstsd, dstsd->spiritball, 0); + break; + default: + skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); + break; + } + break; + case LG_MOONSLASHER: + rate = 32 + 8 * skilllv; + 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,skillid,skilllv,BF_WEAPON,0); + else if (dstmd && !is_boss(bl)) + sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv)); + break; + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) + sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv)); + break; + case LG_EARTHDRIVE: + skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF); + sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv)); + break; + case SR_DRAGONCOMBO: + sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv)); + break; + case SR_FALLENEMPIRE: + sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); + break; + case SR_WINDMILL: + if (dstsd) + skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0); + else if (dstmd && !is_boss(bl)) + sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3)); + break; + case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] + sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv)); + break; + case SR_EARTHSHAKER: + sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv)); + break; + case SR_HOWLINGOFLION: + sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv)); + break; + case WM_SOUND_OF_DESTRUCTION: + if (rnd()%100 < 5 + 5 * skilllv) { // Temporarly Check Until We Get the Official Formula + status_change_end(bl, SC_DANCING, INVALID_TIMER); + status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); + status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); + status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); + status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); + status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); + status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); + status_change_end(bl, SC_WHISTLE, INVALID_TIMER); + status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); + status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); + status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); + status_change_end(bl, SC_HUMMING, INVALID_TIMER); + status_change_end(bl, SC_FORTUNE, INVALID_TIMER); + status_change_end(bl, SC_SERVICE4U, INVALID_TIMER); + status_change_end(bl, SC_LONGING, INVALID_TIMER); + status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); + status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_WINKCHARM, INVALID_TIMER); + status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); + status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); + status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); + } + break; + case SO_EARTHGRAVE: + sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine] + break; + case SO_DIAMONDDUST: + rate = 5 + 5 * skilllv; + if (sc && sc->data[SC_COOLER_OPTION]) + rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; + sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv)); + break; + case SO_VARETYR_SPEAR: + sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); + break; + case GN_SLINGITEM_RANGEMELEEATK: + if (sd) { + switch (sd->itemid) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code. + case 13261: + sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv)); + sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv)); + break; + case 13262: + sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed + break; + case 13264: + sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE? + sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds. + break; + } + sd->itemid = -1; + } + break; + case GN_HELLS_PLANT_ATK: + sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); + sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); + break; + case EL_WIND_SLASH: // Non confirmed rate. + sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv)); + break; + case EL_STONE_HAMMER: + rate = 10 * skilllv; + sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv)); + break; + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv)); + break; + case EL_TYPOON_MIS: + sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv)); + break; + case KO_JYUMONJIKIRI: // needs more info + sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv)); + break; + case KO_MAKIBISHI: + sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv)); + break; + case MH_LAVA_SLIDE: + if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv)); + break; + case MH_STAHL_HORN: + sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv)); + break; + case MH_NEEDLE_OF_PARALYZE: + sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv)); + 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) { + // 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(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); + } + if (sd && battle_config.equip_self_break_rate) { + // Self weapon breaking + rate = battle_config.equip_natural_break_rate; + if (sc) { + if (sc->data[SC_OVERTHRUST]) + rate += 10; + if (sc->data[SC_MAXOVERTHRUST]) + rate += 10; + } + if (rate) + skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF); + } + if (battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != 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); + } + } + + // Autospell when attacking + if (sd && !status_isdead(bl) && sd->autospell[0].id) { + struct block_list *tbl; + struct unit_data *ud; + int i, skilllv, 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 + + skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; + + sd->state.autocast = 1; + notok = skillnotok(skill, sd); + sd->state.autocast = 0; + + if (notok) + continue; + + skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1; + if (skilllv < 0) skilllv = 1+rnd()%(-skilllv); + + 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(skill)) == CAST_GROUND) { + int maxcount = 0; + if (!(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(skill)&UF_NOREITERATION && + skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv) + ) { + continue; + } + if (BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(skill)&UF_NOFOOTSET && + skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv) + ) { + continue; + } + if (BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(skill, skilllv)) > 0 + ) { + int v; + for (v=0; v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount; v++) { + if (sd->ud.skillunit[v]->skill_id == skill) + maxcount--; + } + if (maxcount == 0) { + continue; + } + } + } + if (battle_config.autospell_check_range && + !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1))) + continue; + + if (skill == AS_SONICBLOW) + pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. + if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding. + type = CAST_GROUND; + + sd->state.autocast = 1; + skill_consume_requirement(sd,skill,skilllv,1); + skill_toggle_magicpower(src, skill); + switch (type) { + case CAST_GROUND: + skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0); + break; + } + sd->state.autocast = 0; + //Set canact delay. [Skotlex] + ud = unit_bl2ud(src); + if (ud) { + rate = skill_delayfix(src, skill, skilllv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) { + ud->canact_tick = tick+rate; + if (battle_config.display_status_timers && sd) + clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + //Autobonus when attacking + if (sd && sd->autobonus[0].rate) { + int i; + for (i = 0; i < ARRAYLENGTH(sd->autobonus); i++) { + if (rnd()%1000 >= sd->autobonus[i].rate) + continue; + if (sd->autobonus[i].active != INVALID_TIMER) + continue; + if (!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && + sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && + sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc_exeautobonus(sd,&sd->autobonus[i]); + } + } + + //Polymorph + if (sd && sd->bonus.classchange && attack_type&BF_WEAPON && + dstmd && !(tstatus->mode&MD_BOSS) && + (rnd()%10000 < sd->bonus.classchange)) { + struct mob_db *mob; + int class_; + skill = 0; + do { + do { + class_ = rnd() % MAX_MOB_DB; + } while (!mobdb_checkid(class_)); + + rate = rnd() % 1000000; + mob = mob_db(class_); + } while ( + (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) && + (skill++) < 2000); + if (skill < 2000) + mob_class_change(dstmd,class_); + } + + return 0; } -int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) { - int skill, skilllv, i, type, notok; - struct block_list *tbl; - - if( sd == NULL || skillid <= 0 ) - return 0; - - for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { - if( sd->autospell3[i].flag != skillid ) - continue; - - if( sd->autospell3[i].lock ) - continue; // autospell already being executed - - skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; - - sd->state.autocast = 1; - notok = skillnotok(skill, sd); - sd->state.autocast = 0; - - if ( notok ) - continue; - - skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; - if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv); - - 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(skill)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill_get_unit_flag(skill)&UF_NOREITERATION && - skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill_get_unit_flag(skill)&UF_NOFOOTSET && - skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill_get_maxcount(skill, skilllv)) > 0 - ) { - int v; - for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { - if(sd->ud.skillunit[v]->skill_id == skill) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - if( battle_config.autospell_check_range && - !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) ) - continue; - - sd->state.autocast = 1; - sd->autospell3[i].lock = true; - skill_consume_requirement(sd,skill,skilllv,1); - switch( type ) - { - case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break; - case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break; - case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break; - } - sd->autospell3[i].lock = false; - sd->state.autocast = 0; - } - - if( sd && sd->autobonus3[0].rate ) - { - for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) - { - if( rnd()%1000 >= sd->autobonus3[i].rate ) - continue; - if( sd->autobonus3[i].active != INVALID_TIMER ) - continue; - if( sd->autobonus3[i].atk_type != skillid ) - continue; - pc_exeautobonus(sd,&sd->autobonus3[i]); - } - } - - return 1; +int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) +{ + int skill, skilllv, i, type, notok; + struct block_list *tbl; + + if (sd == NULL || skillid <= 0) + return 0; + + for (i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++) { + if (sd->autospell3[i].flag != skillid) + continue; + + if (sd->autospell3[i].lock) + continue; // autospell already being executed + + skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; + + sd->state.autocast = 1; + notok = skillnotok(skill, sd); + sd->state.autocast = 0; + + if (notok) + continue; + + skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; + if (skilllv < 0) skilllv = 1 + rnd()%(-skilllv); + + 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(skill)) == CAST_GROUND) { + int maxcount = 0; + if (!(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(skill)&UF_NOREITERATION && + skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv) + ) { + continue; + } + if (BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(skill)&UF_NOFOOTSET && + skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv) + ) { + continue; + } + if (BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(skill, skilllv)) > 0 + ) { + int v; + for (v=0; v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount; v++) { + if (sd->ud.skillunit[v]->skill_id == skill) + maxcount--; + } + if (maxcount == 0) { + continue; + } + } + } + if (battle_config.autospell_check_range && + !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1))) + continue; + + sd->state.autocast = 1; + sd->autospell3[i].lock = true; + skill_consume_requirement(sd,skill,skilllv,1); + switch (type) { + case CAST_GROUND: + skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); + break; + } + sd->autospell3[i].lock = false; + sd->state.autocast = 0; + } + + if (sd && sd->autobonus3[0].rate) { + for (i = 0; i < ARRAYLENGTH(sd->autobonus3); i++) { + if (rnd()%1000 >= sd->autobonus3[i].rate) + continue; + if (sd->autobonus3[i].active != INVALID_TIMER) + continue; + if (sd->autobonus3[i].atk_type != skillid) + continue; + pc_exeautobonus(sd,&sd->autobonus3[i]); + } + } + + return 1; } /* Splitted off from skill_additional_effect, which is never called when the @@ -1677,222 +1802,218 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s * type of skills, so not every instance of skill_additional_effect needs a call * to this one. */ -int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) +int skill_counter_additional_effect(struct block_list *src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { - int rate; - struct map_session_data *sd=NULL; - struct map_session_data *dstsd=NULL; - - nullpo_ret(src); - nullpo_ret(bl); - - if(skillid < 0) return 0; - if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest - - sd = BL_CAST(BL_PC, src); - dstsd = BL_CAST(BL_PC, bl); - - if(dstsd && attack_type&BF_WEAPON) - { //Counter effects. - enum sc_type type; - int i, time; - for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) - { - rate = dstsd->addeff2[i].rate; - if (attack_type&BF_LONG) - rate+=dstsd->addeff2[i].arrow_rate; - if (!rate) continue; - - if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) - { //Trigger has range consideration. - if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || - (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) - continue; //Range Failed. - } - type = dstsd->addeff2[i].id; - time = skill_get_time2(status_sc2skill(type),7); - - if (dstsd->addeff2[i].flag&ATF_TARGET) - status_change_start(src,type,rate,7,0,0,0,time,0); - - if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) - status_change_start(bl,type,rate,7,0,0,0,time,0); - } - } - - switch(skillid){ - case MO_EXTREMITYFIST: - sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - case GS_FULLBUSTER: - sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv)); - break; - case HFLI_SBR44: //[orn] - case HVAN_EXPLOSION: - if(src->type == BL_HOM){ - TBL_HOM *hd = (TBL_HOM*)src; - hd->homunculus.intimacy = 200; - if (hd->master) - clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - attack_type |= BF_WEAPON; - break; - } - - if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && - rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] - sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); - - if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) && - !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && - (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 - ){ //Soul Drain should only work on targetted spells [Skotlex] - if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] - clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); - status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); - } - - if( 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( skillid == WZ_WATERBALL ) {//(bugreport:5303) - struct status_change *sc = NULL; - if( ( sc = status_get_sc(src) ) ) { - if(sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_WIZARD && - sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL) - sc->data[SC_SPIRIT]->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 && - !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) - { - struct block_list *tbl; - struct unit_data *ud; - int i, skillid, skilllv, rate, type, notok; - - for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { - - if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && - dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && - dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - - skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; - skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; - if (skilllv < 0) skilllv = 1+rnd()%(-skilllv); - - rate = dstsd->autospell2[i].rate; - if (attack_type&BF_LONG) - rate>>=1; - - dstsd->state.autocast = 1; - notok = skillnotok(skillid, 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(skillid)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill_get_unit_flag(skillid)&UF_NOREITERATION && - skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill_get_unit_flag(skillid)&UF_NOFOOTSET && - skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill_get_maxcount(skillid, skilllv)) > 0 - ) { - int v; - for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) { - if(dstsd->ud.skillunit[v]->skill_id == skillid) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - - if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) - continue; - - dstsd->state.autocast = 1; - skill_consume_requirement(dstsd,skillid,skilllv,1); - switch (type) { - case CAST_GROUND: - skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); - break; - case CAST_NODAMAGE: - skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0); - break; - case CAST_DAMAGE: - skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0); - break; - } - dstsd->state.autocast = 0; - //Set canact delay. [Skotlex] - ud = unit_bl2ud(bl); - if (ud) { - rate = skill_delayfix(bl, skillid, skilllv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && dstsd ) - clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - //Autobonus when attacked - if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&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; + int rate; + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + + nullpo_ret(src); + nullpo_ret(bl); + + if (skillid < 0) return 0; + if (skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest + + sd = BL_CAST(BL_PC, src); + dstsd = BL_CAST(BL_PC, bl); + + if (dstsd && attack_type&BF_WEAPON) { + //Counter effects. + enum sc_type type; + int i, time; + for (i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { + rate = dstsd->addeff2[i].rate; + if (attack_type&BF_LONG) + rate+=dstsd->addeff2[i].arrow_rate; + if (!rate) continue; + + if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { + //Trigger has range consideration. + if ((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || + (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) + continue; //Range Failed. + } + type = dstsd->addeff2[i].id; + time = skill_get_time2(status_sc2skill(type),7); + + if (dstsd->addeff2[i].flag&ATF_TARGET) + status_change_start(src,type,rate,7,0,0,0,time,0); + + if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) + status_change_start(bl,type,rate,7,0,0,0,time,0); + } + } + + switch (skillid) { + case MO_EXTREMITYFIST: + sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case GS_FULLBUSTER: + sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + case HFLI_SBR44: //[orn] + case HVAN_EXPLOSION: + if (src->type == BL_HOM) { + TBL_HOM *hd = (TBL_HOM *)src; + hd->homunculus.intimacy = 200; + if (hd->master) + clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + attack_type |= BF_WEAPON; + break; + } + + if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && + rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] + sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + + if (sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) && + !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && + (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 + ) { //Soul Drain should only work on targetted spells [Skotlex] + if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] + clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); + status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); + } + + if (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 (skillid == WZ_WATERBALL) { //(bugreport:5303) + struct status_change *sc = NULL; + if ((sc = status_get_sc(src))) { + if (sc->data[SC_SPIRIT] && + sc->data[SC_SPIRIT]->val2 == SL_WIZARD && + sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL) + sc->data[SC_SPIRIT]->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 && + !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { + struct block_list *tbl; + struct unit_data *ud; + int i, skillid, skilllv, rate, type, notok; + + for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { + + if (!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && + dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && + dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; + skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; + if (skilllv < 0) skilllv = 1+rnd()%(-skilllv); + + rate = dstsd->autospell2[i].rate; + if (attack_type&BF_LONG) + rate>>=1; + + dstsd->state.autocast = 1; + notok = skillnotok(skillid, 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(skillid)) == CAST_GROUND) { + int maxcount = 0; + if (!(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(skillid)&UF_NOREITERATION && + skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv) + ) { + continue; + } + if (BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(skillid)&UF_NOFOOTSET && + skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv) + ) { + continue; + } + if (BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(skillid, skilllv)) > 0 + ) { + int v; + for (v=0; v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount; v++) { + if (dstsd->ud.skillunit[v]->skill_id == skillid) + maxcount--; + } + if (maxcount == 0) { + continue; + } + } + } + + if (!battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range) + continue; + + dstsd->state.autocast = 1; + skill_consume_requirement(dstsd,skillid,skilllv,1); + switch (type) { + case CAST_GROUND: + skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0); + break; + } + dstsd->state.autocast = 0; + //Set canact delay. [Skotlex] + ud = unit_bl2ud(bl); + if (ud) { + rate = skill_delayfix(bl, skillid, skilllv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) { + ud->canact_tick = tick+rate; + if (battle_config.display_status_timers && dstsd) + clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + //Autobonus when attacked + if (dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&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. @@ -1900,123 +2021,123 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * - 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) +int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) { - const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; - const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; - const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; - struct status_change *sc = status_get_sc(bl); - int i,j; - TBL_PC *sd; - sd = BL_CAST(BL_PC, bl); - if (sc && !sc->count) - sc = NULL; - - if (sd) { - if (sd->bonus.unbreakable_equip) - where &= ~sd->bonus.unbreakable_equip; - if (sd->bonus.unbreakable) - rate -= rate*sd->bonus.unbreakable/100; - if (where&EQP_WEAPON) { - switch (sd->status.weapon) { - case W_FIST: //Bare fists should not break :P - case W_1HAXE: - case W_2HAXE: - case W_MACE: // Axes and Maces can't be broken [DracoRPG] - case W_2HMACE: - case W_STAFF: - case W_2HSTAFF: - case W_BOOK: //Rods and Books can't be broken [Skotlex] - case W_HUUMA: - where &= ~EQP_WEAPON; - } - } - } - if (flag&BCT_ENEMY) { - if (battle_config.equip_skill_break_rate != 100) - rate = rate*battle_config.equip_skill_break_rate/100; - } else if (flag&(BCT_PARTY|BCT_SELF)) { - if (battle_config.equip_self_break_rate != 100) - rate = rate*battle_config.equip_self_break_rate/100; - } - - for (i = 0; i < 4; i++) { - if (where&where_list[i]) { - if (sc && sc->count && sc->data[scdef[i]]) - where&=~where_list[i]; - else if (rnd()%10000 >= rate) - where&=~where_list[i]; - else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,scatk[i],100,0,skill_get_time(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. + const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; + const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; + const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; + struct status_change *sc = status_get_sc(bl); + int i,j; + TBL_PC *sd; + sd = BL_CAST(BL_PC, bl); + if (sc && !sc->count) + sc = NULL; + + if (sd) { + if (sd->bonus.unbreakable_equip) + where &= ~sd->bonus.unbreakable_equip; + if (sd->bonus.unbreakable) + rate -= rate*sd->bonus.unbreakable/100; + if (where&EQP_WEAPON) { + switch (sd->status.weapon) { + case W_FIST: //Bare fists should not break :P + case W_1HAXE: + case W_2HAXE: + case W_MACE: // Axes and Maces can't be broken [DracoRPG] + case W_2HMACE: + case W_STAFF: + case W_2HSTAFF: + case W_BOOK: //Rods and Books can't be broken [Skotlex] + case W_HUUMA: + where &= ~EQP_WEAPON; + } + } + } + if (flag&BCT_ENEMY) { + if (battle_config.equip_skill_break_rate != 100) + rate = rate*battle_config.equip_skill_break_rate/100; + } else if (flag&(BCT_PARTY|BCT_SELF)) { + if (battle_config.equip_self_break_rate != 100) + rate = rate*battle_config.equip_self_break_rate/100; + } + + for (i = 0; i < 4; i++) { + if (where&where_list[i]) { + if (sc && sc->count && sc->data[scdef[i]]) + where&=~where_list[i]; + else if (rnd()%10000 >= rate) + where&=~where_list[i]; + else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. + sc_start(bl,scatk[i],100,0,skill_get_time(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_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY}; - const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 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, sc_atk[i], 100, lv, time)) - where&=~pos[i]; - } - return where?1:0; + 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_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY}; + const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 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, sc_atk[i], 100, lv, time)) + where&=~pos[i]; + } + return where?1:0; } //Early declaration static int skill_area_temp[8]; @@ -2027,88 +2148,88 @@ static int skill_area_temp[8]; - 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, int direction, int flag) +int skill_blown(struct block_list *src, struct block_list *target, int count, int direction, int flag) { - int dx = 0, dy = 0; - struct skill_unit* su = NULL; - - nullpo_ret(src); - - if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground)) - return 0; //No knocking back in WoE - if (count == 0) - return 0; //Actual knockback distance is 0. - - switch (target->type) { - case BL_MOB: { - struct mob_data* md = BL_CAST(BL_MOB, target); - if( md->class_ == MOBID_EMPERIUM ) - return 0; - if(src != target && is_boss(target)) //Bosses can't be knocked-back - return 0; - } - break; - case BL_PC: { - struct map_session_data *sd = BL_CAST(BL_PC, target); - if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) - return 0; // Basilica caster can't be knocked-back by normal monsters. - if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) - return 0; - } - break; - case BL_SKILL: - su = (struct skill_unit *)target; - if( su && su->group && su->group->unit_id == UNT_ANKLESNARE ) - return 0; // ankle snare cannot be knocked back - break; - } - - if (direction == -1) // <optimized>: do the computation here instead of outside - direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed - - if (direction >= 0 && direction < 8) - { // take the reversed 'direction' and reverse it - dx = -dirx[direction]; - dy = -diry[direction]; - } - - return unit_blown(target, dx, dy, count, flag); // send over the proper flag + int dx = 0, dy = 0; + struct skill_unit *su = NULL; + + nullpo_ret(src); + + if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground)) + return 0; //No knocking back in WoE + if (count == 0) + return 0; //Actual knockback distance is 0. + + switch (target->type) { + case BL_MOB: { + struct mob_data *md = BL_CAST(BL_MOB, target); + if (md->class_ == MOBID_EMPERIUM) + return 0; + if (src != target && is_boss(target)) //Bosses can't be knocked-back + return 0; + } + break; + case BL_PC: { + struct map_session_data *sd = BL_CAST(BL_PC, target); + if (sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) + return 0; // Basilica caster can't be knocked-back by normal monsters. + if (!(flag&0x2) && src != target && sd->special_state.no_knockback) + return 0; + } + break; + case BL_SKILL: + su = (struct skill_unit *)target; + if (su && su->group && su->group->unit_id == UNT_ANKLESNARE) + return 0; // ankle snare cannot be knocked back + break; + } + + if (direction == -1) // <optimized>: do the computation here instead of outside + direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed + + if (direction >= 0 && direction < 8) { + // take the reversed 'direction' and reverse it + dx = -dirx[direction]; + dy = -diry[direction]; + } + + return unit_blown(target, dx, dy, count, flag); // send over the proper flag } //Checks if 'bl' should reflect back a spell cast by 'src'. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) -static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) +static int skill_magic_reflect(struct block_list *src, struct block_list *bl, int type) { - struct status_change *sc = status_get_sc(bl); - struct map_session_data* sd = BL_CAST(BL_PC, bl); + 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; + 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; + // 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; + if (is_boss(src)) + return 0; - // status-based reflection - if( !sc || sc->count == 0 ) - 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_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; - } + 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; + return 0; } /* @@ -2125,633 +2246,623 @@ static int skill_magic_reflect(struct block_list* src, struct block_list* bl, in * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the * client (causes player characters to not scream skill name) *-------------------------------------------------------------------------*/ -int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) +int skill_attack(int attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { - struct Damage dmg; - struct status_data *sstatus, *tstatus; - struct status_change *sc; - struct map_session_data *sd, *tsd; - int type,damage,rdamage=0; - - if(skillid > 0 && skilllv <= 0) return 0; - - nullpo_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, skillid, 2)) - return 0; - } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) { - //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] - if (!status_check_skilluse(src, bl, skillid, 2)) - return 0; - } - - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, bl); - - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(bl); - sc= status_get_sc(bl); - if (sc && !sc->count) sc = NULL; //Don't need it. - - // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? - if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) - return 0; - //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. - if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS)) - return 0; - - dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF); - - //Skotlex: Adjusted to the new system - if(src->type==BL_PET) - { // [Valaris] - struct pet_data *pd = (TBL_PET*)src; - if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid) - { - int element = skill_get_ele(skillid, skilllv); - if (skillid == -1) - element = sstatus->rhw.ele; - if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) - dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv); - else - dmg.damage= skilllv; - dmg.damage2=0; - dmg.div_= pd->a_skill->div_; - } - } - - if( dmg.flag&BF_MAGIC && ( skillid != 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; - bl = src; - src = tbl; - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, bl); - sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; //Don't need it. - /* bugreport:2564 flag&2 disables double casting trigger */ - flag |= 2; - - //Spirit of Wizard blocks Kaite's reflection - if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) - { //Consume one Fragment per hit of the casted skill? [Skotlex] - type = tsd?pc_search_inventory (tsd, 7321):0; - if (type >= 0) { - if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); - dmg.damage = dmg.damage2 = 0; - dmg.dmg_lv = ATK_MISS; - sc->data[SC_SPIRIT]->val3 = skillid; - sc->data[SC_SPIRIT]->val4 = dsrc->id; - } - } - /** - * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target - **/ - #if MAGIC_REFLECTION_TYPE - if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment - dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF); - #endif - } - if(sc && sc->data[SC_MAGICROD] && src == dsrc) { - int sp = skill_get_sp(skillid,skilllv); - 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(skillid == WZ_WATERBALL && skilllv > 1) - sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball - status_heal(bl, 0, sp, 2); - } - } - - damage = dmg.damage + dmg.damage2; - - if( (skillid == AL_INCAGI || skillid == AL_BLESSING || - skillid == CASH_BLESSING || skillid == CASH_INCAGI || - skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) - damage = 1; - - if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )) - || (sc && sc->data[SC_REFLECTDAMAGE])) ) - rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid); - - if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ - struct block_list *nbl = NULL; - nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id); - if( nbl ){ // Only one target is chosen. - damage = damage / 2; // Deflect half of the damage to a target nearby - clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); - } - } - - //Skill hit type - type=(skillid==0)?5:skill_get_hit(skillid); - - if(damage < dmg.div_ - //Only skills that knockback even when they miss. [Skotlex] - && skillid != CH_PALMSTRIKE) - dmg.blewcount = 0; - - if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { - if(battle_config.gx_disptype) dsrc = src; - if(src == bl) type = 4; - else flag|=SD_ANIMATION; - } - if(skillid == NJ_TATAMIGAESHI) { - dsrc = src; //For correct knockback. - flag|=SD_ANIMATION; - } - - if(sd) { - int flag = 0; //Used to signal if this skill can be combo'ed later on. - struct status_change_entry *sce; - if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex] - switch (skillid) { - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. - sce->val1 = skillid; //Update combo-skill - sce->val3 = skillid; - if( sce->timer != INVALID_TIMER ) - delete_timer(sce->timer, status_change_timer); - sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO); - break; - } - unit_cancel_combo(src); // Cancel combo wait - break; - default: - if( src == dsrc ) // Ground skills are exceptions. [Inkfish] - status_change_end(src, SC_COMBO, INVALID_TIMER); - } - } - switch(skillid) { - case MO_TRIPLEATTACK: - if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) - flag=1; - break; - case MO_CHAINCOMBO: - if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) - flag=1; - break; - case MO_COMBOFINISH: - if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] - party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv); - if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) - flag=1; - case CH_TIGERFIST: - if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) - flag=1; - case CH_CHAINCRUSH: - if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) - flag=1; - break; - case AC_DOUBLE: - if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER)) - { - //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] - sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000); - clif_combo_delay(src,2000); - } - break; - case TK_COUNTER: - { //bonus from SG_FRIEND [Komurka] - int level; - if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND))) - party_skill_check(sd, sd->status.party_id, TK_COUNTER,level); - } - break; - case SL_STIN: - case SL_STUN: - if (skilllv >= 7 && !sd->sc.data[SC_SMA]) - sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv)); - break; - case GS_FULLBUSTER: - //Can't attack nor use items until skill's delay expires. [Skotlex] - sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; - break; - case SR_DRAGONCOMBO: - if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 ) - flag = 1; - break; - case SR_FALLENEMPIRE: - if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 ) - flag = 1; - break; - } //Switch End - if (flag) { //Possible to chain - flag = DIFF_TICK(sd->ud.canact_tick, tick); - if (flag < 1) flag = 1; - sc_start2(src,SC_COMBO,100,skillid,bl->id,flag); - clif_combo_delay(src, flag); - } - } - - //Display damage. - switch( skillid ) - { - case PA_GOSPEL: //Should look like Holy Cross [Skotlex] - dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); - break; - //Skills that need be passed as a normal attack for the client to display correctly. - case HVAN_EXPLOSION: - case NPC_SELFDESTRUCTION: - if(src->type==BL_PC) - dmg.blewcount = 10; - dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] - // fall through - case KN_AUTOCOUNTER: - case NPC_CRITICALSLASH: - case TF_DOUBLE: - case GS_CHAINACTION: - dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); - break; - - case AS_SPLASHER: - if( flag&SD_ANIMATION ) // the surrounding targets - dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level - else // the central target doesn't display an animation - dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level - break; - case WL_HELLINFERNO: - case SR_EARTHSHAKER: - dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6); - break; - case WL_SOULEXPANSION: - case WL_COMET: - case KO_MUCHANAGE: - case NJ_HUUMA: - dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8); - break; - case WL_CHAINLIGHTNING_ATK: - dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND_PLUSATK: - case EL_FIRE_BOMB: - case EL_FIRE_BOMB_ATK: - case EL_FIRE_WAVE: - case EL_FIRE_WAVE_ATK: - case EL_FIRE_MANTLE: - case EL_CIRCLE_OF_FIRE: - case EL_FIRE_ARROW: - case EL_ICE_NEEDLE: - case EL_WATER_SCREW: - case EL_WATER_SCREW_ATK: - case EL_WIND_SLASH: - case EL_TIDAL_WEAPON: - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - case EL_HURRICANE: - case EL_HURRICANE_ATK: - case EL_TYPOON_MIS: - case EL_TYPOON_MIS_ATK: - case KO_BAKURETSU: - case GN_CRAZYWEED_ATK: - dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5); - break; - case GN_SLINGITEM_RANGEMELEEATK: - dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); - break; - case EL_STONE_RAIN: - dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-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,skilllv,5); - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); - break; - case 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_, skillid,flag&SD_LEVEL?-1:skilllv, 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_, skillid, -1, type); - 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_, skillid, flag&SD_LEVEL?-1:skilllv, 5); - } - dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); - break; - } - - map_freeblock_lock(); - - if(damage > 0 && dmg.flag&BF_SKILL && tsd - && pc_checkskill(tsd,RG_PLAGIARISM) - && (!sc || !sc->data[SC_PRESERVE]) - && damage < tsd->battle_status.hp) - { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] - int copy_skill = skillid; - /** - * Copy Referal: dummy skills should point to their source upon copying - **/ - switch( skillid ) { - case AB_DUPLELIGHT_MELEE: - case AB_DUPLELIGHT_MAGIC: - copy_skill = AB_DUPLELIGHT; - break; - case WL_CHAINLIGHTNING_ATK: - copy_skill = WL_CHAINLIGHTNING; - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - copy_skill = WM_REVERBERATION; - break; - case WM_SEVERE_RAINSTORM_MELEE: - copy_skill = WM_SEVERE_RAINSTORM; - break; - case GN_CRAZYWEED_ATK: - copy_skill = GN_CRAZYWEED; - break; - case GN_HELLS_PLANT_ATK: - copy_skill = GN_HELLS_PLANT; - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND_PLUSATK: - copy_skill = LG_OVERBRAND; - break; - } - - if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) && - can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] - { - int lv; - 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 && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) { - tsd->status.skill[tsd->reproduceskill_id].id = 0; - tsd->status.skill[tsd->reproduceskill_id].lv = 0; - tsd->status.skill[tsd->reproduceskill_id].flag = 0; - clif_deleteskill(tsd,tsd->reproduceskill_id); - } - - tsd->reproduceskill_id = copy_skill; - pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill); - pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv); - - tsd->status.skill[copy_skill].id = copy_skill; - tsd->status.skill[copy_skill].lv = lv; - tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED; - clif_addskill(tsd,copy_skill); - } else { - lv = skilllv; - if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){ - tsd->status.skill[tsd->cloneskill_id].id = 0; - tsd->status.skill[tsd->cloneskill_id].lv = 0; - tsd->status.skill[tsd->cloneskill_id].flag = 0; - clif_deleteskill(tsd,tsd->cloneskill_id); - } - - if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv) - lv = type; - - tsd->cloneskill_id = copy_skill; - pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill); - pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); - - tsd->status.skill[skillid].id = copy_skill; - tsd->status.skill[skillid].lv = lv; - tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED; - clif_addskill(tsd,skillid); - } - } - } - - if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0) - { //Skills with can't walk delay also stop normal attacking for that - //duration when the attack connects. [Skotlex] - struct unit_data *ud = unit_bl2ud(src); - if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) - ud->attackabletime = tick + type; - } - - if( !dmg.amotion ) - { //Instant damage - if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) ) - status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. - if( !status_isdead(bl) ) - skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick); - if( damage > 0 ) //Counter status effects [Skotlex] - skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick); - } - // Hell Inferno burning status only starts if Fire part hits. - if( skillid == WL_HELLINFERNO && dmg.damage > 0 ) - sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); - // Apply knock back chance in SC_TRIANGLESHOT skill. - else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) ) - 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)) { - int direction = -1; // default - switch(skillid) {//direction - case MG_FIREWALL: - case PR_SANCTUARY: - case SC_TRIANGLESHOT: - case LG_OVERBRAND: - case SR_KNUCKLEARROW: - case GN_WALLOFTHORN: - case EL_FIRE_MANTLE: - direction = unit_getdir(bl);// backwards - break; - // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. - case WZ_STORMGUST: - direction = rand()%8; - break; - case WL_CRIMSONROCK: - direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); - break; - - } - //blown-specific handling - switch( skillid ) { - case LG_OVERBRAND: - if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) { - short dir_x, dir_y; - dir_x = dirx[(direction+4)%8]; - dir_y = diry[(direction+4)%8]; - if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) - skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag ); - } else - skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag ); - break; - case SR_KNUCKLEARROW: - if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) { - short dir_x, dir_y; - dir_x = dirx[(direction+4)%8]; - dir_y = diry[(direction+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, skillid, skilllv, BF_WEAPON, flag|4); - } - break; - case GN_WALLOFTHORN: - unit_stop_walking(bl,1); - skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 ); - clif_fixpos(bl); - break; - default: - skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 ); - if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ - TBL_SKILL *su = (TBL_SKILL*)bl; - if( su->group && su->group->skill_id == HT_BLASTMINE) - skill_blown(src, bl, 3, -1, 0); - } - break; - } - } - - //Delayed damage must be dealt after the knockback (it needs to know actual position of target) - if (dmg.amotion) - battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion); - - if( sc && sc->data[SC_DEVOTION] && skillid != 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) ) - { - /** - * Check for devotion and change targetted dmg. - * [d_bl = paladin; bl = player; src = source of dmg] - **/ - bool devo_flag = false; /* false = paladin devoing; true = player */ - if ( src ) - { - struct status_change *tsc; - tsc = status_get_sc(src); - - /* Per official standards, following skills should reflect at the bl */ - if( (tsc->data[SC_KAITE] && attack_type == BF_MAGIC) || - (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC) - ) - devo_flag = true; - } - - clif_damage( - ( (devo_flag) ? bl:d_bl), - ( (devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0); - status_fix_damage( - ( (devo_flag) ? bl:NULL), - ( (devo_flag) ? bl:d_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( skillid == RG_INTIMIDATE ) { - int rate = 50 + skilllv * 5; - rate = rate + (status_get_lv(src) - status_get_lv(bl)); - if(rnd()%100 < rate) - skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); - } else if( skillid == SC_FATALMENACE ) - skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag); - } - - if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS) - dmg.flag |= BF_WEAPON; - - if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || - (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) ) - { - if (battle_config.left_cardfix_to_right) - battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); - else - battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); - } - - if( rdamage > 0 ) { - if( sc && sc->data[SC_REFLECTDAMAGE] ) { - if( src != bl )// Don't reflect your own damage (Grand Cross) - map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race); - } else { - if( dmg.amotion ) - battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); - else - status_fix_damage(bl,src,rdamage,0); - clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit. - //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] - if( tsd && src != bl ) - battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); - skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); - } - } - if( damage > 0 ) { - /** - * Post-damage effects - **/ - switch( skillid ) { - case RK_CRUSHSTRIKE: - skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. - break; - case GC_VENOMPRESSURE: { - struct status_change *ssc = status_get_sc(src); - if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) { - sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); - status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,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, skillid, tick); - } - - if (!(flag&2) && - ( - skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT - ) && - (sc = status_get_sc(src)) && - sc->data[SC_DOUBLECAST] && - rnd() % 100 < sc->data[SC_DOUBLECAST]->val2) - { -// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); - skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); - } - - map_freeblock_unlock(); - - return damage; + struct Damage dmg; + struct status_data *sstatus, *tstatus; + struct status_change *sc; + struct map_session_data *sd, *tsd; + int type,damage,rdamage=0; + + if (skillid > 0 && skilllv <= 0) return 0; + + nullpo_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, skillid, 2)) + return 0; + } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) { + //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] + if (!status_check_skilluse(src, bl, skillid, 2)) + return 0; + } + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + + sstatus = status_get_status_data(src); + tstatus = status_get_status_data(bl); + sc= status_get_sc(bl); + if (sc && !sc->count) sc = NULL; //Don't need it. + + // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? + if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) + return 0; + //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. + if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS)) + return 0; + + dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF); + + //Skotlex: Adjusted to the new system + if (src->type==BL_PET) { + // [Valaris] + struct pet_data *pd = (TBL_PET *)src; + if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid) { + int element = skill_get_ele(skillid, skilllv); + if (skillid == -1) + element = sstatus->rhw.ele; + if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) + dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv); + else + dmg.damage= skilllv; + dmg.damage2=0; + dmg.div_= pd->a_skill->div_; + } + } + + if (dmg.flag&BF_MAGIC && (skillid != 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; + bl = src; + src = tbl; + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; //Don't need it. + /* bugreport:2564 flag&2 disables double casting trigger */ + flag |= 2; + + //Spirit of Wizard blocks Kaite's reflection + if (type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD) { + //Consume one Fragment per hit of the casted skill? [Skotlex] + type = tsd?pc_search_inventory(tsd, 7321):0; + if (type >= 0) { + if (tsd) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); + dmg.damage = dmg.damage2 = 0; + dmg.dmg_lv = ATK_MISS; + sc->data[SC_SPIRIT]->val3 = skillid; + sc->data[SC_SPIRIT]->val4 = dsrc->id; + } + } + /** + * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target + **/ +#if MAGIC_REFLECTION_TYPE + if (dmg.dmg_lv != ATK_MISS) //Wiz SL cancelled and consumed fragment + dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF); +#endif + } + if (sc && sc->data[SC_MAGICROD] && src == dsrc) { + int sp = skill_get_sp(skillid,skilllv); + 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 (skillid == WZ_WATERBALL && skilllv > 1) + sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball + status_heal(bl, 0, sp, 2); + } + } + + damage = dmg.damage + dmg.damage2; + + if ((skillid == AL_INCAGI || skillid == AL_BLESSING || + skillid == CASH_BLESSING || skillid == CASH_INCAGI || + skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD]) + damage = 1; + + if (damage > 0 && ((dmg.flag&BF_WEAPON && src != bl && (src == dsrc || (dsrc->type == BL_SKILL && (skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM)))) + || (sc && sc->data[SC_REFLECTDAMAGE]))) + rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid); + + if (damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC) { + struct block_list *nbl = NULL; + nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id); + if (nbl) { // Only one target is chosen. + damage = damage / 2; // Deflect half of the damage to a target nearby + clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); + } + } + + //Skill hit type + type=(skillid==0)?5:skill_get_hit(skillid); + + if (damage < dmg.div_ + //Only skills that knockback even when they miss. [Skotlex] + && skillid != CH_PALMSTRIKE) + dmg.blewcount = 0; + + if (skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { + if (battle_config.gx_disptype) dsrc = src; + if (src == bl) type = 4; + else flag|=SD_ANIMATION; + } + if (skillid == NJ_TATAMIGAESHI) { + dsrc = src; //For correct knockback. + flag|=SD_ANIMATION; + } + + if (sd) { + int flag = 0; //Used to signal if this skill can be combo'ed later on. + struct status_change_entry *sce; + if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex] + switch (skillid) { + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. + sce->val1 = skillid; //Update combo-skill + sce->val3 = skillid; + if (sce->timer != INVALID_TIMER) + delete_timer(sce->timer, status_change_timer); + sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO); + break; + } + unit_cancel_combo(src); // Cancel combo wait + break; + default: + if (src == dsrc) // Ground skills are exceptions. [Inkfish] + status_change_end(src, SC_COMBO, INVALID_TIMER); + } + } + switch (skillid) { + case MO_TRIPLEATTACK: + if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) + flag=1; + break; + case MO_CHAINCOMBO: + if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) + flag=1; + break; + case MO_COMBOFINISH: + if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] + party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv); + if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) + flag=1; + case CH_TIGERFIST: + if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + flag=1; + case CH_CHAINCRUSH: + if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) + flag=1; + break; + case AC_DOUBLE: + if ((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER)) { + //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] + sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000); + clif_combo_delay(src,2000); + } + break; + case TK_COUNTER: { + //bonus from SG_FRIEND [Komurka] + int level; + if (sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND))) + party_skill_check(sd, sd->status.party_id, TK_COUNTER,level); + } + break; + case SL_STIN: + case SL_STUN: + if (skilllv >= 7 && !sd->sc.data[SC_SMA]) + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv)); + break; + case GS_FULLBUSTER: + //Can't attack nor use items until skill's delay expires. [Skotlex] + sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; + break; + case SR_DRAGONCOMBO: + if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0) + flag = 1; + break; + case SR_FALLENEMPIRE: + if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0) + flag = 1; + break; + } //Switch End + if (flag) { //Possible to chain + flag = DIFF_TICK(sd->ud.canact_tick, tick); + if (flag < 1) flag = 1; + sc_start2(src,SC_COMBO,100,skillid,bl->id,flag); + clif_combo_delay(src, flag); + } + } + + //Display damage. + switch (skillid) { + case PA_GOSPEL: //Should look like Holy Cross [Skotlex] + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); + break; + //Skills that need be passed as a normal attack for the client to display correctly. + case HVAN_EXPLOSION: + case NPC_SELFDESTRUCTION: + if (src->type==BL_PC) + dmg.blewcount = 10; + dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] + // fall through + case KN_AUTOCOUNTER: + case NPC_CRITICALSLASH: + case TF_DOUBLE: + case GS_CHAINACTION: + dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); + break; + + case AS_SPLASHER: + if (flag&SD_ANIMATION) // the surrounding targets + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level + else // the central target doesn't display an animation + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level + break; + case WL_HELLINFERNO: + case SR_EARTHSHAKER: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6); + break; + case WL_SOULEXPANSION: + case WL_COMET: + case KO_MUCHANAGE: + case NJ_HUUMA: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8); + break; + case WL_CHAINLIGHTNING_ATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + case EL_FIRE_BOMB: + case EL_FIRE_BOMB_ATK: + case EL_FIRE_WAVE: + case EL_FIRE_WAVE_ATK: + case EL_FIRE_MANTLE: + case EL_CIRCLE_OF_FIRE: + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WATER_SCREW: + case EL_WATER_SCREW_ATK: + case EL_WIND_SLASH: + case EL_TIDAL_WEAPON: + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + case EL_HURRICANE: + case EL_HURRICANE_ATK: + case EL_TYPOON_MIS: + case EL_TYPOON_MIS_ATK: + case KO_BAKURETSU: + case GN_CRAZYWEED_ATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5); + break; + case GN_SLINGITEM_RANGEMELEEATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); + break; + case EL_STONE_RAIN: + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-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,skilllv,5); + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); + break; + case 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_, skillid,flag&SD_LEVEL?-1:skilllv, 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_, skillid, -1, type); + 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_, skillid, flag&SD_LEVEL?-1:skilllv, 5); + } + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); + break; + } + + map_freeblock_lock(); + + if (damage > 0 && dmg.flag&BF_SKILL && tsd + && pc_checkskill(tsd,RG_PLAGIARISM) + && (!sc || !sc->data[SC_PRESERVE]) + && damage < tsd->battle_status.hp) { + //Updated to not be able to copy skills if the blow will kill you. [Skotlex] + int copy_skill = skillid; + /** + * Copy Referal: dummy skills should point to their source upon copying + **/ + switch (skillid) { + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + copy_skill = AB_DUPLELIGHT; + break; + case WL_CHAINLIGHTNING_ATK: + copy_skill = WL_CHAINLIGHTNING; + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + copy_skill = WM_REVERBERATION; + break; + case WM_SEVERE_RAINSTORM_MELEE: + copy_skill = WM_SEVERE_RAINSTORM; + break; + case GN_CRAZYWEED_ATK: + copy_skill = GN_CRAZYWEED; + break; + case GN_HELLS_PLANT_ATK: + copy_skill = GN_HELLS_PLANT; + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + copy_skill = LG_OVERBRAND; + break; + } + + if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) && + can_copy(tsd,copy_skill,bl)) { // Split all the check into their own function [Aru] + int lv; + 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 && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED) { + tsd->status.skill[tsd->reproduceskill_id].id = 0; + tsd->status.skill[tsd->reproduceskill_id].lv = 0; + tsd->status.skill[tsd->reproduceskill_id].flag = 0; + clif_deleteskill(tsd,tsd->reproduceskill_id); + } + + tsd->reproduceskill_id = copy_skill; + pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill); + pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv); + + tsd->status.skill[copy_skill].id = copy_skill; + tsd->status.skill[copy_skill].lv = lv; + tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED; + clif_addskill(tsd,copy_skill); + } else { + lv = skilllv; + if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED) { + tsd->status.skill[tsd->cloneskill_id].id = 0; + tsd->status.skill[tsd->cloneskill_id].lv = 0; + tsd->status.skill[tsd->cloneskill_id].flag = 0; + clif_deleteskill(tsd,tsd->cloneskill_id); + } + + if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv) + lv = type; + + tsd->cloneskill_id = copy_skill; + pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill); + pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); + + tsd->status.skill[skillid].id = copy_skill; + tsd->status.skill[skillid].lv = lv; + tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED; + clif_addskill(tsd,skillid); + } + } + } + + if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0) { + //Skills with can't walk delay also stop normal attacking for that + //duration when the attack connects. [Skotlex] + struct unit_data *ud = unit_bl2ud(src); + if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) + ud->attackabletime = tick + type; + } + + if (!dmg.amotion) { + //Instant damage + if (!sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD)) + status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. + if (!status_isdead(bl)) + skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick); + if (damage > 0) //Counter status effects [Skotlex] + skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick); + } + // Hell Inferno burning status only starts if Fire part hits. + if (skillid == WL_HELLINFERNO && dmg.damage > 0) + sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); + // Apply knock back chance in SC_TRIANGLESHOT skill. + else if (skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv)) + 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)) { + int direction = -1; // default + switch (skillid) { //direction + case MG_FIREWALL: + case PR_SANCTUARY: + case SC_TRIANGLESHOT: + case LG_OVERBRAND: + case SR_KNUCKLEARROW: + case GN_WALLOFTHORN: + case EL_FIRE_MANTLE: + direction = unit_getdir(bl);// backwards + break; + // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. + case WZ_STORMGUST: + direction = rand()%8; + break; + case WL_CRIMSONROCK: + direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); + break; + + } + //blown-specific handling + switch (skillid) { + case LG_OVERBRAND: + if (skill_blown(dsrc,bl,dmg.blewcount,direction,0)) { + short dir_x, dir_y; + dir_x = dirx[(direction+4)%8]; + dir_y = diry[(direction+4)%8]; + if (map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0) + skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag); + } else + skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag); + break; + case SR_KNUCKLEARROW: + if (skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4)) { + short dir_x, dir_y; + dir_x = dirx[(direction+4)%8]; + dir_y = diry[(direction+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, skillid, skilllv, BF_WEAPON, flag|4); + } + break; + case GN_WALLOFTHORN: + unit_stop_walking(bl,1); + skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2); + clif_fixpos(bl); + break; + default: + skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0); + if (!dmg.blewcount && bl->type == BL_SKILL && damage > 0) { + TBL_SKILL *su = (TBL_SKILL *)bl; + if (su->group && su->group->skill_id == HT_BLASTMINE) + skill_blown(src, bl, 3, -1, 0); + } + break; + } + } + + //Delayed damage must be dealt after the knockback (it needs to know actual position of target) + if (dmg.amotion) + battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion); + + if (sc && sc->data[SC_DEVOTION] && skillid != 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)) { + /** + * Check for devotion and change targetted dmg. + * [d_bl = paladin; bl = player; src = source of dmg] + **/ + bool devo_flag = false; /* false = paladin devoing; true = player */ + if (src) { + struct status_change *tsc; + tsc = status_get_sc(src); + + /* Per official standards, following skills should reflect at the bl */ + if ((tsc->data[SC_KAITE] && attack_type == BF_MAGIC) || + (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC) + ) + devo_flag = true; + } + + clif_damage( + ((devo_flag) ? bl:d_bl), + ((devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0); + status_fix_damage( + ((devo_flag) ? bl:NULL), + ((devo_flag) ? bl:d_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 (skillid == RG_INTIMIDATE) { + int rate = 50 + skilllv * 5; + rate = rate + (status_get_lv(src) - status_get_lv(bl)); + if (rnd()%100 < rate) + skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); + } else if (skillid == SC_FATALMENACE) + skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag); + } + + if (skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS) + dmg.flag |= BF_WEAPON; + + if (sd && src != bl && damage > 0 && (dmg.flag&BF_WEAPON || + (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)))) { + if (battle_config.left_cardfix_to_right) + battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); + else + battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); + } + + if (rdamage > 0) { + if (sc && sc->data[SC_REFLECTDAMAGE]) { + if (src != bl) // Don't reflect your own damage (Grand Cross) + map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race); + } else { + if (dmg.amotion) + battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); + else + status_fix_damage(bl,src,rdamage,0); + clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit. + //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] + if (tsd && src != bl) + battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); + skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); + } + } + if (damage > 0) { + /** + * Post-damage effects + **/ + switch (skillid) { + case RK_CRUSHSTRIKE: + skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. + break; + case GC_VENOMPRESSURE: { + struct status_change *ssc = status_get_sc(src); + if (ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv) { + sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); + status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); + clif_skill_nodamage(src,bl,skillid,skilllv,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, skillid, tick); + } + + if (!(flag&2) && + ( + skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT + ) && + (sc = status_get_sc(src)) && + sc->data[SC_DOUBLECAST] && + rnd() % 100 < sc->data[SC_DOUBLECAST]->val2) { + // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); + skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); + } + + map_freeblock_unlock(); + + return damage; } /*========================================== @@ -2760,181 +2871,179 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds * then call func with source,target,skillid,skilllv,tick,flag *------------------------------------------*/ typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); -int skill_area_sub (struct block_list *bl, va_list ap) +int skill_area_sub(struct block_list *bl, va_list ap) { - struct block_list *src; - int skill_id,skill_lv,flag; - unsigned int tick; - SkillFunc func; - - nullpo_ret(bl); - - src=va_arg(ap,struct block_list *); - skill_id=va_arg(ap,int); - skill_lv=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - flag=va_arg(ap,int); - func=va_arg(ap,SkillFunc); - - if(battle_check_target(src,bl,flag) > 0) - { - // several splash skills need this initial dummy packet to display correctly - if (flag&SD_PREAMBLE && skill_area_temp[2] == 0) - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - - if (flag&(SD_SPLASH|SD_PREAMBLE)) - skill_area_temp[2]++; - - return func(src,bl,skill_id,skill_lv,tick,flag); - } - return 0; + struct block_list *src; + int skill_id,skill_lv,flag; + unsigned int tick; + SkillFunc func; + + nullpo_ret(bl); + + src=va_arg(ap,struct block_list *); + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + flag=va_arg(ap,int); + func=va_arg(ap,SkillFunc); + + if (battle_check_target(src,bl,flag) > 0) { + // several splash skills need this initial dummy packet to display correctly + if (flag&SD_PREAMBLE && skill_area_temp[2] == 0) + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + + if (flag&(SD_SPLASH|SD_PREAMBLE)) + skill_area_temp[2]++; + + return func(src,bl,skill_id,skill_lv,tick,flag); + } + return 0; } -static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) +static int skill_check_unit_range_sub(struct block_list *bl, va_list ap) { - struct skill_unit *unit; - int skillid,g_skillid; - - unit = (struct skill_unit *)bl; - - if(bl->prev == NULL || bl->type != BL_SKILL) - return 0; - - if(!unit->alive) - return 0; - - skillid = va_arg(ap,int); - g_skillid = unit->group->skill_id; - - switch (skillid) { - case MH_STEINWAND: - case MG_SAFETYWALL: - case AL_PNEUMA: - case SC_MAELSTROM: - if(g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM) - return 0; - break; - case AL_WARP: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case HP_BASILICA: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case SC_DIMENSIONDOOR: - case SC_BLOODYLUST: - //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) - if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST) - return 0; - break; - default: //Avoid stacking with same kind of trap. [Skotlex] - if (g_skillid != skillid) - return 0; - break; - } - - return 1; + struct skill_unit *unit; + int skillid,g_skillid; + + unit = (struct skill_unit *)bl; + + if (bl->prev == NULL || bl->type != BL_SKILL) + return 0; + + if (!unit->alive) + return 0; + + skillid = va_arg(ap,int); + g_skillid = unit->group->skill_id; + + switch (skillid) { + case MH_STEINWAND: + case MG_SAFETYWALL: + case AL_PNEUMA: + case SC_MAELSTROM: + if (g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM) + return 0; + break; + case AL_WARP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + case HP_BASILICA: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_DIMENSIONDOOR: + case SC_BLOODYLUST: + //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) + if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST) + return 0; + break; + default: //Avoid stacking with same kind of trap. [Skotlex] + if (g_skillid != skillid) + return 0; + break; + } + + return 1; } -static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv) +static int skill_check_unit_range(struct block_list *bl, int x, int y, int skillid, int skilllv) { - //Non players do not check for the skill's splash-trigger area. - int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0; - int layout_type = skill_get_unit_layout_type(skillid,skilllv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); - return 0; - } - - range += layout_type; - return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid); + //Non players do not check for the skill's splash-trigger area. + int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0; + int layout_type = skill_get_unit_layout_type(skillid,skilllv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); + return 0; + } + + range += layout_type; + return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid); } -static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) +static int skill_check_unit_range2_sub(struct block_list *bl, va_list ap) { - int skillid; + int skillid; - if(bl->prev == NULL) - return 0; + if (bl->prev == NULL) + return 0; - skillid = va_arg(ap,int); + skillid = va_arg(ap,int); - if( status_isdead(bl) && skillid != AL_WARP ) - return 0; + if (status_isdead(bl) && skillid != AL_WARP) + return 0; - if( skillid == HP_BASILICA && bl->type == BL_PC ) - return 0; + if (skillid == HP_BASILICA && bl->type == BL_PC) + return 0; - if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) - return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] - return 1; + if (skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB *)bl)->class_ == MOBID_EMPERIUM) + return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] + return 1; } -static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv) +static int skill_check_unit_range2(struct block_list *bl, int x, int y, int skillid, int skilllv) { - int range, type; - - switch (skillid) { // to be expanded later - case WZ_ICEWALL: - range = 2; - break; - default: - { - int layout_type = skill_get_unit_layout_type(skillid,skilllv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); - return 0; - } - range = skill_get_unit_range(skillid,skilllv) + layout_type; - } - break; - } - - // if the caster is a monster/NPC, only check for players - // otherwise just check characters - if (bl->type == BL_PC) - type = BL_CHAR; - else - type = BL_PC; - - return map_foreachinarea(skill_check_unit_range2_sub, bl->m, - x - range, y - range, x + range, y + range, - type, skillid); + int range, type; + + switch (skillid) { // to be expanded later + case WZ_ICEWALL: + range = 2; + break; + default: { + int layout_type = skill_get_unit_layout_type(skillid,skilllv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); + return 0; + } + range = skill_get_unit_range(skillid,skilllv) + layout_type; + } + break; + } + + // if the caster is a monster/NPC, only check for players + // otherwise just check characters + if (bl->type == BL_PC) + type = BL_CHAR; + else + type = BL_PC; + + return map_foreachinarea(skill_check_unit_range2_sub, bl->m, + x - range, y - range, x + range, y + range, + type, skillid); } -int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex) +int skill_guildaura_sub(struct map_session_data *sd, int id, int strvit, int agidex) { - if(id == sd->bl.id && battle_config.guild_aura&16) - return 0; // Do not affect guild leader - - if (sd->sc.data[SC_GUILDAURA]) { - struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA]; - if( sce->val3 != strvit || sce->val4 != agidex ) { - sce->val3 = strvit; - sce->val4 = agidex; - status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA)); - } - return 0; - } - sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000); - return 1; + if (id == sd->bl.id && battle_config.guild_aura&16) + return 0; // Do not affect guild leader + + if (sd->sc.data[SC_GUILDAURA]) { + struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA]; + if (sce->val3 != strvit || sce->val4 != agidex) { + sce->val3 = strvit; + sce->val4 = agidex; + status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA)); + } + return 0; + } + sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000); + return 1; } /*========================================== @@ -2945,125 +3054,118 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag *------------------------------------------*/ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type) { - struct status_data *status; - struct map_session_data *sd = NULL; - int i, j, hp, sp, hp_rate, sp_rate, state, mhp; - int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; - - if( lv < 1 || lv > MAX_SKILL_LEVEL ) - return 0; - nullpo_ret(bl); - - switch( bl->type ) - { - case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; - case BL_MER: sd = ((TBL_MER*)bl)->master; break; - } - - status = status_get_status_data(bl); - if( (j = skill_get_index(skill)) == 0 ) - return 0; - - // Requeriments - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - itemid[i] = skill_db[j].itemid[i]; - amount[i] = skill_db[j].amount[i]; - } - hp = skill_db[j].hp[lv-1]; - sp = skill_db[j].sp[lv-1]; - hp_rate = skill_db[j].hp_rate[lv-1]; - sp_rate = skill_db[j].sp_rate[lv-1]; - state = skill_db[j].state; - if( (mhp = skill_db[j].mhp[lv-1]) > 0 ) - hp += (status->max_hp * mhp) / 100; - if( hp_rate > 0 ) - hp += (status->hp * hp_rate) / 100; - else - hp += (status->max_hp * (-hp_rate)) / 100; - if( sp_rate > 0 ) - sp += (status->sp * sp_rate) / 100; - else - sp += (status->max_sp * (-sp_rate)) / 100; - - if( bl->type == BL_HOM ) - { // Intimacy Requeriments - struct homun_data *hd = BL_CAST(BL_HOM, bl); - switch( skill ) - { - case HFLI_SBR44: - if( hd->homunculus.intimacy <= 200 ) - return 0; - break; - case HVAN_EXPLOSION: - if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) - return 0; - break; - } - } - - if( !(type&2) ) - { - if( hp > 0 && status->hp <= (unsigned int)hp ) - { - clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0); - return 0; - } - if( sp > 0 && status->sp <= (unsigned int)sp ) - { - clif_skill_fail(sd, skill, 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, USESKILL_FAIL_LEVEL, 0); - return 0; - } - break; - } - if( !(type&1) ) - return 1; - - // Check item existences - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - index[i] = -1; - if( itemid[i] < 1 ) continue; // No item - index[i] = pc_search_inventory(sd, itemid[i]); - if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] ) - { - clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - - // Consume items - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); - } - - if( type&2 ) - return 1; - - if( sp || hp ) - status_zap(bl, hp, sp); - - return 1; + struct status_data *status; + struct map_session_data *sd = NULL; + int i, j, hp, sp, hp_rate, sp_rate, state, mhp; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; + + if (lv < 1 || lv > MAX_SKILL_LEVEL) + return 0; + nullpo_ret(bl); + + switch (bl->type) { + case BL_HOM: + sd = ((TBL_HOM *)bl)->master; + break; + case BL_MER: + sd = ((TBL_MER *)bl)->master; + break; + } + + status = status_get_status_data(bl); + if ((j = skill_get_index(skill)) == 0) + return 0; + + // Requeriments + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + itemid[i] = skill_db[j].itemid[i]; + amount[i] = skill_db[j].amount[i]; + } + hp = skill_db[j].hp[lv-1]; + sp = skill_db[j].sp[lv-1]; + hp_rate = skill_db[j].hp_rate[lv-1]; + sp_rate = skill_db[j].sp_rate[lv-1]; + state = skill_db[j].state; + if ((mhp = skill_db[j].mhp[lv-1]) > 0) + hp += (status->max_hp * mhp) / 100; + if (hp_rate > 0) + hp += (status->hp * hp_rate) / 100; + else + hp += (status->max_hp * (-hp_rate)) / 100; + if (sp_rate > 0) + sp += (status->sp * sp_rate) / 100; + else + sp += (status->max_sp * (-sp_rate)) / 100; + + if (bl->type == BL_HOM) { + // Intimacy Requeriments + struct homun_data *hd = BL_CAST(BL_HOM, bl); + switch (skill) { + case HFLI_SBR44: + if (hd->homunculus.intimacy <= 200) + return 0; + break; + case HVAN_EXPLOSION: + if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) + return 0; + break; + } + } + + if (!(type&2)) { + if (hp > 0 && status->hp <= (unsigned int)hp) { + clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0); + return 0; + } + if (sp > 0 && status->sp <= (unsigned int)sp) { + clif_skill_fail(sd, skill, 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, USESKILL_FAIL_LEVEL, 0); + return 0; + } + break; + } + if (!(type&1)) + return 1; + + // Check item existences + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + index[i] = -1; + if (itemid[i] < 1) continue; // No item + index[i] = pc_search_inventory(sd, itemid[i]); + if (index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { + clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + + // Consume items + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + if (index[i] >= 0) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); + } + + if (type&2) + return 1; + + if (sp || hp) + status_zap(bl, hp, sp); + + return 1; } /*========================================== * *------------------------------------------*/ -int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag) +int skill_area_sub_count(struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag) { - return 1; + return 1; } /*========================================== @@ -3071,5877 +3173,5910 @@ int skill_area_sub_count (struct block_list *src, struct block_list *target, int *------------------------------------------*/ static int skill_timerskill(int tid, unsigned int 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 = NULL; - 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)) - break; // 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 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_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_WIZARD && - sc->data[SC_SPIRIT]->val3 == skl->skill_id) - sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. - } - } - break; - /** - * 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,skl->flag); // Hit a Lightning on the current Target - skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if( skl->type > 1 ) - { // Remaining Chains Hit - nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one... - if( nbl == NULL && skl->x > 1 ) - { - nbl = target; - skl->x--; - } - else skl->x = 3; - } - - if( nbl ) - skill_addtimerskill(src,tick+status_get_adelay(src),nbl->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: - skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION); - skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if( skl->type >= 3 ) - { // Final Hit - if( !status_isdead(target) ) - { // Final Status Effect - int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN }, - applyeffects[4] = { 0, 0, 0, 0 }, - i, j = 0, k = 0; - for( i = 1; i <= 8; i = i + i ) - { - if( skl->x&i ) - { - applyeffects[j] = effects[k]; - j++; - } - k++; - } - if( j ) - { - i = applyeffects[rnd()%j]; - status_change_start(target, i, 10000, skl->skill_lv, - (i == SC_BURNING ? 1000 : 0), - (i == SC_BURNING ? src->id : 0), - 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0); - } - } - } - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets - break; - case SC_FATALMENACE: - if( src == target ) // Casters Part - unit_warp(src, -1, skl->x, skl->y, 3); - else { // Target's Part - short x = skl->x, y = skl->y; - map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1); - unit_warp(target,-1,x,y,3); - } - break; - case LG_MOONSLASHER: - case SR_WINDMILL: - if( target->type == BL_PC ) { - struct map_session_data *tsd = NULL; - if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { - pc_setsit(tsd); - skill_sit(tsd,1); - clif_sitting(&tsd->bl); - } - } - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND_PLUSATK: - 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, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id); - break; - case CH_PALMSTRIKE: - { - struct status_change* tsc = status_get_sc(target); - if( tsc && tsc->option&OPTION_HIDE ){ - skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); - break; - } - } - default: - skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - break; - } - } - else { - if(src->m != skl->map) - break; - switch( skl->skill_id ) - { - case WZ_METEOR: - if( skl->type >= 0 ) - { - int x = skl->type>>16, y = skl->type&0xFFFF; - if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) - skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); - if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) - clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); - } - else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) - skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); - break; - case GN_CRAZYWEED_ATK: - { - int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv); - 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); - } - case WL_EARTHSTRAIN: - skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); - break; - - } - } - } while (0); - //Free skl now that it is no longer needed. - ers_free(skill_timer_ers, skl); - return 0; + struct block_list *src = map_id2bl(id),*target; + struct unit_data *ud = unit_bl2ud(src); + struct skill_timerskill *skl = NULL; + 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)) + break; // 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 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_SPIRIT] && + sc->data[SC_SPIRIT]->val2 == SL_WIZARD && + sc->data[SC_SPIRIT]->val3 == skl->skill_id) + sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. + } + } + break; + /** + * 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,skl->flag); // Hit a Lightning on the current Target + skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if (skl->type > 1) { + // Remaining Chains Hit + nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one... + if (nbl == NULL && skl->x > 1) { + nbl = target; + skl->x--; + } else skl->x = 3; + } + + if (nbl) + skill_addtimerskill(src,tick+status_get_adelay(src),nbl->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: + skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION); + skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if (skl->type >= 3) { + // Final Hit + if (!status_isdead(target)) { + // Final Status Effect + int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN }, + applyeffects[4] = { 0, 0, 0, 0 }, + i, j = 0, k = 0; + for (i = 1; i <= 8; i = i + i) { + if (skl->x&i) { + applyeffects[j] = effects[k]; + j++; + } + k++; + } + if (j) { + i = applyeffects[rnd()%j]; + status_change_start(target, i, 10000, skl->skill_lv, + (i == SC_BURNING ? 1000 : 0), + (i == SC_BURNING ? src->id : 0), + 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0); + } + } + } + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets + break; + case SC_FATALMENACE: + if (src == target) // Casters Part + unit_warp(src, -1, skl->x, skl->y, 3); + else { // Target's Part + short x = skl->x, y = skl->y; + map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1); + unit_warp(target,-1,x,y,3); + } + break; + case LG_MOONSLASHER: + case SR_WINDMILL: + if (target->type == BL_PC) { + struct map_session_data *tsd = NULL; + if ((tsd = ((TBL_PC *)target)) && !pc_issit(tsd)) { + pc_setsit(tsd); + skill_sit(tsd,1); + clif_sitting(&tsd->bl); + } + } + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + 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, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id); + break; + case CH_PALMSTRIKE: { + struct status_change *tsc = status_get_sc(target); + if (tsc && tsc->option&OPTION_HIDE) { + skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0); + break; + } + } + default: + skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + break; + } + } else { + if (src->m != skl->map) + break; + switch (skl->skill_id) { + case WZ_METEOR: + if (skl->type >= 0) { + int x = skl->type>>16, y = skl->type&0xFFFF; + if (path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL)) + skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); + if (path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)) + clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); + } else if (path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)) + skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); + break; + case GN_CRAZYWEED_ATK: { + int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv); + 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); + } + case WL_EARTHSTRAIN: + skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); + break; + + } + } + } while (0); + //Free skl now that it is no longer needed. + ers_free(skill_timer_ers, skl); + return 0; } /*========================================== * *------------------------------------------*/ -int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag) +int skill_addtimerskill(struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag) { - int i; - struct unit_data *ud; - nullpo_retr(1, src); - 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 = add_timer(tick, skill_timerskill, src->id, i); - ud->skilltimerskill[i]->src_id = src->id; - ud->skilltimerskill[i]->target_id = target; - ud->skilltimerskill[i]->skill_id = skill_id; - ud->skilltimerskill[i]->skill_lv = skill_lv; - ud->skilltimerskill[i]->map = src->m; - ud->skilltimerskill[i]->x = x; - ud->skilltimerskill[i]->y = y; - ud->skilltimerskill[i]->type = type; - ud->skilltimerskill[i]->flag = flag; - return 0; + int 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 = add_timer(tick, skill_timerskill, src->id, i); + ud->skilltimerskill[i]->src_id = src->id; + ud->skilltimerskill[i]->target_id = target; + ud->skilltimerskill[i]->skill_id = skill_id; + ud->skilltimerskill[i]->skill_lv = skill_lv; + ud->skilltimerskill[i]->map = src->m; + ud->skilltimerskill[i]->x = x; + ud->skilltimerskill[i]->y = y; + ud->skilltimerskill[i]->type = type; + ud->skilltimerskill[i]->flag = flag; + return 0; } /*========================================== * *------------------------------------------*/ -int skill_cleartimerskill (struct block_list *src) +int 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]) { - delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); - ers_free(skill_timer_ers, ud->skilltimerskill[i]); - ud->skilltimerskill[i]=NULL; - } - } - return 1; + 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]) { + delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); + ers_free(skill_timer_ers, ud->skilltimerskill[i]); + ud->skilltimerskill[i]=NULL; + } + } + return 1; } -static int skill_ative_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 ) { - map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick()); - su->limit=DIFF_TICK(gettick(),sg->tick); - sg->unit_id = UNT_USED_TRAPS; - } - return 0; +static int skill_ative_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) { + map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick()); + su->limit=DIFF_TICK(gettick(),sg->tick); + sg->unit_id = UNT_USED_TRAPS; + } + return 0; } -static int skill_reveal_trap (struct block_list *bl, va_list ap) +static int skill_reveal_trap(struct block_list *bl, va_list ap) { - TBL_SKILL *su = (TBL_SKILL*)bl; - if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) - { //Reveal trap. - //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] - //clif_changetraplook(bl, su->group->unit_id); - clif_skill_setunit(su); - return 1; - } - return 0; + TBL_SKILL *su = (TBL_SKILL *)bl; + if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { + //Reveal trap. + //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] + //clif_changetraplook(bl, su->group->unit_id); + clif_skill_setunit(su); + return 1; + } + return 0; } /*========================================== * * *------------------------------------------*/ -int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) +int skill_castend_damage_id(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { - struct map_session_data *sd = NULL; - struct status_data *tstatus; - struct status_change *sc; - - if (skillid > 0 && skilllv <= 0) return 0; - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->m != bl->m) - return 1; - - if (bl->prev == NULL) - return 1; - - sd = BL_CAST(BL_PC, src); - - if (status_isdead(bl)) - return 1; - - if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100) - { //GTB makes all targetted magic display miss with a single bolt. - sc_type sct = status_skill2sc(skillid); - if(sct != SC_NONE) - status_change_end(bl, sct, INVALID_TIMER); - clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid)); - return 1; - } - - sc = status_get_sc(src); - if (sc && !sc->count) - sc = NULL; //Unneeded - - tstatus = status_get_status_data(bl); - - map_freeblock_lock(); - - switch(skillid) - { - case MER_CRASH: - case SM_BASH: - case MS_BASH: - case MC_MAMMONITE: - case TF_DOUBLE: - case AC_DOUBLE: - case MA_DOUBLE: - case AS_SONICBLOW: - case KN_PIERCE: - case ML_PIERCE: - case KN_SPEARBOOMERANG: - case TF_POISON: - case TF_SPRINKLESAND: - case AC_CHARGEARROW: - case MA_CHARGEARROW: - case RG_INTIMIDATE: - case AM_ACIDTERROR: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - case BA_DISSONANCE: - case CR_HOLYCROSS: - case NPC_DARKCROSS: - case CR_SHIELDCHARGE: - case CR_SHIELDBOOMERANG: - case NPC_PIERCINGATT: - case NPC_MENTALBREAKER: - case NPC_RANGEATTACK: - case NPC_CRITICALSLASH: - case NPC_COMBOATTACK: - case NPC_GUIDEDATTACK: - case NPC_POISON: - case NPC_RANDOMATTACK: - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_TELEKINESISATTACK: - case NPC_UNDEADATTACK: - case NPC_ARMORBRAKE: - case NPC_WEAPONBRAKER: - case NPC_HELMBRAKE: - case NPC_SHIELDBRAKE: - case NPC_BLINDATTACK: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_PETRIFYATTACK: - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case LK_AURABLADE: - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - case LK_HEADCRUSH: - case CG_ARROWVULCAN: - case HW_MAGICCRASHER: - case ITM_TOMAHAWK: - case MO_TRIPLEATTACK: - case CH_CHAINCRUSH: - case CH_TIGERFIST: - case PA_SHIELDCHAIN: // Shield Chain - case PA_SACRIFICE: - case WS_CARTTERMINATION: // Cart Termination - case AS_VENOMKNIFE: - case HT_PHANTASMIC: - case HT_POWER: - case TK_DOWNKICK: - case TK_COUNTER: - case GS_CHAINACTION: - case GS_TRIPLEACTION: - case GS_MAGICALBULLET: - case GS_TRACKING: - case GS_PIERCINGSHOT: - case GS_RAPIDSHOWER: - case GS_DUST: - case GS_DISARM: // Added disarm. [Reddozen] - case GS_FULLBUSTER: - case NJ_SYURIKEN: - case NJ_KUNAI: - case ASC_BREAKER: - case HFLI_MOON: //[orn] - case HFLI_SBR44: //[orn] - case NPC_BLEEDING: - case NPC_CRITICALWOUND: - case NPC_HELLPOWER: - case RK_SONICWAVE: - case RK_HUNDREDSPEAR: - case AB_DUPLELIGHT_MELEE: - case RA_AIMEDBOLT: - case NC_AXEBOOMERANG: - case NC_POWERSWING: - case GC_CROSSIMPACT: - case GC_VENOMPRESSURE: - case SC_TRIANGLESHOT: - case SC_FEINTBOMB: - case LG_BANISHINGPOINT: - case LG_SHIELDPRESS: - case LG_RAGEBURST: - case LG_RAYOFGENESIS: - case LG_HESPERUSLIT: - case SR_FALLENEMPIRE: - case SR_CRESCENTELBOW_AUTOSPELL: - case SR_GATEOFHELL: - case SR_GENTLETOUCH_QUIET: - case WM_SEVERE_RAINSTORM_MELEE: - case WM_GREAT_ECHO: - case GN_SLINGITEM_RANGEMELEEATK: - case KO_JYUMONJIKIRI: - case KO_SETSUDAN: - case KO_KAIHOU: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - /** - * Mechanic (MADO GEAR) - **/ - case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: - case NC_VULCANARM: - case NC_COLDSLOWER: - case NC_ARMSCANNON: - if (sd) pc_overheat(sd,1); - case RK_WINDCUTTER: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); - break; - - case MO_COMBOFINISH: - if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) - { //Becomes a splash attack when Soul Linked. - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv),splash_target(src), - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } else - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case TK_STORMKICK: // Taekwon kicks [Dralnu] - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_area_temp[1] = 0; - map_foreachinrange(skill_attack_area, src, - skill_get_splash(skillid, skilllv), splash_target(src), - BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); - break; - - case KN_CHARGEATK: - { - bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); - unsigned int dist = distance_bl(src, bl); - unsigned int dir = map_calc_dir(bl, src->x, src->y); - - // teleport to target (if not on WoE grounds) - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) ) - clif_slide(src, bl->x, bl->y); - - // cause damage and knockback if the path to target was a straight one - if( path ) - { - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist); - skill_blown(src, bl, dist, dir, 0); - //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, - // make the caster look in the direction of the target - unit_setdir(src, (dir+4)%8); - } - - } - break; - - case 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(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), - skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); - break; - - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - skill_area_temp[1] = bl->id; - map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), - skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); - break; - - case MO_INVESTIGATE: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case RG_BACKSTAP: - { - int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); - if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); - dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] - unit_setdir(bl,dir); - } - else if (sd) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - - case MO_FINGEROFFENSIVE: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (battle_config.finger_offensive_type && sd) { - int i; - for (i = 1; i < sd->spiritball_old; i++) - skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); - } - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case MO_CHAINCOMBO: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case NJ_ISSEN: - status_change_end(src, SC_NEN, INVALID_TIMER); - status_change_end(src, SC_HIDING, INVALID_TIMER); - // fall through - case MO_EXTREMITYFIST: - if( skillid == MO_EXTREMITYFIST ) - { - status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + struct map_session_data *sd = NULL; + struct status_data *tstatus; + struct status_change *sc; + + if (skillid > 0 && skilllv <= 0) return 0; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + if (bl->prev == NULL) + return 1; + + sd = BL_CAST(BL_PC, src); + + if (status_isdead(bl)) + return 1; + + if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100) { + //GTB makes all targetted magic display miss with a single bolt. + sc_type sct = status_skill2sc(skillid); + if (sct != SC_NONE) + status_change_end(bl, sct, INVALID_TIMER); + clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid)); + return 1; + } + + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + + tstatus = status_get_status_data(bl); + + map_freeblock_lock(); + + switch (skillid) { + case MER_CRASH: + case SM_BASH: + case MS_BASH: + case MC_MAMMONITE: + case TF_DOUBLE: + case AC_DOUBLE: + case MA_DOUBLE: + case AS_SONICBLOW: + case KN_PIERCE: + case ML_PIERCE: + case KN_SPEARBOOMERANG: + case TF_POISON: + case TF_SPRINKLESAND: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case RG_INTIMIDATE: + case AM_ACIDTERROR: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case BA_DISSONANCE: + case CR_HOLYCROSS: + case NPC_DARKCROSS: + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + case NPC_PIERCINGATT: + case NPC_MENTALBREAKER: + case NPC_RANGEATTACK: + case NPC_CRITICALSLASH: + case NPC_COMBOATTACK: + case NPC_GUIDEDATTACK: + case NPC_POISON: + case NPC_RANDOMATTACK: + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + case NPC_UNDEADATTACK: + case NPC_ARMORBRAKE: + case NPC_WEAPONBRAKER: + case NPC_HELMBRAKE: + case NPC_SHIELDBRAKE: + case NPC_BLINDATTACK: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case LK_AURABLADE: + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + case LK_HEADCRUSH: + case CG_ARROWVULCAN: + case HW_MAGICCRASHER: + case ITM_TOMAHAWK: + case MO_TRIPLEATTACK: + case CH_CHAINCRUSH: + case CH_TIGERFIST: + case PA_SHIELDCHAIN: // Shield Chain + case PA_SACRIFICE: + case WS_CARTTERMINATION: // Cart Termination + case AS_VENOMKNIFE: + case HT_PHANTASMIC: + case HT_POWER: + case TK_DOWNKICK: + case TK_COUNTER: + case GS_CHAINACTION: + case GS_TRIPLEACTION: + case GS_MAGICALBULLET: + case GS_TRACKING: + case GS_PIERCINGSHOT: + case GS_RAPIDSHOWER: + case GS_DUST: + case GS_DISARM: // Added disarm. [Reddozen] + case GS_FULLBUSTER: + case NJ_SYURIKEN: + case NJ_KUNAI: + case ASC_BREAKER: + case HFLI_MOON: //[orn] + case HFLI_SBR44: //[orn] + case NPC_BLEEDING: + case NPC_CRITICALWOUND: + case NPC_HELLPOWER: + case RK_SONICWAVE: + case RK_HUNDREDSPEAR: + case AB_DUPLELIGHT_MELEE: + case RA_AIMEDBOLT: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case GC_CROSSIMPACT: + case GC_VENOMPRESSURE: + case SC_TRIANGLESHOT: + case SC_FEINTBOMB: + case LG_BANISHINGPOINT: + case LG_SHIELDPRESS: + case LG_RAGEBURST: + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: + case SR_FALLENEMPIRE: + case SR_CRESCENTELBOW_AUTOSPELL: + case SR_GATEOFHELL: + case SR_GENTLETOUCH_QUIET: + case WM_SEVERE_RAINSTORM_MELEE: + case WM_GREAT_ECHO: + case GN_SLINGITEM_RANGEMELEEATK: + case KO_JYUMONJIKIRI: + case KO_SETSUDAN: + case KO_KAIHOU: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + /** + * Mechanic (MADO GEAR) + **/ + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_VULCANARM: + case NC_COLDSLOWER: + case NC_ARMSCANNON: + if (sd) pc_overheat(sd,1); + case RK_WINDCUTTER: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); + break; + + case MO_COMBOFINISH: + if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) { + //Becomes a splash attack when Soul Linked. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),splash_target(src), + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } else + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case TK_STORMKICK: // Taekwon kicks [Dralnu] + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_area_temp[1] = 0; + map_foreachinrange(skill_attack_area, src, + skill_get_splash(skillid, skilllv), splash_target(src), + BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + break; + + case KN_CHARGEATK: { + bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + unsigned int dist = distance_bl(src, bl); + unsigned int dir = map_calc_dir(bl, src->x, src->y); + + // teleport to target (if not on WoE grounds) + if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1)) + clif_slide(src, bl->x, bl->y); + + // cause damage and knockback if the path to target was a straight one + if (path) { + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist); + skill_blown(src, bl, dist, dir, 0); + //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, + // make the caster look in the direction of the target + unit_setdir(src, (dir+4)%8); + } + + } + break; + + case 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(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), + skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + break; + + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + skill_area_temp[1] = bl->id; + map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), + skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + break; + + case MO_INVESTIGATE: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case RG_BACKSTAP: { + int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); + if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); + dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] + unit_setdir(bl,dir); + } else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + + case MO_FINGEROFFENSIVE: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if (battle_config.finger_offensive_type && sd) { + int i; + for (i = 1; i < sd->spiritball_old; i++) + skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); + } + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case MO_CHAINCOMBO: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case NJ_ISSEN: + status_change_end(src, SC_NEN, INVALID_TIMER); + status_change_end(src, SC_HIDING, INVALID_TIMER); + // fall through + case MO_EXTREMITYFIST: + if (skillid == MO_EXTREMITYFIST) { + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL - sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv)); + sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv)); #endif - } - //Client expects you to move to target regardless of distance - { - struct unit_data *ud = unit_bl2ud(src); - short dx,dy; - int i,speed; - i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura - dx = bl->x - src->x; - dy = bl->y - src->y; - if (dx < 0) dx-=i; - else if (dx > 0) dx+=i; - if (dy < 0) dy-=i; - else if (dy > 0) dy+=i; - if (!dx && !dy) dy++; - if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS)) - { - dx = bl->x; - dy = bl->y; - } else { - dx = src->x + dx; - dy = src->y + dy; - } - - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - - if(unit_walktoxy(src, dx, dy, 2) && ud) { - //Increase can't walk delay to not alter your walk path - ud->canmove_tick = tick; - speed = status_get_speed(src); - for (i = 0; i < ud->walkpath.path_len; i ++) - { - if(ud->walkpath.path[i]&1) - ud->canmove_tick+=7*speed/5; - else - ud->canmove_tick+=speed; - } - } - } - break; - - //Splash attack skills. - case AS_GRIMTOOTH: - case MC_CARTREVOLUTION: - case NPC_SPLASHATTACK: - flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit - case AS_SPLASHER: - case SM_MAGNUM: - case MS_MAGNUM: - case HT_BLITZBEAT: - case AC_SHOWER: - case MA_SHOWER: - case MG_NAPALMBEAT: - case MG_FIREBALL: - case RG_RAID: - case HW_NAPALMVULCAN: - case NJ_HUUMA: - case NJ_BAKUENRYU: - case ASC_METEORASSAULT: - case GS_DESPERADO: - case GS_SPREADATTACK: - case NPC_EARTHQUAKE: - case NPC_PULSESTRIKE: - case NPC_HELLJUDGEMENT: - case NPC_VAMPIRE_GIFT: - case RK_IGNITIONBREAK: - case AB_JUDEX: - case WL_SOULEXPANSION: - case WL_CRIMSONROCK: - case WL_COMET: - case WL_JACKFROST: - case RA_ARROWSTORM: - case RA_WUGDASH: - case NC_SELFDESTRUCTION: - case NC_AXETORNADO: - case GC_ROLLINGCUTTER: - case GC_COUNTERSLASH: - case LG_MOONSLASHER: - case LG_EARTHDRIVE: - case SR_TIGERCANNON: - case SR_RAMPAGEBLASTER: - case SR_SKYNETBLOW: - case SR_WINDMILL: - case SR_RIDEINLIGHTNING: - case WM_SOUND_OF_DESTRUCTION: - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - case SO_VARETYR_SPEAR: - case GN_CART_TORNADO: - case GN_CARTCANNON: - case KO_HAPPOKUNAI: - case KO_HUUMARANKA: - case KO_MUCHANAGE: - case KO_BAKURETSU: - if( flag&1 ) {//Recursive invocation - // skill_area_temp[0] holds number of targets in area - // skill_area_temp[1] holds the id of the original target - // skill_area_temp[2] counts how many targets have already been processed - int sflag = skill_area_temp[0] & 0xFFF, heal; - if( flag&SD_LEVEL ) - sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level - if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) ) - sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) - - heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag); - if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) { - clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src,heal,0,0); - } - } else { - switch ( skillid ) { - case NJ_BAKUENRYU: - case LG_EARTHDRIVE: - case GN_CARTCANNON: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case LG_MOONSLASHER: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - break; - case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? - skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,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( skillid == WL_CRIMSONROCK ) { - skill_area_temp[4] = bl->x; - skill_area_temp[5] = bl->y; - } - if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC ) - skill_area_temp[1] = 0; - // if skill damage should be split among targets, count them - //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets - //special case: Venom Splasher uses a different range for searching than for splashing - if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT ) - skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); - - // recursive invocation of skill_castend_damage_id() with flag|1 - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); - } - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - //Coded apart for it needs the flag passed to the damage calculation. - if (skill_area_temp[1] != bl->id) - skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION); - else - skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); - break; - - case KN_BOWLINGBASH: - case MS_BOWLINGBASH: - if(flag&1){ - if(bl->id==skill_area_temp[1]) - break; - //two hits for 500% - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); - } else { - int i,c; - c = skill_get_blewcount(skillid,skilllv); - // keep moving target in the direction that src is looking, square by square - for(i=0;i<c;i++){ - if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1)) - break; //Can't knockback - skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count); - if( skill_area_temp[0] > 1 ) break; // collision - } - clif_blown(bl); //Update target pos. - if (i!=c) { //Splash - skill_area_temp[1] = bl->id; - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); - } - //Weirdo dual-hit property, two attacks for 500% - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); - } - break; - - case KN_SPEARSTAB: - if(flag&1) { - if (bl->id==skill_area_temp[1]) - break; - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION)) - skill_blown(src,bl,skill_area_temp[2],-1,0); - } else { - int x=bl->x,y=bl->y,i,dir; - dir = map_calc_dir(bl,src->x,src->y); - skill_area_temp[1] = bl->id; - skill_area_temp[2] = skill_get_blewcount(skillid,skilllv); - // all the enemies between the caster and the target are hit, as well as the target - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) - skill_blown(src,bl,skill_area_temp[2],-1,0); - for (i=0;i<4;i++) { - map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - x += dirx[dir]; - y += diry[dir]; - } - } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] - { - skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag)) - map_foreachinrange(skill_area_sub,bl, - skill_get_splash(skillid, skilllv),BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_ENEMY|1, - skill_castend_nodamage_id); - } - break; - case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] - // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/ - clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. - skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); - break; - - case PR_TURNUNDEAD: - case ALL_RESURRECTION: - if (!battle_check_undead(tstatus->race, tstatus->def_ele)) - break; - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case MG_SOULSTRIKE: - case NPC_DARKSTRIKE: - case MG_COLDBOLT: - case MG_FIREBOLT: - case MG_LIGHTNINGBOLT: - case WZ_EARTHSPIKE: - case AL_HEAL: - case AL_HOLYLIGHT: - case WZ_JUPITEL: - case NPC_DARKTHUNDER: - case PR_ASPERSIO: - case MG_FROSTDIVER: - case WZ_SIGHTBLASTER: - case WZ_SIGHTRASHER: - case NJ_KOUENKA: - case NJ_HYOUSENSOU: - case NJ_HUUJIN: - case AB_ADORAMUS: - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - case AB_DUPLELIGHT_MAGIC: - case WM_METALICSOUND: - case MH_ERASER_CUTTER: - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case NPC_MAGICALATTACK: - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); - break; - - case HVAN_CAPRICE: //[blackhole89] - { - int ran=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,skilllv,tick,flag|SD_LEVEL); - } - break; - case WZ_WATERBALL: - { - int range = skilllv / 2; - int maxlv = skill_get_max(skillid); // learnable level - int count = 0; - int x, y; - struct skill_unit* unit; - - if( skilllv > maxlv ) - { - if( src->type == BL_MOB && skilllv == 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( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) - { - count++; // skill-induced water cell - skill_delunit(unit); // consume cell - } - } - } - - if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs - skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag); - } - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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, skillid, skilllv, tick, flag); - break; - - case SL_SMA: - status_change_end(src, SC_SMA, INVALID_TIMER); - case SL_STIN: - case SL_STUN: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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: - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); - break; - /** - * Rune Knight - **/ - case RK_DRAGONBREATH: { - struct status_change *tsc = NULL; - if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) { - clif_skill_nodamage(src,src,skillid,skilllv,1); - } else - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); - break; - - // Celest - case PF_SOULBURN: - if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (skilllv == 5) - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - status_percent_damage(src, bl, 0, 100, false); - } else { - clif_skill_nodamage(src,src,skillid,skilllv,1); - if (skilllv == 5) - skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag); - status_percent_damage(src, src, 0, 100, false); - } - break; - - case NPC_BLOODDRAIN: - case NPC_ENERGYDRAIN: - { - int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, - src, src, bl, skillid, skilllv, tick, flag); - if (heal > 0){ - clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src, heal, 0, 0); - } - } - break; - - case GS_BULLSEYE: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case NJ_KASUMIKIRI: - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0) - sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); - break; - case NJ_KIRIKAGE: - if( !map_flag_gvg(src->m) && !map[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,skillid,skilllv,tick,flag); - break; - case RK_PHANTOMTHRUST: - unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - - skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); - if( battle_check_target(src,bl,BCT_ENEMY) ) - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case RK_STORMBLAST: - case RK_CRUSHSTRIKE: - if( sd ) { - if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) ) - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - else - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } else //non-sd support - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - case GC_DARKILLUSION: - { - short x, y; - short dir = map_calc_dir(src,bl->x,bl->y); - - if( dir > 4 ) x = -1; - else if( dir > 0 && dir < 4 ) x = 1; - else x = 0; - if( dir < 3 || dir > 5 ) y = -1; - else if( dir > 3 && dir < 5 ) y = 1; - else y = 0; - - if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) - { - clif_slide(src,bl->x+x,bl->y+y); - clif_fixpos(src); // the official server send these two packts. - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if( rnd()%100 < 4 * skilllv ) - skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag); - } - - } - break; - - case GC_WEAPONCRUSH: - if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0); - break; - - case GC_CROSSRIPPERSLASHER: - if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0); - else - { - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); - } - break; - case WL_CHAINLIGHTNING: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag); - break; - case WL_DRAINLIFE: - { - int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); - int rate = 70 + 5 * skilllv; - - heal = heal * (5 + 5 * skilllv) / 100; - - if( bl->type == BL_SKILL ) - 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( sd ) - { - int spheres[5] = { 0, 0, 0, 0, 0 }, - positions[5] = {-1,-1,-1,-1,-1 }, - i, j = 0, k, subskill = 0; - - for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) - if( sc && sc->data[i] ) - { - spheres[j] = i; - positions[j] = sc->data[i]->val2; - j++; // - } - - if( j < 4 ) - { // Need 4 spheres minimum - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - - // Sphere Sort, this time from new to old - for( i = 0; i <= j - 2; i++ ) - for( k = i + 1; k <= j - 1; k++ ) - if( positions[i] < positions[k] ) - { - swap(positions[i],positions[k]); - swap(spheres[i],spheres[k]); - } - - k = 0; - for( i = 0; i < 4; i++ ) - { - switch( sc->data[spheres[i]]->val1 ) - { - case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break; - case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break; - case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break; - case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break; - } - skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag); - clif_skill_nodamage(src, bl, subskill, skilllv, 1); - status_change_end(src, spheres[i], INVALID_TIMER); - } - } - break; - - case WL_RELEASE: - if( sd ) - { - int i; - // Priority is to release SpellBook - if( sc && sc->data[SC_READING_SB] ) - { // SpellBook - int skill_id, skill_lv, point, s = 0; - int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; - - for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released - if( sc->data[i] ) spell[s++] = i; - - if ( s == 0 ) - break; - - i = spell[s==1?0:rand()%s];// Random select of spell to be released. - if( s && sc->data[i] ){// Now extract the data from the preserved spell - skill_id = sc->data[i]->val1; - skill_lv = sc->data[i]->val2; - point = sc->data[i]->val3; - status_change_end(src, (sc_type)i, INVALID_TIMER); - }else //something went wrong :( - break; - - if( sc->data[SC_READING_SB]->val2 > point ) - sc->data[SC_READING_SB]->val2 -= point; - else // Last spell to be released - status_change_end(src, SC_READING_SB, INVALID_TIMER); - - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) ) - break; - - switch( skill_get_casttype(skill_id) ) - { - case CAST_GROUND: - skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); - break; - } - - sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv); - clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0); - } - else - { // Summon Balls - int j = 0, k, skele; - int spheres[5] = { 0, 0, 0, 0, 0 }, - positions[5] = {-1,-1,-1,-1,-1 }; - - for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) - if( sc && sc->data[i] ) - { - spheres[j] = i; - positions[j] = sc->data[i]->val2; - sc->data[i]->val2--; // Prepares for next position - j++; - } - - if( j == 0 ) - { // No Spheres - clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0); - break; - } - - // Sphere Sort - for( i = 0; i <= j - 2; i++ ) - for( k = i + 1; k <= j - 1; k++ ) - if( positions[i] > positions[k] ) - { - swap(positions[i],positions[k]); - swap(spheres[i],spheres[k]); - } - - if( skilllv == 1 ) j = 1; // Limit only to one ball - for( i = 0; i < j; i++ ) - { - skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls - // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND - skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL); - status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball - } - clif_skill_nodamage(src,bl,skillid,0,1); - } - } - break; - case WL_FROSTMISTY: - // Causes Freezing status through walls. - sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv)); - // 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,skillid,skilllv,tick,flag|SD_ANIMATION); - break; - case WL_HELLINFERNO: - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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}; - int 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, skillid, skilllv, 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,skillid,skilllv,tick,flag); - }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. - clif_skill_fail(sd, skillid, 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,skillid,skilllv,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] - if( rnd()%100 < 50 ) - sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv)); - 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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( sd ) pc_overheat(sd,1); - } - break; - - case NC_MAGNETICFIELD: - sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv)); - break; - case SC_FATALMENACE: - if( flag&1 ) - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); - skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self - clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); - } - break; - case LG_PINPOINTATTACK: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) - clif_slide(src,bl->x,bl->y); - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case LG_SHIELDSPELL: - // flag&1: Phisycal Attack, flag&2: Magic Attack. - skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case LG_OVERBRAND: - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL); - break; - - case LG_OVERBRAND_BRANDISH: - skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL); - break; - case SR_DRAGONCOMBO: - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case SR_KNUCKLEARROW: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) { - clif_slide(src,bl->x,bl->y); - clif_fixpos(src); // Aegis send this packet too. - } - - if( flag&1 ) - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL); - else - skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2); - break; - - case SR_HOWLINGOFLION: - status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); - status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); - status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); - status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, 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, skillid, skilllv, 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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - } - break; - - case WM_LULLABY_DEEPSLEEP: - if( bl != src && rnd()%100 < 88 + 2 * skilllv ) - sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); - break; - - case SO_POISON_BUSTER: { - struct status_change *tsc = status_get_sc(bl); - if( tsc && tsc->data[SC_POISON] ) { - skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); - status_change_end(bl, SC_POISON, INVALID_TIMER); - } - else if( sd ) - clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); - } - break; - - case GN_SPORE_EXPLOSION: - if( flag&1 ) - skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); - else { - clif_skill_nodamage(src, bl, skillid, 0, 1); - skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 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(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag); - else { - int i = skill_get_splash(skillid,skilllv); - clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( rnd()%100 < 30 ) - map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - else - skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); - } - break; - - case EL_ROCK_CRUSHER: - clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( rnd()%100 < 50 ) - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - else - skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag); - break; - - case EL_STONE_RAIN: - if( flag&1 ) - skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); - else { - int i = skill_get_splash(skillid,skilllv); - clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( rnd()%100 < 30 ) - map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - else - skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,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),skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); - break; - - case EL_TIDAL_WEAPON: - if( src->type == BL_ELEM ) { - struct elemental_data *ele = BL_CAST(BL_ELEM,src); - struct status_change *sc = status_get_sc(&ele->bl); - struct status_change *tsc = status_get_sc(bl); - sc_type type = status_skill2sc(skillid), type2; - type2 = type-1; - - clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skillid); - } - if( rnd()%100 < 50 ) - skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); - else { - sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); - sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv)); - } - clif_skill_nodamage(src,src,skillid,skilllv,1); - } - break; - - - //recursive homon skill - case MH_MAGMA_FLOW: - case MH_XENO_SLASHER: - case MH_HEILIGE_STANGE: - if(flag & 1) - skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); - else { - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id); - } - break; - case MH_STAHL_HORN: - case MH_NEEDLE_OF_PARALYZE: - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, 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, skillid, skilllv, tick, SD_LEVEL|flag); - } else { - skill_area_temp[1] = bl->id; - map_foreachinrange(skill_area_sub, bl, - sd->bonus.splash_range, BL_CHAR, - src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, - skill_castend_damage_id); - flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] - } - } - break; - - default: - ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid); - clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, - 0, abs(skill_get_num(skillid, skilllv)), - skillid, skilllv, skill_get_hit(skillid)); - map_freeblock_unlock(); - return 1; - } - - 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 = gettick(); - - if( sd->state.arrow_atk ) - {// consume arrow on last invocation to this skill. - battle_consume_ammo(sd, skillid, skilllv); - } - - // perform skill requirement consumption - skill_consume_requirement(sd,skillid,skilllv,2); - } - - return 0; + } + //Client expects you to move to target regardless of distance + { + struct unit_data *ud = unit_bl2ud(src); + short dx,dy; + int i,speed; + i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura + dx = bl->x - src->x; + dy = bl->y - src->y; + if (dx < 0) dx-=i; + else if (dx > 0) dx+=i; + if (dy < 0) dy-=i; + else if (dy > 0) dy+=i; + if (!dx && !dy) dy++; + if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS)) { + dx = bl->x; + dy = bl->y; + } else { + dx = src->x + dx; + dy = src->y + dy; + } + + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + + if (unit_walktoxy(src, dx, dy, 2) && ud) { + //Increase can't walk delay to not alter your walk path + ud->canmove_tick = tick; + speed = status_get_speed(src); + for (i = 0; i < ud->walkpath.path_len; i ++) { + if (ud->walkpath.path[i]&1) + ud->canmove_tick+=7*speed/5; + else + ud->canmove_tick+=speed; + } + } + } + break; + + //Splash attack skills. + case AS_GRIMTOOTH: + case MC_CARTREVOLUTION: + case NPC_SPLASHATTACK: + flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit + case AS_SPLASHER: + case SM_MAGNUM: + case MS_MAGNUM: + case HT_BLITZBEAT: + case AC_SHOWER: + case MA_SHOWER: + case MG_NAPALMBEAT: + case MG_FIREBALL: + case RG_RAID: + case HW_NAPALMVULCAN: + case NJ_HUUMA: + case NJ_BAKUENRYU: + case ASC_METEORASSAULT: + case GS_DESPERADO: + case GS_SPREADATTACK: + case NPC_EARTHQUAKE: + case NPC_PULSESTRIKE: + case NPC_HELLJUDGEMENT: + case NPC_VAMPIRE_GIFT: + case RK_IGNITIONBREAK: + case AB_JUDEX: + case WL_SOULEXPANSION: + case WL_CRIMSONROCK: + case WL_COMET: + case WL_JACKFROST: + case RA_ARROWSTORM: + case RA_WUGDASH: + case NC_SELFDESTRUCTION: + case NC_AXETORNADO: + case GC_ROLLINGCUTTER: + case GC_COUNTERSLASH: + case LG_MOONSLASHER: + case LG_EARTHDRIVE: + case SR_TIGERCANNON: + case SR_RAMPAGEBLASTER: + case SR_SKYNETBLOW: + case SR_WINDMILL: + case SR_RIDEINLIGHTNING: + case WM_SOUND_OF_DESTRUCTION: + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + case SO_VARETYR_SPEAR: + case GN_CART_TORNADO: + case GN_CARTCANNON: + case KO_HAPPOKUNAI: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + if (flag&1) { //Recursive invocation + // skill_area_temp[0] holds number of targets in area + // skill_area_temp[1] holds the id of the original target + // skill_area_temp[2] counts how many targets have already been processed + int sflag = skill_area_temp[0] & 0xFFF, heal; + if (flag&SD_LEVEL) + sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level + if (skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL)) + sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) + + heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag); + if (skillid == NPC_VAMPIRE_GIFT && heal > 0) { + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src,heal,0,0); + } + } else { + switch (skillid) { + case NJ_BAKUENRYU: + case LG_EARTHDRIVE: + case GN_CARTCANNON: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case LG_MOONSLASHER: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + break; + case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? + skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,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 (skillid == WL_CRIMSONROCK) { + skill_area_temp[4] = bl->x; + skill_area_temp[5] = bl->y; + } + if (skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC) + skill_area_temp[1] = 0; + // if skill damage should be split among targets, count them + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets + //special case: Venom Splasher uses a different range for searching than for splashing + if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT) + skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); + + // recursive invocation of skill_castend_damage_id() with flag|1 + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC)?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + } + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + //Coded apart for it needs the flag passed to the damage calculation. + if (skill_area_temp[1] != bl->id) + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION); + else + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); + break; + + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + if (flag&1) { + if (bl->id==skill_area_temp[1]) + break; + //two hits for 500% + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); + } else { + int i,c; + c = skill_get_blewcount(skillid,skilllv); + // keep moving target in the direction that src is looking, square by square + for (i=0; i<c; i++) { + if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1)) + break; //Can't knockback + skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count); + if (skill_area_temp[0] > 1) break; // collision + } + clif_blown(bl); //Update target pos. + if (i!=c) { //Splash + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + } + //Weirdo dual-hit property, two attacks for 500% + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); + } + break; + + case KN_SPEARSTAB: + if (flag&1) { + if (bl->id==skill_area_temp[1]) + break; + if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION)) + skill_blown(src,bl,skill_area_temp[2],-1,0); + } else { + int x=bl->x,y=bl->y,i,dir; + dir = map_calc_dir(bl,src->x,src->y); + skill_area_temp[1] = bl->id; + skill_area_temp[2] = skill_get_blewcount(skillid,skilllv); + // all the enemies between the caster and the target are hit, as well as the target + if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) + skill_blown(src,bl,skill_area_temp[2],-1,0); + for (i=0; i<4; i++) { + map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + x += dirx[dir]; + y += diry[dir]; + } + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: { //Active part of the attack. Skill-attack [Skotlex] + skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. + if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag)) + map_foreachinrange(skill_area_sub,bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|1, + skill_castend_nodamage_id); + } + break; + case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] + // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/ + clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. + skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); + break; + + case PR_TURNUNDEAD: + case ALL_RESURRECTION: + if (!battle_check_undead(tstatus->race, tstatus->def_ele)) + break; + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case MG_SOULSTRIKE: + case NPC_DARKSTRIKE: + case MG_COLDBOLT: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case WZ_EARTHSPIKE: + case AL_HEAL: + case AL_HOLYLIGHT: + case WZ_JUPITEL: + case NPC_DARKTHUNDER: + case PR_ASPERSIO: + case MG_FROSTDIVER: + case WZ_SIGHTBLASTER: + case WZ_SIGHTRASHER: + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HUUJIN: + case AB_ADORAMUS: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AB_DUPLELIGHT_MAGIC: + case WM_METALICSOUND: + case MH_ERASER_CUTTER: + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case NPC_MAGICALATTACK: + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); + break; + + case HVAN_CAPRICE: { //[blackhole89] + int ran=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,skilllv,tick,flag|SD_LEVEL); + } + break; + case WZ_WATERBALL: { + int range = skilllv / 2; + int maxlv = skill_get_max(skillid); // learnable level + int count = 0; + int x, y; + struct skill_unit *unit; + + if (skilllv > maxlv) { + if (src->type == BL_MOB && skilllv == 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 ((unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL) { + count++; // skill-induced water cell + skill_delunit(unit); // consume cell + } + } + } + + if (count > 1) // queue the remaining count - 1 timerskill Waterballs + skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag); + } + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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, skillid, skilllv, tick, flag); + break; + + case SL_SMA: + status_change_end(src, SC_SMA, INVALID_TIMER); + case SL_STIN: + case SL_STUN: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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: + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); + break; + /** + * Rune Knight + **/ + case RK_DRAGONBREATH: { + struct status_change *tsc = NULL; + if ((tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING])) { + clif_skill_nodamage(src,src,skillid,skilllv,1); + } else + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); + break; + + // Celest + case PF_SOULBURN: + if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (skilllv == 5) + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + status_percent_damage(src, bl, 0, 100, false); + } else { + clif_skill_nodamage(src,src,skillid,skilllv,1); + if (skilllv == 5) + skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag); + status_percent_damage(src, src, 0, 100, false); + } + break; + + case NPC_BLOODDRAIN: + case NPC_ENERGYDRAIN: { + int heal = skill_attack((skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + src, src, bl, skillid, skilllv, tick, flag); + if (heal > 0) { + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src, heal, 0, 0); + } + } + break; + + case GS_BULLSEYE: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case NJ_KASUMIKIRI: + if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0) + sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); + break; + case NJ_KIRIKAGE: + if (!map_flag_gvg(src->m) && !map[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,skillid,skilllv,tick,flag); + break; + case RK_PHANTOMTHRUST: + unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + + skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); + if (battle_check_target(src,bl,BCT_ENEMY)) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case RK_STORMBLAST: + case RK_CRUSHSTRIKE: + if (sd) { + if (pc_checkskill(sd,RK_RUNEMASTERY) >= (skillid == RK_CRUSHSTRIKE ? 7 : 3)) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + else + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } else //non-sd support + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + case GC_DARKILLUSION: { + short x, y; + short dir = map_calc_dir(src,bl->x,bl->y); + + if (dir > 4) x = -1; + else if (dir > 0 && dir < 4) x = 1; + else x = 0; + if (dir < 3 || dir > 5) y = -1; + else if (dir > 3 && dir < 5) y = 1; + else y = 0; + + if (unit_movepos(src, bl->x+x, bl->y+y, 1, 1)) { + clif_slide(src,bl->x+x,bl->y+y); + clif_fixpos(src); // the official server send these two packts. + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if (rnd()%100 < 4 * skilllv) + skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag); + } + + } + break; + + case GC_WEAPONCRUSH: + if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0); + break; + + case GC_CROSSRIPPERSLASHER: + if (sd && !(sc && sc->data[SC_ROLLINGCUTTER])) + clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0); + else { + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); + } + break; + case WL_CHAINLIGHTNING: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag); + break; + case WL_DRAINLIFE: { + int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); + int rate = 70 + 5 * skilllv; + + heal = heal * (5 + 5 * skilllv) / 100; + + if (bl->type == BL_SKILL) + 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 (sd) { + int spheres[5] = { 0, 0, 0, 0, 0 }, + positions[5] = {-1,-1,-1,-1,-1 }, + i, j = 0, k, subskill = 0; + + for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) + if (sc && sc->data[i]) { + spheres[j] = i; + positions[j] = sc->data[i]->val2; + j++; // + } + + if (j < 4) { + // Need 4 spheres minimum + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + + // Sphere Sort, this time from new to old + for (i = 0; i <= j - 2; i++) + for (k = i + 1; k <= j - 1; k++) + if (positions[i] < positions[k]) { + swap(positions[i],positions[k]); + swap(spheres[i],spheres[k]); + } + + k = 0; + for (i = 0; i < 4; i++) { + switch (sc->data[spheres[i]]->val1) { + case WLS_FIRE: + subskill = WL_TETRAVORTEX_FIRE; + k |= 1; + break; + case WLS_WIND: + subskill = WL_TETRAVORTEX_WIND; + k |= 4; + break; + case WLS_WATER: + subskill = WL_TETRAVORTEX_WATER; + k |= 2; + break; + case WLS_STONE: + subskill = WL_TETRAVORTEX_GROUND; + k |= 8; + break; + } + skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag); + clif_skill_nodamage(src, bl, subskill, skilllv, 1); + status_change_end(src, spheres[i], INVALID_TIMER); + } + } + break; + + case WL_RELEASE: + if (sd) { + int i; + // Priority is to release SpellBook + if (sc && sc->data[SC_READING_SB]) { + // SpellBook + int skill_id, skill_lv, point, s = 0; + int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; + + for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released + if (sc->data[i]) spell[s++] = i; + + if (s == 0) + break; + + i = spell[s==1?0:rand()%s];// Random select of spell to be released. + if (s && sc->data[i]) {// Now extract the data from the preserved spell + skill_id = sc->data[i]->val1; + skill_lv = sc->data[i]->val2; + point = sc->data[i]->val3; + status_change_end(src, (sc_type)i, INVALID_TIMER); + } else //something went wrong :( + break; + + if (sc->data[SC_READING_SB]->val2 > point) + sc->data[SC_READING_SB]->val2 -= point; + else // Last spell to be released + status_change_end(src, SC_READING_SB, INVALID_TIMER); + + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + if (!skill_check_condition_castbegin(sd, skill_id, skill_lv)) + break; + + switch (skill_get_casttype(skill_id)) { + case CAST_GROUND: + skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); + break; + } + + sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv); + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0); + } else { + // Summon Balls + int j = 0, k, skele; + int spheres[5] = { 0, 0, 0, 0, 0 }, + positions[5] = {-1,-1,-1,-1,-1 }; + + for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) + if (sc && sc->data[i]) { + spheres[j] = i; + positions[j] = sc->data[i]->val2; + sc->data[i]->val2--; // Prepares for next position + j++; + } + + if (j == 0) { + // No Spheres + clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0); + break; + } + + // Sphere Sort + for (i = 0; i <= j - 2; i++) + for (k = i + 1; k <= j - 1; k++) + if (positions[i] > positions[k]) { + swap(positions[i],positions[k]); + swap(spheres[i],spheres[k]); + } + + if (skilllv == 1) j = 1; // Limit only to one ball + for (i = 0; i < j; i++) { + skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls + // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND + skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL); + status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball + } + clif_skill_nodamage(src,bl,skillid,0,1); + } + } + break; + case WL_FROSTMISTY: + // Causes Freezing status through walls. + sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv)); + // 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,skillid,skilllv,tick,flag|SD_ANIMATION); + break; + case WL_HELLINFERNO: + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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}; + int 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, skillid, skilllv, 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,skillid,skilllv,tick,flag); + } else if (sd && skillid == RA_WUGBITE) // Only RA_WUGBITE has the skill fail message. + clif_skill_fail(sd, skillid, 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,skillid,skilllv,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] + if (rnd()%100 < 50) + sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv)); + 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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (sd) pc_overheat(sd,1); + } + break; + + case NC_MAGNETICFIELD: + sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv)); + break; + case SC_FATALMENACE: + if (flag&1) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); + } + break; + case LG_PINPOINTATTACK: + if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1)) + clif_slide(src,bl->x,bl->y); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case LG_SHIELDSPELL: + // flag&1: Phisycal Attack, flag&2: Magic Attack. + skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case LG_OVERBRAND: + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL); + break; + + case LG_OVERBRAND_BRANDISH: + skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL); + break; + case SR_DRAGONCOMBO: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case SR_KNUCKLEARROW: + if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1)) { + clif_slide(src,bl->x,bl->y); + clif_fixpos(src); // Aegis send this packet too. + } + + if (flag&1) + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL); + else + skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2); + break; + + case SR_HOWLINGOFLION: + status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); + status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); + status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); + status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, 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, skillid, skilllv, 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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + } + break; + + case WM_LULLABY_DEEPSLEEP: + if (bl != src && rnd()%100 < 88 + 2 * skilllv) + sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); + break; + + case SO_POISON_BUSTER: { + struct status_change *tsc = status_get_sc(bl); + if (tsc && tsc->data[SC_POISON]) { + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); + status_change_end(bl, SC_POISON, INVALID_TIMER); + } else if (sd) + clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); + } + break; + + case GN_SPORE_EXPLOSION: + if (flag&1) + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); + else { + clif_skill_nodamage(src, bl, skillid, 0, 1); + skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 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(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag); + else { + int i = skill_get_splash(skillid,skilllv); + clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (rnd()%100 < 30) + map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + else + skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); + } + break; + + case EL_ROCK_CRUSHER: + clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (rnd()%100 < 50) + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + else + skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag); + break; + + case EL_STONE_RAIN: + if (flag&1) + skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); + else { + int i = skill_get_splash(skillid,skilllv); + clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (rnd()%100 < 30) + map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + else + skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,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),skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); + break; + + case EL_TIDAL_WEAPON: + if (src->type == BL_ELEM) { + struct elemental_data *ele = BL_CAST(BL_ELEM,src); + struct status_change *sc = status_get_sc(&ele->bl); + struct status_change *tsc = status_get_sc(bl); + sc_type type = status_skill2sc(skillid), type2; + type2 = type-1; + + clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if ((sc && sc->data[type2]) || (tsc && tsc->data[type])) { + elemental_clean_single_effect(ele, skillid); + } + if (rnd()%100 < 50) + skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); + else { + sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); + sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv)); + } + clif_skill_nodamage(src,src,skillid,skilllv,1); + } + break; + + + //recursive homon skill + case MH_MAGMA_FLOW: + case MH_XENO_SLASHER: + case MH_HEILIGE_STANGE: + if (flag & 1) + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); + else { + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id); + } + break; + case MH_STAHL_HORN: + case MH_NEEDLE_OF_PARALYZE: + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, 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, skillid, skilllv, tick, SD_LEVEL|flag); + } else { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub, bl, + sd->bonus.splash_range, BL_CHAR, + src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, + skill_castend_damage_id); + flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] + } + } + break; + + default: + ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid); + clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, + 0, abs(skill_get_num(skillid, skilllv)), + skillid, skilllv, skill_get_hit(skillid)); + map_freeblock_unlock(); + return 1; + } + + 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 = gettick(); + + if (sd->state.arrow_atk) { + // consume arrow on last invocation to this skill. + battle_consume_ammo(sd, skillid, skilllv); + } + + // perform skill requirement consumption + skill_consume_requirement(sd,skillid,skilllv,2); + } + + return 0; } /*========================================== * *------------------------------------------*/ -int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) +int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { - struct map_session_data *sd, *dstsd; - struct mob_data *md, *dstmd; - struct homun_data *hd; - struct mercenary_data *mer; - struct status_data *sstatus, *tstatus; - struct status_change *tsc; - struct status_change_entry *tsce; - - int i = 0; - enum sc_type type; - - if(skillid > 0 && skilllv <= 0) return 0; // celest - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->m != bl->m) - return 1; - - sd = BL_CAST(BL_PC, src); - hd = BL_CAST(BL_HOM, src); - md = BL_CAST(BL_MOB, src); - 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( skillid ) { - case NPC_WIDESOULDRAIN: - case PR_REDEMPTIO: - case ALL_RESURRECTION: - case WM_DEADHILLHERE: - break; - default: - return 1; - } - } - - tstatus = status_get_status_data(bl); - sstatus = status_get_status_data(src); - - //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] - switch (skillid) { - case HLIF_HEAL: //[orn] - if (bl->type != BL_HOM) { - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ; - break ; - } - case AL_HEAL: - case ALL_RESURRECTION: - case PR_ASPERSIO: - /** - * Arch Bishop - **/ - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - //Apparently only player casted skills can be offensive like this. - if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) { - if (battle_check_target(src, bl, BCT_ENEMY) < 1) { - //Offensive heal does not works on non-enemies. [Skotlex] - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 0; - } - return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); - } - break; - case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] - return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); - 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, skillid, skilllv)) //prevent reiteration - ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon - if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv)) - ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master - if (hd) - skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); - return ret; - } - break; - default: - //Skill is actually ground placed. - if (src == bl && skill_get_unit_id(skillid,0)) - return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); - } - - type = status_skill2sc(skillid); - tsc = status_get_sc(bl); - tsce = (tsc && type != -1)?tsc->data[type]:NULL; - - if (src!=bl && type > -1 && - (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL && - skill_get_inf(skillid) != INF_SUPPORT_SKILL && - battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0) - return 1; //Skills that cause an status should be blocked if the target element blocks its element. - - map_freeblock_lock(); - switch(skillid) - { - case HLIF_HEAL: //[orn] - case AL_HEAL: - /** - * Arch Bishop - **/ - case AB_HIGHNESSHEAL: - { - int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true); - int heal_get_jobexp; - //Highness Heal: starts at 1.5 boost + 0.5 for each level - if( skillid == AB_HIGHNESSHEAL ) { - heal = heal * ( 15 + 5 * skilllv ) / 10; - } - if( status_isimmune(bl) || - (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) || - (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal - heal=0; - - if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) - heal = heal*2; - - if( tsc && tsc->count ) - { - if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) - { //Bounce back heal - if (--tsc->data[SC_KAITE]->val2 <= 0) - status_change_end(bl, SC_KAITE, INVALID_TIMER); - if (src == bl) - heal=0; //When you try to heal yourself under Kaite, the heal is voided. - else { - bl = src; - dstsd = sd; - } - } - else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST]) - heal = 0; //Needed so that it actually displays 0 when healing. - } - clif_skill_nodamage (src, bl, skillid, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != 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,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - skill_area_temp[0] = 0; - party_foreachsamemap(skill_area_sub, - sd,skill_get_splash(skillid, skilllv), - src,skillid,skilllv,tick, flag|BCT_PARTY|1, - skill_castend_nodamage_id); - if (skill_area_temp[0] == 0) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... - if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty - sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. - sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000); - clif_updatestatus(sd,SP_BASEEXP); - clif_updatestatus(sd,SP_JOBEXP); - } - status_set_hp(src, 1, 0); - status_set_sp(src, 0, 0); - break; - } else if (status_isdead(bl) && flag&1) { //Revive - skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. - skilllv = 3; //Resurrection level 3 is used - } else //Invalid target, skip resurrection. - break; - - case ALL_RESURRECTION: - if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) - { //No reviving in WoE grounds! - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if (!status_isdead(bl)) - break; - { - int per = 0, sper = 0; - if (tsc && tsc->data[SC_HELLPOWER]) - break; - - if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) - break; - - switch(skilllv){ - case 1: per=10; break; - case 2: per=30; break; - case 3: per=50; break; - case 4: per=80; break; - } - if(dstsd && dstsd->special_state.restart_full_recover) - per = sper = 100; - if (status_revive(bl, per, sper)) - { - clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation. - if(sd && dstsd && battle_config.resurrection_exp > 0) - { - int exp = 0,jexp = 0; - int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; - if(lv > 0 && pc_nextbaseexp(dstsd)) { - exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (exp < 1) exp = 1; - } - if(jlv > 0 && pc_nextjobexp(dstsd)) { - jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (jexp < 1) jexp = 1; - } - if(exp > 0 || jexp > 0) - pc_gainexp (sd, bl, exp, jexp, false); - } - } - } - break; - - case AL_DECAGI: - case MER_DECAGI: - clif_skill_nodamage (src, bl, skillid, skilllv, - sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv))); - break; - - case AL_CRUCIS: - if (flag&1) - sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv)); - else { - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - } - break; - - case PR_LEXDIVINA: - case MER_LEXDIVINA: - if( tsce ) - status_change_end(bl,type, INVALID_TIMER); - else - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - break; - - case SA_ABRACADABRA: - { - int abra_skillid = 0, abra_skilllv; - do { - i = rnd() % MAX_SKILL_ABRA_DB; - abra_skillid = skill_abra_db[i].skillid; - } while (abra_skillid == 0 || - skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear - rnd()%10000 >= skill_abra_db[i].per - ); - abra_skilllv = min(skilllv, skill_get_max(abra_skillid)); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - - if( sd ) - {// player-casted - sd->state.abra_flag = 1; - sd->skillitem = abra_skillid; - sd->skillitemlv = abra_skilllv; - clif_item_skill(sd, abra_skillid, abra_skilllv); - } - else - {// mob-casted - struct unit_data *ud = unit_bl2ud(src); - int inf = skill_get_inf(abra_skillid); - int target_id = 0; - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); - } else { //Assume offensive skills - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill_get_casttype(abra_skillid) == CAST_GROUND) { - bl = map_id2bl(target_id); - if (!bl) bl = src; - unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); - } else - unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); - } - } - } - break; - - case SA_COMA: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv))); - break; - case SA_FULLRECOVERY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (status_isimmune(bl)) - break; - status_percent_heal(bl, 100, 100); - break; - case 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,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,1); - status_set_hp(bl,1,0); - break; - case SA_QUESTION: - case SA_GRAVITY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case SA_CLASSCHANGE: - case SA_MONOCELL: - if (dstmd) - { - int class_; - if ( sd && dstmd->status.mode&MD_BOSS ) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - mob_class_change(dstmd,class_); - if( tsc && dstmd->status.mode&MD_BOSS ) - { - const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP }; - for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) - if (tsc->data[i]) status_change_end(bl, (sc_type)i, 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,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_kill(bl); - break; - case SA_REVERSEORCISH: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); - break; - case SA_FORTUNE: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); - break; - case SA_TAMINGMONSTER: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (sd && dstmd) { - ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ ); - if( i < MAX_PET_DB ) - pet_catch_process1(sd, dstmd->class_); - } - break; - - case CR_PROVIDENCE: - if(sd && dstsd){ //Check they are not another crusader [Skotlex] - if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - - case CG_MARIONETTE: - { - struct status_change* sc = status_get_sc(src); - - 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,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - - if( sc && tsc ) - { - if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) - { - sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv)); - sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - else - if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id && - tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id ) - { - status_change_end(src, SC_MARIONETTE, INVALID_TIMER); - status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); - } - else - { - if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - - map_freeblock_unlock(); - return 1; - } - } - } - break; - - case RG_CLOSECONFINE: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv))); - break; - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - if (dstsd) { - if(dstsd->status.weapon == W_FIST || - (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lenghten time. [Skotlex] - dstsd->sc.data[SC_FIREWEAPON] || - dstsd->sc.data[SC_WATERWEAPON] || - dstsd->sc.data[SC_WINDWEAPON] || - dstsd->sc.data[SC_EARTHWEAPON] || - dstsd->sc.data[SC_SHADOWWEAPON] || - dstsd->sc.data[SC_GHOSTWEAPON] || - dstsd->sc.data[SC_ENCPOISON] - )) - ) { - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - } - } - // 100% success rate at lv4 & 5, but lasts longer at lv5 - if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) { - if (sd) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) - clif_displaymessage(sd->fd, msg_txt(669)); - } - break; - - case PR_ASPERSIO: - if (sd && dstmd) { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - - case ITEM_ENCHANTARMS: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl,type,100,skilllv, - skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv))); - break; - - case TK_SEVENWIND: - switch(skill_get_ele(skillid,skilllv)) { - case ELE_EARTH : type = SC_EARTHWEAPON; break; - case ELE_WIND : type = SC_WINDWEAPON; break; - case ELE_WATER : type = SC_WATERWEAPON; break; - case ELE_FIRE : type = SC_FIREWEAPON; break; - case ELE_GHOST : type = SC_GHOSTWEAPON; break; - case ELE_DARK : type = SC_SHADOWWEAPON; break; - case ELE_HOLY : type = SC_ASPERSIO; break; - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - - sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv)); - - break; - - case PR_KYRIE: - case MER_KYRIE: - clif_skill_nodamage(bl,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - //Passive Magnum, should had been casted on yourself. - case SM_MAGNUM: - case MS_MAGNUM: - skill_area_temp[1] = 0; - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); - clif_skill_nodamage (src,src,skillid,skilllv,1); - // Initiate 10% of your damage becomes fire element. - sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); - if( sd ) - skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv)); - else if( bl->type == BL_MER ) - skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv)); - 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,skillid,skilllv,tick,flag); - clif_slide(src,bl->x,bl->y); - } - } - else - clif_skill_fail(sd,skillid,USESKILL_FAIL,0); - break; - - case AL_INCAGI: - case AL_BLESSING: - case MER_INCAGI: - case MER_BLESSING: - if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); - break; - } - case PR_SLOWPOISON: - case PR_IMPOSITIO: - case PR_LEXAETERNA: - case PR_SUFFRAGIUM: - case PR_BENEDICTIO: - case LK_BERSERK: - case MS_BERSERK: - case KN_AUTOCOUNTER: - case KN_TWOHANDQUICKEN: - case KN_ONEHAND: - case MER_QUICKEN: - case CR_SPEARQUICKEN: - case CR_REFLECTSHIELD: - case MS_REFLECTSHIELD: - case AS_POISONREACT: - case MC_LOUD: - case MG_ENERGYCOAT: - case MO_EXPLOSIONSPIRITS: - case MO_STEELBODY: - case MO_BLADESTOP: - case LK_AURABLADE: - case LK_PARRYING: - case MS_PARRYING: - case LK_CONCENTRATION: - case WS_CARTBOOST: - case SN_SIGHT: - case WS_MELTDOWN: - case WS_OVERTHRUSTMAX: - case ST_REJECTSWORD: - case HW_MAGICPOWER: - case PF_MEMORIZE: - case PA_SACRIFICE: - case ASC_EDP: - case PF_DOUBLECASTING: - case SG_SUN_COMFORT: - case SG_MOON_COMFORT: - case SG_STAR_COMFORT: - case NPC_HALLUCINATION: - case GS_MADNESSCANCEL: - case GS_ADJUSTMENT: - case GS_INCREASING: - case NJ_KASUMIKIRI: - case NJ_UTSUSEMI: - case NJ_NEN: - case NPC_DEFENDER: - case NPC_MAGICMIRROR: - case ST_PRESERVE: - case NPC_INVINCIBLE: - case NPC_INVINCIBLEOFF: - case RK_DEATHBOUND: - case AB_RENOVATIO: - case AB_EXPIATIO: - case AB_DUPLELIGHT: - case AB_SECRAMENT: - case NC_ACCELERATION: - case NC_HOVERING: - case NC_SHAPESHIFT: - case WL_RECOGNIZEDSPELL: - case GC_VENOMIMPRESS: - case SC_DEADLYINFECT: - case LG_EXEEDBREAK: - case LG_PRESTIGE: - case SR_CRESCENTELBOW: - case SR_LIGHTNINGWALK: - case SR_GENTLETOUCH_ENERGYGAIN: - case GN_CARTBOOST: - case KO_MEIKYOUSISUI: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - - case SO_STRIKING: - if (sd) { - int bonus = 25 + 10 * skilllv; - 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, skillid, skilllv, - battle_check_target(src,bl,BCT_PARTY) ? - sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) : - 0 - ); - } - break; - - case NPC_STOP: - if( clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) ) - sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv)); - break; - case HP_ASSUMPTIO: - if( sd && dstmd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - else - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - 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,skillid,skilllv, - sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv))); - break; - case HLIF_AVOID: - case HAMI_DEFENCE: - i = skill_get_time(skillid,skilllv); - clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master - clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc - break; - case NJ_BUNSINJYUTSU: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - status_change_end(bl, SC_NEN, INVALID_TIMER); - break; -/* Was modified to only affect targetted char. [Skotlex] - case HP_ASSUMPTIO: - if (flag&1) - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - else - { - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), BL_PC, - src, skillid, skilllv, tick, flag|BCT_ALL|1, - skill_castend_nodamage_id); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; -*/ - case SM_ENDURE: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - if (sd) - skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv)); - break; - - case AS_ENCHANTPOISON: // Prevent spamming [Valaris] - if (sd && dstsd && dstsd->sc.count) { - if (dstsd->sc.data[SC_FIREWEAPON] || - dstsd->sc.data[SC_WATERWEAPON] || - dstsd->sc.data[SC_WINDWEAPON] || - dstsd->sc.data[SC_EARTHWEAPON] || - dstsd->sc.data[SC_SHADOWWEAPON] || - dstsd->sc.data[SC_GHOSTWEAPON] - // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] - ) { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - - case LK_TENSIONRELAX: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv), - skill_get_time(skillid,skilllv))); - break; - - case MC_CHANGECART: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case TK_MISSION: - if (sd) { - int id; - if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one - clif_mission_info(sd, sd->mission_mobid, sd->mission_count); - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - id = mob_get_random_id(0,0xF, sd->status.base_level); - if (!id) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - sd->mission_mobid = id; - sd->mission_count = 0; - pc_setglobalreg(sd,"TK_MISSION_ID", id); - clif_mission_info(sd, id, 0); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case AC_CONCENTRATION: - { - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - map_foreachinrange( status_change_timer_sub, src, - skill_get_splash(skillid, skilllv), BL_CHAR, - src,NULL,type,tick); - } - break; - - case SM_PROVOKE: - case SM_SELFPROVOKE: - case MER_PROVOKE: - if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) ) - { - map_freeblock_unlock(); - return 1; - } - //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] - clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv, - (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv)))); - if( !i ) - { - if( sd ) - clif_skill_fail(sd,skillid,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,skillid,skilllv)); - } - break; - - case ML_DEVOTION: - case CR_DEVOTION: - { - int count, lv; - if( !dstsd || (!sd && !mer) ) - { // Only players can be devoted - if( sd ) - clif_skill_fail(sd, skillid, 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 - (skillid == 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,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - - i = 0; - count = (sd)? min(skilllv,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, skillid, 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, skillid, skilllv, - sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv))); - clif_devotion(src, NULL); - } - break; - - case MO_CALLSPIRITS: - if(sd) { - int limit = skilllv; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit); - } - break; - - case CH_SOULCOLLECT: - if(sd) { - int limit = 5; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - for (i = 0; i < limit; i++) - pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit); - } - break; - - case MO_KITRANSLATION: - if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { - pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5); - } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] - if (skill_area_temp[1] != bl->id) { - skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0); - skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback - } - break; - - case MO_ABSORBSPIRITS: - i = 0; - if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) - { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] - i = dstsd->spiritball * 7; - pc_delspiritball(dstsd,dstsd->spiritball,0); - } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) - { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] - i = 2 * dstmd->level; - mob_target(dstmd,src,0); - } - if (i) status_heal(src, 0, i, 3); - clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0); - break; - - case AC_MAKINGARROW: - if(sd) { - clif_arrow_create_list(sd); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case AM_PHARMACY: - if(sd) { - clif_skill_produce_mix_list(sd,skillid,22); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case SA_CREATECON: - if(sd) { - clif_elementalconverter_list(sd); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case BS_HAMMERFALL: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv))); - break; - case RG_RAID: - skill_area_temp[1] = 0; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), splash_target(src), - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - - case ASC_METEORASSAULT: - case GS_SPREADATTACK: - case RK_STORMBLAST: - case NC_AXETORNADO: - case GC_COUNTERSLASH: - case SR_SKYNETBLOW: - case SR_RAMPAGEBLASTER: - case SR_HOWLINGOFLION: - case KO_HAPPOKUNAI: - skill_area_temp[1] = 0; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), - src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); - if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) ) - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - break; - - case NC_EMERGENCYCOOL: - clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,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, skillid, skilllv, tick, flag); - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - skill_brandishspear(src, bl, skillid, skilllv, tick, flag); - break; - - case WZ_SIGHTRASHER: - //Passive side of the attack. - status_change_end(src, SC_SIGHT, INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub,src, - skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - break; - - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case WZ_FROSTNOVA: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_area_temp[1] = 0; - map_foreachinrange(skill_attack_area, src, - skill_get_splash(skillid, skilllv), splash_target(src), - BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); - break; - - case HVAN_EXPLOSION: //[orn] - case NPC_SELFDESTRUCTION: - //Self Destruction hits everyone in range (allies+enemies) - //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. - i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? - BCT_ENEMY:BCT_ALL; - clif_skill_nodamage(src, src, skillid, -1, 1); - map_delblock(src); //Required to prevent chain-self-destructions hitting back. - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), splash_target(src), - src, skillid, skilllv, tick, flag|i, - skill_castend_damage_id); - map_addblock(src); - status_damage(src, src, sstatus->max_hp,0,0,1); - break; - - case AL_ANGELUS: - case PR_MAGNIFICAT: - case PR_GLORIA: - case SN_WINDWALK: - case CASH_BLESSING: - case CASH_INCAGI: - case CASH_ASSUMPTIO: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - break; - case MER_MAGNIFICAT: - if( mer != NULL ) - { - clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) - party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - else if( mer->master && !(flag&1) ) - clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - } - break; - - case BS_ADRENALINE: - case BS_ADRENALINE2: - case BS_WEAPONPERFECT: - case BS_OVERTHRUST: - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - clif_skill_nodamage(bl,bl,skillid,skilllv, - sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv))); - } else if (sd) { - party_foreachsamemap(skill_area_sub, - sd,skill_get_splash(skillid, skilllv), - src,skillid,skilllv,tick, flag|BCT_PARTY|1, - skill_castend_nodamage_id); - } - break; - - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case CR_DEFENDER: - case 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,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); - map_freeblock_unlock(); - return 0; - } - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - case SL_KAITE: - case SL_KAAHI: - case SL_KAIZEL: - case SL_KAUPE: - if (sd) { - if (!dstsd || !( - (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) || - (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || - dstsd->status.char_id == sd->status.char_id || - dstsd->status.char_id == sd->status.partner_id || - dstsd->status.char_id == sd->status.child - )) { - status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); - break; - case SM_AUTOBERSERK: - case MER_AUTOBERSERK: - if( tsce ) - i = status_change_end(bl, type, INVALID_TIMER); - else - i = sc_start(bl,type,100,skilllv,60000); - clif_skill_nodamage(src,bl,skillid,skilllv,i); - break; - case TF_HIDING: - case ST_CHASEWALK: - case KO_YAMIKUMO: - if (tsce) - { - clif_skill_nodamage(src,bl,skillid,-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,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - case TK_RUN: - if (tsce) - { - clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); - map_freeblock_unlock(); - return 0; - } - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0)); - if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] - clif_walkok(sd); // So aegis has to resend the walk ok. - break; - case AS_CLOAKING: - case GC_CLOAKINGEXCEED: - case LG_FORCEOFVANGUARD: - case SC_REPRODUCE: - case SC_INVISIBILITY: - if (tsce) { - i = status_change_end(bl, type, INVALID_TIMER); - if( i ) - clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i); - else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - case RA_CAMOUFLAGE: - i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - if( i ) - clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i); - else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - - case BD_ADAPTATION: - if(tsc && tsc->data[SC_DANCING]){ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - break; - - case BA_FROSTJOKER: - case DC_SCREAM: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag); - - if (md) { - // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves - //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) - char temp[70]; - snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc); - clif_message(&md->bl,temp); - } - break; - - case BA_PANGVOICE: - clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv))); - break; - - case DC_WINKCHARM: - if( dstsd ) - clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv))); - else - if( dstmd ) - { - if( status_get_lv(src) > status_get_lv(bl) - && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) - && !(tstatus->mode&MD_BOSS) ) - clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv))); - else - { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - } - break; - - case TF_STEAL: - if(sd) { - if(pc_steal_item(sd,bl,skilllv)) - clif_skill_nodamage(src,bl,skillid,skilllv,1); - else - clif_skill_fail(sd,skillid,USESKILL_FAIL,0); - } - break; - - case RG_STEALCOIN: - if(sd) { - if(pc_steal_coin(sd,bl)) - { - dstmd->state.provoke_flag = src->id; - mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - - } - else - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - - case MG_STONECURSE: - { - if (tstatus->mode&MD_BOSS) { - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if(status_isimmune(bl) || !tsc) - break; - - if (tsc->data[SC_STONE]) { - status_change_end(bl, SC_STONE, INVALID_TIMER); - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if (sc_start4(bl,SC_STONE,(skilllv*4+20), - skilllv, 0, 0, skill_get_time(skillid, skilllv), - skill_get_time2(skillid,skilllv))) - clif_skill_nodamage(src,bl,skillid,skilllv,1); - else if(sd) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - // Level 6-10 doesn't consume a red gem if it fails [celest] - if (skilllv > 5) - { // not to consume items - map_freeblock_unlock(); - return 0; - } - } - } - break; - - case NV_FIRSTAID: - clif_skill_nodamage(src,bl,skillid,5,1); - status_heal(bl,5,0,0); - break; - - case AL_CURE: - if(status_isimmune(bl)) { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - } - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case TF_DETOXIFY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_DPOISON, INVALID_TIMER); - break; - - case PR_STRECOVERY: - if(status_isimmune(bl)) { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - } - if (tsc && tsc->opt1) { - status_change_end(bl, SC_FREEZE, 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(bl, SC_BLIND, - 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), - 1,0,0,0, - skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); - } - clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,1); - break; - case MER_COMPRESS: - status_change_end(bl, SC_BLEEDING, INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case MER_MENTALCURE: - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,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,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) - break; // Cannot be Used on Emperium - - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - clif_skill_estimation(sd, bl); - if( skillid == MER_ESTIMATION ) - sd = NULL; - break; - - case BS_REPAIRWEAPON: - if(sd && dstsd) - clif_item_repair_list(sd,dstsd,skilllv); - break; - - case MC_IDENTIFY: - if(sd) - clif_item_identify_list(sd); - break; - - // Weapon Refining [Celest] - case WS_WEAPONREFINE: - if(sd) - clif_item_refine_list(sd); - break; - - case MC_VENDING: - if(sd) - { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] - if ( !pc_can_give_items(sd) ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - else { - sd->state.prevend = 1; - clif_openvendingreq(sd,2+skilllv); - } - } - break; - - case AL_TELEPORT: - if(sd) - { - if (map[bl->m].flag.noteleport && skilllv <= 2) { - clif_skill_teleportmessage(sd,0); - break; - } - if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza] - char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT)); - clif_displaymessage(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) && skilllv == 1 ) || skilllv == 3 ) - { - if( skilllv == 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,skillid,skilllv,1); - if( skilllv == 1 ) - clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0); - else - clif_skill_warppoint(sd,skillid,skilllv, (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,skillid,skilllv,1); - unit_warp(bl,-1,-1,-1,CLR_TELEPORT); - break; - - case AL_HOLYWATER: - if(sd) { - if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1)) - clif_skill_nodamage(src,bl,skillid,skilllv,1); - else - clif_skill_fail(sd,skillid,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,skillid,skilllv,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,skillid,skilllv,1); - skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. - } - break; - - case RG_STRIPWEAPON: - case RG_STRIPSHIELD: - case RG_STRIPARMOR: - case RG_STRIPHELM: - case ST_FULLSTRIP: - case GC_WEAPONCRUSH: - case SC_STRIPACCESSARY: { - unsigned short location = 0; - int d = 0; - - //Rate in percent - if ( skillid == ST_FULLSTRIP ) { - i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5; - } else if( skillid == SC_STRIPACCESSARY ) { - i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5; - } else { - i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5; - } - - if (i < 5) i = 5; //Minimum rate 5% - - //Duration in ms - if( skillid == GC_WEAPONCRUSH){ - d = skill_get_time(skillid,skilllv); - if(bl->type == BL_PC) - d += skilllv * 15 + (sstatus->dex - tstatus->dex); - else - d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2; - }else - d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500; - - if (d < 0) d = 0; //Minimum duration 0ms - - switch (skillid) { - 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 && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) - { - clif_gospel_info(sd, 0x28); - break; - } - - //Attempts to strip at rate i and duration d - if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) ) - clif_skill_nodamage(src,bl,skillid,skilllv,i); - - //Nothing stripped. - if( sd && !i ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - - case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: { - int i,x,hp = 0,sp = 0,bonus=100; - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { - map_freeblock_unlock(); - return 1; - } - if( sd ) { - x = skilllv%11 - 1; - i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); - if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - if( skillid == AM_BERSERKPITCHER ) { - if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - } - potion_flag = 1; - potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; - potion_target = bl->id; - run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); - potion_flag = potion_target = 0; - if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST ) - bonus += sd->status.base_level; - if( potion_per_hp > 0 || potion_per_sp > 0 ) { - hp = tstatus->max_hp * potion_per_hp / 100; - hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - if( dstsd ) { - sp = dstsd->status.max_sp * potion_per_sp / 100; - sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - } - } else { - if( potion_hp > 0 ) { - hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( potion_sp > 0 ) { - sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - sp = sp * (100 + (tstatus->int_<<1)) / 100; - if( dstsd ) - sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; - } - } - - if (sd->itemgrouphealrate[IG_POTION]>0) { - hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; - sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; - } - - if( (i = pc_skillheal_bonus(sd, skillid)) ) { - hp += hp * i / 100; - sp += sp * i / 100; - } - } else { - hp = (1 + rnd()%400) * (100 + skilllv*10) / 100; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) { - 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,skillid,skilllv,1); - if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) ) - clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); - if( sp > 0 ) - clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct homun_data *hd; + struct mercenary_data *mer; + struct status_data *sstatus, *tstatus; + struct status_change *tsc; + struct status_change_entry *tsce; + + int i = 0; + enum sc_type type; + + if (skillid > 0 && skilllv <= 0) return 0; // celest + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + sd = BL_CAST(BL_PC, src); + hd = BL_CAST(BL_HOM, src); + md = BL_CAST(BL_MOB, src); + 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 (skillid) { + case NPC_WIDESOULDRAIN: + case PR_REDEMPTIO: + case ALL_RESURRECTION: + case WM_DEADHILLHERE: + break; + default: + return 1; + } + } + + tstatus = status_get_status_data(bl); + sstatus = status_get_status_data(src); + + //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] + switch (skillid) { + case HLIF_HEAL: //[orn] + if (bl->type != BL_HOM) { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ; + break ; + } + case AL_HEAL: + case ALL_RESURRECTION: + case PR_ASPERSIO: + /** + * Arch Bishop + **/ + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + //Apparently only player casted skills can be offensive like this. + if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) { + if (battle_check_target(src, bl, BCT_ENEMY) < 1) { + //Offensive heal does not works on non-enemies. [Skotlex] + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 0; + } + return skill_castend_damage_id(src, bl, skillid, skilllv, tick, flag); + } + break; + case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] + return skill_castend_damage_id(src, bl, skillid, skilllv, tick, flag); + 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, skillid, skilllv)) //prevent reiteration + ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon + if (s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv)) + ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master + if (hd) + skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); + return ret; + } + break; + default: + //Skill is actually ground placed. + if (src == bl && skill_get_unit_id(skillid,0)) + return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); + } + + type = status_skill2sc(skillid); + tsc = status_get_sc(bl); + tsce = (tsc && type != -1)?tsc->data[type]:NULL; + + if (src!=bl && type > -1 && + (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL && + skill_get_inf(skillid) != INF_SUPPORT_SKILL && + battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0) + return 1; //Skills that cause an status should be blocked if the target element blocks its element. + + map_freeblock_lock(); + switch (skillid) { + case HLIF_HEAL: //[orn] + case AL_HEAL: + /** + * Arch Bishop + **/ + case AB_HIGHNESSHEAL: { + int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true); + int heal_get_jobexp; + //Highness Heal: starts at 1.5 boost + 0.5 for each level + if (skillid == AB_HIGHNESSHEAL) { + heal = heal * (15 + 5 * skilllv) / 10; + } + if (status_isimmune(bl) || + (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) || + (dstsd && pc_ismadogear(dstsd))) //Mado is immune to heal + heal=0; + + if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) + heal = heal*2; + + if (tsc && tsc->count) { + if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)) { + //Bounce back heal + if (--tsc->data[SC_KAITE]->val2 <= 0) + status_change_end(bl, SC_KAITE, INVALID_TIMER); + if (src == bl) + heal=0; //When you try to heal yourself under Kaite, the heal is voided. + else { + bl = src; + dstsd = sd; + } + } else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST]) + heal = 0; //Needed so that it actually displays 0 when healing. + } + clif_skill_nodamage(src, bl, skillid, heal, 1); + if (tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != 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,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + skill_area_temp[0] = 0; + party_foreachsamemap(skill_area_sub, + sd,skill_get_splash(skillid, skilllv), + src,skillid,skilllv,tick, flag|BCT_PARTY|1, + skill_castend_nodamage_id); + if (skill_area_temp[0] == 0) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... + if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000); + clif_updatestatus(sd,SP_BASEEXP); + clif_updatestatus(sd,SP_JOBEXP); + } + status_set_hp(src, 1, 0); + status_set_sp(src, 0, 0); + break; + } else if (status_isdead(bl) && flag&1) { //Revive + skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. + skilllv = 3; //Resurrection level 3 is used + } else //Invalid target, skip resurrection. + break; + + case ALL_RESURRECTION: + if (sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) { + //No reviving in WoE grounds! + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (!status_isdead(bl)) + break; + { + int per = 0, sper = 0; + if (tsc && tsc->data[SC_HELLPOWER]) + break; + + if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) + break; + + switch (skilllv) { + case 1: + per=10; + break; + case 2: + per=30; + break; + case 3: + per=50; + break; + case 4: + per=80; + break; + } + if (dstsd && dstsd->special_state.restart_full_recover) + per = sper = 100; + if (status_revive(bl, per, sper)) { + clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation. + if (sd && dstsd && battle_config.resurrection_exp > 0) { + int exp = 0,jexp = 0; + int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; + if (lv > 0 && pc_nextbaseexp(dstsd)) { + exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (exp < 1) exp = 1; + } + if (jlv > 0 && pc_nextjobexp(dstsd)) { + jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (jexp < 1) jexp = 1; + } + if (exp > 0 || jexp > 0) + pc_gainexp(sd, bl, exp, jexp, false); + } + } + } + break; + + case AL_DECAGI: + case MER_DECAGI: + clif_skill_nodamage(src, bl, skillid, skilllv, + sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv))); + break; + + case AL_CRUCIS: + if (flag&1) + sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv)); + else { + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + } + break; + + case PR_LEXDIVINA: + case MER_LEXDIVINA: + if (tsce) + status_change_end(bl,type, INVALID_TIMER); + else + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + break; + + case SA_ABRACADABRA: { + int abra_skillid = 0, abra_skilllv; + do { + i = rnd() % MAX_SKILL_ABRA_DB; + abra_skillid = skill_abra_db[i].skillid; + } while (abra_skillid == 0 || + skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear + rnd()%10000 >= skill_abra_db[i].per + ); + abra_skilllv = min(skilllv, skill_get_max(abra_skillid)); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + + if (sd) { + // player-casted + sd->state.abra_flag = 1; + sd->skillitem = abra_skillid; + sd->skillitemlv = abra_skilllv; + clif_item_skill(sd, abra_skillid, abra_skilllv); + } else { + // mob-casted + struct unit_data *ud = unit_bl2ud(src); + int inf = skill_get_inf(abra_skillid); + int target_id = 0; + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list *)((TBL_PET *)src)->msd; + if (!bl) bl = src; + unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); + } else { //Assume offensive skills + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: + target_id = ((TBL_MOB *)src)->target_id; + break; + case BL_PET: + target_id = ((TBL_PET *)src)->target_id; + break; + } + if (!target_id) + break; + if (skill_get_casttype(abra_skillid) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); + } else + unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); + } + } + } + break; + + case SA_COMA: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv))); + break; + case SA_FULLRECOVERY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (status_isimmune(bl)) + break; + status_percent_heal(bl, 100, 100); + break; + case 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,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,1); + status_set_hp(bl,1,0); + break; + case SA_QUESTION: + case SA_GRAVITY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case SA_CLASSCHANGE: + case SA_MONOCELL: + if (dstmd) { + int class_; + if (sd && dstmd->status.mode&MD_BOSS) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + mob_class_change(dstmd,class_); + if (tsc && dstmd->status.mode&MD_BOSS) { + const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP }; + for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) + if (tsc->data[i]) status_change_end(bl, (sc_type)i, 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,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + status_kill(bl); + break; + case SA_REVERSEORCISH: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); + break; + case SA_FORTUNE: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + break; + case SA_TAMINGMONSTER: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd && dstmd) { + ARR_FIND(0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_); + if (i < MAX_PET_DB) + pet_catch_process1(sd, dstmd->class_); + } + break; + + case CR_PROVIDENCE: + if (sd && dstsd) { //Check they are not another crusader [Skotlex] + if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case CG_MARIONETTE: { + struct status_change *sc = status_get_sc(src); + + 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,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + + if (sc && tsc) { + if (!sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2]) { + sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv)); + sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } else if (sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id && + tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id) { + status_change_end(src, SC_MARIONETTE, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); + } else { + if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + + map_freeblock_unlock(); + return 1; + } + } + } + break; + + case RG_CLOSECONFINE: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv))); + break; + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + if (dstsd) { + if (dstsd->status.weapon == W_FIST || + (dstsd->sc.count && !dstsd->sc.data[type] && + ( //Allow re-enchanting to lenghten time. [Skotlex] + dstsd->sc.data[SC_FIREWEAPON] || + dstsd->sc.data[SC_WATERWEAPON] || + dstsd->sc.data[SC_WINDWEAPON] || + dstsd->sc.data[SC_EARTHWEAPON] || + dstsd->sc.data[SC_SHADOWWEAPON] || + dstsd->sc.data[SC_GHOSTWEAPON] || + dstsd->sc.data[SC_ENCPOISON] + )) + ) { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + } + // 100% success rate at lv4 & 5, but lasts longer at lv5 + if (!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) { + if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) + clif_displaymessage(sd->fd, msg_txt(669)); + } + break; + + case PR_ASPERSIO: + if (sd && dstmd) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case ITEM_ENCHANTARMS: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start2(bl,type,100,skilllv, + skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv))); + break; + + case TK_SEVENWIND: + switch (skill_get_ele(skillid,skilllv)) { + case ELE_EARTH : + type = SC_EARTHWEAPON; + break; + case ELE_WIND : + type = SC_WINDWEAPON; + break; + case ELE_WATER : + type = SC_WATERWEAPON; + break; + case ELE_FIRE : + type = SC_FIREWEAPON; + break; + case ELE_GHOST : + type = SC_GHOSTWEAPON; + break; + case ELE_DARK : + type = SC_SHADOWWEAPON; + break; + case ELE_HOLY : + type = SC_ASPERSIO; + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + + sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv)); + + break; + + case PR_KYRIE: + case MER_KYRIE: + clif_skill_nodamage(bl,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + //Passive Magnum, should had been casted on yourself. + case SM_MAGNUM: + case MS_MAGNUM: + skill_area_temp[1] = 0; + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + clif_skill_nodamage(src,src,skillid,skilllv,1); + // Initiate 10% of your damage becomes fire element. + sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); + if (sd) + skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv)); + else if (bl->type == BL_MER) + skill_blockmerc_start((TBL_MER *)bl, skillid, skill_get_time(skillid, skilllv)); + 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,skillid,skilllv,tick,flag); + clif_slide(src,bl->x,bl->y); + } + } else + clif_skill_fail(sd,skillid,USESKILL_FAIL,0); + break; + + case AL_INCAGI: + case AL_BLESSING: + case MER_INCAGI: + case MER_BLESSING: + if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); + break; + } + case PR_SLOWPOISON: + case PR_IMPOSITIO: + case PR_LEXAETERNA: + case PR_SUFFRAGIUM: + case PR_BENEDICTIO: + case LK_BERSERK: + case MS_BERSERK: + case KN_AUTOCOUNTER: + case KN_TWOHANDQUICKEN: + case KN_ONEHAND: + case MER_QUICKEN: + case CR_SPEARQUICKEN: + case CR_REFLECTSHIELD: + case MS_REFLECTSHIELD: + case AS_POISONREACT: + case MC_LOUD: + case MG_ENERGYCOAT: + case MO_EXPLOSIONSPIRITS: + case MO_STEELBODY: + case MO_BLADESTOP: + case LK_AURABLADE: + case LK_PARRYING: + case MS_PARRYING: + case LK_CONCENTRATION: + case WS_CARTBOOST: + case SN_SIGHT: + case WS_MELTDOWN: + case WS_OVERTHRUSTMAX: + case ST_REJECTSWORD: + case HW_MAGICPOWER: + case PF_MEMORIZE: + case PA_SACRIFICE: + case ASC_EDP: + case PF_DOUBLECASTING: + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + case NPC_HALLUCINATION: + case GS_MADNESSCANCEL: + case GS_ADJUSTMENT: + case GS_INCREASING: + case NJ_KASUMIKIRI: + case NJ_UTSUSEMI: + case NJ_NEN: + case NPC_DEFENDER: + case NPC_MAGICMIRROR: + case ST_PRESERVE: + case NPC_INVINCIBLE: + case NPC_INVINCIBLEOFF: + case RK_DEATHBOUND: + case AB_RENOVATIO: + case AB_EXPIATIO: + case AB_DUPLELIGHT: + case AB_SECRAMENT: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_SHAPESHIFT: + case WL_RECOGNIZEDSPELL: + case GC_VENOMIMPRESS: + case SC_DEADLYINFECT: + case LG_EXEEDBREAK: + case LG_PRESTIGE: + case SR_CRESCENTELBOW: + case SR_LIGHTNINGWALK: + case SR_GENTLETOUCH_ENERGYGAIN: + case GN_CARTBOOST: + case KO_MEIKYOUSISUI: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case SO_STRIKING: + if (sd) { + int bonus = 25 + 10 * skilllv; + 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, skillid, skilllv, + battle_check_target(src,bl,BCT_PARTY) ? + sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) : + 0 + ); + } + break; + + case NPC_STOP: + if (clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)))) + sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv)); + break; + case HP_ASSUMPTIO: + if (sd && dstmd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + else + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + 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,skillid,skilllv, + sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv))); + break; + case HLIF_AVOID: + case HAMI_DEFENCE: + i = skill_get_time(skillid,skilllv); + clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master + clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc + break; + case NJ_BUNSINJYUTSU: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + status_change_end(bl, SC_NEN, INVALID_TIMER); + break; + /* Was modified to only affect targetted char. [Skotlex] + case HP_ASSUMPTIO: + if (flag&1) + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + else + { + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_PC, + src, skillid, skilllv, tick, flag|BCT_ALL|1, + skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + */ + case SM_ENDURE: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + if (sd) + skill_blockpc_start(sd, skillid, skill_get_time2(skillid,skilllv)); + break; + + case AS_ENCHANTPOISON: // Prevent spamming [Valaris] + if (sd && dstsd && dstsd->sc.count) { + if (dstsd->sc.data[SC_FIREWEAPON] || + dstsd->sc.data[SC_WATERWEAPON] || + dstsd->sc.data[SC_WINDWEAPON] || + dstsd->sc.data[SC_EARTHWEAPON] || + dstsd->sc.data[SC_SHADOWWEAPON] || + dstsd->sc.data[SC_GHOSTWEAPON] + // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] + ) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case LK_TENSIONRELAX: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv), + skill_get_time(skillid,skilllv))); + break; + + case MC_CHANGECART: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case TK_MISSION: + if (sd) { + int id; + if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one + clif_mission_info(sd, sd->mission_mobid, sd->mission_count); + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + id = mob_get_random_id(0,0xF, sd->status.base_level); + if (!id) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + sd->mission_mobid = id; + sd->mission_count = 0; + pc_setglobalreg(sd,"TK_MISSION_ID", id); + clif_mission_info(sd, id, 0); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case AC_CONCENTRATION: { + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + map_foreachinrange(status_change_timer_sub, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + src,NULL,type,tick); + } + break; + + case SM_PROVOKE: + case SM_SELFPROVOKE: + case MER_PROVOKE: + if ((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { + map_freeblock_unlock(); + return 1; + } + //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] + clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv, + (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:(50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv)))); + if (!i) { + if (sd) + clif_skill_fail(sd,skillid,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,skillid,skilllv)); + } + break; + + case ML_DEVOTION: + case CR_DEVOTION: { + int count, lv; + if (!dstsd || (!sd && !mer)) { + // Only players can be devoted + if (sd) + clif_skill_fail(sd, skillid, 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 + (skillid == 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,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + + i = 0; + count = (sd)? min(skilllv,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, skillid, 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, skillid, skilllv, + sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv))); + clif_devotion(src, NULL); + } + break; + + case MO_CALLSPIRITS: + if (sd) { + int limit = skilllv; + if (sd->sc.data[SC_RAISINGDRAGON]) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit); + } + break; + + case CH_SOULCOLLECT: + if (sd) { + int limit = 5; + if (sd->sc.data[SC_RAISINGDRAGON]) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + for (i = 0; i < limit; i++) + pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit); + } + break; + + case MO_KITRANSLATION: + if (dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5); + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] + if (skill_area_temp[1] != bl->id) { + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0); + skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback + } + break; + + case MO_ABSORBSPIRITS: + i = 0; + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + i = dstsd->spiritball * 7; + pc_delspiritball(dstsd,dstsd->spiritball,0); + } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { + // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + i = 2 * dstmd->level; + mob_target(dstmd,src,0); + } + if (i) status_heal(src, 0, i, 3); + clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0); + break; + + case AC_MAKINGARROW: + if (sd) { + clif_arrow_create_list(sd); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case AM_PHARMACY: + if (sd) { + clif_skill_produce_mix_list(sd,skillid,22); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case SA_CREATECON: + if (sd) { + clif_elementalconverter_list(sd); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case BS_HAMMERFALL: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv))); + break; + case RG_RAID: + skill_area_temp[1] = 0; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), splash_target(src), + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + + case ASC_METEORASSAULT: + case GS_SPREADATTACK: + case RK_STORMBLAST: + case NC_AXETORNADO: + case GC_COUNTERSLASH: + case SR_SKYNETBLOW: + case SR_RAMPAGEBLASTER: + case SR_HOWLINGOFLION: + case KO_HAPPOKUNAI: + skill_area_temp[1] = 0; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), + src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + if (!i && (skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI)) + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + break; + + case NC_EMERGENCYCOOL: + clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,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, skillid, skilllv, tick, flag); + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + skill_brandishspear(src, bl, skillid, skilllv, tick, flag); + break; + + case WZ_SIGHTRASHER: + //Passive side of the attack. + status_change_end(src, SC_SIGHT, INVALID_TIMER); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub,src, + skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case WZ_FROSTNOVA: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_area_temp[1] = 0; + map_foreachinrange(skill_attack_area, src, + skill_get_splash(skillid, skilllv), splash_target(src), + BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + break; + + case HVAN_EXPLOSION: //[orn] + case NPC_SELFDESTRUCTION: + //Self Destruction hits everyone in range (allies+enemies) + //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. + i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? + BCT_ENEMY:BCT_ALL; + clif_skill_nodamage(src, src, skillid, -1, 1); + map_delblock(src); //Required to prevent chain-self-destructions hitting back. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), splash_target(src), + src, skillid, skilllv, tick, flag|i, + skill_castend_damage_id); + map_addblock(src); + status_damage(src, src, sstatus->max_hp,0,0,1); + break; + + case AL_ANGELUS: + case PR_MAGNIFICAT: + case PR_GLORIA: + case SN_WINDWALK: + case CASH_BLESSING: + case CASH_INCAGI: + case CASH_ASSUMPTIO: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) + clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + else if (sd) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + case MER_MAGNIFICAT: + if (mer != NULL) { + clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + if (mer->master && mer->master->status.party_id != 0 && !(flag&1)) + party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + else if (mer->master && !(flag&1)) + clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + break; + + case BS_ADRENALINE: + case BS_ADRENALINE2: + case BS_WEAPONPERFECT: + case BS_OVERTHRUST: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { + clif_skill_nodamage(bl,bl,skillid,skilllv, + sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv))); + } else if (sd) { + party_foreachsamemap(skill_area_sub, + sd,skill_get_splash(skillid, skilllv), + src,skillid,skilllv,tick, flag|BCT_PARTY|1, + skill_castend_nodamage_id); + } + break; + + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case CR_DEFENDER: + case 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,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + case SL_KAITE: + case SL_KAAHI: + case SL_KAIZEL: + case SL_KAUPE: + if (sd) { + if (!dstsd || !( + (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) || + (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || + dstsd->status.char_id == sd->status.char_id || + dstsd->status.char_id == sd->status.partner_id || + dstsd->status.char_id == sd->status.child + )) { + status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); + break; + case SM_AUTOBERSERK: + case MER_AUTOBERSERK: + if (tsce) + i = status_change_end(bl, type, INVALID_TIMER); + else + i = sc_start(bl,type,100,skilllv,60000); + clif_skill_nodamage(src,bl,skillid,skilllv,i); + break; + case TF_HIDING: + case ST_CHASEWALK: + case KO_YAMIKUMO: + if (tsce) { + clif_skill_nodamage(src,bl,skillid,-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,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + case TK_RUN: + if (tsce) { + clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0)); + if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] + clif_walkok(sd); // So aegis has to resend the walk ok. + break; + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case LG_FORCEOFVANGUARD: + case SC_REPRODUCE: + case SC_INVISIBILITY: + if (tsce) { + i = status_change_end(bl, type, INVALID_TIMER); + if (i) + clif_skill_nodamage(src,bl,skillid,(skillid == LG_FORCEOFVANGUARD) ? skilllv : -1,i); + else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + case RA_CAMOUFLAGE: + i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + if (i) + clif_skill_nodamage(src,bl,skillid,(skillid == LG_FORCEOFVANGUARD) ? skilllv : -1,i); + else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + + case BD_ADAPTATION: + if (tsc && tsc->data[SC_DANCING]) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + break; + + case BA_FROSTJOKER: + case DC_SCREAM: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag); + + if (md) { + // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves + //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) + char temp[70]; + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc); + clif_message(&md->bl,temp); + } + break; + + case BA_PANGVOICE: + clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv))); + break; + + case DC_WINKCHARM: + if (dstsd) + clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv))); + else if (dstmd) { + if (status_get_lv(src) > status_get_lv(bl) + && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) + && !(tstatus->mode&MD_BOSS)) + clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv))); + else { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + } + break; + + case TF_STEAL: + if (sd) { + if (pc_steal_item(sd,bl,skilllv)) + clif_skill_nodamage(src,bl,skillid,skilllv,1); + else + clif_skill_fail(sd,skillid,USESKILL_FAIL,0); + } + break; + + case RG_STEALCOIN: + if (sd) { + if (pc_steal_coin(sd,bl)) { + dstmd->state.provoke_flag = src->id; + mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + + } else + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + + case MG_STONECURSE: { + if (tstatus->mode&MD_BOSS) { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (status_isimmune(bl) || !tsc) + break; + + if (tsc->data[SC_STONE]) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (sc_start4(bl,SC_STONE,(skilllv*4+20), + skilllv, 0, 0, skill_get_time(skillid, skilllv), + skill_get_time2(skillid,skilllv))) + clif_skill_nodamage(src,bl,skillid,skilllv,1); + else if (sd) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + // Level 6-10 doesn't consume a red gem if it fails [celest] + if (skilllv > 5) { + // not to consume items + map_freeblock_unlock(); + return 0; + } + } + } + break; + + case NV_FIRSTAID: + clif_skill_nodamage(src,bl,skillid,5,1); + status_heal(bl,5,0,0); + break; + + case AL_CURE: + if (status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case TF_DETOXIFY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_DPOISON, INVALID_TIMER); + break; + + case PR_STRECOVERY: + if (status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + if (tsc && tsc->opt1) { + status_change_end(bl, SC_FREEZE, 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(bl, SC_BLIND, + 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), + 1,0,0,0, + skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); + } + clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,1); + break; + case MER_COMPRESS: + status_change_end(bl, SC_BLEEDING, INVALID_TIMER); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case MER_MENTALCURE: + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,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,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (dstmd && dstmd->class_ == MOBID_EMPERIUM) + break; // Cannot be Used on Emperium + + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + clif_skill_estimation(sd, bl); + if (skillid == MER_ESTIMATION) + sd = NULL; + break; + + case BS_REPAIRWEAPON: + if (sd && dstsd) + clif_item_repair_list(sd,dstsd,skilllv); + break; + + case MC_IDENTIFY: + if (sd) + clif_item_identify_list(sd); + break; + + // Weapon Refining [Celest] + case WS_WEAPONREFINE: + if (sd) + clif_item_refine_list(sd); + break; + + case MC_VENDING: + if (sd) { + //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] + if (!pc_can_give_items(sd)) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + else { + sd->state.prevend = 1; + clif_openvendingreq(sd,2+skilllv); + } + } + break; + + case AL_TELEPORT: + if (sd) { + if (map[bl->m].flag.noteleport && skilllv <= 2) { + clif_skill_teleportmessage(sd,0); + break; + } + if (!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza] + char output[128]; + sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT)); + clif_displaymessage(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) && skilllv == 1) || skilllv == 3) { + if (skilllv == 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,skillid,skilllv,1); + if (skilllv == 1) + clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0); + else + clif_skill_warppoint(sd,skillid,skilllv, (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,skillid,skilllv,1); + unit_warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case AL_HOLYWATER: + if (sd) { + if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1)) + clif_skill_nodamage(src,bl,skillid,skilllv,1); + else + clif_skill_fail(sd,skillid,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,skillid,skilllv,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,skillid,skilllv,1); + skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. + } + break; + + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case RG_STRIPHELM: + case ST_FULLSTRIP: + case GC_WEAPONCRUSH: + case SC_STRIPACCESSARY: { + unsigned short location = 0; + int d = 0; + + //Rate in percent + if (skillid == ST_FULLSTRIP) { + i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5; + } else if (skillid == SC_STRIPACCESSARY) { + i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5; + } else { + i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5; + } + + if (i < 5) i = 5; //Minimum rate 5% + + //Duration in ms + if (skillid == GC_WEAPONCRUSH) { + d = skill_get_time(skillid,skilllv); + if (bl->type == BL_PC) + d += skilllv * 15 + (sstatus->dex - tstatus->dex); + else + d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2; + } else + d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500; + + if (d < 0) d = 0; //Minimum duration 0ms + + switch (skillid) { + 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 && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) { + clif_gospel_info(sd, 0x28); + break; + } + + //Attempts to strip at rate i and duration d + if ((i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH)) + clif_skill_nodamage(src,bl,skillid,skilllv,i); + + //Nothing stripped. + if (sd && !i) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + + case AM_BERSERKPITCHER: + case AM_POTIONPITCHER: { + int i,x,hp = 0,sp = 0,bonus=100; + if (dstmd && dstmd->class_ == MOBID_EMPERIUM) { + map_freeblock_unlock(); + return 1; + } + if (sd) { + x = skilllv%11 - 1; + i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); + if (i < 0 || skill_db[skillid].itemid[x] <= 0) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + if (skillid == AM_BERSERKPITCHER) { + if (dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + } + potion_flag = 1; + potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; + potion_target = bl->id; + run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); + potion_flag = potion_target = 0; + if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST) + bonus += sd->status.base_level; + if (potion_per_hp > 0 || potion_per_sp > 0) { + hp = tstatus->max_hp * potion_per_hp / 100; + hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + if (dstsd) { + sp = dstsd->status.max_sp * potion_per_sp / 100; + sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + } + } else { + if (potion_hp > 0) { + hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if (dstsd) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if (potion_sp > 0) { + sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + sp = sp * (100 + (tstatus->int_<<1)) / 100; + if (dstsd) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; + } + } + + if (sd->itemgrouphealrate[IG_POTION]>0) { + hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; + sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; + } + + if ((i = pc_skillheal_bonus(sd, skillid))) { + hp += hp * i / 100; + sp += sp * i / 100; + } + } else { + hp = (1 + rnd()%400) * (100 + skilllv*10) / 100; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if (dstsd) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if (dstsd && (i = pc_skillheal2_bonus(dstsd, skillid))) { + 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,skillid,skilllv,1); + if (hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0)) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if (sp > 0) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); #ifdef RENEWAL - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp = 0; + if (tsc && tsc->data[SC_EXTREMITYFIST2]) + sp = 0; #endif - status_heal(bl,hp,sp,0); - } - break; - case AM_CP_WEAPON: - case AM_CP_SHIELD: - case AM_CP_ARMOR: - case AM_CP_HELM: - { - unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; - - if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){ - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); // Don't consume item requirements - return 0; - } - - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - } - break; - case AM_TWILIGHT1: - if (sd) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - //Prepare 200 White Potions. - if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200)) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT2: - if (sd) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - //Prepare 200 Slim White Potions. - if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200)) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT3: - if (sd) { - int ebottle = pc_search_inventory(sd,713); - if( ebottle >= 0 ) - ebottle = sd->status.inventory[ebottle].amount; - //check if you can produce all three, if not, then fail: - if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol - || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle - || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle - || ebottle < 200 //200 empty bottle are required at total. - ) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100); - skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50); - skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50); - } - break; - case SA_DISPELL: - if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) - { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. - || rnd()%100 >= 50+10*skilllv - || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind] - { - if (sd) - clif_skill_fail(sd,skillid,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; - switch (i) { - case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: - case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: - case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: - case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: - case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: - case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: - case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: - case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: - case SC_EDP: case SC_AUTOBERSERK: - case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: - case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: - case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: - case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: - case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: - case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: - case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: - case SC_READYCOUNTER: case SC_DODGE: case SC_WARM: - case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: - case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF: - case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF: - case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK: - case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS: - case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL: - case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH: - case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: - case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND: - case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: - case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY: - //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ: - //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: - case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: - case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD: - case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION: - case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM: - case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: - case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART: - case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: - case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION: - case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING: - case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS: - case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING: - case SC_ADJUSTMENT: case SC_MADNESSCANCEL: + status_heal(bl,hp,sp,0); + } + break; + case AM_CP_WEAPON: + case AM_CP_SHIELD: + case AM_CP_ARMOR: + case AM_CP_HELM: { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; + + if (sd && (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0))) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } + + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + break; + case AM_TWILIGHT1: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + //Prepare 200 White Potions. + if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200)) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT2: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + //Prepare 200 Slim White Potions. + if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200)) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT3: + if (sd) { + int ebottle = pc_search_inventory(sd,713); + if (ebottle >= 0) + ebottle = sd->status.inventory[ebottle].amount; + //check if you can produce all three, if not, then fail: + if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol + || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle + || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle + || ebottle < 200 //200 empty bottle are required at total. + ) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100); + skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50); + skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50); + } + break; + case SA_DISPELL: + if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. + || rnd()%100 >= 50+10*skilllv + || (tsc && tsc->option&OPTION_MADOGEAR)) { //Mado Gear is immune to dispell according to bug report 49 [Ind] + if (sd) + clif_skill_fail(sd,skillid,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; + switch (i) { + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_HALLUCINATION: + case SC_STRIPWEAPON: + case SC_STRIPSHIELD: + case SC_STRIPARMOR: + case SC_STRIPHELM: + case SC_CP_WEAPON: + case SC_CP_SHIELD: + case SC_CP_ARMOR: + case SC_CP_HELM: + case SC_COMBO: + case SC_STRFOOD: + case SC_AGIFOOD: + case SC_VITFOOD: + case SC_INTFOOD: + case SC_DEXFOOD: + case SC_LUKFOOD: + case SC_HITFOOD: + case SC_FLEEFOOD: + case SC_BATKFOOD: + case SC_WATKFOOD: + case SC_MATKFOOD: + case SC_DANCING: + case SC_EDP: + case SC_AUTOBERSERK: + case SC_CARTBOOST: + case SC_MELTDOWN: + case SC_SAFETYWALL: + case SC_SMA: + case SC_SPEEDUP0: + case SC_NOCHAT: + case SC_ANKLE: + case SC_SPIDERWEB: + case SC_JAILED: + case SC_ITEMBOOST: + case SC_EXPBOOST: + case SC_LIFEINSURANCE: + case SC_BOSSMAPINFO: + case SC_PNEUMA: + case SC_AUTOSPELL: + case SC_INCHITRATE: + case SC_INCATKRATE: + case SC_NEN: + case SC_READYSTORM: + case SC_READYDOWN: + case SC_READYTURN: + case SC_READYCOUNTER: + case SC_DODGE: + case SC_WARM: + case SC_SPEEDUP1: + case SC_AUTOTRADE: + case SC_CRITICALWOUND: + case SC_JEXPBOOST: + case SC_INVINCIBLE: + case SC_INVINCIBLEOFF: + case SC_HELLPOWER: + case SC_MANU_ATK: + case SC_MANU_DEF: + case SC_SPL_ATK: + case SC_SPL_DEF: + case SC_MANU_MATK: + case SC_SPL_MATK: + case SC_RICHMANKIM: + case SC_ETERNALCHAOS: + case SC_DRUMBATTLE: + case SC_NIBELUNGEN: + case SC_ROKISWEIL: + case SC_INTOABYSS: + case SC_SIEGFRIED: + case SC_FOOD_STR_CASH: + case SC_FOOD_AGI_CASH: + case SC_FOOD_VIT_CASH: + case SC_FOOD_DEX_CASH: + case SC_FOOD_INT_CASH: + case SC_FOOD_LUK_CASH: + case SC_SEVENWIND: + case SC_MIRACLE: + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + case SC_INCHEALRATE: + case SC_ELECTRICSHOCKER: + case SC__STRIPACCESSORY: + //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ: + //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: + case SC_NEUTRALBARRIER_MASTER: + case SC_NEUTRALBARRIER: + case SC_STEALTHFIELD_MASTER: + case SC_STEALTHFIELD: + case SC_GIANTGROWTH: + case SC_MILLENNIUMSHIELD: + case SC_REFRESH: + case SC_STONEHARDSKIN: + case SC_VITALITYACTIVATION: + case SC_FIGHTINGSPIRIT: + case SC_ABUNDANCE: + case SC__SHADOWFORM: + case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + case SC_GUILDAURA: + case SC_PUSH_CART: + case SC_RAISINGDRAGON: + case SC_GT_ENERGYGAIN: + case SC_GT_CHANGE: + case SC_GT_REVITALIZE: + case SC_REFLECTDAMAGE: + case SC_INSPIRATION: + case SC_EXEEDBREAK: + case SC_FORCEOFVANGUARD: + case SC_BANDING: + case SC_DUPLELIGHT: + case SC_EXPIATIO: + case SC_LAUDAAGNUS: + case SC_LAUDARAMUS: + case SC_GATLINGFEVER: + case SC_INCREASING: + case SC_ADJUSTMENT: + case SC_MADNESSCANCEL: #ifdef RENEWAL - case SC_EXTREMITYFIST2: + case SC_EXTREMITYFIST2: +#endif + continue; + /** + * 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_SERVICE4U: + if (tsc->data[i]->val4) //val4 = out-of-song-area + continue; + break; + case SC_ASSUMPTIO: + if (bl->type == BL_MOB) + continue; + break; + } + if (i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + status_change_end(bl, (sc_type)i, INVALID_TIMER); + } + break; + } + //Affect all targets on splash area. + map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, + src, skillid, skilllv, tick, flag|1, + skill_castend_damage_id); + break; + + case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); + break; + + case TK_HIGHJUMP: { + int x,y, dir = unit_getdir(src); + + //Fails on noteleport maps, except for GvG and BG maps [Skotlex] + if (map[src->m].flag.noteleport && + !(map[src->m].flag.battleground || map_flag_gvg2(src->m)) + ) { + x = src->x; + y = src->y; + } else { + x = src->x + dirx[dir]*skilllv*2; + y = src->y + diry[dir]*skilllv*2; + } + + clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1); + if (!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) { + clif_slide(src,x,y); + unit_movepos(src, x, y, 1, 0); + } + } + break; + + case SA_CASTCANCEL: + case SO_SPELLFIST: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + unit_skillcastcancel(src,1); + if (sd) { + int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); + if (skillid == SO_SPELLFIST) { + sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv)); + sd->skillid_old = sd->skilllv_old = 0; + break; + } + sp = sp * (90 - (skilllv-1)*20) / 100; + if (sp < 0) sp = 0; + status_zap(src, 0, sp); + } + break; + case SA_SPELLBREAKER: { + int sp; + if (tsc && tsc->data[SC_MAGICROD]) { + sp = skill_get_sp(skillid,skilllv); + sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; + if (sp < 1) sp = 1; + status_heal(bl,0,sp,2); + status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. + } else { + struct unit_data *ud = unit_bl2ud(bl); + int bl_skillid=0,bl_skilllv=0,hp = 0; + if (!ud || ud->skilltimer == INVALID_TIMER) + break; //Nothing to cancel. + bl_skillid = ud->skillid; + bl_skilllv = ud->skilllv; + if (tstatus->mode & MD_BOSS) { + //Only 10% success chance against bosses. [Skotlex] + if (rnd()%100 < 90) { + if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv,1); + unit_skillcastcancel(bl,0); + sp = skill_get_sp(bl_skillid,bl_skilllv); + status_zap(bl, hp, sp); + + if (hp && skilllv >= 5) + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + else + hp = 0; + + if (sp) //Recover some of the SP used + sp = sp*(25*(skilllv-1))/100; + + if (hp || sp) + status_heal(src, hp, sp, 2); + } + } + break; + case SA_MAGICROD: + clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1); + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + break; + case SA_AUTOSPELL: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd) + clif_autospell(sd,skilllv); + else { + int maxlv=1,spellid=0; + static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; + if (skilllv >= 10) { + spellid = MG_FROSTDIVER; + // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) + // maxlv = 10; + // else + maxlv = skilllv - 9; + } else if (skilllv >=8) { + spellid = MG_FIREBALL; + maxlv = skilllv - 7; + } else if (skilllv >=5) { + spellid = MG_SOULSTRIKE; + maxlv = skilllv - 4; + } else if (skilllv >=2) { + int i = rnd()%3; + spellid = spellarray[i]; + maxlv = skilllv - 1; + } else if (skilllv > 0) { + spellid = MG_NAPALMBEAT; + maxlv = 3; + } + if (spellid > 0) + sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0, + skill_get_time(SA_AUTOSPELL,skilllv)); + } + break; + + case BS_GREED: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_greed,bl, + skill_get_splash(skillid, skilllv),BL_ITEM,bl); + } + break; + + case SA_ELEMENTWATER: + case SA_ELEMENTFIRE: + case SA_ELEMENTGROUND: + case SA_ELEMENTWIND: + if (sd && !dstmd) //Only works on monsters. + break; + if (tstatus->mode&MD_BOSS) + break; + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), + skill_get_time(skillid, skilllv))); + break; + case NPC_CHANGEUNDEAD: + //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] + //TO-DO This is ugly, fix it + if (tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), + skill_get_time(skillid, skilllv))); + break; + + case NPC_PROVOCATION: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (md) mob_unlocktarget(md, tick); + break; + + case NPC_KEEPING: + case NPC_BARRIER: { + int skill_time = skill_get_time(skillid,skilllv); + struct unit_data *ud = unit_bl2ud(bl); + if (clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_time)) + && ud) { //Disable attacking/acting/moving for skill's duration. + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = tick + skill_time; + } + } + break; + + case NPC_REBIRTH: + if (md && md->state.rebirth) + break; // only works once + sc_start(bl,type,100,skilllv,-1); + break; + + case NPC_DARKBLESSING: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv))); + break; + + case NPC_LICK: + status_zap(bl, 0, 100); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); + break; + + case NPC_SUICIDE: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + status_kill(src); //When suiciding, neither exp nor drops is given. + break; + + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + if (md && md->skillidx >= 0) + mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid); + break; + + case NPC_CALLSLAVE: + mob_warpslave(src,MOB_SLAVEDISTANCE); + break; + + case NPC_RANDOMMOVE: + if (md) { + md->next_walktime = tick - 1; + mob_randomwalk(md,tick); + } + break; + + case NPC_SPEEDUP: { + // or does it increase casting rate? just a guess xD + int i = SC_ASPDPOTION0 + skilllv - 1; + if (i > SC_ASPDPOTION3) + i = SC_ASPDPOTION3; + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000)); + } + break; + + case NPC_REVENGE: + // not really needed... but adding here anyway ^^ + if (md && md->master_id > 0) { + struct block_list *mbl, *tbl; + if ((mbl = map_id2bl(md->master_id)) == NULL || + (tbl = battle_gettargeted(mbl)) == NULL) + break; + md->state.provoke_flag = tbl->id; + mob_target(md, tbl, sstatus->rhw.range); + } + break; + + case NPC_RUN: { + const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; + int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. + unit_stop_attack(src); + //Run skillv tiles overriding the can-move check. + if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md) + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if (md && md->skillidx >= 0) { + int class_ = mob_random_class(md->db->skill[md->skillidx].val,0); + if (skilllv > 1) //Multiply the rest of mobs. [Skotlex] + mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid); + if (class_) mob_class_change(md, class_); + } + break; + + case NPC_EMOTION_ON: + case NPC_EMOTION: + //va[0] is the emotion to use. + //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] + //val[1] 'sets' the mode + //val[2] adds to the current mode + //val[3] removes from the current mode + //val[4] if set, asks to delete the previous mode change. + if (md && md->skillidx >= 0 && tsc) { + clif_emotion(bl, md->db->skill[md->skillidx].val[0]); + if (md->db->skill[md->skillidx].val[4] && tsce) + status_change_end(bl, type, INVALID_TIMER); + + if (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]) + sc_start4(src, type, 100, skilllv, + md->db->skill[md->skillidx].val[1], + md->db->skill[md->skillidx].val[2], + md->db->skill[md->skillidx].val[3], + skill_get_time(skillid, skilllv)); + } + break; + + case NPC_POWERUP: + sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); + break; + + case NPC_AGIUP: + sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); + break; + + case NPC_INVISIBLE: + //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv))); + break; + + case NPC_SIEGEMODE: + // not sure what it does + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case WE_MALE: { + int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; + int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1); + } + break; + case WE_FEMALE: { + int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; + int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1); + } + break; + + // parent-baby skills + case WE_BABY: + if (sd) { + struct map_session_data *f_sd = pc_get_father(sd); + struct map_session_data *m_sd = pc_get_mother(sd); + // if neither was found + if (!f_sd && !m_sd) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); + if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + } + break; + + case PF_HPCONVERSION: { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skilllv / 100; + if (!status_charge(src,hp,0)) { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src, bl, skillid, skilllv, 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, skillid, skilllv, 1); + if (sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0))) { + // prevent picking up expired traps + if (battle_config.skill_removetrap_type) { + // get back all items used to deploy the trap + for (i = 0; i < 10; i++) { + if (skill_db[su->group->skill_id].itemid[i] > 0) { + int flag; + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; + item_tmp.identify = 1; + if (item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER))) { + clif_additem(sd,0,0,flag); + 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, skillid, USESKILL_FAIL_LEVEL, 0); + + } + break; + case HT_SPRINGTRAP: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + { + struct skill_unit *su=NULL; + if ((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group)) { + switch (su->group->unit_id) { + case UNT_ANKLESNARE: // ankle snare + if (su->group->val2 != 0) + // if it is already trapping something don't spring it, + // remove trap should be used instead + break; + // otherwise fallthrough to below + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + su->group->unit_id = UNT_USED_TRAPS; + clif_changetraplook(bl, UNT_USED_TRAPS); + su->group->limit=DIFF_TICK(tick+1500,su->group->tick); + su->limit=DIFF_TICK(tick+1500,su->group->tick); + } + } + } + break; + case BD_ENCORE: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd) + unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance); + break; + + case AS_SPLASHER: + if (tstatus->mode&MD_BOSS + /** + * Renewal dropped the 3/4 hp requirement + **/ +#ifndef RENEWAL + || tstatus-> hp > tstatus->max_hp*3/4 #endif - continue; - /** - * 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_SERVICE4U: - if( tsc->data[i]->val4 ) //val4 = out-of-song-area - continue; - break; - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; - break; - } - if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. - status_change_end(bl, (sc_type)i, INVALID_TIMER); - } - break; - } - //Affect all targets on splash area. - map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, - src, skillid, skilllv, tick, flag|1, - skill_castend_damage_id); - break; - - case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); - break; - - case TK_HIGHJUMP: - { - int x,y, dir = unit_getdir(src); - - //Fails on noteleport maps, except for GvG and BG maps [Skotlex] - if( map[src->m].flag.noteleport && - !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) - ) { - x = src->x; - y = src->y; - } else { - x = src->x + dirx[dir]*skilllv*2; - y = src->y + diry[dir]*skilllv*2; - } - - clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1); - if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) { - clif_slide(src,x,y); - unit_movepos(src, x, y, 1, 0); - } - } - break; - - case SA_CASTCANCEL: - case SO_SPELLFIST: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - unit_skillcastcancel(src,1); - if(sd) { - int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); - if( skillid == SO_SPELLFIST ){ - sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv)); - sd->skillid_old = sd->skilllv_old = 0; - break; - } - sp = sp * (90 - (skilllv-1)*20) / 100; - if(sp < 0) sp = 0; - status_zap(src, 0, sp); - } - break; - case SA_SPELLBREAKER: - { - int sp; - if(tsc && tsc->data[SC_MAGICROD]) { - sp = skill_get_sp(skillid,skilllv); - sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; - if(sp < 1) sp = 1; - status_heal(bl,0,sp,2); - status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. - } else { - struct unit_data *ud = unit_bl2ud(bl); - int bl_skillid=0,bl_skilllv=0,hp = 0; - if (!ud || ud->skilltimer == INVALID_TIMER) - break; //Nothing to cancel. - bl_skillid = ud->skillid; - bl_skilllv = ud->skilllv; - if (tstatus->mode & MD_BOSS) - { //Only 10% success chance against bosses. [Skotlex] - if (rnd()%100 < 90) - { - if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv,1); - unit_skillcastcancel(bl,0); - sp = skill_get_sp(bl_skillid,bl_skilllv); - status_zap(bl, hp, sp); - - if (hp && skilllv >= 5) - hp>>=1; //Recover half damaged HP at level 5 [Skotlex] - else - hp = 0; - - if (sp) //Recover some of the SP used - sp = sp*(25*(skilllv-1))/100; - - if(hp || sp) - status_heal(src, hp, sp, 2); - } - } - break; - case SA_MAGICROD: - clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1); - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - break; - case SA_AUTOSPELL: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd) - clif_autospell(sd,skilllv); - else { - int maxlv=1,spellid=0; - static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; - if(skilllv >= 10) { - spellid = MG_FROSTDIVER; -// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) -// maxlv = 10; -// else - maxlv = skilllv - 9; - } - else if(skilllv >=8) { - spellid = MG_FIREBALL; - maxlv = skilllv - 7; - } - else if(skilllv >=5) { - spellid = MG_SOULSTRIKE; - maxlv = skilllv - 4; - } - else if(skilllv >=2) { - int i = rnd()%3; - spellid = spellarray[i]; - maxlv = skilllv - 1; - } - else if(skilllv > 0) { - spellid = MG_NAPALMBEAT; - maxlv = 3; - } - if(spellid > 0) - sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0, - skill_get_time(SA_AUTOSPELL,skilllv)); - } - break; - - case BS_GREED: - if(sd){ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_greed,bl, - skill_get_splash(skillid, skilllv),BL_ITEM,bl); - } - break; - - case SA_ELEMENTWATER: - case SA_ELEMENTFIRE: - case SA_ELEMENTGROUND: - case SA_ELEMENTWIND: - if(sd && !dstmd) //Only works on monsters. - break; - if(tstatus->mode&MD_BOSS) - break; - case NPC_ATTRICHANGE: - case NPC_CHANGEWATER: - case NPC_CHANGEGROUND: - case NPC_CHANGEFIRE: - case NPC_CHANGEWIND: - case NPC_CHANGEPOISON: - case NPC_CHANGEHOLY: - case NPC_CHANGEDARKNESS: - case NPC_CHANGETELEKINESIS: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), - skill_get_time(skillid, skilllv))); - break; - case NPC_CHANGEUNDEAD: - //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] - //TO-DO This is ugly, fix it - if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), - skill_get_time(skillid, skilllv))); - break; - - case NPC_PROVOCATION: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (md) mob_unlocktarget(md, tick); - break; - - case NPC_KEEPING: - case NPC_BARRIER: - { - int skill_time = skill_get_time(skillid,skilllv); - struct unit_data *ud = unit_bl2ud(bl); - if (clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_time)) - && ud) { //Disable attacking/acting/moving for skill's duration. - ud->attackabletime = - ud->canact_tick = - ud->canmove_tick = tick + skill_time; - } - } - break; - - case NPC_REBIRTH: - if( md && md->state.rebirth ) - break; // only works once - sc_start(bl,type,100,skilllv,-1); - break; - - case NPC_DARKBLESSING: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv))); - break; - - case NPC_LICK: - status_zap(bl, 0, 100); - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); - break; - - case NPC_SUICIDE: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_kill(src); //When suiciding, neither exp nor drops is given. - break; - - case NPC_SUMMONSLAVE: - case NPC_SUMMONMONSTER: - if(md && md->skillidx >= 0) - mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid); - break; - - case NPC_CALLSLAVE: - mob_warpslave(src,MOB_SLAVEDISTANCE); - break; - - case NPC_RANDOMMOVE: - if (md) { - md->next_walktime = tick - 1; - mob_randomwalk(md,tick); - } - break; - - case NPC_SPEEDUP: - { - // or does it increase casting rate? just a guess xD - int i = SC_ASPDPOTION0 + skilllv - 1; - if (i > SC_ASPDPOTION3) - i = SC_ASPDPOTION3; - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000)); - } - break; - - case NPC_REVENGE: - // not really needed... but adding here anyway ^^ - if (md && md->master_id > 0) { - struct block_list *mbl, *tbl; - if ((mbl = map_id2bl(md->master_id)) == NULL || - (tbl = battle_gettargeted(mbl)) == NULL) - break; - md->state.provoke_flag = tbl->id; - mob_target(md, tbl, sstatus->rhw.range); - } - break; - - case NPC_RUN: - { - const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; - int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. - unit_stop_attack(src); - //Run skillv tiles overriding the can-move check. - if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md) - md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. - } - break; - - case NPC_TRANSFORMATION: - case NPC_METAMORPHOSIS: - if(md && md->skillidx >= 0) { - int class_ = mob_random_class (md->db->skill[md->skillidx].val,0); - if (skilllv > 1) //Multiply the rest of mobs. [Skotlex] - mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid); - if (class_) mob_class_change(md, class_); - } - break; - - case NPC_EMOTION_ON: - case NPC_EMOTION: - //va[0] is the emotion to use. - //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] - //val[1] 'sets' the mode - //val[2] adds to the current mode - //val[3] removes from the current mode - //val[4] if set, asks to delete the previous mode change. - if(md && md->skillidx >= 0 && tsc) - { - clif_emotion(bl, md->db->skill[md->skillidx].val[0]); - if(md->db->skill[md->skillidx].val[4] && tsce) - status_change_end(bl, type, INVALID_TIMER); - - if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]) - sc_start4(src, type, 100, skilllv, - md->db->skill[md->skillidx].val[1], - md->db->skill[md->skillidx].val[2], - md->db->skill[md->skillidx].val[3], - skill_get_time(skillid, skilllv)); - } - break; - - case NPC_POWERUP: - sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); - break; - - case NPC_AGIUP: - sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); - break; - - case NPC_INVISIBLE: - //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv))); - break; - - case NPC_SIEGEMODE: - // not sure what it does - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case WE_MALE: - { - int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; - int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] - clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1); - } - break; - case WE_FEMALE: - { - int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; - int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] - clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1); - } - break; - - // parent-baby skills - case WE_BABY: - if(sd){ - struct map_session_data *f_sd = pc_get_father(sd); - struct map_session_data *m_sd = pc_get_mother(sd); - // if neither was found - if(!f_sd && !m_sd){ - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); - if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - } - break; - - case PF_HPCONVERSION: - { - int hp, sp; - hp = sstatus->max_hp/10; - sp = hp * 10 * skilllv / 100; - if (!status_charge(src,hp,0)) { - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - clif_skill_nodamage(src, bl, skillid, skilllv, 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, skillid, skilllv, 1); - if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) - { // prevent picking up expired traps - if( battle_config.skill_removetrap_type ) - { // get back all items used to deploy the trap - for( i = 0; i < 10; i++ ) - { - if( skill_db[su->group->skill_id].itemid[i] > 0 ) - { - int flag; - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; - item_tmp.identify = 1; - if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) - { - clif_additem(sd,0,0,flag); - 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, skillid, USESKILL_FAIL_LEVEL, 0); - - } - break; - case HT_SPRINGTRAP: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - { - struct skill_unit *su=NULL; - if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ - switch(su->group->unit_id){ - case UNT_ANKLESNARE: // ankle snare - if (su->group->val2 != 0) - // if it is already trapping something don't spring it, - // remove trap should be used instead - break; - // otherwise fallthrough to below - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - su->group->unit_id = UNT_USED_TRAPS; - clif_changetraplook(bl, UNT_USED_TRAPS); - su->group->limit=DIFF_TICK(tick+1500,su->group->tick); - su->limit=DIFF_TICK(tick+1500,su->group->tick); - } - } - } - break; - case BD_ENCORE: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd) - unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance); - break; - - case AS_SPLASHER: - if(tstatus->mode&MD_BOSS - /** - * Renewal dropped the 3/4 hp requirement - **/ - #ifndef RENEWAL - || tstatus-> hp > tstatus->max_hp*3/4 - #endif - ) { - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000)); - if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000); - break; - - case PF_MINDBREAKER: - { - if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) - { - map_freeblock_unlock(); - return 1; - } - - if (tsce) - { //HelloKitty2 (?) explained that this silently fails when target is - //already inflicted. [Skotlex] - map_freeblock_unlock(); - return 1; - } - - //Has a 55% + skilllv*5% success chance. - if (!clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) - { - if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv)); - } - break; - - case PF_SOULCHANGE: - { - unsigned int sp1 = 0, sp2 = 0; - if (dstmd) { - if (dstmd->state.soul_change_flag) { - if(sd) clif_skill_fail(sd,skillid,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,skillid,skilllv,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 - status_set_sp(src, sp2, 3); - status_set_sp(bl, sp1, 3); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - // Slim Pitcher - case CR_SLIMPITCHER: - // 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 (potion_hp || potion_sp) { - int hp = potion_hp, sp = potion_sp; - hp = hp * (100 + (tstatus->vit<<1))/100; - sp = sp * (100 + (tstatus->int_<<1))/100; - if (dstsd) { - if (hp) - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100; - if (sp) - sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/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: - { - unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; - int i, s = 0, skilltime = skill_get_time(skillid,skilllv); - - for (i=0 ; i<4; i++) { - if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) ) - continue; - sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime); - s++; - } - if( sd && !s ){ - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); // Don't consume item requirements - return 0; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case RG_CLEANER: //AppleGirl - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case CG_LONGINGFREEDOM: - { - if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 - && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] - { - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - } - } - break; - - case CG_TAROTCARD: - { - int eff, count = -1; - if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) - { - if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - - map_freeblock_unlock(); - return 0; - } - status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish] - do { - eff = rnd() % 14; - clif_specialeffect(bl, 523 + eff, AREA); - switch (eff) - { - case 0: // heals SP to 0 - status_percent_damage(src, bl, 0, 100, false); - break; - case 1: // matk halved - sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); - break; - case 2: // all buffs removed - status_change_clear_buffs(bl,1); - break; - case 3: // 1000 damage, random armor destroyed - { - int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; - status_fix_damage(src, bl, 1000, 0); - clif_damage(src,bl,tick,0,0,1000,0,0,0); - if( !status_isdead(bl) ) - skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); - } - break; - case 4: // atk halved - sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); - 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 retrigger this one. - break; - case 7: // stop freeze or stoned - { - enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; - sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv)); - } - break; - case 8: // curse coma and poison - sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - case 9: // confusion - sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - case 10: // 6666 damage, atk matk halved, cursed - status_fix_damage(src, bl, 6666, 0); - clif_damage(src,bl,tick,0,0,6666,0,0,0); - sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv)); - break; - case 11: // 4444 damage - status_fix_damage(src, bl, 4444, 0); - clif_damage(src,bl,tick,0,0,4444,0,0,0); - break; - case 12: // stun - sc_start(bl,SC_STUN,100,skilllv,5000); - break; - case 13: // atk,matk,hit,flee,def reduced - sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv)); - sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); - break; - default: - break; - } - } while ((--count) > 0); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case SL_ALCHEMIST: - case SL_ASSASIN: - case SL_BARDDANCER: - case SL_BLACKSMITH: - case SL_CRUSADER: - case SL_HUNTER: - case SL_KNIGHT: - case SL_MONK: - case SL_PRIEST: - case SL_ROGUE: - case SL_SAGE: - case SL_SOULLINKER: - case SL_STAR: - case SL_SUPERNOVICE: - case SL_WIZARD: - //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. - if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) - { //Erase death count 1% of the casts - dstsd->die_counter = 0; - pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); - clif_specialeffect(bl, 0x152, AREA); - //SC_SPIRIT invokes status_calc_pc for us. - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); - sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); - break; - case SL_HIGH: - if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); - sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); - break; - - case SL_SWOO: - if (tsce) { - sc_start(src,SC_STUN,100,skilllv,10000); - break; - } - case SL_SKA: // [marquis007] - case SL_SKE: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - if (skillid == SL_SKE) - sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); - break; - - // New guild skills [Celest] - case GD_BATTLEORDER: - if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); - } else if (status_get_guild_id(src)) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, src, - skill_get_splash(skillid, skilllv), BL_PC, - src,skillid,skilllv,tick, flag|BCT_GUILD|1, - skill_castend_nodamage_id); - if (sd) - guild_block_skill(sd,skill_get_time2(skillid,skilllv)); - } - break; - case GD_REGENERATION: - if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); - } else if (status_get_guild_id(src)) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, src, - skill_get_splash(skillid, skilllv), BL_PC, - src,skillid,skilllv,tick, flag|BCT_GUILD|1, - skill_castend_nodamage_id); - if (sd) - guild_block_skill(sd,skill_get_time2(skillid,skilllv)); - } - break; - case GD_RESTORE: - if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (status_get_guild_id(src)) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, src, - skill_get_splash(skillid, skilllv), BL_PC, - src,skillid,skilllv,tick, flag|BCT_GUILD|1, - skill_castend_nodamage_id); - if (sd) - guild_block_skill(sd,skill_get_time2(skillid,skilllv)); - } - break; - case GD_EMERGENCYCALL: - { - int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; - int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; - int j = 0; - struct guild *g = NULL; - // i don't know if it actually summons in a circle, but oh well. ;P - g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); - if (!g) - break; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - for(i = 0; i < g->max_member; i++, j++) { - if (j>8) j=0; - if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { - if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) - continue; - if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) - dx[j] = dy[j] = 0; - pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); - } - } - if (sd) - guild_block_skill(sd,skill_get_time2(skillid,skilllv)); - } - break; - - case SG_FEEL: - //AuronX reported you CAN memorize the same map as all three. [Skotlex] - if (sd) { - if(!sd->feel_map[skilllv-1].index) - clif_feel_req(sd->fd,sd, skilllv); - else - clif_feel_info(sd, skilllv-1, 1); - } - break; - - case SG_HATE: - if (sd) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (!pc_set_hate_mob(sd, skilllv-1, bl)) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - - case GS_GLITTERING: - if(sd) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(rnd()%100 < (20+10*skilllv)) - pc_addspiritball(sd,skill_get_time(skillid,skilllv),10); - else if(sd->spiritball > 0) - pc_delspiritball(sd,1,0); - } - break; - - case GS_CRACKER: - /* per official standards, this skill works on players and mobs. */ - if (sd && (dstsd || dstmd)) - { - i =65 -5*distance_bl(src,bl); //Base rate - if (i < 30) i = 30; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv)); - } - break; - - case AM_CALLHOMUN: //[orn] - if (sd && !merc_call_homunculus(sd)) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - - case AM_REST: - if (sd) { - if (merc_hom_vaporize(sd,1)) - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - else - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - - case HAMI_CASTLE: //[orn] - if(rnd()%100 < 20*skilllv && src != bl) - { - int x,y; - x = src->x; - y = src->y; - if (hd) - skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv)); - - if (unit_movepos(src,bl->x,bl->y,0,0)) { - clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc - clif_slide(src,bl->x,bl->y) ; - if (unit_movepos(bl,x,y,0,0)) - { - clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master - clif_slide(bl,x,y) ; - } - - //TODO: Shouldn't also players and the like switch targets? - map_foreachinrange(skill_chastle_mob_changetarget,src, - AREA_SIZE, BL_MOB, bl, src); - } - } - // Failed - else if (hd && hd->master) - clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0); - else if (sd) - clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); - break; - case HVAN_CHAOTIC: //[orn] - { - static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; - int r = rnd()%100; - i = (skilllv-1)%5; - if(r<per[i][0]) //Self - bl = src; - else if(r<per[i][1]) //Master - bl = battle_get_master(src); - else //Enemy - bl = map_id2bl(battle_gettarget(src)); - - if (!bl) bl = src; - i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true); - //Eh? why double skill packet? - clif_skill_nodamage(src,bl,AL_HEAL,i,1); - clif_skill_nodamage(src,bl,skillid,i,1); - status_heal(bl, i, 0, 0); - } - break; - //Homun single-target support skills [orn] - case HAMI_BLOODLUST: - case HFLI_FLEET: - case HFLI_SPEED: - case HLIF_CHANGE: - case MH_ANGRIFFS_MODUS: - case MH_GOLDENE_FERSE: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - if (hd) - skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv)); - break; - - case NPC_DRAGONFEAR: - if (flag&1) { - const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; - int j; - j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,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: - if (flag&1) - sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)); - else { - skill_area_temp[2] = 0; //For SD_PREAMBLE - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv),BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill_castend_nodamage_id); - } - break; - case NPC_WIDESOULDRAIN: - if (flag&1) - status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false); - else { - skill_area_temp[2] = 0; //For SD_PREAMBLE - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv),BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill_castend_nodamage_id); - } - break; - case ALL_PARTYFLEE: - if( sd && !(flag&1) ) - { - if( !sd->status.party_id ) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - } - else - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - case NPC_TALK: - case ALL_WEWISH: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case ALL_BUYING_STORE: - if( sd ) - {// players only, skill allows 5 buying slots - clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS)); - } - break; - case RK_ENCHANTBLADE: - clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed - sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv))); - break; - case RK_DRAGONHOWLING: - if( flag&1) - sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv)); - else - { - skill_area_temp[2] = 0; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, src, - skill_get_splash(skillid,skilllv),BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, - skill_castend_nodamage_id); - } - break; - case RK_IGNITIONBREAK: - case LG_EARTHDRIVE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - i = skill_get_splash(skillid,skilllv); - if( skillid == LG_EARTHDRIVE ) { - int dummy = 1; - map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); - } - map_foreachinrange(skill_area_sub, bl,i,BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - break; - case RK_STONEHARDSKIN: - if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 ) - { - int heal = sstatus->hp / 4; // 25% HP - if( status_charge(bl,heal,0) ) - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv))); - else - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - case RK_REFRESH: - if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 ) - { - int heal = status_get_max_hp(bl) * 25 / 100; - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - status_heal(bl,heal,0,1); - status_change_clear_buffs(bl,2); - } - break; - - case RK_MILLENNIUMSHIELD: - if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 ) - { - short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); - sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv)); - clif_millenniumshield(sd,shields); - clif_skill_nodamage(src,bl,skillid,1,1); - } - break; - - case RK_GIANTGROWTH: - case RK_VITALITYACTIVATION: - case RK_ABUNDANCE: - if( sd ) - { - int lv = 1; // RK_GIANTGROWTH - if( skillid == RK_VITALITYACTIVATION ) - lv = 2; - else if( skillid == RK_ABUNDANCE ) - lv = 6; - if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - } - break; - - case RK_FIGHTINGSPIRIT: - if( flag&1 ) { - if( src == bl ) - sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv)); - else - sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv)); - } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) { - if( sd->status.party_id ) { - i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count); - skill_area_temp[5] = 7 * i; // ATK - party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); - } else - sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv)); - } - clif_skill_nodamage(src,bl,skillid,1,1); - break; - /** - * Guilotine Cross - **/ - case GC_ROLLINGCUTTER: - { - short count = 1; - skill_area_temp[2] = 0; - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id); - if( tsc && tsc->data[SC_ROLLINGCUTTER] ) - { // Every time the skill is casted the status change is reseted adding a counter. - count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; - if( count > 10 ) - count = 10; // Max coounter - status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); - } - sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv)); - clif_skill_nodamage(src,src,skillid,skilllv,1); - } - break; - - case GC_WEAPONBLOCKING: - if( tsc && tsc->data[SC_WEAPONBLOCKING] ) - status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); - else - sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case GC_CREATENEWPOISON: - if( sd ) - { - clif_skill_produce_mix_list(sd,skillid,25); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - } - break; - - case GC_POISONINGWEAPON: - if( sd ) { - clif_poison_list(sd,skilllv); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case GC_ANTIDOTE: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if( tsc ) - { - status_change_end(bl, SC_PARALYSE, INVALID_TIMER); - status_change_end(bl, SC_PYREXIA, INVALID_TIMER); - status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); - status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); - status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); - status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); - status_change_end(bl, SC_TOXIN, INVALID_TIMER); - status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); - } - break; - - case GC_PHANTOMMENACE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - break; - - case GC_HALLUCINATIONWALK: - { - int heal = status_get_max_hp(bl) / 10; - if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. - if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; - } - if( !status_charge(bl,heal,0) ) - { - if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - if( sd ) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1); - } - break; - - case AB_CLEMENTIA: - case AB_CANTO: - { - int bless_lv = pc_checkskill(sd,AL_BLESSING); - int agi_lv = pc_checkskill(sd,AL_INCAGI); - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100, - (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv))); - else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - } - break; - - case AB_PRAEFATIO: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv))); - else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - break; - - case AB_CHEAL: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - { - if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) ) - { - i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true); - - if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl)) - i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] - - clif_skill_nodamage(bl, bl, skillid, i, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && i ) - i = ~i + 1; - status_heal(bl, i, 0, 0); - } - } - else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - break; - - case AB_ORATIO: - if( flag&1 ) - sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv)); - else - { - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - } - break; - - case AB_LAUDAAGNUS: - if( flag&1 || sd == NULL ) { - if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || - tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) { - // Success Chance: (40 + 10 * Skill Level) % - if( rnd()%100 > 40+10*skilllv ) 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_FREEZING, INVALID_TIMER); - status_change_end(bl, SC_CRYSTALIZE, 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, skillid, skilllv, - sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); - } else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), - src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - break; - - case AB_LAUDARAMUS: - if( flag&1 || sd == NULL ) { - if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){ - // Success Chance: (40 + 10 * Skill Level) % - if( rnd()%100 > 40+10*skilllv ) break; - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets - clif_skill_nodamage(bl, bl, skillid, skilllv, - sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); - } else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), - src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - break; - - case AB_CLEARANCE: - if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 ) - { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv) - { - if (sd) - clif_skill_fail(sd,skillid,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; - switch (i) { - case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: - case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: - case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: - case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: - case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: - case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: - case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: - case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: - case SC_SPIRIT: case SC_AUTOBERSERK: - case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: - case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: - case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: - case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: - case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: - case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: - case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: - case SC_READYCOUNTER:case SC_DODGE: case SC_WARM: - case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: - case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF: - case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF: - case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK: - case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS: - case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL: - case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE: - case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: - case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: - case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: - case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: - case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE: - case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY: - case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY: - case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: - case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA: - //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: - case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: - case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: - case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: - case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART: - case SC_PARTYFLEE: case SC_GT_REVITALIZE: - case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: + ) { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000)); + if (sd) skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv)+3000); + break; + + case PF_MINDBREAKER: { + if (tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) { + map_freeblock_unlock(); + return 1; + } + + if (tsce) { + //HelloKitty2 (?) explained that this silently fails when target is + //already inflicted. [Skotlex] + map_freeblock_unlock(); + return 1; + } + + //Has a 55% + skilllv*5% success chance. + if (!clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) { + if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv)); + } + break; + + case PF_SOULCHANGE: { + unsigned int sp1 = 0, sp2 = 0; + if (dstmd) { + if (dstmd->state.soul_change_flag) { + if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv,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 + status_set_sp(src, sp2, 3); + status_set_sp(bl, sp1, 3); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + // Slim Pitcher + case CR_SLIMPITCHER: + // 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 (potion_hp || potion_sp) { + int hp = potion_hp, sp = potion_sp; + hp = hp * (100 + (tstatus->vit<<1))/100; + sp = sp * (100 + (tstatus->int_<<1))/100; + if (dstsd) { + if (hp) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100; + if (sp) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/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: { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; + int i, s = 0, skilltime = skill_get_time(skillid,skilllv); + + for (i=0 ; i<4; i++) { + if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd,equip[i]) < 0)) + continue; + sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime); + s++; + } + if (sd && !s) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case RG_CLEANER: //AppleGirl + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case CG_LONGINGFREEDOM: { + if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 + && (tsce->val1&0xFFFF) != CG_MOONLIT) { //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + } + break; + + case CG_TAROTCARD: { + int eff, count = -1; + if (rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd)))) { + if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + + map_freeblock_unlock(); + return 0; + } + status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish] + do { + eff = rnd() % 14; + clif_specialeffect(bl, 523 + eff, AREA); + switch (eff) { + case 0: // heals SP to 0 + status_percent_damage(src, bl, 0, 100, false); + break; + case 1: // matk halved + sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + break; + case 2: // all buffs removed + status_change_clear_buffs(bl,1); + break; + case 3: { // 1000 damage, random armor destroyed + int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; + status_fix_damage(src, bl, 1000, 0); + clif_damage(src,bl,tick,0,0,1000,0,0,0); + if (!status_isdead(bl)) + skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + } + break; + case 4: // atk halved + sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + 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 retrigger this one. + break; + case 7: { // stop freeze or stoned + enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; + sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv)); + } + break; + case 8: // curse coma and poison + sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case 9: // confusion + sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case 10: // 6666 damage, atk matk halved, cursed + status_fix_damage(src, bl, 6666, 0); + clif_damage(src,bl,tick,0,0,6666,0,0,0); + sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv)); + break; + case 11: // 4444 damage + status_fix_damage(src, bl, 4444, 0); + clif_damage(src,bl,tick,0,0,4444,0,0,0); + break; + case 12: // stun + sc_start(bl,SC_STUN,100,skilllv,5000); + break; + case 13: // atk,matk,hit,flee,def reduced + sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); + break; + default: + break; + } + } while ((--count) > 0); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case SL_ALCHEMIST: + case SL_ASSASIN: + case SL_BARDDANCER: + case SL_BLACKSMITH: + case SL_CRUSADER: + case SL_HUNTER: + case SL_KNIGHT: + case SL_MONK: + case SL_PRIEST: + case SL_ROGUE: + case SL_SAGE: + case SL_SOULLINKER: + case SL_STAR: + case SL_SUPERNOVICE: + case SL_WIZARD: + //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. + if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { + //Erase death count 1% of the casts + dstsd->die_counter = 0; + pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); + clif_specialeffect(bl, 0x152, AREA); + //SC_SPIRIT invokes status_calc_pc for us. + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); + break; + case SL_HIGH: + if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); + break; + + case SL_SWOO: + if (tsce) { + sc_start(src,SC_STUN,100,skilllv,10000); + break; + } + case SL_SKA: // [marquis007] + case SL_SKE: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + if (skillid == SL_SKE) + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); + break; + + // New guild skills [Celest] + case GD_BATTLEORDER: + if (flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), BL_PC, + src,skillid,skilllv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + case GD_REGENERATION: + if (flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), BL_PC, + src,skillid,skilllv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + case GD_RESTORE: + if (flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), BL_PC, + src,skillid,skilllv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + case GD_EMERGENCYCALL: { + int dx[9]= {-1, 1, 0, 0,-1, 1,-1, 1, 0}; + int dy[9]= { 0, 0, 1,-1, 1,-1,-1, 1, 0}; + int j = 0; + struct guild *g = NULL; + // i don't know if it actually summons in a circle, but oh well. ;P + g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); + if (!g) + break; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + for (i = 0; i < g->max_member; i++, j++) { + if (j>8) j=0; + if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { + if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) + continue; + if (map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) + dx[j] = dy[j] = 0; + pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); + } + } + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + + case SG_FEEL: + //AuronX reported you CAN memorize the same map as all three. [Skotlex] + if (sd) { + if (!sd->feel_map[skilllv-1].index) + clif_feel_req(sd->fd,sd, skilllv); + else + clif_feel_info(sd, skilllv-1, 1); + } + break; + + case SG_HATE: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (!pc_set_hate_mob(sd, skilllv-1, bl)) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + + case GS_GLITTERING: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (rnd()%100 < (20+10*skilllv)) + pc_addspiritball(sd,skill_get_time(skillid,skilllv),10); + else if (sd->spiritball > 0) + pc_delspiritball(sd,1,0); + } + break; + + case GS_CRACKER: + /* per official standards, this skill works on players and mobs. */ + if (sd && (dstsd || dstmd)) { + i =65 -5*distance_bl(src,bl); //Base rate + if (i < 30) i = 30; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv)); + } + break; + + case AM_CALLHOMUN: //[orn] + if (sd && !merc_call_homunculus(sd)) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + + case AM_REST: + if (sd) { + if (merc_hom_vaporize(sd,1)) + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + else + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + + case HAMI_CASTLE: //[orn] + if (rnd()%100 < 20*skilllv && src != bl) { + int x,y; + x = src->x; + y = src->y; + if (hd) + skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv)); + + if (unit_movepos(src,bl->x,bl->y,0,0)) { + clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc + clif_slide(src,bl->x,bl->y) ; + if (unit_movepos(bl,x,y,0,0)) { + clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master + clif_slide(bl,x,y) ; + } + + //TODO: Shouldn't also players and the like switch targets? + map_foreachinrange(skill_chastle_mob_changetarget,src, + AREA_SIZE, BL_MOB, bl, src); + } + } + // Failed + else if (hd && hd->master) + clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0); + else if (sd) + clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); + break; + case HVAN_CHAOTIC: { //[orn] + static const int per[5][2]= {{20,50},{50,60},{25,75},{60,64},{34,67}}; + int r = rnd()%100; + i = (skilllv-1)%5; + if (r<per[i][0]) //Self + bl = src; + else if (r<per[i][1]) //Master + bl = battle_get_master(src); + else //Enemy + bl = map_id2bl(battle_gettarget(src)); + + if (!bl) bl = src; + i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true); + //Eh? why double skill packet? + clif_skill_nodamage(src,bl,AL_HEAL,i,1); + clif_skill_nodamage(src,bl,skillid,i,1); + status_heal(bl, i, 0, 0); + } + break; + //Homun single-target support skills [orn] + case HAMI_BLOODLUST: + case HFLI_FLEET: + case HFLI_SPEED: + case HLIF_CHANGE: + case MH_ANGRIFFS_MODUS: + case MH_GOLDENE_FERSE: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + if (hd) + skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv)); + break; + + case NPC_DRAGONFEAR: + if (flag&1) { + const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; + int j; + j = i = rnd()%ARRAYLENGTH(sc); + while (!sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,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: + if (flag&1) + sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)); + else { + skill_area_temp[2] = 0; //For SD_PREAMBLE + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill_castend_nodamage_id); + } + break; + case NPC_WIDESOULDRAIN: + if (flag&1) + status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false); + else { + skill_area_temp[2] = 0; //For SD_PREAMBLE + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill_castend_nodamage_id); + } + break; + case ALL_PARTYFLEE: + if (sd && !(flag&1)) { + if (!sd->status.party_id) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } else + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + case NPC_TALK: + case ALL_WEWISH: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case ALL_BUYING_STORE: + if (sd) { + // players only, skill allows 5 buying slots + clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS)); + } + break; + case RK_ENCHANTBLADE: + clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed + sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv))); + break; + case RK_DRAGONHOWLING: + if (flag&1) + sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv)); + else { + skill_area_temp[2] = 0; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid,skilllv),BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, + skill_castend_nodamage_id); + } + break; + case RK_IGNITIONBREAK: + case LG_EARTHDRIVE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + i = skill_get_splash(skillid,skilllv); + if (skillid == LG_EARTHDRIVE) { + int dummy = 1; + map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); + } + map_foreachinrange(skill_area_sub, bl,i,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + case RK_STONEHARDSKIN: + if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4) { + int heal = sstatus->hp / 4; // 25% HP + if (status_charge(bl,heal,0)) + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv))); + else + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + case RK_REFRESH: + if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8) { + int heal = status_get_max_hp(bl) * 25 / 100; + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + status_heal(bl,heal,0,1); + status_change_clear_buffs(bl,2); + } + break; + + case RK_MILLENNIUMSHIELD: + if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9) { + short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); + sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv)); + clif_millenniumshield(sd,shields); + clif_skill_nodamage(src,bl,skillid,1,1); + } + break; + + case RK_GIANTGROWTH: + case RK_VITALITYACTIVATION: + case RK_ABUNDANCE: + if (sd) { + int lv = 1; // RK_GIANTGROWTH + if (skillid == RK_VITALITYACTIVATION) + lv = 2; + else if (skillid == RK_ABUNDANCE) + lv = 6; + if (pc_checkskill(sd,RK_RUNEMASTERY) >= lv) + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + break; + + case RK_FIGHTINGSPIRIT: + if (flag&1) { + if (src == bl) + sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv)); + else + sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv)); + } else if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5) { + if (sd->status.party_id) { + i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count); + skill_area_temp[5] = 7 * i; // ATK + party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); + } else + sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv)); + } + clif_skill_nodamage(src,bl,skillid,1,1); + break; + /** + * Guilotine Cross + **/ + case GC_ROLLINGCUTTER: { + short count = 1; + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id); + if (tsc && tsc->data[SC_ROLLINGCUTTER]) { + // Every time the skill is casted the status change is reseted adding a counter. + count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; + if (count > 10) + count = 10; // Max coounter + status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); + } + sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,src,skillid,skilllv,1); + } + break; + + case GC_WEAPONBLOCKING: + if (tsc && tsc->data[SC_WEAPONBLOCKING]) + status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); + else + sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case GC_CREATENEWPOISON: + if (sd) { + clif_skill_produce_mix_list(sd,skillid,25); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + } + break; + + case GC_POISONINGWEAPON: + if (sd) { + clif_poison_list(sd,skilllv); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case GC_ANTIDOTE: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (tsc) { + status_change_end(bl, SC_PARALYSE, INVALID_TIMER); + status_change_end(bl, SC_PYREXIA, INVALID_TIMER); + status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); + status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); + status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); + status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); + status_change_end(bl, SC_TOXIN, INVALID_TIMER); + status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + + case GC_HALLUCINATIONWALK: { + int heal = status_get_max_hp(bl) / 10; + if (status_get_hp(bl) < heal) { // if you haven't enough HP skill fails. + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + if (!status_charge(bl,heal,0)) { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1); + } + break; + + case AB_CLEMENTIA: + case AB_CANTO: { + int bless_lv = pc_checkskill(sd,AL_BLESSING); + int agi_lv = pc_checkskill(sd,AL_INCAGI); + if (sd == NULL || sd->status.party_id == 0 || flag&1) + clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100, + (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv))); + else if (sd) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + break; + + case AB_PRAEFATIO: + if (sd == NULL || sd->status.party_id == 0 || flag&1) + clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv))); + else if (sd) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_CHEAL: + if (sd == NULL || sd->status.party_id == 0 || flag&1) { + if (sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele)) { + i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true); + + if ((dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl)) + i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] + + clif_skill_nodamage(bl, bl, skillid, i, 1); + if (tsc && tsc->data[SC_AKAITSUKI] && i) + i = ~i + 1; + status_heal(bl, i, 0, 0); + } + } else if (sd) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_ORATIO: + if (flag&1) + sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv)); + else { + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + } + break; + + case AB_LAUDAAGNUS: + if (flag&1 || sd == NULL) { + if (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || + tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) { + // Success Chance: (40 + 10 * Skill Level) % + if (rnd()%100 > 40+10*skilllv) 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_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_CRYSTALIZE, 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, skillid, skilllv, + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); + } else if (sd) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), + src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_LAUDARAMUS: + if (flag&1 || sd == NULL) { + if (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE])) { + // Success Chance: (40 + 10 * Skill Level) % + if (rnd()%100 > 40+10*skilllv) break; + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif_skill_nodamage(bl, bl, skillid, skilllv, + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); + } else if (sd) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), + src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_CLEARANCE: + if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) { + //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv) { + if (sd) + clif_skill_fail(sd,skillid,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; + switch (i) { + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_HALLUCINATION: + case SC_STRIPWEAPON: + case SC_STRIPSHIELD: + case SC_STRIPARMOR: + case SC_STRIPHELM: + case SC_CP_WEAPON: + case SC_CP_SHIELD: + case SC_CP_ARMOR: + case SC_CP_HELM: + case SC_COMBO: + case SC_STRFOOD: + case SC_AGIFOOD: + case SC_VITFOOD: + case SC_INTFOOD: + case SC_DEXFOOD: + case SC_LUKFOOD: + case SC_HITFOOD: + case SC_FLEEFOOD: + case SC_BATKFOOD: + case SC_WATKFOOD: + case SC_MATKFOOD: + case SC_DANCING: + case SC_SPIRIT: + case SC_AUTOBERSERK: + case SC_CARTBOOST: + case SC_MELTDOWN: + case SC_SAFETYWALL: + case SC_SMA: + case SC_SPEEDUP0: + case SC_NOCHAT: + case SC_ANKLE: + case SC_SPIDERWEB: + case SC_JAILED: + case SC_ITEMBOOST: + case SC_EXPBOOST: + case SC_LIFEINSURANCE: + case SC_BOSSMAPINFO: + case SC_PNEUMA: + case SC_AUTOSPELL: + case SC_INCHITRATE: + case SC_INCATKRATE: + case SC_NEN: + case SC_READYSTORM: + case SC_READYDOWN: + case SC_READYTURN: + case SC_READYCOUNTER: + case SC_DODGE: + case SC_WARM: + case SC_SPEEDUP1: + case SC_AUTOTRADE: + case SC_CRITICALWOUND: + case SC_JEXPBOOST: + case SC_INVINCIBLE: + case SC_INVINCIBLEOFF: + case SC_HELLPOWER: + case SC_MANU_ATK: + case SC_MANU_DEF: + case SC_SPL_ATK: + case SC_SPL_DEF: + case SC_MANU_MATK: + case SC_SPL_MATK: + case SC_RICHMANKIM: + case SC_ETERNALCHAOS: + case SC_DRUMBATTLE: + case SC_NIBELUNGEN: + case SC_ROKISWEIL: + case SC_INTOABYSS: + case SC_SIEGFRIED: + case SC_WHISTLE: + case SC_ASSNCROS: + case SC_POEMBRAGI: + case SC_APPLEIDUN: + case SC_HUMMING: + case SC_DONTFORGETME: + case SC_FORTUNE: + case SC_SERVICE4U: + case SC_FOOD_STR_CASH: + case SC_FOOD_AGI_CASH: + case SC_FOOD_VIT_CASH: + case SC_FOOD_DEX_CASH: + case SC_FOOD_INT_CASH: + case SC_FOOD_LUK_CASH: + case SC_ELECTRICSHOCKER: + case SC_BITE: + case SC__STRIPACCESSORY: + case SC__ENERVATION: + case SC__GROOMY: + case SC__IGNORANCE: + case SC__LAZINESS: + case SC__UNLUCKY: + case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: + case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA: + //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: + case SC_NEUTRALBARRIER_MASTER: + case SC_NEUTRALBARRIER: + case SC_STEALTHFIELD_MASTER: + case SC_STEALTHFIELD: + case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + case SC_GUILDAURA: + case SC_PUSH_CART: + case SC_PARTYFLEE: + case SC_GT_REVITALIZE: + case SC_RAISINGDRAGON: + case SC_GT_ENERGYGAIN: + case SC_GT_CHANGE: #ifdef RENEWAL - case SC_EXTREMITYFIST2: + case SC_EXTREMITYFIST2: #endif - continue; - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; - break; - } - if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. - status_change_end(bl,(sc_type)i,INVALID_TIMER); - } - break; - } - map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, 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(skillid, skilllv), BL_CHAR, - src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - break; - /** - * Warlock - **/ - case WL_STASIS: - if( flag&1 ) - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - else - { - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - } - break; - - case WL_WHITEIMPRISON: - if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !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 * skilllv; // On Players, (20 + 10 * Skill Level) % - else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) % - - if( !(tsc && tsc->data[type]) ){ - i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,i); - } - - if( sd && i ) - skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success - else if(sd) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - }else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0); - break; - - case WL_FROSTMISTY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id); - break; - - case WL_JACKFROST: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - break; - - case WL_MARSHOFABYSS: - // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine] - clif_skill_nodamage(src, bl, skillid, skilllv, - sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0, - skill_get_time(skillid, skilllv))); - break; - - case WL_SIENNAEXECRATE: - if( status_isimmune(bl) || !tsc ) - break; - - if( flag&1 ) { - if( bl->id == skill_area_temp[1] ) - break; // Already work on this target - - if( tsc && tsc->data[SC_STONE] ) - status_change_end(bl,SC_STONE,INVALID_TIMER); - else - status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2); - } else { - int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4; - // IroWiki says Rate should be reduced by target stats, but currently unknown - if( rnd()%100 < rate ) { // Success on First Target - if( !tsc->data[SC_STONE] ) - rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2); - else { - rate = 1; - status_change_end(bl,SC_STONE,INVALID_TIMER); - } - - if( rate ) { - skill_area_temp[1] = bl->id; - map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); - } - // Doesn't send failure packet if it fails on defense. - } - else if( sd ) // Failure on Rate - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } - break; - - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - { - short element = 0, sctype = 0, pos = -1; - struct status_change *sc = status_get_sc(src); - if( !sc ) break; - - for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) - { - if( !sctype && !sc->data[i] ) - sctype = i; // Take the free SC - if( sc->data[i] ) - pos = max(sc->data[i]->val2,pos); - } - - if( !sctype ) - { - if( sd ) // No free slots to put SC - clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0); - break; - } - - pos++; // Used in val2 for SC. Indicates the order of this ball - switch( skillid ) - { // Set val1. The SC element for this ball - case WL_SUMMONFB: element = WLS_FIRE; break; - case WL_SUMMONBL: element = WLS_WIND; break; - case WL_SUMMONWB: element = WLS_WATER; break; - case WL_SUMMONSTONE: element = WLS_STONE; break; - } - - sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv)); - clif_skill_nodamage(src,bl,skillid,0,0); - } - break; - - case WL_READING_SB: - if( sd ) { - struct status_change *sc = status_get_sc(bl); - - for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) - if( sc && !sc->data[i] ) - break; - if( i == SC_MAXSPELLBOOK ) { - clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); - break; - } - - sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook. - clif_spellbook_list(sd); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - } - break; - /** - * Ranger - **/ - case RA_FEARBREEZE: - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); - 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,skillid,skilllv,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,skillid,skilllv,1); - } - break; - - case RA_WUGDASH: - if( tsce ) { - clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); - map_freeblock_unlock(); - return 0; - } - if( sd && pc_isridingwug(sd) ) { - clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1)); - clif_walkok(sd); - } - break; - - case RA_SENSITIVEKEEN: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id); - break; - /** - * Mechanic - **/ - case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: - { - int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); - skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1); - clif_slide(src,src->x,src->y); - clif_fixpos(src); //Aegis sent this packet - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case NC_SELFDESTRUCTION: - if( sd ) { - if( pc_ismadogear(sd) ) - pc_setmadogear(sd, 0); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - skill_castend_damage_id(src, src, skillid, skilllv, 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, skillid, skilllv, 6); - clif_skill_nodamage(src, bl, skillid, skilllv, - sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv))); - if( sd ) pc_overheat(sd,1); - break; - - case NC_MAGNETICFIELD: - if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) ) - { - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);; - clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); - if (sd) pc_overheat(sd,1); - } - clif_skill_nodamage(src,src,skillid,skilllv,i); - break; - - case NC_REPAIR: - if( sd ) - { - int heal; - if( dstsd && pc_ismadogear(dstsd) ) - { - heal = dstsd->status.max_hp * (3+3*skilllv) / 100; - status_heal(bl,heal,0,2); - } else { - heal = sd->status.max_hp * (3+3*skilllv) / 100; - status_heal(src,heal,0,2); - } - - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - clif_skill_nodamage(src, bl, skillid, skilllv, 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, skillid, skilllv, 1); - } - break; - case SC_AUTOSHADOWSPELL: - if( sd ) { - if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) { - sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv 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,skillid,1,1); - } - else - clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0); - } - break; - - case SC_SHADOWFORM: - if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { - if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) ) - dstsd->shadowform_id = src->id; - } - else if( sd ) - clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); - break; - - case SC_BODYPAINT: - if( flag&1 ) { - if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || - tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || - tsc->data[SC__INVISIBILITY]) ) { - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); - - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv)); - } - } else { - clif_skill_nodamage(src, bl, skillid, 0, 1); - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - } - break; - - case SC_ENERVATION: - case SC_GROOMY: - case SC_LAZINESS: - case SC_UNLUCKY: - case SC_WEAKNESS: - if( !(tsc && tsc->data[type]) ) { - //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); - rate = cap_value(rate, skilllv+sstatus->dex/20, 100); - clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv))); - } else if( sd ) - clif_skill_fail(sd,skillid,0,0); - break; - - case SC_IGNORANCE: - if( !(tsc && tsc->data[type]) ) { - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); - rate = cap_value(rate, skilllv+sstatus->dex/20, 100); - if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) { - int sp = 200 * skilllv; - if( dstmd ) sp = dstmd->level * 2; - if( status_zap(bl,0,sp) ) - status_heal(src,0,sp/2,3); - } - else if( sd ) clif_skill_fail(sd,skillid,0,0); - } else if( sd ) - clif_skill_fail(sd,skillid,0,0); - break; - - case LG_TRAMPLE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick); - break; - - case LG_REFLECTDAMAGE: - if( tsc && tsc->data[type] ) - status_change_end(bl,type,INVALID_TIMER); - else - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case LG_SHIELDSPELL: - if( flag&1 ) { - int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; - sc_start(bl,SC_SILENCE,100,skilllv,duration); - } else if( sd ) { - int opt = skilllv; - int rate = rnd()%100; - int val, brate; - switch( skilllv ) { - case 1: - { - struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; - if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? - clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); - break; - } - brate = shield_data->def * 10; - if( rate < 50 ) - opt = 1; - else if( rate < 75 ) - opt = 2; - else - opt = 3; - - switch( opt ) { - case 1: - sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( rate < brate ) - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); - break; - case 2: - val = shield_data->def / 10; // % Reflected damage. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); - break; - case 3: - val = shield_data->def; // Attack increase. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); - break; - } - } - break; - - case 2: - brate = sd->bonus.shieldmdef * 20; - if( rate < 30 ) - opt = 1; - else if( rate < 60 ) - opt = 2; - else - opt = 3; - switch( opt ) { - case 1: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( rate < brate ) - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); - break; - case 2: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( rate < brate ) - map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); - break; - case 3: - if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) - clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv, - sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); - break; - } - break; - - case 3: - { - struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; - if( !it ) { // No shield? - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - brate = it->refine * 5; - if( rate < 25 ) - opt = 1; - else if( rate < 50 ) - opt = 2; - else - opt = 3; - switch( opt ) { - case 1: - val = 105 * it->refine / 10; - sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv)); - break; - case 2: case 3: - if( rate < brate ) - { - val = sstatus->max_hp * (11 + it->refine) / 100; - status_heal(bl, val, 0, 3); - } - break; - /*case 3: - // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. - break;*/ - } - } - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case LG_PIETY: - if( flag&1 ) - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - else { - skill_area_temp[2] = 0; - map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case LG_INSPIRATION: - if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { - sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty. - sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100); - clif_updatestatus(sd,SP_BASEEXP); - clif_updatestatus(sd,SP_JOBEXP); - } - clif_skill_nodamage(bl,src,skillid,skilllv, - sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); - break; - case SR_CURSEDCIRCLE: - if( flag&1 ) { - if( is_boss(bl) ) break; - if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) { - if( bl->type == BL_MOB ) - mob_unlocktarget((TBL_MOB*)bl,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, skillid, skilllv, 6); - count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors - BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - if( sd ) pc_delspiritball(sd, count, 0); - clif_skill_nodamage(src, src, skillid, skilllv, - sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv))); - } - break; - - case SR_RAISINGDRAGON: - if( sd ) { - short max = 5 + skilllv; - sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv)); - for( i = 0; i < max; i++ ) // Don't call more than max available spheres. - pc_addspiritball(sd, skill_get_time(skillid, skilllv), max); - clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv))); - } - break; - - case SR_ASSIMILATEPOWER: - if( flag&1 ) { - i = 0; - if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) - { - i = dstsd->spiritball; //1%sp per spiritball. - pc_delspiritball(dstsd, dstsd->spiritball, 0); - } - if( i ) status_percent_heal(src, 0, i); - clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0); - } else { - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id); - } - break; - - case SR_POWERVELOCITY: - if( !dstsd ) - break; - if( sd && dstsd->spiritball <= 5 ) { - for(i = 0; i <= 5; i++) { - pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i); - pc_delspiritball(sd, sd->spiritball, 0); - } - } - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - break; - - case SR_GENTLETOUCH_CURE: - { - int heal; - - if( status_isimmune(bl) ) - { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - } - - heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100; - status_heal(bl, heal, 0, 0); - - if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 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_HALLUCINATION, INVALID_TIMER); - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FREEZING, INVALID_TIMER); - } - - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case SR_GENTLETOUCH_CHANGE: - case SR_GENTLETOUCH_REVITALIZE: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))); - break; - case WA_SWING_DANCE: - case WA_MOONLIT_SERENADE: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - else if( sd ) { // Only shows effects on caster. - clif_skill_nodamage(src,bl,skillid,skilllv,1); - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - } - break; - - case WA_SYMPHONY_OF_LOVER: - case MI_RUSH_WINDMILL: - case MI_ECHOSONG: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv)); - else if( sd ) { // Only shows effects on caster. - clif_skill_nodamage(src,bl,skillid,skilllv,1); - party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); - } - break; - - case MI_HARMONIZE: - if( src != bl ) - clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv))); - clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv))); - break; - - case WM_DEADHILLHERE: - if( bl->type == BL_PC ) { - if( !status_isdead(bl) ) - break; - - if( rnd()%100 < 88 + 2 * skilllv ) { - int heal = tstatus->sp; - if( heal <= 0 ) - heal = 1; - tstatus->hp = heal; - tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - pc_revive((TBL_PC*)bl,heal,0); - clif_resurrection(bl,1); - } - } - break; - - case WM_SIRCLEOFNATURE: - flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; - case WM_VOICEOFSIREN: - if( skillid != WM_SIRCLEOFNATURE ) - flag &= ~BCT_SELF; - if( flag&1 ) { - sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv)); - } else { - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case WM_GLOOMYDAY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) || - pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) || - pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) ) - { - sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv)); - break; - } - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - break; - - case WM_SATURDAY_NIGHT_FEVER: - if( flag&1 ) { // Affect to all targets arround the caster and caster too. - if( !(tsc && tsc->data[type]) ) - sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)); - } else if( flag&2 ) { - if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 ) - status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); - } else if( sd ) { - short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4; - if( !sd->status.party_id || (rnd()%100 > chance)) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0); - break; - } - if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv), - BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 ) - flag |= 2; - else - flag |= 1; - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id); - clif_skill_nodamage(src, bl, skillid, skilllv, - sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv))); - if( flag&2 ) // Dealed here to prevent conflicts - status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); - } - break; - - case WM_SONG_OF_MANA: - case WM_DANCE_WITH_WUG: - case WM_LERADS_DEW: - if( flag&1 ) { // These affect to to all party members near the caster. - struct status_change *sc = status_get_sc(src); - if( sc && sc->data[type] ) { - sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv)); - } - } else if( sd ) { - short lv = (short)skilllv; - int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1); - if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) ) - party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - - } - break; - - case WM_MELODYOFSINK: - case WM_BEYOND_OF_WARCRY: - case WM_UNLIMITED_HUMMING_VOICE: - if( flag&1 ) { - sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv)); - } else { // These affect to all targets arround the caster. - short lv = (short)skilllv; - skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones). - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case WM_RANDOMIZESPELL: { - int improv_skillid = 0, improv_skilllv; - do { - i = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skillid = skill_improvise_db[i].skillid; - } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per ); - improv_skilllv = 4 + skilllv; - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - - if( sd ) { - sd->state.abra_flag = 2; - sd->skillitem = improv_skillid; - sd->skillitemlv = improv_skilllv; - clif_item_skill(sd, improv_skillid, improv_skilllv); - } else { - struct unit_data *ud = unit_bl2ud(src); - int inf = skill_get_inf(improv_skillid); - int target_id = 0; - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv); - } else { - 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_skillid) == CAST_GROUND) { - bl = map_id2bl(target_id); - if (!bl) bl = src; - unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv); - } else - unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv); - } - } - } - break; - - - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if( sd ) - { - short x, y; // Destiny position. - unsigned short mapindex; - - if( skillid == RETURN_TO_ELDICASTES) - { - x = 198; - y = 187; - mapindex = mapindex_name2id(MAP_DICASTES); - } - else - { - x = 44; - y = 151; - mapindex = mapindex_name2id(MAP_MORA); - } - - if(!mapindex) - { //Given map not found? - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - pc_setpos(sd, mapindex, x, y, CLR_TELEPORT); - } - break; - - case GM_SANDMAN: - if( tsc ) { - if( tsc->opt1 == OPT1_SLEEP ) - tsc->opt1 = 0; - else - tsc->opt1 = OPT1_SLEEP; - clif_changeoption(bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - } - break; - - case SO_ARRULLO: - if( flag&1 ) - sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv)); - else { - clif_skill_nodamage(src, bl, skillid, 0, 1); - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - } - break; - - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - if( sd ) { - int elemental_class = skill_get_elemental_type(skillid,skilllv); - - // Remove previous elemental fisrt. - if( sd->ed && elemental_delete(sd->ed,0) ) { - clif_skill_fail(sd,skillid,0,0); - break; - } - // Summoning the new one. - if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) { - clif_skill_fail(sd,skillid,0,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case SO_EL_CONTROL: - if( sd ) { - int mode = EL_MODE_PASSIVE; // Standard mode. - if( !sd->ed ) { - clif_skill_fail(sd,skillid,0,0); - break; - } - if( skilllv == 4 ) {// At level 4 delete elementals. - if( elemental_delete(sd->ed, 0) ) - clif_skill_fail(sd,skillid,0,0); - break; - } - switch( skilllv ) {// Select mode bassed on skill level used. - case 1: mode = EL_MODE_PASSIVE; break; - 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,skillid,0,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case SO_EL_ACTION: - if( sd ) { - if( !sd->ed ) - break; - elemental_action(sd->ed, bl, tick); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - 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 ) { - clif_skill_fail(sd,skillid,0,0); - break; - } - if( !status_charge(&sd->bl,s_hp,s_sp) ) { - clif_skill_fail(sd,skillid,0,0); - 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,skillid,skilllv,1); - } - break; - - case GN_CHANGEMATERIAL: - case SO_EL_ANALYSIS: - if( sd ) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - clif_skill_itemlistwindow(sd,skillid,skilllv); - } - break; - - case GN_BLOOD_SUCKER: - { - struct status_change *sc = status_get_sc(src); - - if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) { - 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, skillid, skilllv, 1); - sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv)); - (sc->bs_counter)++; - } else if( sd ) { - clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); - break; - } - } - break; - - case GN_MANDRAGORA: - if( flag&1 ) { - if ( clif_skill_nodamage(bl, src, skillid, skilllv, - sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) ) - status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100); - } else - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); - break; - - case GN_SLINGITEM: - if( sd ) { - short ammo_id; - i = sd->equip_index[EQI_AMMO]; - if( i <= 0 ) - break; // No ammo. - ammo_id = sd->inventory_data[i]->nameid; - if( ammo_id <= 0 ) - break; - sd->itemid = ammo_id; - if( itemdb_is_GNbomb(ammo_id) ) { - if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. - if( ammo_id == 13263 ) - map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - else - skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,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 *script = sd->inventory_data[i]->script; - if( !script ) - break; - if( dstsd ) - run_script(script,0,dstsd->bl.id,fake_nd->bl.id); - else - run_script(script,0,src->id,0); - } - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - clif_skill_nodamage(src,bl,skillid,skilllv,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->skillid_old = skillid; - sd->skilllv_old = skilllv; - if( skillid != GN_S_PHARMACY && skilllv > 1 ) - qty = 10; - clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6); - clif_skill_nodamage(src,bl,skillid,skilllv,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, skillid); - } else { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master. - skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0); - sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); - } - } - } - break; - - case EL_FIRE_MANTLE: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - clif_skill_nodamage(src,src,skillid,skilllv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - skill_unitsetting(src,skillid,skilllv,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,skillid,skilllv,1); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skillid); - } else { - // This not heals at the end. - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); - sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv)); - } - } - } - break; - - case KO_KAHU_ENTEN: - case KO_HYOUHU_HUBUKI: - case KO_KAZEHU_SEIRAN: - case KO_DOHU_KOUKAI: - if(sd) { - int ttype = skill_get_ele(skillid, skilllv); - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype); - } - break; - - case KO_ZANZOU: - if(sd){ - struct mob_data *md; - - md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); - if( md ) - { - md->master_id = src->id; - md->special_state.ai = AI_ZANZOU; - if( md->deletetimer != INVALID_TIMER ) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); - mob_spawn( md ); - pc_setinvincibletimer(sd,500);// unlock target lock - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); - } - } - break; - - case KO_KYOUGAKU: - if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){ - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - }else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - - case KO_JYUSATSU: - if( dstsd && tsc && !tsc->data[type] && - rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. - clif_skill_nodamage(src,bl,skillid,skilllv, - status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1)); - status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0); - if( status_get_lv(bl) <= status_get_lv(src) ) - status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0); - }else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - - case KO_GENWAKU: - if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { - int x = src->x, y = src->y; - - if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%. - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - - if (unit_movepos(src,bl->x,bl->y,0,0)) { - clif_skill_nodamage(src,src,skillid,skilllv,1); - clif_slide(src,bl->x,bl->y) ; - sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv)); - if (unit_movepos(bl,x,y,0,0)) - { - clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6); - if( bl->type == BL_PC && pc_issit((TBL_PC*)bl)) - clif_sitting(bl); //Avoid sitting sync problem - clif_slide(bl,x,y) ; - sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv)); - } - } - } - break; - - case OB_AKAITSUKI: - case OB_OBOROGENSOU: - if( sd && ( (skillid == 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,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - case KO_IZAYOI: - case OB_ZANGETSU: - case KG_KYOMU: - case KG_KAGEMUSYA: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 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] || tsc->data[SC_HARMONIZE])){ - sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv)); - sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); - 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, 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, skillid, skilllv, 6); - sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); - } - }else{ - skill_area_temp[2] = 0; - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id); - } - break; - - case MH_SILENT_BREEZE: { - struct status_change *ssc = status_get_sc(src); - struct block_list *m_bl = battle_get_master(src); - const enum sc_type scs[] = { - SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION - }; - int heal; - if(tsc){ - for (i = 0; i < ARRAYLENGTH(scs); i++) { - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target + continue; + case SC_ASSUMPTIO: + if (bl->type == BL_MOB) + continue; + break; + } + if (i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + status_change_end(bl,(sc_type)i,INVALID_TIMER); + } + break; + } + map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, 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(skillid, skilllv), BL_CHAR, + src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + break; + /** + * Warlock + **/ + case WL_STASIS: + if (flag&1) + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + else { + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + } + break; + + case WL_WHITEIMPRISON: + if ((src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !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 * skilllv; // On Players, (20 + 10 * Skill Level) % + else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) % + + if (!(tsc && tsc->data[type])) { + i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,i); + } + + if (sd && i) + skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success + else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0); + break; + + case WL_FROSTMISTY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id); + break; + + case WL_JACKFROST: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + + case WL_MARSHOFABYSS: + // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine] + clif_skill_nodamage(src, bl, skillid, skilllv, + sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0, + skill_get_time(skillid, skilllv))); + break; + + case WL_SIENNAEXECRATE: + if (status_isimmune(bl) || !tsc) + break; + + if (flag&1) { + if (bl->id == skill_area_temp[1]) + break; // Already work on this target + + if (tsc && tsc->data[SC_STONE]) + status_change_end(bl,SC_STONE,INVALID_TIMER); + else + status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2); + } else { + int rate = 40 + 8 * skilllv + (sd? sd->status.job_level : 50) / 4; + // IroWiki says Rate should be reduced by target stats, but currently unknown + if (rnd()%100 < rate) { // Success on First Target + if (!tsc->data[SC_STONE]) + rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2); + else { + rate = 1; + status_change_end(bl,SC_STONE,INVALID_TIMER); + } + + if (rate) { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + } + // Doesn't send failure packet if it fails on defense. + } else if (sd) // Failure on Rate + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } + break; + + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: { + short element = 0, sctype = 0, pos = -1; + struct status_change *sc = status_get_sc(src); + if (!sc) break; + + for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) { + if (!sctype && !sc->data[i]) + sctype = i; // Take the free SC + if (sc->data[i]) + pos = max(sc->data[i]->val2,pos); + } + + if (!sctype) { + if (sd) // No free slots to put SC + clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0); + break; + } + + pos++; // Used in val2 for SC. Indicates the order of this ball + switch (skillid) { + // Set val1. The SC element for this ball + case WL_SUMMONFB: + element = WLS_FIRE; + break; + case WL_SUMMONBL: + element = WLS_WIND; + break; + case WL_SUMMONWB: + element = WLS_WATER; + break; + case WL_SUMMONSTONE: + element = WLS_STONE; + break; + } + + sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,0,0); + } + break; + + case WL_READING_SB: + if (sd) { + struct status_change *sc = status_get_sc(bl); + + for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) + if (sc && !sc->data[i]) + break; + if (i == SC_MAXSPELLBOOK) { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); + break; + } + + sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook. + clif_spellbook_list(sd); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + } + break; + /** + * Ranger + **/ + case RA_FEARBREEZE: + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); + 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,skillid,skilllv,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,skillid,skilllv,1); + } + break; + + case RA_WUGDASH: + if (tsce) { + clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + if (sd && pc_isridingwug(sd)) { + clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1)); + clif_walkok(sd); + } + break; + + case RA_SENSITIVEKEEN: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id); + break; + /** + * Mechanic + **/ + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: { + int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1); + clif_slide(src,src->x,src->y); + clif_fixpos(src); //Aegis sent this packet + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case NC_SELFDESTRUCTION: + if (sd) { + if (pc_ismadogear(sd)) + pc_setmadogear(sd, 0); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + skill_castend_damage_id(src, src, skillid, skilllv, 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, skillid, skilllv, 6); + clif_skill_nodamage(src, bl, skillid, skilllv, + sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv))); + if (sd) pc_overheat(sd,1); + break; + + case NC_MAGNETICFIELD: + if ((i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)))) { + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);; + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); + if (sd) pc_overheat(sd,1); + } + clif_skill_nodamage(src,src,skillid,skilllv,i); + break; + + case NC_REPAIR: + if (sd) { + int heal; + if (dstsd && pc_ismadogear(dstsd)) { + heal = dstsd->status.max_hp * (3+3*skilllv) / 100; + status_heal(bl,heal,0,2); + } else { + heal = sd->status.max_hp * (3+3*skilllv) / 100; + status_heal(src,heal,0,2); + } + + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + clif_skill_nodamage(src, bl, skillid, skilllv, 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, skillid, skilllv, 1); + } + break; + case SC_AUTOSHADOWSPELL: + if (sd) { + if (sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id) { + sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv 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,skillid,1,1); + } else + clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0); + } + break; + + case SC_SHADOWFORM: + if (sd && dstsd && src != bl && !dstsd->shadowform_id) { + if (clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv)))) + dstsd->shadowform_id = src->id; + } else if (sd) + clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); + break; + + case SC_BODYPAINT: + if (flag&1) { + if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || + tsc->data[SC__INVISIBILITY])) { + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); + + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv)); + } + } else { + clif_skill_nodamage(src, bl, skillid, 0, 1); + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + } + break; + + case SC_ENERVATION: + case SC_GROOMY: + case SC_LAZINESS: + case SC_UNLUCKY: + case SC_WEAKNESS: + if (!(tsc && tsc->data[type])) { + //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 + - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); + rate = cap_value(rate, skilllv+sstatus->dex/20, 100); + clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv))); + } else if (sd) + clif_skill_fail(sd,skillid,0,0); + break; + + case SC_IGNORANCE: + if (!(tsc && tsc->data[type])) { + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 + - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); + rate = cap_value(rate, skilllv+sstatus->dex/20, 100); + if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) { + int sp = 200 * skilllv; + if (dstmd) sp = dstmd->level * 2; + if (status_zap(bl,0,sp)) + status_heal(src,0,sp/2,3); + } else if (sd) clif_skill_fail(sd,skillid,0,0); + } else if (sd) + clif_skill_fail(sd,skillid,0,0); + break; + + case LG_TRAMPLE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick); + break; + + case LG_REFLECTDAMAGE: + if (tsc && tsc->data[type]) + status_change_end(bl,type,INVALID_TIMER); + else + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case LG_SHIELDSPELL: + if (flag&1) { + int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; + sc_start(bl,SC_SILENCE,100,skilllv,duration); + } else if (sd) { + int opt = skilllv; + int rate = rnd()%100; + int val, brate; + switch (skilllv) { + case 1: { + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + if (!shield_data || shield_data->type != IT_ARMOR) { // No shield? + clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); + break; + } + brate = shield_data->def * 10; + if (rate < 50) + opt = 1; + else if (rate < 75) + opt = 2; + else + opt = 3; + + switch (opt) { + case 1: + sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (rate < brate) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); + break; + case 2: + val = shield_data->def / 10; // % Reflected damage. + sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); + break; + case 3: + val = shield_data->def; // Attack increase. + sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); + break; + } + } + break; + + case 2: + brate = sd->bonus.shieldmdef * 20; + if (rate < 30) + opt = 1; + else if (rate < 60) + opt = 2; + else + opt = 3; + switch (opt) { + case 1: + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (rate < brate) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); + break; + case 2: + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (rate < brate) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + break; + case 3: + if (sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000)) + clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv, + sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + break; + } + break; + + case 3: { + struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + if (!it) { // No shield? + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + brate = it->refine * 5; + if (rate < 25) + opt = 1; + else if (rate < 50) + opt = 2; + else + opt = 3; + switch (opt) { + case 1: + val = 105 * it->refine / 10; + sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv)); + break; + case 2: + case 3: + if (rate < brate) { + val = sstatus->max_hp * (11 + it->refine) / 100; + status_heal(bl, val, 0, 3); + } + break; + /*case 3: + // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. + break;*/ + } + } + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case LG_PIETY: + if (flag&1) + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + else { + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case LG_INSPIRATION: + if (sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL) { + sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty. + sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100); + clif_updatestatus(sd,SP_BASEEXP); + clif_updatestatus(sd,SP_JOBEXP); + } + clif_skill_nodamage(bl,src,skillid,skilllv, + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); + break; + case SR_CURSEDCIRCLE: + if (flag&1) { + if (is_boss(bl)) break; + if (sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) { + if (bl->type == BL_MOB) + mob_unlocktarget((TBL_MOB *)bl,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, skillid, skilllv, 6); + count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors + BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + if (sd) pc_delspiritball(sd, count, 0); + clif_skill_nodamage(src, src, skillid, skilllv, + sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv))); + } + break; + + case SR_RAISINGDRAGON: + if (sd) { + short max = 5 + skilllv; + sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv)); + for (i = 0; i < max; i++) // Don't call more than max available spheres. + pc_addspiritball(sd, skill_get_time(skillid, skilllv), max); + clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv))); + } + break; + + case SR_ASSIMILATEPOWER: + if (flag&1) { + i = 0; + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + i = dstsd->spiritball; //1%sp per spiritball. + pc_delspiritball(dstsd, dstsd->spiritball, 0); + } + if (i) status_percent_heal(src, 0, i); + clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0); + } else { + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id); + } + break; + + case SR_POWERVELOCITY: + if (!dstsd) + break; + if (sd && dstsd->spiritball <= 5) { + for (i = 0; i <= 5; i++) { + pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i); + pc_delspiritball(sd, sd->spiritball, 0); + } + } + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + break; + + case SR_GENTLETOUCH_CURE: { + int heal; + + if (status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + + heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100; + status_heal(bl, heal, 0, 0); + + if ((tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 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_HALLUCINATION, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FREEZING, INVALID_TIMER); + } + + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + case SR_GENTLETOUCH_CHANGE: + case SR_GENTLETOUCH_REVITALIZE: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))); + break; + case WA_SWING_DANCE: + case WA_MOONLIT_SERENADE: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + else if (sd) { // Only shows effects on caster. + clif_skill_nodamage(src,bl,skillid,skilllv,1); + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + break; + + case WA_SYMPHONY_OF_LOVER: + case MI_RUSH_WINDMILL: + case MI_ECHOSONG: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) + sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv)); + else if (sd) { // Only shows effects on caster. + clif_skill_nodamage(src,bl,skillid,skilllv,1); + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + break; + + case MI_HARMONIZE: + if (src != bl) + clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv))); + clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv))); + break; + + case WM_DEADHILLHERE: + if (bl->type == BL_PC) { + if (!status_isdead(bl)) + break; + + if (rnd()%100 < 88 + 2 * skilllv) { + int heal = tstatus->sp; + if (heal <= 0) + heal = 1; + tstatus->hp = heal; + tstatus->sp -= tstatus->sp * (120 - 20 * skilllv) / 100; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + pc_revive((TBL_PC *)bl,heal,0); + clif_resurrection(bl,1); + } + } + break; + + case WM_SIRCLEOFNATURE: + flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; + case WM_VOICEOFSIREN: + if (skillid != WM_SIRCLEOFNATURE) + flag &= ~BCT_SELF; + if (flag&1) { + sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv)); + } else { + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case WM_GLOOMYDAY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (dstsd && (pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) || + pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) || + pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS))) { + sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv)); + break; + } + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + break; + + case WM_SATURDAY_NIGHT_FEVER: + if (flag&1) { // Affect to all targets arround the caster and caster too. + if (!(tsc && tsc->data[type])) + sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)); + } else if (flag&2) { + if (src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0) + status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); + } else if (sd) { + short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4; + if (!sd->status.party_id || (rnd()%100 > chance)) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0); + break; + } + if (map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv), + BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7) + flag |= 2; + else + flag |= 1; + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skillid, skilllv, + sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv))); + if (flag&2) // Dealed here to prevent conflicts + status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); + } + break; + + case WM_SONG_OF_MANA: + case WM_DANCE_WITH_WUG: + case WM_LERADS_DEW: + if (flag&1) { // These affect to to all party members near the caster. + struct status_change *sc = status_get_sc(src); + if (sc && sc->data[type]) { + sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv)); + } + } else if (sd) { + short lv = (short)skilllv; + int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1); + if (sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv))) + party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + + } + break; + + case WM_MELODYOFSINK: + case WM_BEYOND_OF_WARCRY: + case WM_UNLIMITED_HUMMING_VOICE: + if (flag&1) { + sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv)); + } else { // These affect to all targets arround the caster. + short lv = (short)skilllv; + skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones). + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case WM_RANDOMIZESPELL: { + int improv_skillid = 0, improv_skilllv; + do { + i = rnd() % MAX_SKILL_IMPROVISE_DB; + improv_skillid = skill_improvise_db[i].skillid; + } while (improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per); + improv_skilllv = 4 + skilllv; + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + + if (sd) { + sd->state.abra_flag = 2; + sd->skillitem = improv_skillid; + sd->skillitemlv = improv_skilllv; + clif_item_skill(sd, improv_skillid, improv_skilllv); + } else { + struct unit_data *ud = unit_bl2ud(src); + int inf = skill_get_inf(improv_skillid); + int target_id = 0; + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list *)((TBL_PET *)src)->msd; + if (!bl) bl = src; + unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv); + } else { + 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_skillid) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv); + } else + unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv); + } + } + } + break; + + + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + if (sd) { + short x, y; // Destiny position. + unsigned short mapindex; + + if (skillid == RETURN_TO_ELDICASTES) { + x = 198; + y = 187; + mapindex = mapindex_name2id(MAP_DICASTES); + } else { + x = 44; + y = 151; + mapindex = mapindex_name2id(MAP_MORA); + } + + if (!mapindex) { + //Given map not found? + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + pc_setpos(sd, mapindex, x, y, CLR_TELEPORT); + } + break; + + case GM_SANDMAN: + if (tsc) { + if (tsc->opt1 == OPT1_SLEEP) + tsc->opt1 = 0; + else + tsc->opt1 = OPT1_SLEEP; + clif_changeoption(bl); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + } + break; + + case SO_ARRULLO: + if (flag&1) + sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv)); + else { + clif_skill_nodamage(src, bl, skillid, 0, 1); + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + } + break; + + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + if (sd) { + int elemental_class = skill_get_elemental_type(skillid,skilllv); + + // Remove previous elemental fisrt. + if (sd->ed && elemental_delete(sd->ed,0)) { + clif_skill_fail(sd,skillid,0,0); + break; + } + // Summoning the new one. + if (!elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv))) { + clif_skill_fail(sd,skillid,0,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case SO_EL_CONTROL: + if (sd) { + int mode = EL_MODE_PASSIVE; // Standard mode. + if (!sd->ed) { + clif_skill_fail(sd,skillid,0,0); + break; + } + if (skilllv == 4) { // At level 4 delete elementals. + if (elemental_delete(sd->ed, 0)) + clif_skill_fail(sd,skillid,0,0); + break; + } + switch (skilllv) { // Select mode bassed on skill level used. + case 1: + mode = EL_MODE_PASSIVE; + break; + 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,skillid,0,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case SO_EL_ACTION: + if (sd) { + if (!sd->ed) + break; + elemental_action(sd->ed, bl, tick); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + 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) { + clif_skill_fail(sd,skillid,0,0); + break; + } + if (!status_charge(&sd->bl,s_hp,s_sp)) { + clif_skill_fail(sd,skillid,0,0); + 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,skillid,skilllv,1); + } + break; + + case GN_CHANGEMATERIAL: + case SO_EL_ANALYSIS: + if (sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_skill_itemlistwindow(sd,skillid,skilllv); + } + break; + + case GN_BLOOD_SUCKER: { + struct status_change *sc = status_get_sc(src); + + if (sc && sc->bs_counter < skill_get_maxcount(skillid , skilllv)) { + 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, skillid, skilllv, 1); + sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv)); + (sc->bs_counter)++; + } else if (sd) { + clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); + break; + } + } + break; + + case GN_MANDRAGORA: + if (flag&1) { + if (clif_skill_nodamage(bl, src, skillid, skilllv, + sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv)))) + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100); + } else + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + break; + + case GN_SLINGITEM: + if (sd) { + short ammo_id; + i = sd->equip_index[EQI_AMMO]; + if (i <= 0) + break; // No ammo. + ammo_id = sd->inventory_data[i]->nameid; + if (ammo_id <= 0) + break; + sd->itemid = ammo_id; + if (itemdb_is_GNbomb(ammo_id)) { + if (battle_check_target(src,bl,BCT_ENEMY) > 0) { // Only attack if the target is an enemy. + if (ammo_id == 13263) + map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + else + skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,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 *script = sd->inventory_data[i]->script; + if (!script) + break; + if (dstsd) + run_script(script,0,dstsd->bl.id,fake_nd->bl.id); + else + run_script(script,0,src->id,0); + } + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_skill_nodamage(src,bl,skillid,skilllv,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->skillid_old = skillid; + sd->skilllv_old = skilllv; + if (skillid != GN_S_PHARMACY && skilllv > 1) + qty = 10; + clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6); + clif_skill_nodamage(src,bl,skillid,skilllv,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, skillid); + } else { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if (skillid == EL_WIND_STEP) // There aren't telemport, just push to the master. + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0); + sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + } + } + } + break; + + case EL_FIRE_MANTLE: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + clif_skill_nodamage(src,src,skillid,skilllv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + skill_unitsetting(src,skillid,skilllv,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,skillid,skilllv,1); + if ((sc && sc->data[type2]) || (tsc && tsc->data[type])) { + elemental_clean_single_effect(ele, skillid); + } else { + // This not heals at the end. + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv)); + } + } + } + break; + + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + if (sd) { + int ttype = skill_get_ele(skillid, skilllv); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype); + } + break; + + case KO_ZANZOU: + if (sd) { + struct mob_data *md; + + md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = src->id; + md->special_state.ai = AI_ZANZOU; + if (md->deletetimer != INVALID_TIMER) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); + pc_setinvincibletimer(sd,500);// unlock target lock + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); + } + } + break; + + case KO_KYOUGAKU: + if (dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2) { + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + + case KO_JYUSATSU: + if (dstsd && tsc && !tsc->data[type] && + rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2)) {//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. + clif_skill_nodamage(src,bl,skillid,skilllv, + status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1)); + status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0); + if (status_get_lv(bl) <= status_get_lv(src)) + status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0); + } else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + + case KO_GENWAKU: + if (!map_flag_gvg(src->m) && (dstsd || dstmd) && battle_check_target(src,bl,BCT_ENEMY) > 0) { + int x = src->x, y = src->y; + + if (sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10)) {//[(Base chance of success) - (Intelligence Objectives / 10)]%. + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + + if (unit_movepos(src,bl->x,bl->y,0,0)) { + clif_skill_nodamage(src,src,skillid,skilllv,1); + clif_slide(src,bl->x,bl->y) ; + sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv)); + if (unit_movepos(bl,x,y,0,0)) { + clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6); + if (bl->type == BL_PC && pc_issit((TBL_PC *)bl)) + clif_sitting(bl); //Avoid sitting sync problem + clif_slide(bl,x,y) ; + sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv)); + } + } + } + break; + + case OB_AKAITSUKI: + case OB_OBOROGENSOU: + if (sd && ((skillid == 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,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + case KO_IZAYOI: + case OB_ZANGETSU: + case KG_KYOMU: + case KG_KAGEMUSYA: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 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] || tsc->data[SC_HARMONIZE])) { + sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv)); + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); + 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, 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, skillid, skilllv, 6); + sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); + } + } else { + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id); + } + break; + + case MH_SILENT_BREEZE: { + struct status_change *ssc = status_get_sc(src); + struct block_list *m_bl = battle_get_master(src); + const enum sc_type scs[] = { + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION + }; + int heal; + if (tsc) { + for (i = 0; i < ARRAYLENGTH(scs); i++) { + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); - } - heal = status_get_matk_min(src)*4; - status_heal(bl, heal, 0, 7); - - //now inflict silence on everyone - if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun - status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); - if(m_bl){ - struct status_change *msc = status_get_sc(m_bl); - if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master - status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); - } - if (hd) - skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); - } - break; - case MH_OVERED_BOOST: - if (hd){ + } + heal = status_get_matk_min(src)*4; + status_heal(bl, heal, 0, 7); + + //now inflict silence on everyone + if (ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun + status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); + if (m_bl) { + struct status_change *msc = status_get_sc(m_bl); + if (msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master + status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); + } + if (hd) + skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); + } + break; + case MH_OVERED_BOOST: + if (hd) { struct block_list *s_bl = battle_get_master(src); - if(hd->homunculus.hunger>50) //reduce hunger + if (hd->homunculus.hunger>50) //reduce hunger hd->homunculus.hunger = hd->homunculus.hunger/2; else hd->homunculus.hunger = min(1,hd->homunculus.hunger); - if(s_bl && s_bl->type==BL_PC){ + if (s_bl && s_bl->type==BL_PC) { status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus } sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); - skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); + skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); } break; - case MH_GRANITIC_ARMOR: - case MH_PYROCLASTIC: { + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: { struct block_list *s_bl = battle_get_master(src); - if(s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master + if (s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); - if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); + if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); } break; case MH_LIGHT_OF_REGENE: - if(hd){ - hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) - if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info - } - //don't break need to start status and start block timer - case MH_STYLE_CHANGE: + if (hd) { + hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) + if (sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info + } + //don't break need to start status and start block timer + case MH_STYLE_CHANGE: case MH_MAGMA_FLOW: case MH_PAIN_KILLER: - sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); - if (hd) + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); + if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); - break; - case MH_SUMMON_LEGION: - { + break; + case MH_SUMMON_LEGION: { int summons[5] = {1004, 1303, 1303, 1994, 1994}; int qty[5] = {3 , 3 , 4 , 4 , 5}; struct mob_data *md; int i; - for(i=0; i<qty[skilllv - 1]; i++){ //easy way + for (i=0; i<qty[skilllv - 1]; i++) { //easy way md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK); if (md) { md->master_id = src->id; @@ -8952,43 +9087,43 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000); } } - if (hd) - skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); - } - break; - default: - ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_freeblock_unlock(); - return 1; - } - - if(skillid != 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) - mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); - } - - if( sd && !(flag&1) ) - {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = gettick(); - - if( sd->state.arrow_atk ) - {// consume arrow on last invocation to this skill. - battle_consume_ammo(sd, skillid, skilllv); - } - skill_onskillusage(sd, bl, skillid, tick); - // perform skill requirement consumption - skill_consume_requirement(sd,skillid,skilllv,2); - } - - map_freeblock_unlock(); - return 0; + if (hd) + skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); + } + break; + default: + ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_freeblock_unlock(); + return 1; + } + + if (skillid != 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) + mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); + } + + if (sd && !(flag&1)) { + // ensure that the skill last-cast tick is recorded + sd->canskill_tick = gettick(); + + if (sd->state.arrow_atk) { + // consume arrow on last invocation to this skill. + battle_consume_ammo(sd, skillid, skilllv); + } + skill_onskillusage(sd, bl, skillid, tick); + // perform skill requirement consumption + skill_consume_requirement(sd,skillid,skilllv,2); + } + + map_freeblock_unlock(); + return 0; } /*========================================== @@ -8996,322 +9131,308 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in *------------------------------------------*/ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) { - struct block_list *target, *src; - struct map_session_data *sd; - struct mob_data *md; - struct unit_data *ud; - struct status_change *sc = NULL; - int inf,inf2,flag = 0; - - src = 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->skillid != SA_CASTCANCEL && ud->skillid != 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->skillid == 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->skillid) { - //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->skillid, ud->skilllv); - ud->skillx = target->x + inf2; - ud->skilly = target->y + inf2; - if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) { - ud->skillx = target->x; - ud->skilly = target->y; - } - ud->skilltimer=tid; - return skill_castend_pos(tid,tick,id,data); - case GN_WALLOFTHORN: - ud->skillx = target->x; - ud->skilly = target->y; - ud->skilltimer = tid; - return skill_castend_pos(tid,tick,id,data); - } - - if(ud->skillid == RG_BACKSTAP) { - int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); - if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) { - break; - } - } - - if( ud->skillid == PR_TURNUNDEAD ) - { - struct status_data *tstatus = status_get_status_data(target); - if( !battle_check_undead(tstatus->race, tstatus->def_ele) ) - break; - } - - if( ud->skillid == RA_WUGSTRIKE ){ - if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) - break; - } - - if( ud->skillid == PR_LEXDIVINA || ud->skillid == 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->skillid, ud->skilllv, 0); - break; - } - } - else - { // Check target validity. - inf = skill_get_inf(ud->skillid); - inf2 = skill_get_inf2(ud->skillid); - - if(inf&INF_ATTACK_SKILL || - (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills - ) // 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( ud->skillid >= SL_SKE && ud->skillid <= 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->skillid,USESKILL_FAIL_LEVEL,0); - break; - } - - if(inf&BCT_ENEMY && (sc = status_get_sc(target)) && - sc->data[SC_FOGWALL] && - rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% - if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0); - break; - } - } - - //Avoid doing double checks for instant-cast skills. - if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1)) - break; - - if(md) { - md->last_thinktime=tick +MIN_MOBTHINKTIME; - if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) - clif_emotion(src, md->db->skill[md->skillidx].emotion); - } - - if(src != target && battle_config.skill_add_range && - !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) - { - if (sd) { - clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); - if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] - skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); - } - break; - } - - if( sd ) - { - if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) ) - break; - else - skill_consume_requirement(sd,ud->skillid,ud->skilllv,1); - } + 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->skillid != SA_CASTCANCEL && ud->skillid != 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->skillid == 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->skillid) { + //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->skillid, ud->skilllv); + ud->skillx = target->x + inf2; + ud->skilly = target->y + inf2; + if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) { + ud->skillx = target->x; + ud->skilly = target->y; + } + ud->skilltimer=tid; + return skill_castend_pos(tid,tick,id,data); + case GN_WALLOFTHORN: + ud->skillx = target->x; + ud->skilly = target->y; + ud->skilltimer = tid; + return skill_castend_pos(tid,tick,id,data); + } + + if (ud->skillid == RG_BACKSTAP) { + int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); + if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) { + break; + } + } + + if (ud->skillid == PR_TURNUNDEAD) { + struct status_data *tstatus = status_get_status_data(target); + if (!battle_check_undead(tstatus->race, tstatus->def_ele)) + break; + } + + if (ud->skillid == RA_WUGSTRIKE) { + if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) + break; + } + + if (ud->skillid == PR_LEXDIVINA || ud->skillid == 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->skillid, ud->skilllv, 0); + break; + } + } else { + // Check target validity. + inf = skill_get_inf(ud->skillid); + inf2 = skill_get_inf2(ud->skillid); + + if (inf&INF_ATTACK_SKILL || + (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills + ) // 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 (ud->skillid >= SL_SKE && ud->skillid <= 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->skillid,USESKILL_FAIL_LEVEL,0); + break; + } + + if (inf&BCT_ENEMY && (sc = status_get_sc(target)) && + sc->data[SC_FOGWALL] && + rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% + if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0); + break; + } + } + + //Avoid doing double checks for instant-cast skills. + if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1)) + break; + + if (md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if (md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) + clif_emotion(src, md->db->skill[md->skillidx].emotion); + } + + if (src != target && battle_config.skill_add_range && + !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { + if (sd) { + clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); + if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] + skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); + } + break; + } + + if (sd) { + if (!skill_check_condition_castend(sd, ud->skillid, ud->skilllv)) + break; + else + skill_consume_requirement(sd,ud->skillid,ud->skilllv,1); + } #ifdef OFFICIAL_WALKPATH - if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) - break; + 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->skillid, ud->skilllv, 1) ) - break; + if ((src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1)) + break; - if (ud->state.running && ud->skillid == TK_JUMPKICK) - { + if (ud->state.running && ud->skillid == TK_JUMPKICK) { ud->state.running = 0; status_change_end(src, SC_RUN, INVALID_TIMER); - flag = 1; - } - - if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH) - unit_stop_walking(src,1); - - if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) - ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] - if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){ - int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv); - 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->skillid){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - skill_blockpc_start(sd, ud->skillid, cooldown); - } - if( battle_config.display_status_timers && sd ) - clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0); - if( sd ) - { - switch( ud->skillid ) - { - case GS_DESPERADO: - sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv); - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] ) - { - const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer); - if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 ) - break; - } - sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv)); - break; - } - } - if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) - unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); - - if(battle_config.skill_log && battle_config.skill_log&src->type) - ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", - src->type, src->id, ud->skillid, ud->skilllv, target->id); - - map_freeblock_lock(); - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill_toggle_magicpower(src, ud->skillid); - if( ud->skillid != 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->skillid) == CAST_NODAMAGE) - skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag); - else - skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag); - - sc = status_get_sc(src); - if(sc && sc->count) { - if(sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_WIZARD && - sc->data[SC_SPIRIT]->val3 == ud->skillid && - ud->skillid != WZ_WATERBALL) - sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. - - if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd ) - skill_blockpc_start(sd,BD_ADAPTATION,3000); - } - - if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != 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->skillidx = -1; - else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' - ud->skilllv = ud->skilltarget = 0; - } - map_freeblock_unlock(); - return 1; - } while(0); - - //Skill failed. - if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) - { //When Asura fails... (except when it fails from Fog of Wall) - //Consume SP/spheres - skill_consume_requirement(sd,ud->skillid, ud->skilllv,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); + flag = 1; + } + + if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH) + unit_stop_walking(src,1); + + if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv)) + ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] + if (sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0) { + int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv); + 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->skillid) { + cooldown += sd->skillcooldown[i].val; + break; + } + } + skill_blockpc_start(sd, ud->skillid, cooldown); + } + if (battle_config.display_status_timers && sd) + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0); + if (sd) { + switch (ud->skillid) { + case GS_DESPERADO: + sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv); + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + if ((sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD]) { + const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer); + if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0) + break; + } + sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv)); + break; + } + } + if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) + unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); + + if (battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", + src->type, src->id, ud->skillid, ud->skilllv, target->id); + + map_freeblock_lock(); + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill_toggle_magicpower(src, ud->skillid); + if (ud->skillid != 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->skillid) == CAST_NODAMAGE) + skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag); + else + skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag); + + sc = status_get_sc(src); + if (sc && sc->count) { + if (sc->data[SC_SPIRIT] && + sc->data[SC_SPIRIT]->val2 == SL_WIZARD && + sc->data[SC_SPIRIT]->val3 == ud->skillid && + ud->skillid != WZ_WATERBALL) + sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. + + if (sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd) + skill_blockpc_start(sd,BD_ADAPTATION,3000); + } + + if (sd && ud->skillid != SA_ABRACADABRA && ud->skillid != 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->skillidx = -1; + else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skilllv = ud->skilltarget = 0; + } + map_freeblock_unlock(); + return 1; + } while (0); + + //Skill failed. + if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { + //When Asura fails... (except when it fails from Fog of Wall) + //Consume SP/spheres + skill_consume_requirement(sd,ud->skillid, ud->skilllv,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, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv)); + sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv)); #endif - } - if (target && target->m == src->m) - { //Move character to target anyway. - int dx,dy; - dx = target->x - src->x; - dy = target->y - src->y; - if(dx > 0) dx++; - else if(dx < 0) dx--; - if (dy > 0) dy++; - else if(dy < 0) dy--; - - if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) - { //Display movement + animation. - clif_slide(src,src->x,src->y); - clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5); - } - clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); - } - } - - ud->skillid = ud->skilllv = ud->skilltarget = 0; - if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) - ud->canact_tick = tick; - //You can't place a skill failed packet here because it would be - //sent in ALL cases, even cases where skill_check_condition fails - //which would lead to double 'skill failed' messages u.u [Skotlex] - if(sd) - sd->skillitem = sd->skillitemlv = 0; - else if(md) - md->skillidx = -1; - return 0; + } + if (target && target->m == src->m) { + //Move character to target anyway. + int dx,dy; + dx = target->x - src->x; + dy = target->y - src->y; + if (dx > 0) dx++; + else if (dx < 0) dx--; + if (dy > 0) dy++; + else if (dy < 0) dy--; + + if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { + //Display movement + animation. + clif_slide(src,src->x,src->y); + clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5); + } + clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); + } + } + + ud->skillid = ud->skilllv = ud->skilltarget = 0; + if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv)) + ud->canact_tick = tick; + //You can't place a skill failed packet here because it would be + //sent in ALL cases, even cases where skill_check_condition fails + //which would lead to double 'skill failed' messages u.u [Skotlex] + if (sd) + sd->skillitem = sd->skillitemlv = 0; + else if (md) + md->skillidx = -1; + return 0; } /*========================================== @@ -9319,2709 +9440,2674 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) *------------------------------------------*/ int skill_castend_pos(int tid, unsigned int 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->skillid == 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->skillid)&UF_NOREITERATION && - skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) - ) - { - if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if( src->type&battle_config.skill_nofootset && - skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET && - skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) - ) - { - if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); - break; - } - if( src->type&battle_config.land_skill_limit && - (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0 - ) { - int i; - for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) { - if(ud->skillunit[i]->skill_id == ud->skillid) - maxcount--; - } - if( maxcount == 0 ) - { - if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); - break; - } - } - - if(tid != INVALID_TIMER) - { //Avoid double checks on instant cast skills. [Skotlex] - if (!status_check_skilluse(src, NULL, ud->skillid, 1)) - break; - if(battle_config.skill_add_range && - !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { - if (sd && battle_config.skill_out_range_consume) //Consume items anyway. - skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); - break; - } - } - - if( sd ) - { - if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) ) - break; - else - skill_consume_requirement(sd,ud->skillid,ud->skilllv,1); - } - - if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) ) - break; - - if(md) { - md->last_thinktime=tick +MIN_MOBTHINKTIME; - if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) - clif_emotion(src, md->db->skill[md->skillidx].emotion); - } - - if(battle_config.skill_log && battle_config.skill_log&src->type) - ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", - src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly); - - if (ud->walktimer != INVALID_TIMER) - unit_stop_walking(src,1); - - if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) - ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); - if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){ - int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv); - 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->skillid){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - skill_blockpc_start(sd, ud->skillid, cooldown); - } - if( battle_config.display_status_timers && sd ) - clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0); -// if( sd ) -// { -// switch( ud->skillid ) -// { -// case ????: -// sd->canequip_tick = tick + ????; -// break; -// } -// } - unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 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->skillid,ud->skilllv,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->skillidx = -1; - else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' - ud->skilllv = ud->skillx = ud->skilly = 0; - } - - map_freeblock_unlock(); - return 1; - } while(0); - - if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) - ud->canact_tick = tick; - ud->skillid = ud->skilllv = 0; - if(sd) - sd->skillitem = sd->skillitemlv = 0; - else if(md) - md->skillidx = -1; - return 0; + 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->skillid == 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->skillid)&UF_NOREITERATION && + skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) + ) { + if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (src->type&battle_config.skill_nofootset && + skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET && + skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) + ) { + if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); + break; + } + if (src->type&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0 + ) { + int i; + for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount; i++) { + if (ud->skillunit[i]->skill_id == ud->skillid) + maxcount--; + } + if (maxcount == 0) { + if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); + break; + } + } + + if (tid != INVALID_TIMER) { + //Avoid double checks on instant cast skills. [Skotlex] + if (!status_check_skilluse(src, NULL, ud->skillid, 1)) + break; + if (battle_config.skill_add_range && + !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { + if (sd && battle_config.skill_out_range_consume) //Consume items anyway. + skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); + break; + } + } + + if (sd) { + if (!skill_check_condition_castend(sd, ud->skillid, ud->skilllv)) + break; + else + skill_consume_requirement(sd,ud->skillid,ud->skilllv,1); + } + + if ((src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1)) + break; + + if (md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if (md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) + clif_emotion(src, md->db->skill[md->skillidx].emotion); + } + + if (battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", + src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly); + + if (ud->walktimer != INVALID_TIMER) + unit_stop_walking(src,1); + + if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv)) + ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); + if (sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0) { + int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv); + 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->skillid) { + cooldown += sd->skillcooldown[i].val; + break; + } + } + skill_blockpc_start(sd, ud->skillid, cooldown); + } + if (battle_config.display_status_timers && sd) + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0); + // if( sd ) + // { + // switch( ud->skillid ) + // { + // case ????: + // sd->canequip_tick = tick + ????; + // break; + // } + // } + unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 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->skillid,ud->skilllv,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->skillidx = -1; + else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skilllv = ud->skillx = ud->skilly = 0; + } + + map_freeblock_unlock(); + return 1; + } while (0); + + if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv)) + ud->canact_tick = tick; + ud->skillid = ud->skilllv = 0; + if (sd) + sd->skillitem = sd->skillitemlv = 0; + else if (md) + md->skillidx = -1; + return 0; } /*========================================== * *------------------------------------------*/ -int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) +int skill_castend_pos2(struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) { - struct map_session_data* sd; - struct status_change* sc; - struct status_change_entry *sce; - struct skill_unit_group* sg; - enum sc_type type; - int i; - - //if(skilllv <= 0) return 0; - if(skillid > 0 && skilllv <= 0) return 0; // celest - - nullpo_ret(src); - - if(status_isdead(src)) - return 0; - - sd = BL_CAST(BL_PC, src); - - sc = status_get_sc(src); - type = status_skill2sc(skillid); - sce = (sc && type != -1)?sc->data[type]:NULL; - - switch (skillid) { //Skill effect. - case WZ_METEOR: - case MO_BODYRELOCATION: - case CR_CULTIVATION: - case HW_GANBANTEIN: - case LG_EARTHDRIVE: - break; //Effect is displayed on respective switch case. - default: - if(skill_get_inf(skillid)&INF_SELF_SKILL) - clif_skill_nodamage(src,src,skillid,skilllv,1); - else - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - } - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill_toggle_magicpower(src, skillid); - - switch(skillid) - { - case PR_BENEDICTIO: - skill_area_temp[1] = src->id; - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_area_sub, - src->m, x-i, y-i, x+i, y+i, BL_PC, - src, skillid, skilllv, tick, flag|BCT_ALL|1, - skill_castend_nodamage_id); - map_foreachinarea(skill_area_sub, - src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - break; - - case BS_HAMMERFALL: - i = skill_get_splash(skillid, skilllv); - map_foreachinarea (skill_area_sub, - src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|2, - skill_castend_nodamage_id); - break; - - case HT_DETECTING: - i = skill_get_splash(skillid, skilllv); - map_foreachinarea( status_change_timer_sub, - src->m, x-i, y-i, x+i,y+i,BL_CHAR, - src,NULL,SC_SIGHT,tick); - if(battle_config.traps_setting&1) - map_foreachinarea( skill_reveal_trap, - src->m, x-i, y-i, x+i,y+i,BL_SKILL); - break; - - case SR_RIDEINLIGHTNING: - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); - break; - - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - { //Does not consumes if the skill is already active. [Skotlex] - struct skill_unit_group *sg; - if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) - { - if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) - { - skill_unitsetting(src,skillid,skilllv,x,y,0); - return 0; // not to consume items - } - else - sg->limit = 0; //Disable it. - } - skill_unitsetting(src,skillid,skilllv,x,y,0); - break; - } - case MG_SAFETYWALL: - case MG_FIREWALL: - case MG_THUNDERSTORM: - - case AL_PNEUMA: - case WZ_ICEWALL: - case WZ_FIREPILLAR: - case WZ_QUAGMIRE: - case WZ_VERMILION: - case WZ_STORMGUST: - case WZ_HEAVENDRIVE: - case PR_SANCTUARY: - case PR_MAGNUS: - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case AS_VENOMDUST: - case AM_DEMONSTRATION: - case PF_FOGWALL: - case PF_SPIDERWEB: - case HT_TALKIEBOX: - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - case AC_SHOWER: //Ground-placed skill implementation. - case MA_SHOWER: - case SA_LANDPROTECTOR: - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_UGLYDANCE: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - case CG_MOONLIT: - case GS_DESPERADO: - case NJ_KAENSIN: - case NJ_BAKUENRYU: - case NJ_SUITON: - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case NJ_KAMAITACHI: + struct map_session_data *sd; + struct status_change *sc; + struct status_change_entry *sce; + struct skill_unit_group *sg; + enum sc_type type; + int i; + + //if(skilllv <= 0) return 0; + if (skillid > 0 && skilllv <= 0) return 0; // celest + + nullpo_ret(src); + + if (status_isdead(src)) + return 0; + + sd = BL_CAST(BL_PC, src); + + sc = status_get_sc(src); + type = status_skill2sc(skillid); + sce = (sc && type != -1)?sc->data[type]:NULL; + + switch (skillid) { //Skill effect. + case WZ_METEOR: + case MO_BODYRELOCATION: + case CR_CULTIVATION: + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + break; //Effect is displayed on respective switch case. + default: + if (skill_get_inf(skillid)&INF_SELF_SKILL) + clif_skill_nodamage(src,src,skillid,skilllv,1); + else + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + } + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill_toggle_magicpower(src, skillid); + + switch (skillid) { + case PR_BENEDICTIO: + skill_area_temp[1] = src->id; + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_PC, + src, skillid, skilllv, tick, flag|BCT_ALL|1, + skill_castend_nodamage_id); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case BS_HAMMERFALL: + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|2, + skill_castend_nodamage_id); + break; + + case HT_DETECTING: + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(status_change_timer_sub, + src->m, x-i, y-i, x+i,y+i,BL_CHAR, + src,NULL,SC_SIGHT,tick); + if (battle_config.traps_setting&1) + map_foreachinarea(skill_reveal_trap, + src->m, x-i, y-i, x+i,y+i,BL_SKILL); + break; + + case SR_RIDEINLIGHTNING: + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + break; + + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: { + //Does not consumes if the skill is already active. [Skotlex] + struct skill_unit_group *sg; + if ((sg= skill_locate_element_field(src)) != NULL && (sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE)) { + if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) { + skill_unitsetting(src,skillid,skilllv,x,y,0); + return 0; // not to consume items + } else + sg->limit = 0; //Disable it. + } + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + } + case MG_SAFETYWALL: + case MG_FIREWALL: + case MG_THUNDERSTORM: + + case AL_PNEUMA: + case WZ_ICEWALL: + case WZ_FIREPILLAR: + case WZ_QUAGMIRE: + case WZ_VERMILION: + case WZ_STORMGUST: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_MAGNUS: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case AS_VENOMDUST: + case AM_DEMONSTRATION: + case PF_FOGWALL: + case PF_SPIDERWEB: + case HT_TALKIEBOX: + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + case AC_SHOWER: //Ground-placed skill implementation. + case MA_SHOWER: + case SA_LANDPROTECTOR: + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + case CG_MOONLIT: + case GS_DESPERADO: + case NJ_KAENSIN: + case NJ_BAKUENRYU: + case NJ_SUITON: + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case NJ_KAMAITACHI: #ifdef RENEWAL - case NJ_HUUMA: + case NJ_HUUMA: #endif - case NPC_EVILLAND: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case SC_MANHOLE: - case SC_DIMENSIONDOOR: - case SC_CHAOSPANIC: - case SC_MAELSTROM: - case WM_REVERBERATION: - case WM_SEVERE_RAINSTORM: - case WM_POEMOFNETHERWORLD: - case SO_PSYCHIC_WAVE: - case SO_VACUUM_EXTREME: - case GN_WALLOFTHORN: - case GN_THORNS_TRAP: - case GN_DEMONIC_FIRE: - case GN_HELLS_PLANT: - case SO_EARTHGRAVE: - case SO_DIAMONDDUST: - case SO_FIRE_INSIGNIA: - case SO_WATER_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - case KO_HUUMARANKA: - case KO_MUCHANAGE: - case KO_BAKURETSU: - case KO_ZENKAI: - case MH_LAVA_SLIDE: - case MH_VOLCANIC_ASH: - case MH_POISON_MIST: - case MH_STEINWAND: - case MH_XENO_SLASHER: - flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). - case GS_GROUNDDRIFT: //Ammo should be deleted right away. - skill_unitsetting(src,skillid,skilllv,x,y,0); - break; - case RG_GRAFFITI: /* Graffiti [Valaris] */ - skill_clear_unitgroup(src); - skill_unitsetting(src,skillid,skilllv,x,y,0); - flag|=1; - break; - case HP_BASILICA: - 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. - skill_clear_unitgroup(src); - if( skill_unitsetting(src,skillid,skilllv,x,y,0) ) - sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv)); - flag|=1; - } - break; - case CG_HERMODE: - skill_clear_unitgroup(src); - if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) - sc_start4(src,SC_DANCING,100, - skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); - flag|=1; - break; - case RG_CLEANER: // [Valaris] - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); - break; - - case SO_WARMER: - flag|= 8; - case SO_CLOUD_KILL: - skill_unitsetting(src,skillid,skilllv,x,y,0); - break; - - case WZ_METEOR: { - int area = skill_get_splash(skillid, skilllv); - short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - - for( i = 0; i < 2 + (skilllv>>1); i++ ) { - // Creates a random Cell in the Splash Area - tmpx = x - area + rnd()%(area * 2 + 1); - tmpy = y - area + rnd()%(area * 2 + 1); - - if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) - clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); - - if( i > 0 ) - skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0); - - x1 = tmpx; - y1 = tmpy; - } - - skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0); - } - break; - - case AL_WARP: - if(sd) - { - clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map, - (skilllv >= 2) ? sd->status.memo_point[0].map : 0, - (skilllv >= 3) ? sd->status.memo_point[1].map : 0, - (skilllv >= 4) ? sd->status.memo_point[2].map : 0 - ); - } - return 0; // not to consume item. - - case MO_BODYRELOCATION: - if (unit_movepos(src, x, y, 1, 1)) { + case NPC_EVILLAND: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + case SC_CHAOSPANIC: + case SC_MAELSTROM: + case WM_REVERBERATION: + case WM_SEVERE_RAINSTORM: + case WM_POEMOFNETHERWORLD: + case SO_PSYCHIC_WAVE: + case SO_VACUUM_EXTREME: + case GN_WALLOFTHORN: + case GN_THORNS_TRAP: + case GN_DEMONIC_FIRE: + case GN_HELLS_PLANT: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + case KO_ZENKAI: + case MH_LAVA_SLIDE: + case MH_VOLCANIC_ASH: + case MH_POISON_MIST: + case MH_STEINWAND: + case MH_XENO_SLASHER: + flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). + case GS_GROUNDDRIFT: //Ammo should be deleted right away. + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + case RG_GRAFFITI: /* Graffiti [Valaris] */ + skill_clear_unitgroup(src); + skill_unitsetting(src,skillid,skilllv,x,y,0); + flag|=1; + break; + case HP_BASILICA: + 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. + skill_clear_unitgroup(src); + if (skill_unitsetting(src,skillid,skilllv,x,y,0)) + sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv)); + flag|=1; + } + break; + case CG_HERMODE: + skill_clear_unitgroup(src); + if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) + sc_start4(src,SC_DANCING,100, + skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); + flag|=1; + break; + case RG_CLEANER: // [Valaris] + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); + break; + + case SO_WARMER: + flag|= 8; + case SO_CLOUD_KILL: + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + + case WZ_METEOR: { + int area = skill_get_splash(skillid, skilllv); + short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; + + for (i = 0; i < 2 + (skilllv>>1); i++) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); + + if (i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)) + clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); + + if (i > 0) + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0); + + x1 = tmpx; + y1 = tmpy; + } + + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0); + } + break; + + case AL_WARP: + if (sd) { + clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map, + (skilllv >= 2) ? sd->status.memo_point[0].map : 0, + (skilllv >= 3) ? sd->status.memo_point[1].map : 0, + (skilllv >= 4) ? sd->status.memo_point[2].map : 0 + ); + } + 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); + clif_snap(src, src->x, src->y); #else - clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); + clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); #endif - if (sd) - skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); - } - break; - case NJ_SHADOWJUMP: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds. - unit_movepos(src, x, y, 1, 0); - clif_slide(src,x,y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - case AM_SPHEREMINE: - case AM_CANNIBALIZE: - { - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1]; - struct mob_data *md; - - // Correct info, don't change any of this! [celest] - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); - if (md) { - md->master_id = src->id; - md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0); - mob_spawn (md); //Now it is ready for spawning. - } - } - break; - - // Slim Pitcher [Celest] - case CR_SLIMPITCHER: - if (sd) { - int i = skilllv%11 - 1; - int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); - if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] ) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - potion_flag = 1; - potion_hp = 0; - potion_sp = 0; - run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); - potion_flag = 0; - //Apply skill bonuses - i = pc_checkskill(sd,CR_SLIMPITCHER)*10 - + pc_checkskill(sd,AM_POTIONPITCHER)*10 - + pc_checkskill(sd,AM_LEARNINGPOTION)*5 - + pc_skillheal_bonus(sd, skillid); - - potion_hp = potion_hp * (100+i)/100; - potion_sp = potion_sp * (100+i)/100; - - if(potion_hp > 0 || potion_sp > 0) { - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill_castend_nodamage_id); - } - } else { - int i = skilllv%11 - 1; - struct item_data *item; - i = skill_db[skillid].itemid[i]; - item = itemdb_search(i); - potion_flag = 1; - potion_hp = 0; - potion_sp = 0; - run_script(item->script,0,src->id,0); - potion_flag = 0; - i = skill_get_max(CR_SLIMPITCHER)*10; - - potion_hp = potion_hp * (100+i)/100; - potion_sp = potion_sp * (100+i)/100; - - if(potion_hp > 0 || potion_sp > 0) { - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill_castend_nodamage_id); - } - } - break; - - case HW_GANBANTEIN: - if (rnd()%100 < 80) { - int dummy = 1; - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); - } else { - if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - - case HW_GRAVITATION: - if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) - sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv)); - flag|=1; - break; - - // Plant Cultivation [Celest] - case CR_CULTIVATION: - if (sd) { - if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 ) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - return 1; - } - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - if (rnd()%100 < 50) { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - } else { - TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); - int i; - if (!md) break; - if ((i = skill_get_time(skillid, skilllv)) > 0) - { - if( md->deletetimer != INVALID_TIMER ) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0); - } - mob_spawn (md); - } - } - break; - - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - skill_clear_unitgroup(src); - if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))) - sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); - 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,skillid,skilllv,src->x,src->y,0); - if (!sg) break; - if (sce) - status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv)); - clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet - } - break; - case NJ_TATAMIGAESHI: - if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) - sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv)); - break; - - case AM_RESURRECTHOMUN: //[orn] - if (sd) - { - if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y)) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); - break; - } - } - break; - - case NC_COLDSLOWER: - case NC_ARMSCANNON: - case RK_DRAGONBREATH: - case RK_WINDCUTTER: - case WM_LULLABY_DEEPSLEEP: - i = skill_get_splash(skillid,skilllv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id); - break; - /** - * Guilotine Cross - **/ - case GC_POISONSMOKE: - if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { - if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0); - return 0; - } - clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); - skill_unitsetting(src, skillid, skilllv, 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, skillid, skilllv, x, y, 0)) ) { - i = sg->unit->range; - map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id); - } - break; - /** - * Warlock - **/ - case WL_COMET: - if( sc ) { - sc->comet_x = x; - sc->comet_y = y; - } - i = skill_get_splash(skillid,skilllv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - break; - - case WL_EARTHSTRAIN: - { - int i, wave = skilllv + 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,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); - } - } - break; - /** - * Ranger - **/ - case RA_DETONATOR: - i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 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,skillid,skilllv,src->x,src->y,0)) != NULL ) { - sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); - 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 ) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); - mob_spawn( md ); - } - } - break; - - case NC_MAGICDECOY: - if( sd ) clif_magicdecoy_list(sd,skilllv,x,y); - break; - - case SC_FEINTBOMB: - clif_skill_nodamage(src,src,skillid,skilllv,1); - skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position - if( skill_blown(src,src,6,unit_getdir(src),0) ) - skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0); - break; - - case LG_OVERBRAND: - { - int width;//according to data from irowiki it actually is a square - for( width = 0; width < 7; width++ ) - for( i = 0; i < 7; i++ ) - map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); - for( width = 0; width < 7; width++ ) - for( i = 0; i < 7; i++ ) - map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); - } - break; - - case LG_BANDING: - if( sc && sc->data[SC_BANDING] ) - status_change_end(src,SC_BANDING,INVALID_TIMER); - else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) { - sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); - if( sd ) pc_banding(sd,skilllv); - } - clif_skill_nodamage(src,src,skillid,skilllv,1); - break; - - case LG_RAYOFGENESIS: - if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) { - i = skill_get_splash(skillid,skilllv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); - } else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL,0); - break; - - case WM_DOMINION_IMPULSE: - i = skill_get_splash(skillid, skilllv); - map_foreachinarea( skill_ative_reverberation, - src->m, x-i, y-i, x+i,y+i,BL_SKILL); - break; - - case WM_GREAT_ECHO: - flag|=1; // Should counsume 1 item per skill usage. - map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id); - break; - case GN_CRAZYWEED: { - int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv); - short x1 = 0, y1 = 0; - - for( i = 0; i < 3 + (skilllv/2); i++ ) { - x1 = x - area + rnd()%(area * 2 + 1); - y1 = y - area + rnd()%(area * 2 + 1); - skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0); - } - } - break; - case GN_FIRE_EXPANSION: { - int i; - struct unit_data *ud = unit_bl2ud(src); - - if( !ud ) break; - - for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { - if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && - distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) { - switch( skilllv ) { - 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: - map_foreachinarea(skill_area_sub, src->m, - ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3, - ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR, - src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id); - skill_delunit(ud->skillunit[i]->unit); - break; - default: - ud->skillunit[i]->unit->val2 = skilllv; - ud->skillunit[i]->unit->group->val2 = skilllv; - 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 ,skillid, skilllv, - sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv))); - break; - - case SC_BLOODYLUST: //set in another group so instance will move if recasted + if (sd) + skill_blockpc_start(sd, MO_EXTREMITYFIST, 2000); + } + break; + case NJ_SHADOWJUMP: + if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) { //You don't move on GVG grounds. + unit_movepos(src, x, y, 1, 0); + clif_slide(src,x,y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + case AM_SPHEREMINE: + case AM_CANNIBALIZE: { + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1]; + struct mob_data *md; + + // Correct info, don't change any of this! [celest] + md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = src->id; + md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; + if (md->deletetimer != INVALID_TIMER) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); //Now it is ready for spawning. + } + } + break; + + // Slim Pitcher [Celest] + case CR_SLIMPITCHER: + if (sd) { + int i = skilllv%11 - 1; + int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); + if (j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i]) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + potion_flag = 1; + potion_hp = 0; + potion_sp = 0; + run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); + potion_flag = 0; + //Apply skill bonuses + i = pc_checkskill(sd,CR_SLIMPITCHER)*10 + + pc_checkskill(sd,AM_POTIONPITCHER)*10 + + pc_checkskill(sd,AM_LEARNINGPOTION)*5 + + pc_skillheal_bonus(sd, skillid); + + potion_hp = potion_hp * (100+i)/100; + potion_sp = potion_sp * (100+i)/100; + + if (potion_hp > 0 || potion_sp > 0) { + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill_castend_nodamage_id); + } + } else { + int i = skilllv%11 - 1; + struct item_data *item; + i = skill_db[skillid].itemid[i]; + item = itemdb_search(i); + potion_flag = 1; + potion_hp = 0; + potion_sp = 0; + run_script(item->script,0,src->id,0); + potion_flag = 0; + i = skill_get_max(CR_SLIMPITCHER)*10; + + potion_hp = potion_hp * (100+i)/100; + potion_sp = potion_sp * (100+i)/100; + + if (potion_hp > 0 || potion_sp > 0) { + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill_castend_nodamage_id); + } + } + break; + + case HW_GANBANTEIN: + if (rnd()%100 < 80) { + int dummy = 1; + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); + } else { + if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case HW_GRAVITATION: + if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) + sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv)); + flag|=1; + break; + + // Plant Cultivation [Celest] + case CR_CULTIVATION: + if (sd) { + if (map_count_oncell(src->m,x,y,BL_CHAR) > 0) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + return 1; + } + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + if (rnd()%100 < 50) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + } else { + TBL_MOB *md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); + int i; + if (!md) break; + if ((i = skill_get_time(skillid, skilllv)) > 0) { + if (md->deletetimer != INVALID_TIMER) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(tick + i, mob_timer_delete, md->bl.id, 0); + } + mob_spawn(md); + } + } + break; + + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + skill_clear_unitgroup(src); + if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))) + sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); + 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,skillid,skilllv,src->x,src->y,0); + if (!sg) break; + if (sce) + status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] + sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv)); + clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet + } + break; + case NJ_TATAMIGAESHI: + if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) + sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case AM_RESURRECTHOMUN: //[orn] + if (sd) { + if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y)) { + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } + } + break; + + case NC_COLDSLOWER: + case NC_ARMSCANNON: + case RK_DRAGONBREATH: + case RK_WINDCUTTER: + case WM_LULLABY_DEEPSLEEP: + i = skill_get_splash(skillid,skilllv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id); + break; + /** + * Guilotine Cross + **/ + case GC_POISONSMOKE: + if (!(sc && sc->data[SC_POISONINGWEAPON])) { + if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0); + return 0; + } + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); + skill_unitsetting(src, skillid, skilllv, 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, skillid, skilllv, x, y, 0))) { + i = sg->unit->range; + map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id); + } + break; + /** + * Warlock + **/ + case WL_COMET: + if (sc) { + sc->comet_x = x; + sc->comet_y = y; + } + i = skill_get_splash(skillid,skilllv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + + case WL_EARTHSTRAIN: { + int i, wave = skilllv + 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,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); + } + } + break; + /** + * Ranger + **/ + case RA_DETONATOR: + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 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,skillid,skilllv,src->x,src->y,0)) != NULL) { + sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); + 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) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); + } + } + break; + + case NC_MAGICDECOY: + if (sd) clif_magicdecoy_list(sd,skilllv,x,y); + break; + + case SC_FEINTBOMB: + clif_skill_nodamage(src,src,skillid,skilllv,1); + skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position + if (skill_blown(src,src,6,unit_getdir(src),0)) + skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0); + break; + + case LG_OVERBRAND: { + int width;//according to data from irowiki it actually is a square + for (width = 0; width < 7; width++) + for (i = 0; i < 7; i++) + map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); + for (width = 0; width < 7; width++) + for (i = 0; i < 7; i++) + map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); + } + break; + + case LG_BANDING: + if (sc && sc->data[SC_BANDING]) + status_change_end(src,SC_BANDING,INVALID_TIMER); + else if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL) { + sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); + if (sd) pc_banding(sd,skilllv); + } + clif_skill_nodamage(src,src,skillid,skilllv,1); + break; + + case LG_RAYOFGENESIS: + if (status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0)) { + i = skill_get_splash(skillid,skilllv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + } else if (sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL,0); + break; + + case WM_DOMINION_IMPULSE: + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_ative_reverberation, + src->m, x-i, y-i, x+i,y+i,BL_SKILL); + break; + + case WM_GREAT_ECHO: + flag|=1; // Should counsume 1 item per skill usage. + map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id); + break; + case GN_CRAZYWEED: { + int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv); + short x1 = 0, y1 = 0; + + for (i = 0; i < 3 + (skilllv/2); i++) { + x1 = x - area + rnd()%(area * 2 + 1); + y1 = y - area + rnd()%(area * 2 + 1); + skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0); + } + } + break; + case GN_FIRE_EXPANSION: { + int i; + struct unit_data *ud = unit_bl2ud(src); + + if (!ud) break; + + for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++) { + if (ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && + distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4) { + switch (skilllv) { + 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: + map_foreachinarea(skill_area_sub, src->m, + ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3, + ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR, + src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id); + skill_delunit(ud->skillunit[i]->unit); + break; + default: + ud->skillunit[i]->unit->val2 = skilllv; + ud->skillunit[i]->unit->group->val2 = skilllv; + 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 ,skillid, skilllv, + sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv))); + break; + + case SC_BLOODYLUST: //set in another group so instance will move if recasted flag |= 33; skill_unitsetting(src, skillid, skilllv, x, y, 0); break; - case KO_MAKIBISHI: - for( i = 0; i < (skilllv+2); i++ ) { - x = src->x - 1 + rnd()%3; - y = src->y - 1 + rnd()%3; - skill_unitsetting(src,skillid,skilllv,x,y,0); - } - break; + case KO_MAKIBISHI: + for (i = 0; i < (skilllv+2); i++) { + x = src->x - 1 + rnd()%3; + y = src->y - 1 + rnd()%3; + skill_unitsetting(src,skillid,skilllv,x,y,0); + } + break; - default: - ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); - return 1; - } + default: + ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); + 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 (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 = gettick(); + if (sd) { + // ensure that the skill last-cast tick is recorded + sd->canskill_tick = gettick(); - if( sd->state.arrow_atk && !(flag&1) ) - {// consume arrow if this is a ground skill - battle_consume_ammo(sd, skillid, skilllv); - } + if (sd->state.arrow_atk && !(flag&1)) { + // consume arrow if this is a ground skill + battle_consume_ammo(sd, skillid, skilllv); + } - // perform skill requirement consumption - skill_consume_requirement(sd,skillid,skilllv,2); - } + // perform skill requirement consumption + skill_consume_requirement(sd,skillid,skilllv,2); + } - return 0; + return 0; } /*========================================== * *------------------------------------------*/ -int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map) +int skill_castend_map(struct map_session_data *sd, short skill_num, const char *map) { - nullpo_ret(sd); + nullpo_ret(sd); -//Simplify skill_failed code. + //Simplify skill_failed code. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } - if(skill_num != sd->menuskill_id) - return 0; - - if( sd->bl.prev == NULL || pc_isdead(sd) ) { - skill_failed(sd); - return 0; - } - - if( ( sd->sc.opt1 && sd->sc.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_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) || - sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || - sd->sc.data[SC_BASILICA] || - sd->sc.data[SC_MARIONETTE] || - sd->sc.data[SC_WHITEIMPRISON] || - (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) || - (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) || - sd->sc.data[SC_OBLIVIONCURSE] || - sd->sc.data[SC__MANHOLE] || - (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH - )) { - skill_failed(sd); - return 0; - } - - pc_stop_attack(sd); - pc_stop_walking(sd,0); - - if(battle_config.skill_log && battle_config.skill_log&BL_PC) - ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); - - if(strcmp(map,"cancel")==0) { - skill_failed(sd); - return 0; - } - - switch(skill_num) - { - case AL_TELEPORT: - if(strcmp(map,"Random")==0) - pc_randomwarp(sd,CLR_TELEPORT); - else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. - pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); - break; - - case AL_WARP: - { - const struct point *p[4]; - struct skill_unit_group *group; - int i, lv, wx, wy; - int maxcount=0; - int x,y; - unsigned short mapindex; - - mapindex = mapindex_name2id((char*)map); - if(!mapindex) { //Given map not found? - clif_skill_fail(sd,skill_num,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_num, sd->menuskill_val)) > 0) { - for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { - if(sd->ud.skillunit[i]->skill_id == skill_num) - maxcount--; - } - if(!maxcount) { - clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0); - skill_failed(sd); - return 0; - } - } - - lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num); - wx = sd->menuskill_val>>16; - wy = sd->menuskill_val&0xffff; - - if( lv <= 0 ) return 0; - if( lv > 4 ) lv = 4; // crash prevention - - // check if the chosen map exists in the memo list - ARR_FIND( 0, lv, i, mapindex == p[i]->map ); - if( i < lv ) { - x=p[i]->x; - y=p[i]->y; - } else { - skill_failed(sd); - return 0; - } - - if(!skill_check_condition_castend(sd, sd->menuskill_id, lv)) - { // This checks versus skillid/skilllv... - 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_num,lv,wx,wy,0))==NULL) { - skill_failed(sd); - return 0; - } - - group->val1 = (group->val1<<16)|(short)0; - // record the destination coordinates - group->val2 = (x<<16)|y; - group->val3 = mapindex; - } - break; - } - - sd->menuskill_id = sd->menuskill_val = 0; - return 0; + if (skill_num != sd->menuskill_id) + return 0; + + if (sd->bl.prev == NULL || pc_isdead(sd)) { + skill_failed(sd); + return 0; + } + + if ((sd->sc.opt1 && sd->sc.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_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) || + sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || + sd->sc.data[SC_BASILICA] || + sd->sc.data[SC_MARIONETTE] || + sd->sc.data[SC_WHITEIMPRISON] || + (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) || + (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) || + sd->sc.data[SC_OBLIVIONCURSE] || + sd->sc.data[SC__MANHOLE] || + (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH + )) { + skill_failed(sd); + return 0; + } + + pc_stop_attack(sd); + pc_stop_walking(sd,0); + + if (battle_config.skill_log && battle_config.skill_log&BL_PC) + ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); + + if (strcmp(map,"cancel")==0) { + skill_failed(sd); + return 0; + } + + switch (skill_num) { + case AL_TELEPORT: + if (strcmp(map,"Random")==0) + pc_randomwarp(sd,CLR_TELEPORT); + else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. + pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + break; + + case AL_WARP: { + const struct point *p[4]; + struct skill_unit_group *group; + int i, lv, wx, wy; + int maxcount=0; + int x,y; + unsigned short mapindex; + + mapindex = mapindex_name2id((char *)map); + if (!mapindex) { //Given map not found? + clif_skill_fail(sd,skill_num,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_num, sd->menuskill_val)) > 0) { + for (i=0; i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount; i++) { + if (sd->ud.skillunit[i]->skill_id == skill_num) + maxcount--; + } + if (!maxcount) { + clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0); + skill_failed(sd); + return 0; + } + } + + lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num); + wx = sd->menuskill_val>>16; + wy = sd->menuskill_val&0xffff; + + if (lv <= 0) return 0; + if (lv > 4) lv = 4; // crash prevention + + // check if the chosen map exists in the memo list + ARR_FIND(0, lv, i, mapindex == p[i]->map); + if (i < lv) { + x=p[i]->x; + y=p[i]->y; + } else { + skill_failed(sd); + return 0; + } + + if (!skill_check_condition_castend(sd, sd->menuskill_id, lv)) { + // This checks versus skillid/skilllv... + 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_num,lv,wx,wy,0))==NULL) { + skill_failed(sd); + return 0; + } + + group->val1 = (group->val1<<16)|(short)0; + // record the destination coordinates + group->val2 = (x<<16)|y; + group->val3 = mapindex; + } + break; + } + + sd->menuskill_id = sd->menuskill_val = 0; + return 0; #undef skill_failed } /// transforms 'target' skill unit into dissonance (if conditions are met) -static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) +static int skill_dance_overlap_sub(struct block_list *bl, va_list ap) { - struct skill_unit* target = (struct skill_unit*)bl; - struct skill_unit* src = va_arg(ap, struct skill_unit*); - int flag = va_arg(ap, int); + 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 (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; + if (flag) //Set dissonance + target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. + else //Remove dissonance + target->val2 &= ~UF_ENSEMBLE; - clif_skill_setunit(target); //Update look of affected cell. + clif_skill_setunit(target); //Update look of affected cell. - return 1; + return 1; } //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. -int skill_dance_overlap(struct skill_unit* unit, int flag) +int skill_dance_overlap(struct skill_unit *unit, int flag) { - if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) - return 0; - if (!flag && !(unit->val2&UF_ENSEMBLE)) - return 0; //Nothing to remove, this unit is not overlapped. - - if (unit->val1 != unit->group->skill_id) - { //Reset state - unit->val1 = unit->group->skill_id; - unit->val2 &= ~UF_ENSEMBLE; - } - - return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); + if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) + return 0; + if (!flag && !(unit->val2&UF_ENSEMBLE)) + return 0; //Nothing to remove, this unit is not overlapped. + + if (unit->val1 != unit->group->skill_id) { + //Reset state + unit->val1 = unit->group->skill_id; + unit->val2 &= ~UF_ENSEMBLE; + } + + return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); } /*========================================== * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ -static bool skill_dance_switch(struct skill_unit* unit, int flag) +static bool skill_dance_switch(struct skill_unit *unit, int flag) { - static int prevflag = 1; // by default the backup is empty - static struct skill_unit_group backup; - struct skill_unit_group* group = unit->group; - - // val2&UF_ENSEMBLE is a hack to indicate dissonance - if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) - return false; - - if( flag == prevflag ) - {// protection against attempts to read an empty backup / write to a full backup - ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", - flag ? "read an empty backup" : "write to a full backup", - group->skill_id, group->skill_lv, group->src_id); - return false; - } - prevflag = flag; - - if( !flag ) - { //Transform - int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; - - // backup - backup.skill_id = group->skill_id; - backup.skill_lv = group->skill_lv; - backup.unit_id = group->unit_id; - backup.target_flag = group->target_flag; - backup.bl_flag = group->bl_flag; - backup.interval = group->interval; - - // replace - group->skill_id = skillid; - group->skill_lv = 1; - group->unit_id = skill_get_unit_id(skillid,0); - group->target_flag = skill_get_unit_target(skillid); - group->bl_flag = skill_get_unit_bl_target(skillid); - group->interval = skill_get_unit_interval(skillid); - } - else - { //Restore - group->skill_id = backup.skill_id; - group->skill_lv = backup.skill_lv; - group->unit_id = backup.unit_id; - group->target_flag = backup.target_flag; - group->bl_flag = backup.bl_flag; - group->interval = backup.interval; - } - - return true; + static int prevflag = 1; // by default the backup is empty + static struct skill_unit_group backup; + struct skill_unit_group *group = unit->group; + + // val2&UF_ENSEMBLE is a hack to indicate dissonance + if (!(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)) + return false; + + if (flag == prevflag) { + // protection against attempts to read an empty backup / write to a full backup + ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", + flag ? "read an empty backup" : "write to a full backup", + group->skill_id, group->skill_lv, group->src_id); + return false; + } + prevflag = flag; + + if (!flag) { + //Transform + int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + + // backup + backup.skill_id = group->skill_id; + backup.skill_lv = group->skill_lv; + backup.unit_id = group->unit_id; + backup.target_flag = group->target_flag; + backup.bl_flag = group->bl_flag; + backup.interval = group->interval; + + // replace + group->skill_id = skillid; + group->skill_lv = 1; + group->unit_id = skill_get_unit_id(skillid,0); + group->target_flag = skill_get_unit_target(skillid); + group->bl_flag = skill_get_unit_bl_target(skillid); + group->interval = skill_get_unit_interval(skillid); + } else { + //Restore + group->skill_id = backup.skill_id; + group->skill_lv = backup.skill_lv; + group->unit_id = backup.unit_id; + group->target_flag = backup.target_flag; + group->bl_flag = backup.bl_flag; + group->interval = backup.interval; + } + + return true; } /** * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW **/ -static int skill_icewall_block(struct block_list *bl,va_list ap) { - struct block_list *target = NULL; - struct mob_data *md = ((TBL_MOB*)bl); +static int skill_icewall_block(struct block_list *bl,va_list ap) +{ + struct block_list *target = NULL; + struct mob_data *md = ((TBL_MOB *)bl); - nullpo_ret(bl); - nullpo_ret(md); - if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL ) - return 0; + nullpo_ret(bl); + nullpo_ret(md); + if (!md->target_id || (target = map_id2bl(md->target_id)) == NULL) + return 0; - if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) - return 0; + if (path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL)) + return 0; - if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { - mob_unlocktarget(md,gettick()); - mob_stop_walking(md,1); - } + if (!check_distance_bl(bl, target, status_get_range(bl))) { + mob_unlocktarget(md,gettick()); + mob_stop_walking(md,1); + } - return 0; + return 0; } /*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) *------------------------------------------*/ -struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag) -{ - struct skill_unit_group *group; - int i,limit,val1=0,val2=0,val3=0; - int target,interval,range,unit_flag,req_item=0; - struct s_skill_unit_layout *layout; - struct map_session_data *sd; - struct status_data *status; - struct status_change *sc; - int active_flag=1; - int subunt=0; - - nullpo_retr(NULL, src); - - limit = skill_get_time(skillid,skilllv); - range = skill_get_unit_range(skillid,skilllv); - interval = skill_get_unit_interval(skillid); - target = skill_get_unit_target(skillid); - unit_flag = skill_get_unit_flag(skillid); - layout = skill_get_unit_layout(skillid,skilllv,src,x,y); - - sd = BL_CAST(BL_PC, src); - status = status_get_status_data(src); - sc = status_get_sc(src); // for traps, firewall and fogwall - celest - - switch( skillid ) { - case MH_STEINWAND: - val2 = 4 + skilllv; //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 = skilllv+1; - #endif - break; - case MG_FIREWALL: - if(sc && sc->data[SC_VIOLENTGALE]) - limit = limit*3/2; - val2=4+skilllv; - break; - - case AL_WARP: - val1=skilllv+6; - if(!(flag&1)) - limit=2000; - else // previous implementation (not used anymore) - { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] - if( src->type != BL_SKILL ) return NULL; - group = ((TBL_SKILL*)src)->group; - src = map_id2bl(group->src_id); - if( !src ) return NULL; - val2 = group->val2; //Copy the (x,y) position you warp to - val3 = group->val3; //as well as the mapindex to warp to. - } - break; - case HP_BASILICA: - val1 = src->id; // Store caster id. - break; - - case PR_SANCTUARY: - case NPC_EVILLAND: - val1=(skilllv+3)*2; - break; - - case WZ_FIREPILLAR: - if((flag&1)!=0) - limit=1000; - val1=skilllv+2; - break; - case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] - case AM_DEMONSTRATION: - case GN_HELLS_PLANT: - if (map_flag_vs(src->m) && battle_config.vs_traps_bctall - && (src->type&battle_config.vs_traps_bctall)) - target = BCT_ALL; - break; - case HT_SHOCKWAVE: - val1=skilllv*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_ANKLESNARE: - 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,skillid,skilllv); - ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); - if( req.itemid[i] ) - req_item = req.itemid[i]; - if( map_flag_gvg(src->m) || map[src->m].flag.battleground ) - limit *= 4; // longer trap times in WOE [celest] - if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) - target = BCT_ALL; - } - break; - - case SA_LANDPROTECTOR: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - { - struct skill_unit_group *old_sg; - if ((old_sg = skill_locate_element_field(src)) != NULL) - { //HelloKitty confirmed that these are interchangeable, - //so you can change element and not consume gemstones. - if (( - old_sg->skill_id == SA_VOLCANO || - old_sg->skill_id == SA_DELUGE || - old_sg->skill_id == SA_VIOLENTGALE - ) && old_sg->limit > 0) - { //Use the previous limit (minus the elapsed time) [Skotlex] - limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick); - if (limit < 0) //This can happen... - limit = skill_get_time(skillid,skilllv); - } - skill_clear_group(src,1); - } - break; - } - - case BA_DISSONANCE: - case DC_UGLYDANCE: - val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] - break; - case BA_WHISTLE: - val1 = skilllv +status->agi/10; // Flee increase - val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase - if(sd){ - val1 += pc_checkskill(sd,BA_MUSICALLESSON); - val2 += pc_checkskill(sd,BA_MUSICALLESSON); - } - break; - case DC_HUMMING: - val1 = 2*skilllv+status->dex/10; // Hit increase - #ifdef RENEWAL - val1 *= 2; - #endif - if(sd) - val1 += pc_checkskill(sd,DC_DANCINGLESSON); - break; - case BA_POEMBRAGI: - val1 = 3*skilllv+status->dex/10; // Casting time reduction - //For some reason at level 10 the base delay reduction is 50%. - val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction - if(sd){ - val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON); - val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON); - } - break; - case DC_DONTFORGETME: - val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease - val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment. - if(sd){ - val1 += pc_checkskill(sd,DC_DANCINGLESSON); - val2 += pc_checkskill(sd,DC_DANCINGLESSON); - } - break; - case BA_APPLEIDUN: - val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase - if(sd) - val1 += pc_checkskill(sd,BA_MUSICALLESSON); - break; - case DC_SERVICEFORYOU: - val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed - val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction - if(sd){ - val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed - val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value - } - break; - case BA_ASSASSINCROSS: - val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase - if(sd) - val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON); - break; - case DC_FORTUNEKISS: - val1 = 10+skilllv+(status->luk/10); // Critical increase - if(sd) - val1 += pc_checkskill(sd,DC_DANCINGLESSON); - val1*=10; //Because every 10 crit is an actual cri point. - break; - case BD_DRUMBATTLEFIELD: - #ifdef RENEWAL - val1 = (skilllv+5)*25; //Watk increase - val2 = skilllv*10; //Def increase - #else - val1 = (skilllv+1)*25; //Watk increase - val2 = (skilllv+1)*2; //Def increase - #endif - break; - case BD_RINGNIBELUNGEN: - val1 = (skilllv+2)*25; //Watk increase - break; - case BD_RICHMANKIM: - val1 = 25 + 11*skilllv; //Exp increase bonus. - break; - case BD_SIEGFRIED: - val1 = 55 + skilllv*5; //Elemental Resistance - val2 = skilllv*10; //Status ailment resistance - break; - case WE_CALLPARTNER: - if (sd) val1 = sd->status.partner_id; - break; - case WE_CALLPARENT: - if (sd) { - val1 = sd->status.father; - val2 = sd->status.mother; - } - break; - case WE_CALLBABY: - if (sd) val1 = sd->status.child; - break; - case NJ_KAENSIN: - skill_clear_group(src, 1); //Delete previous Kaensins/Suitons - val2 = (skilllv+1)/2 + 4; - break; - case NJ_SUITON: - skill_clear_group(src, 1); - break; - - case GS_GROUNDDRIFT: - { - int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; - - val1 = status->rhw.ele; - if (!val1) - val1=element[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 * skilllv; - break; - case GD_LEADERSHIP: - case GD_GLORYWOUNDS: - case GD_SOULCOLD: - case GD_HAWKEYES: - limit = 1000000;//it doesn't matter - break; - case LG_BANDING: - limit = -1; - break; - case WM_REVERBERATION: - interval = limit; - val2 = 1; - case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. - if( 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: - range++; - - break; - case SC_BLOODYLUST: - skill_clear_group(src, 32); - break; - case GN_WALLOFTHORN: - if( flag&1 ) - limit = 3000; - val3 = (x<<16)|y; - break; - case KO_ZENKAI: - if( sd ){ - ARR_FIND(1, 6, i, sd->talisman[i] > 0); - if( i < 5 ){ - val1 = sd->talisman[i]; // no. of aura - val2 = i; // aura type - limit += val1 * 1000; - subunt = i - 1; - pc_del_talisman(sd, sd->talisman[i], i); - } - } - break; - } - - nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval)); - group->val1=val1; - group->val2=val2; - group->val3=val3; - group->target_flag=target; - group->bl_flag= skill_get_unit_bl_target(skillid); - group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. - group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet - group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= 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, gettick()) > SKILLUNITTIMER_INTERVAL) - active_flag = 0; - - if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ - group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); - if (sd) - safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); - else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] - safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); - } - - if (group->state.song_dance) { - if(sd){ - sd->skillid_dance = skillid; - sd->skilllv_dance = skilllv; - } - if ( - sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv, - (group->state.song_dance&2?BCT_SELF:0), limit+1000) && - sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! - ) - skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); - } - - limit = group->limit; - for( i = 0; i < layout->count; i++ ) - { - struct skill_unit *unit; - int ux = x + layout->dx[i]; - int uy = y + layout->dy[i]; - int val1 = skilllv; - int val2 = 0; - int alive = 1; - - if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) - continue; // don't place skill units on walls (except for songs/dances/encores) - if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) - continue; // no path between cell and center of casting. - - switch( skillid ) - { - case MG_FIREWALL: - case NJ_KAENSIN: - val2=group->val2; - break; - case WZ_ICEWALL: - val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv; - val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); - break; - case HT_LANDMINE: - case 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: - /** - * 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: - val1 = 3500; - break; - case GS_DESPERADO: - val1 = abs(layout->dx[i]); - val2 = abs(layout->dy[i]); - if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals - if (val2 > val1) val1 = val2; - if (val1) val1--; - val1 = 36 -12*val1; - } else //Diagonal edges - val1 = 28 -4*val1 -4*val2; - if (val1 < 1) val1 = 1; - val2 = 0; - break; - case WM_REVERBERATION: - val1 = 1 + skilllv; - break; - case GN_WALLOFTHORN: - val1 = 1000 * skilllv; // Need official value. [LimitLine] - break; - default: - if (group->state.song_dance&0x1) - val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance - break; - } - if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) - val2 |= UF_RANGEDSINGLEUNIT; // center. - - if( range <= 0 ) - map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src); - if( !alive ) - continue; - - nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); - unit->limit=limit; - unit->range=range; - - if (skillid == PF_FOGWALL && alive == 2) - { //Double duration of cells on top of Deluge/Suiton - unit->limit *= 2; - group->limit = unit->limit; - } - - // execute on all targets standing on this cell - if (range==0 && active_flag) - map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); - } - - if (!group->alive_count) - { //No cells? Something that was blocked completely by Land Protector? - skill_delunitgroup(group); - return NULL; - } - - //success, unit created. - switch( skillid ) { - case WZ_ICEWALL: - map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB); - break; - case NJ_TATAMIGAESHI: //Store number of tiles. - group->val1 = group->alive_count; - break; - } - - return group; +struct skill_unit_group *skill_unitsetting(struct block_list *src, short skillid, short skilllv, short x, short y, int flag) { + struct skill_unit_group *group; + int i,limit,val1=0,val2=0,val3=0; + int target,interval,range,unit_flag,req_item=0; + struct s_skill_unit_layout *layout; + struct map_session_data *sd; + struct status_data *status; + struct status_change *sc; + int active_flag=1; + int subunt=0; + + nullpo_retr(NULL, src); + + limit = skill_get_time(skillid,skilllv); + range = skill_get_unit_range(skillid,skilllv); + interval = skill_get_unit_interval(skillid); + target = skill_get_unit_target(skillid); + unit_flag = skill_get_unit_flag(skillid); + layout = skill_get_unit_layout(skillid,skilllv,src,x,y); + + sd = BL_CAST(BL_PC, src); + status = status_get_status_data(src); + sc = status_get_sc(src); // for traps, firewall and fogwall - celest + + switch (skillid) { + case MH_STEINWAND: + val2 = 4 + skilllv; //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 = skilllv+1; +#endif + break; + case MG_FIREWALL: + if (sc && sc->data[SC_VIOLENTGALE]) + limit = limit*3/2; + val2=4+skilllv; + break; + + case AL_WARP: + val1=skilllv+6; + if (!(flag&1)) + limit=2000; + else { // previous implementation (not used anymore) + //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] + if (src->type != BL_SKILL) return NULL; + group = ((TBL_SKILL *)src)->group; + src = map_id2bl(group->src_id); + if (!src) return NULL; + val2 = group->val2; //Copy the (x,y) position you warp to + val3 = group->val3; //as well as the mapindex to warp to. + } + break; + case HP_BASILICA: + val1 = src->id; // Store caster id. + break; + + case PR_SANCTUARY: + case NPC_EVILLAND: + val1=(skilllv+3)*2; + break; + + case WZ_FIREPILLAR: + if ((flag&1)!=0) + limit=1000; + val1=skilllv+2; + break; + case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] + case AM_DEMONSTRATION: + case GN_HELLS_PLANT: + if (map_flag_vs(src->m) && battle_config.vs_traps_bctall + && (src->type&battle_config.vs_traps_bctall)) + target = BCT_ALL; + break; + case HT_SHOCKWAVE: + val1=skilllv*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_ANKLESNARE: + 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,skillid,skilllv); + ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); + if (req.itemid[i]) + req_item = req.itemid[i]; + if (map_flag_gvg(src->m) || map[src->m].flag.battleground) + limit *= 4; // longer trap times in WOE [celest] + if (battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall)) + target = BCT_ALL; + } + break; + + case SA_LANDPROTECTOR: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: { + struct skill_unit_group *old_sg; + if ((old_sg = skill_locate_element_field(src)) != NULL) { + //HelloKitty confirmed that these are interchangeable, + //so you can change element and not consume gemstones. + if (( + old_sg->skill_id == SA_VOLCANO || + old_sg->skill_id == SA_DELUGE || + old_sg->skill_id == SA_VIOLENTGALE + ) && old_sg->limit > 0) { + //Use the previous limit (minus the elapsed time) [Skotlex] + limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick); + if (limit < 0) //This can happen... + limit = skill_get_time(skillid,skilllv); + } + skill_clear_group(src,1); + } + break; + } + + case BA_DISSONANCE: + case DC_UGLYDANCE: + val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] + break; + case BA_WHISTLE: + val1 = skilllv +status->agi/10; // Flee increase + val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase + if (sd) { + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + val2 += pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_HUMMING: + val1 = 2*skilllv+status->dex/10; // Hit increase +#ifdef RENEWAL + val1 *= 2; +#endif + if (sd) + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + break; + case BA_POEMBRAGI: + val1 = 3*skilllv+status->dex/10; // Casting time reduction + //For some reason at level 10 the base delay reduction is 50%. + val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction + if (sd) { + val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON); + val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_DONTFORGETME: + val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease + val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment. + if (sd) { + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val2 += pc_checkskill(sd,DC_DANCINGLESSON); + } + break; + case BA_APPLEIDUN: + val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase + if (sd) + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + break; + case DC_SERVICEFORYOU: + val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed + val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction + if (sd) { + val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed + val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value + } + break; + case BA_ASSASSINCROSS: + val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase + if (sd) + val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON); + break; + case DC_FORTUNEKISS: + val1 = 10+skilllv+(status->luk/10); // Critical increase + if (sd) + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val1*=10; //Because every 10 crit is an actual cri point. + break; + case BD_DRUMBATTLEFIELD: +#ifdef RENEWAL + val1 = (skilllv+5)*25; //Watk increase + val2 = skilllv*10; //Def increase +#else + val1 = (skilllv+1)*25; //Watk increase + val2 = (skilllv+1)*2; //Def increase +#endif + break; + case BD_RINGNIBELUNGEN: + val1 = (skilllv+2)*25; //Watk increase + break; + case BD_RICHMANKIM: + val1 = 25 + 11*skilllv; //Exp increase bonus. + break; + case BD_SIEGFRIED: + val1 = 55 + skilllv*5; //Elemental Resistance + val2 = skilllv*10; //Status ailment resistance + break; + case WE_CALLPARTNER: + if (sd) val1 = sd->status.partner_id; + break; + case WE_CALLPARENT: + if (sd) { + val1 = sd->status.father; + val2 = sd->status.mother; + } + break; + case WE_CALLBABY: + if (sd) val1 = sd->status.child; + break; + case NJ_KAENSIN: + skill_clear_group(src, 1); //Delete previous Kaensins/Suitons + val2 = (skilllv+1)/2 + 4; + break; + case NJ_SUITON: + skill_clear_group(src, 1); + break; + + case GS_GROUNDDRIFT: { + int element[5]= {ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; + + val1 = status->rhw.ele; + if (!val1) + val1=element[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 * skilllv; + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + limit = 1000000;//it doesn't matter + break; + case LG_BANDING: + limit = -1; + break; + case WM_REVERBERATION: + interval = limit; + val2 = 1; + case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. + if (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: + range++; + + break; + case SC_BLOODYLUST: + skill_clear_group(src, 32); + break; + case GN_WALLOFTHORN: + if (flag&1) + limit = 3000; + val3 = (x<<16)|y; + break; + case KO_ZENKAI: + if (sd) { + ARR_FIND(1, 6, i, sd->talisman[i] > 0); + if (i < 5) { + val1 = sd->talisman[i]; // no. of aura + val2 = i; // aura type + limit += val1 * 1000; + subunt = i - 1; + pc_del_talisman(sd, sd->talisman[i], i); + } + } + break; + } + + nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval)); + group->val1=val1; + group->val2=val2; + group->val3=val3; + group->target_flag=target; + group->bl_flag= skill_get_unit_bl_target(skillid); + group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. + group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet + group->state.guildaura = (skillid >= GD_LEADERSHIP && skillid <= 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, gettick()) > SKILLUNITTIMER_INTERVAL) + active_flag = 0; + + if (skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI) { + group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); + if (sd) + safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); + else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] + safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); + } + + if (group->state.song_dance) { + if (sd) { + sd->skillid_dance = skillid; + sd->skilllv_dance = skilllv; + } + if ( + sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv, + (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! + ) + skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); + } + + limit = group->limit; + for (i = 0; i < layout->count; i++) { + struct skill_unit *unit; + int ux = x + layout->dx[i]; + int uy = y + layout->dy[i]; + int val1 = skilllv; + int val2 = 0; + int alive = 1; + + if (!group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH)) + continue; // don't place skill units on walls (except for songs/dances/encores) + if (battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL)) + continue; // no path between cell and center of casting. + + switch (skillid) { + case MG_FIREWALL: + case NJ_KAENSIN: + val2=group->val2; + break; + case WZ_ICEWALL: + val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv; + val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); + break; + case HT_LANDMINE: + case 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: + /** + * 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: + val1 = 3500; + break; + case GS_DESPERADO: + val1 = abs(layout->dx[i]); + val2 = abs(layout->dy[i]); + if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals + if (val2 > val1) val1 = val2; + if (val1) val1--; + val1 = 36 -12*val1; + } else //Diagonal edges + val1 = 28 -4*val1 -4*val2; + if (val1 < 1) val1 = 1; + val2 = 0; + break; + case WM_REVERBERATION: + val1 = 1 + skilllv; + break; + case GN_WALLOFTHORN: + val1 = 1000 * skilllv; // Need official value. [LimitLine] + break; + default: + if (group->state.song_dance&0x1) + val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance + break; + } + if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) + val2 |= UF_RANGEDSINGLEUNIT; // center. + + if (range <= 0) + map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src); + if (!alive) + continue; + + nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); + unit->limit=limit; + unit->range=range; + + if (skillid == PF_FOGWALL && alive == 2) { + //Double duration of cells on top of Deluge/Suiton + unit->limit *= 2; + group->limit = unit->limit; + } + + // execute on all targets standing on this cell + if (range==0 && active_flag) + map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); + } + + if (!group->alive_count) { + //No cells? Something that was blocked completely by Land Protector? + skill_delunitgroup(group); + return NULL; + } + + //success, unit created. + switch (skillid) { + case WZ_ICEWALL: + map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB); + break; + case NJ_TATAMIGAESHI: //Store number of tiles. + group->val1 = group->alive_count; + break; + } + + return group; } /*========================================== * *------------------------------------------*/ -void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);} -static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) +void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick) +{ + skill_unit_onplace(src, bl, tick); +} +static int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick) { - struct skill_unit_group *sg; - struct block_list *ss; - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - int skillid; - - nullpo_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(bl->m, bl->x, 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] - - type = status_skill2sc(sg->skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. - switch (sg->unit_id) - { - case UNT_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 ) - { - int sec = skill_get_time2(sg->skill_id,sg->skill_lv); - if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) - { - const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK(td->tick, tick); - map_moveblock(bl, src->bl.x, src->bl.y, tick); - clif_fixpos(bl); - sg->val2 = bl->id; - } - else - sec = 3000; //Couldn't trap it? - sg->limit = DIFF_TICK(tick,sg->tick)+sec; - } - break; - case UNT_SAFETYWALL: - if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); - break; - - case UNT_PNEUMA: - case UNT_CHAOSPANIC: - case UNT_MAELSTROM: - if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - case UNT_BLOODYLUST: - if (sg->src_id == bl->id) - break; //Does not affect the caster. - if (!sce) { - TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit - if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1)) - clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, - sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); - else { - if (sd) sd->bloodylust_tick = gettick(); - clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, - sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); - } - } - 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_delunitgroup(sg); - - 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) { - int m = map_mapindex2mapid(sg->val3); - if (m < 0) break; //Map not available on this map-server. - unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); - } - } - break; - - case UNT_QUAGMIRE: - if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - - case UNT_VOLCANO: - case UNT_DELUGE: - case UNT_VIOLENTGALE: - if(!sce) - sc_start(bl,type,100,sg->skill_lv,sg->limit); - break; - - case UNT_SUITON: - if(!sce) - sc_start4(bl,type,100,sg->skill_lv, - map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. - 0,0,sg->limit); - break; - - case UNT_HERMODE: - if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) - status_change_clear_buffs(bl,1); //Should dispell only allies. - case UNT_RICHMANKIM: - case UNT_ETERNALCHAOS: - case UNT_DRUMBATTLEFIELD: - case UNT_RINGNIBELUNGEN: - case UNT_ROKISWEIL: - case UNT_INTOABYSS: - case UNT_SIEGFRIED: - //Needed to check when a dancer/bard leaves their ensemble area. - if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) - return skillid; - if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); - break; - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_POEMBRAGI: - case UNT_APPLEIDUN: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) { - if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */ - sce->val4 = 2; - return 0; - } - if (!sc) return 0; - if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); - else if (sce->val4 == 1) { - //Readjust timers since the effect will not last long. - sce->val4 = 0; - delete_timer(sce->timer, status_change_timer); - sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); - } - break; - - case UNT_FOGWALL: - if (!sce) - { - sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); - if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) - skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); - } - break; - - case UNT_GRAVITATION: - if (!sce) - sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); - break; - -// officially, icewall has no problems existing on occupied cells [ultramage] -// case UNT_ICEWALL: //Destroy the cell. [Skotlex] -// src->val1 = 0; -// if(src->limit + sg->tick > tick + 700) -// src->limit = DIFF_TICK(tick+700,sg->tick); -// break; - - case UNT_MOONLIT: - //Knockback out of area if affected char isn't in Moonlit effect - if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) - break; - if (ss == bl) //Also needed to prevent infinite loop crash. - break; - skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); - break; - - case UNT_WALLOFTHORN: - if( status_get_mode(bl)&MD_BOSS ) - break; // iRO Wiki says that this skill don't affect to Boss monsters. - if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 ) - skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - break; - - case UNT_VOLCANIC_ASH: - if (!sce) - sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv)); - break; - - case UNT_GD_LEADERSHIP: - case UNT_GD_GLORYWOUNDS: - case UNT_GD_SOULCOLD: - case UNT_GD_HAWKEYES: - if ( !sce ) - sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); - break; - } - return skillid; + struct skill_unit_group *sg; + struct block_list *ss; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + int skillid; + + nullpo_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(bl->m, bl->x, 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] + + type = status_skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. + switch (sg->unit_id) { + case UNT_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) { + int sec = skill_get_time2(sg->skill_id,sg->skill_lv); + if (status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8)) { + const struct TimerData *td = sc->data[type]?get_timer(sc->data[type]->timer):NULL; + if (td) + sec = DIFF_TICK(td->tick, tick); + map_moveblock(bl, src->bl.x, src->bl.y, tick); + clif_fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; //Couldn't trap it? + sg->limit = DIFF_TICK(tick,sg->tick)+sec; + } + break; + case UNT_SAFETYWALL: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + break; + + case UNT_PNEUMA: + case UNT_CHAOSPANIC: + case UNT_MAELSTROM: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + case UNT_BLOODYLUST: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + if (!sce) { + TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit + if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1)) + clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, + sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); + else { + if (sd) sd->bloodylust_tick = gettick(); + clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, + sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); + } + } + 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_delunitgroup(sg); + + 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) { + int m = map_mapindex2mapid(sg->val3); + if (m < 0) break; //Map not available on this map-server. + unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); + } + } + break; + + case UNT_QUAGMIRE: + if (!sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0) + sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + + case UNT_VOLCANO: + case UNT_DELUGE: + case UNT_VIOLENTGALE: + if (!sce) + sc_start(bl,type,100,sg->skill_lv,sg->limit); + break; + + case UNT_SUITON: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv, + map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. + 0,0,sg->limit); + break; + + case UNT_HERMODE: + if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) + status_change_clear_buffs(bl,1); //Should dispell only allies. + case UNT_RICHMANKIM: + case UNT_ETERNALCHAOS: + case UNT_DRUMBATTLEFIELD: + case UNT_RINGNIBELUNGEN: + case UNT_ROKISWEIL: + case UNT_INTOABYSS: + case UNT_SIEGFRIED: + //Needed to check when a dancer/bard leaves their ensemble area. + if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) + return skillid; + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + break; + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_POEMBRAGI: + case UNT_APPLEIDUN: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) { + if (sce) /* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */ + sce->val4 = 2; + return 0; + } + if (!sc) return 0; + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + else if (sce->val4 == 1) { + //Readjust timers since the effect will not last long. + sce->val4 = 0; + delete_timer(sce->timer, status_change_timer); + sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); + } + break; + + case UNT_FOGWALL: + if (!sce) { + sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); + } + break; + + case UNT_GRAVITATION: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + break; + + // officially, icewall has no problems existing on occupied cells [ultramage] + // case UNT_ICEWALL: //Destroy the cell. [Skotlex] + // src->val1 = 0; + // if(src->limit + sg->tick > tick + 700) + // src->limit = DIFF_TICK(tick+700,sg->tick); + // break; + + case UNT_MOONLIT: + //Knockback out of area if affected char isn't in Moonlit effect + if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) + break; + if (ss == bl) //Also needed to prevent infinite loop crash. + break; + skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); + break; + + case UNT_WALLOFTHORN: + if (status_get_mode(bl)&MD_BOSS) + break; // iRO Wiki says that this skill don't affect to Boss monsters. + if (map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1) + skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_VOLCANIC_ASH: + if (!sce) + sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + break; + + case UNT_GD_LEADERSHIP: + case UNT_GD_GLORYWOUNDS: + case UNT_GD_SOULCOLD: + case UNT_GD_HAWKEYES: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); + break; + } + return skillid; } /*========================================== * *------------------------------------------*/ -int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) +int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, unsigned int tick) { - struct skill_unit_group *sg; - struct block_list *ss; - TBL_PC* tsd; - struct status_data *tstatus; - struct status_change *tsc; - struct skill_unit_group_tickset *ts; - enum sc_type type; - int skillid; - 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); - - if ( tsc && tsc->data[SC_HOVERING] ) - return 0; //Under hovering characters are immune to trap and ground target skills. - - tstatus = status_get_status_data(bl); - type = status_skill2sc(sg->skill_id); - skillid = sg->skill_id; - - if (sg->interval == -1) { - switch (sg->unit_id) { - case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. - case UNT_FIREPILLAR_ACTIVE: - case UNT_ELECTRICSHOCKER: - case UNT_MANHOLE: - return 0; - default: - ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); - return 0; - } - } - - if ((ts = skill_unitgrouptickset_search(bl,sg,tick))) - { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] - diff = DIFF_TICK(tick,ts->tick); - if (diff < 0) - return 0; - ts->tick = tick+sg->interval; - - if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) - ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); - } - - 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); + struct skill_unit_group *sg; + struct block_list *ss; + TBL_PC *tsd; + struct status_data *tstatus; + struct status_change *tsc; + struct skill_unit_group_tickset *ts; + enum sc_type type; + int skillid; + 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); + + if (tsc && tsc->data[SC_HOVERING]) + return 0; //Under hovering characters are immune to trap and ground target skills. + + tstatus = status_get_status_data(bl); + type = status_skill2sc(sg->skill_id); + skillid = sg->skill_id; + + if (sg->interval == -1) { + switch (sg->unit_id) { + case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. + case UNT_FIREPILLAR_ACTIVE: + case UNT_ELECTRICSHOCKER: + case UNT_MANHOLE: + return 0; + default: + ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); + return 0; + } + } + + if ((ts = skill_unitgrouptickset_search(bl,sg,tick))) { + //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] + diff = DIFF_TICK(tick,ts->tick); + if (diff < 0) + return 0; + ts->tick = tick+sg->interval; + + if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) + ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); + } + + 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; + 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_delunitgroup(sg); + break; + + case UNT_EVILLAND: + //Will heal demon and undead element monsters, but not players. + if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { + //Damage enemies + if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) + skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + } else { + int heal = 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; + + //If target isn't knocked back it should hit every "interval" ms [Playtester] + do { + if (bl->type == BL_PC) + status_zap(bl, 0, 15); // sp damage to players + else // mobs + if (status_charge(ss, 0, 2)) { // costs 2 SP per hit + if (!skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0)) + status_charge(ss, 0, 8); //costs additional 8 SP if miss + } else { + //should end when out of sp. + sg->limit = DIFF_TICK(tick,sg->tick); + break; + } + } while (x == bl->x && y == bl->y && + ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl)); + } + break; + /** + * The storm gust counter was dropped in renewal + **/ +#ifndef RENEWAL + case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. + if (tsc) + tsc->sg_counter++; //SG hit counter. + if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) + tsc->sg_counter=0; //Attack absorbed. + break; #endif - 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_delunitgroup(sg); - break; - - case UNT_EVILLAND: - //Will heal demon and undead element monsters, but not players. - if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) - { //Damage enemies - if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0) - skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - } else { - int heal = 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; - - //If target isn't knocked back it should hit every "interval" ms [Playtester] - do - { - if( bl->type == BL_PC ) - status_zap(bl, 0, 15); // sp damage to players - else // mobs - if( status_charge(ss, 0, 2) ) // costs 2 SP per hit - { - if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) - status_charge(ss, 0, 8); //costs additional 8 SP if miss - } - else - { //should end when out of sp. - sg->limit = DIFF_TICK(tick,sg->tick); - break; - } - } while( x == bl->x && y == bl->y && - ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); - } - break; - /** - * The storm gust counter was dropped in renewal - **/ - #ifndef RENEWAL - case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. - if (tsc) - tsc->sg_counter++; //SG hit counter. - if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) - tsc->sg_counter=0; //Attack absorbed. - break; - #endif - case GS_DESPERADO: - if (rnd()%100 < src->val1) - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - case GN_CRAZYWEED_ATK: - if( bl->type == BL_SKILL ){ - struct skill_unit *su = (struct skill_unit *)bl; - if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) ) - break; - } - default: - skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - } - break; - - case UNT_FIREPILLAR_WAITING: - skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); - skill_delunit(src); - break; - - case UNT_SKIDTRAP: - { - skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); - sg->unit_id = UNT_USED_TRAPS; - clif_changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; - } - break; - - case UNT_ANKLESNARE: - case UNT_MANHOLE: - if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { - int sec = skill_get_time2(sg->skill_id,sg->skill_lv); - if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { - const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK(td->tick, tick); - unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); - clif_fixpos(bl); - sg->val2 = bl->id; - } else - sec = 3000; //Couldn't trap it? - if( sg->unit_id == UNT_ANKLESNARE ) { - clif_skillunit_update(&src->bl); - /** - * If you're snared from a trap that was invisible this makes the trap be - * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") - * bugreport:3961 - **/ - clif_changetraplook(&src->bl, UNT_ANKLESNARE); - } - sg->limit = DIFF_TICK(tick,sg->tick)+sec; - sg->interval = -1; - src->range = 0; - } - break; - - case UNT_ELECTRICSHOCKER: - if( bl->id != ss->id ) { - if( status_get_mode(bl)&MD_BOSS ) - break; - if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) { - - 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(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); - break; - - - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - if( bl->type == BL_PC )// it won't work on players - break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - case UNT_CLUSTERBOMB: - if( bl->id == ss->id )// it won't trigger on caster - break; - case UNT_LANDMINE: - case UNT_CLAYMORETRAP: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_FIREPILLAR_ACTIVE: - map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) - clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - sg->limit=DIFF_TICK(tick,sg->tick)+1500 + - (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. - sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. - break; - - case UNT_TALKIEBOX: - if (sg->src_id == bl->id) - break; - if (sg->val2 == 0){ - clif_talkiebox(&src->bl, sg->valstr); - sg->unit_id = UNT_USED_TRAPS; - clif_changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit = DIFF_TICK(tick, sg->tick) + 5000; - sg->val2 = -1; - } - break; - - case UNT_LULLABY: - if (ss->id == bl->id) - break; - skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); - break; - - case UNT_UGLYDANCE: //Ugly Dance [Skotlex] - if (ss->id != bl->id) - skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); - break; - - case UNT_DISSONANCE: - skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - break; - - case UNT_APPLEIDUN: //Apple of Idun [Skotlex] - { - int heal; + case GS_DESPERADO: + if (rnd()%100 < src->val1) + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case GN_CRAZYWEED_ATK: + if (bl->type == BL_SKILL) { + struct skill_unit *su = (struct skill_unit *)bl; + if (su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP)) + break; + } + default: + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + } + break; + + case UNT_FIREPILLAR_WAITING: + skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); + skill_delunit(src); + break; + + case UNT_SKIDTRAP: { + skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); + sg->unit_id = UNT_USED_TRAPS; + clif_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + } + break; + + case UNT_ANKLESNARE: + case UNT_MANHOLE: + if (sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id)) { + int sec = skill_get_time2(sg->skill_id,sg->skill_lv); + if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8)) { + const struct TimerData *td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; + if (td) + sec = DIFF_TICK(td->tick, tick); + unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); + clif_fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; //Couldn't trap it? + if (sg->unit_id == UNT_ANKLESNARE) { + clif_skillunit_update(&src->bl); + /** + * If you're snared from a trap that was invisible this makes the trap be + * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") + * bugreport:3961 + **/ + clif_changetraplook(&src->bl, UNT_ANKLESNARE); + } + sg->limit = DIFF_TICK(tick,sg->tick)+sec; + sg->interval = -1; + src->range = 0; + } + break; + + case UNT_ELECTRICSHOCKER: + if (bl->id != ss->id) { + if (status_get_mode(bl)&MD_BOSS) + break; + if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8)) { + + 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(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + break; + + + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if (bl->type == BL_PC) // it won't work on players + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + case UNT_CLUSTERBOMB: + if (bl->id == ss->id) // it won't trigger on caster + break; + case UNT_LANDMINE: + case UNT_CLAYMORETRAP: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIREPILLAR_ACTIVE: + map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) + clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + sg->limit=DIFF_TICK(tick,sg->tick)+1500 + + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. + sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. + break; + + case UNT_TALKIEBOX: + if (sg->src_id == bl->id) + break; + if (sg->val2 == 0) { + clif_talkiebox(&src->bl, sg->valstr); + sg->unit_id = UNT_USED_TRAPS; + clif_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit = DIFF_TICK(tick, sg->tick) + 5000; + sg->val2 = -1; + } + break; + + case UNT_LULLABY: + if (ss->id == bl->id) + break; + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_UGLYDANCE: //Ugly Dance [Skotlex] + if (ss->id != bl->id) + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_DISSONANCE: + skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_APPLEIDUN: { //Apple of Idun [Skotlex] + int heal; #ifdef RENEWAL - struct mob_data *md = BL_CAST(BL_MOB, bl); - if( md && md->class_ == MOBID_EMPERIUM ) - break; + 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_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) ) - break; // affects self only when soullinked - heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); - if( tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status_heal(bl, heal, 0, 0); - break; - } - - case UNT_TATAMIGAESHI: - case UNT_DEMONSTRATION: - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_GOSPEL: - if (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(bl,SC_SCRESIST,100,100,time); - if (tsd) clif_gospel_info(tsd, 0x16); - break; - case 3: // MaxHP +100% - sc_start(bl,SC_INCMHPRATE,100,100,time); - if (tsd) clif_gospel_info(tsd, 0x17); - break; - case 4: // MaxSP +100% - sc_start(bl,SC_INCMSPRATE,100,100,time); - if (tsd) clif_gospel_info(tsd, 0x18); - break; - case 5: // All stats +20 - sc_start(bl,SC_INCALLSTATUS,100,20,time); - if (tsd) clif_gospel_info(tsd, 0x19); - break; - case 6: // Level 10 Blessing - sc_start(bl,SC_BLESSING,100,10,time); - break; - case 7: // Level 10 Increase AGI - sc_start(bl,SC_INCREASEAGI,100,10,time); - break; - case 8: // Enchant weapon with Holy element - sc_start(bl,SC_ASPERSIO,100,1,time); - if (tsd) clif_gospel_info(tsd, 0x1c); - break; - case 9: // Enchant armor with Holy element - sc_start(bl,SC_BENEDICTIO,100,1,time); - if (tsd) clif_gospel_info(tsd, 0x1d); - break; - case 10: // DEF +25% - sc_start(bl,SC_INCDEFRATE,100,25,time); - if (tsd) clif_gospel_info(tsd, 0x1e); - break; - case 11: // ATK +100% - sc_start(bl,SC_INCATKRATE,100,100,time); - if (tsd) clif_gospel_info(tsd, 0x1f); - break; - case 12: // HIT/Flee +50 - sc_start(bl,SC_INCHIT,100,50,time); - sc_start(bl,SC_INCFLEE,100,50,time); - if (tsd) clif_gospel_info(tsd, 0x20); - break; - } - } - else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) - { // Offensive Effect - int i = rnd()%9; // Negative buff count - int time = skill_get_time2(sg->skill_id, sg->skill_lv); - switch (i) - { - case 0: // Deal 1~9999 damage - skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - case 1: // Curse - sc_start(bl,SC_CURSE,100,1,time); - break; - case 2: // Blind - sc_start(bl,SC_BLIND,100,1,time); - break; - case 3: // Poison - sc_start(bl,SC_POISON,100,1,time); - break; - case 4: // Level 10 Provoke - sc_start(bl,SC_PROVOKE,100,10,time); - break; - case 5: // DEF -100% - sc_start(bl,SC_INCDEFRATE,100,-100,time); - break; - case 6: // ATK -100% - sc_start(bl,SC_INCATKRATE,100,-100,time); - break; - case 7: // Flee -100% - sc_start(bl,SC_INCFLEERATE,100,-100,time); - break; - case 8: // Speed/ASPD -25% - sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); - break; - } - } - break; - - case UNT_BASILICA: - { - int i = battle_check_target(&src->bl, bl, BCT_ENEMY); - if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) - { // knock-back any enemy except Boss - skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0); - clif_fixpos(bl); - } - - if( sg->src_id != bl->id && i <= 0 ) - sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); - } - break; - - case UNT_GRAVITATION: - case UNT_EARTHSTRAIN: - case UNT_FIREWALK: - case UNT_ELECTRICWALK: - case UNT_PSYCHIC_WAVE: - 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_TICK(tick,sg->tick)+1500; - break; - /** - * 3rd stuff - **/ - case UNT_POISONSMOKE: - if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 ) - sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1)); - break; - - case UNT_EPICLESIS: - if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) - { - if( ++sg->val2 % 3 == 0 ) { - int hp, sp; - switch( sg->skill_lv ) - { - case 1: case 2: hp = 3; sp = 2; break; - case 3: case 4: hp = 4; sp = 3; break; - case 5: default: hp = 5; sp = 4; break; - } - hp = tstatus->max_hp * hp / 100; - sp = tstatus->max_sp * sp / 100; - status_heal(bl, hp, sp, 2); - sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); - } - // Reveal hidden players every 5 seconds. - if( sg->val2 % 5 == 0 ) { - // TODO: check if other hidden status can be removed. - status_change_end(bl,SC_HIDING,INVALID_TIMER); - status_change_end(bl,SC_CLOAKING,INVALID_TIMER); - } - } - /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] - else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) ) - skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ - break; - - case UNT_STEALTHFIELD: - if( bl->id == sg->src_id ) - break; // Dont work on Self (video shows that) - case UNT_NEUTRALBARRIER: - sc_start(bl,type,100,sg->skill_lv,sg->interval + 100); - break; - - case UNT_DIMENSIONDOOR: - if( tsd && !map[bl->m].flag.noteleport ) - pc_randomwarp(tsd,3); - else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) - unit_warp(bl,-1,-1,-1,3); - break; - - case UNT_REVERBERATION: - clif_changetraplook(&src->bl,UNT_USED_TRAPS); - 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_TICK(tick,sg->tick)+1000; - sg->unit_id = UNT_USED_TRAPS; - break; - - case UNT_SEVERE_RAINSTORM: - if( battle_check_target(&src->bl, bl, BCT_ENEMY) ) - skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); - break; - case UNT_NETHERWORLD: - if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) { - if( !(tsc && tsc->data[type]) ){ - sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); - sg->limit = DIFF_TICK(tick,sg->tick); - sg->unit_id = UNT_USED_TRAPS; - } - } - break; - case UNT_THORNS_TRAP: - if( tsc ) { - if( !sg->val2 ) { - int sec = skill_get_time2(sg->skill_id, sg->skill_lv); - if( sc_start(bl, type, 100, sg->skill_lv, sec) ) { - const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK(td->tick, tick); - ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] - clif_fixpos(bl); - sg->val2 = bl->id; - } else - sec = 3000; // Couldn't trap it? - sg->limit = DIFF_TICK(tick, sg->tick) + sec; - } else if( tsc->data[SC_THORNSTRAP] && 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_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, - skill_get_time2(sg->skill_id, sg->skill_lv)); - skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, - sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); - break; - case 3: - skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, - CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); - break; - - } - } - break; - - case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); - break; - - case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); - break; - - case UNT_HELLS_PLANT: - if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ) - skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); - if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them - sg->limit = DIFF_TICK(tick, sg->tick) + 100; - break; - - case UNT_CLOUD_KILL: - if(tsc && !tsc->data[type]) - status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); - skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_WARMER: - if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { - int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv. - struct status_change *ssc = status_get_sc(ss); - if( ssc && ssc->data[SC_HEATER_OPTION] ) - hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; - if( tstatus->hp != tstatus->max_hp ) - clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); - if( tsc && tsc->data[SC_AKAITSUKI] && hp ) - hp = ~hp + 1; - status_heal(bl, hp, 0, 0); - sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); - } - break; - - case UNT_FIRE_INSIGNIA: - case UNT_WATER_INSIGNIA: - case UNT_WIND_INSIGNIA: - case UNT_EARTH_INSIGNIA: - case UNT_ZEPHYR: - sc_start(bl,type, 100, sg->skill_lv, sg->interval); - if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) { - int hp = tstatus->max_hp / 100; //+1% each 5s - if ((sg->val3) % 5) { //each 5s - if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){ - 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: - {// TODO: official behavior in gvg area. [malufett] - int sec = sg->limit - DIFF_TICK(tick, sg->tick); - int range = skill_get_unit_range(sg->skill_id, sg->skill_lv); - - if( tsc && !tsc->data[type] && - distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies - sc_start(bl, type, 100, sg->skill_lv, sec); - - if( unit_is_walking(bl) && // wait until target stop walking - ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range )) - break; - - if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) ) - break; - - if( unit_is_walking(bl) && - distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop - unit_stop_walking(bl,1); - - if( !unit_is_walking(bl) && - distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or - src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center - unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); - clif_fixpos(bl); - } - } - break; - - case UNT_FIRE_MANTLE: - if( battle_check_target(&src->bl, bl, BCT_ENEMY) ) - skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_ZENKAI_WATER: - case UNT_ZENKAI_LAND: - case UNT_ZENKAI_FIRE: - case UNT_ZENKAI_WIND: - if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ - switch( sg->unit_id ){ - case UNT_ZENKAI_WATER: - sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_LAND: - sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_FIRE: - sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_WIND: - sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - } - }else - sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - - case UNT_MAKIBISHI: - skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - sg->limit = DIFF_TICK(tick, sg->tick); - sg->unit_id = UNT_USED_TRAPS; - break; - - case UNT_LAVA_SLIDE: - skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - if(++sg->val1 > 4) //after 5 stop hit and destroy me - sg->limit = DIFF_TICK(tick, sg->tick); - break; - case UNT_POISON_MIST: - skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8); - break; - } - - if (bl->type == BL_MOB && ss != bl) - mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); - - return skillid; + if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) + break; // affects self only when soullinked + heal = 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); + 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(bl,SC_SCRESIST,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x16); + break; + case 3: // MaxHP +100% + sc_start(bl,SC_INCMHPRATE,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x17); + break; + case 4: // MaxSP +100% + sc_start(bl,SC_INCMSPRATE,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x18); + break; + case 5: // All stats +20 + sc_start(bl,SC_INCALLSTATUS,100,20,time); + if (tsd) clif_gospel_info(tsd, 0x19); + break; + case 6: // Level 10 Blessing + sc_start(bl,SC_BLESSING,100,10,time); + break; + case 7: // Level 10 Increase AGI + sc_start(bl,SC_INCREASEAGI,100,10,time); + break; + case 8: // Enchant weapon with Holy element + sc_start(bl,SC_ASPERSIO,100,1,time); + if (tsd) clif_gospel_info(tsd, 0x1c); + break; + case 9: // Enchant armor with Holy element + sc_start(bl,SC_BENEDICTIO,100,1,time); + if (tsd) clif_gospel_info(tsd, 0x1d); + break; + case 10: // DEF +25% + sc_start(bl,SC_INCDEFRATE,100,25,time); + if (tsd) clif_gospel_info(tsd, 0x1e); + break; + case 11: // ATK +100% + sc_start(bl,SC_INCATKRATE,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x1f); + break; + case 12: // HIT/Flee +50 + sc_start(bl,SC_INCHIT,100,50,time); + sc_start(bl,SC_INCFLEE,100,50,time); + if (tsd) clif_gospel_info(tsd, 0x20); + break; + } + } else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { + // Offensive Effect + int i = rnd()%9; // Negative buff count + int time = skill_get_time2(sg->skill_id, sg->skill_lv); + switch (i) { + case 0: // Deal 1~9999 damage + skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case 1: // Curse + sc_start(bl,SC_CURSE,100,1,time); + break; + case 2: // Blind + sc_start(bl,SC_BLIND,100,1,time); + break; + case 3: // Poison + sc_start(bl,SC_POISON,100,1,time); + break; + case 4: // Level 10 Provoke + sc_start(bl,SC_PROVOKE,100,10,time); + break; + case 5: // DEF -100% + sc_start(bl,SC_INCDEFRATE,100,-100,time); + break; + case 6: // ATK -100% + sc_start(bl,SC_INCATKRATE,100,-100,time); + break; + case 7: // Flee -100% + sc_start(bl,SC_INCFLEERATE,100,-100,time); + break; + case 8: // Speed/ASPD -25% + sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + break; + } + } + break; + + case UNT_BASILICA: { + int i = battle_check_target(&src->bl, bl, BCT_ENEMY); + if (i > 0 && !(status_get_mode(bl)&MD_BOSS)) { + // knock-back any enemy except Boss + skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0); + clif_fixpos(bl); + } + + if (sg->src_id != bl->id && i <= 0) + sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + } + break; + + case UNT_GRAVITATION: + case UNT_EARTHSTRAIN: + case UNT_FIREWALK: + case UNT_ELECTRICWALK: + case UNT_PSYCHIC_WAVE: + 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_TICK(tick,sg->tick)+1500; + break; + /** + * 3rd stuff + **/ + case UNT_POISONSMOKE: + if (battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20) + sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1)); + break; + + case UNT_EPICLESIS: + if (bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON) { + if (++sg->val2 % 3 == 0) { + int hp, sp; + switch (sg->skill_lv) { + case 1: + case 2: + hp = 3; + sp = 2; + break; + case 3: + case 4: + hp = 4; + sp = 3; + break; + case 5: + default: + hp = 5; + sp = 4; + break; + } + hp = tstatus->max_hp * hp / 100; + sp = tstatus->max_sp * sp / 100; + status_heal(bl, hp, sp, 2); + sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); + } + // Reveal hidden players every 5 seconds. + if (sg->val2 % 5 == 0) { + // TODO: check if other hidden status can be removed. + status_change_end(bl,SC_HIDING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKING,INVALID_TIMER); + } + } + /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] + else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) ) + skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ + break; + + case UNT_STEALTHFIELD: + if (bl->id == sg->src_id) + break; // Dont work on Self (video shows that) + case UNT_NEUTRALBARRIER: + sc_start(bl,type,100,sg->skill_lv,sg->interval + 100); + break; + + case UNT_DIMENSIONDOOR: + if (tsd && !map[bl->m].flag.noteleport) + pc_randomwarp(tsd,3); + else if (bl->type == BL_MOB && battle_config.mob_warp&8) + unit_warp(bl,-1,-1,-1,3); + break; + + case UNT_REVERBERATION: + clif_changetraplook(&src->bl,UNT_USED_TRAPS); + 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_TICK(tick,sg->tick)+1000; + sg->unit_id = UNT_USED_TRAPS; + break; + + case UNT_SEVERE_RAINSTORM: + if (battle_check_target(&src->bl, bl, BCT_ENEMY)) + skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); + break; + case UNT_NETHERWORLD: + if (!(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY)) { + if (!(tsc && tsc->data[type])) { + sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); + sg->limit = DIFF_TICK(tick,sg->tick); + sg->unit_id = UNT_USED_TRAPS; + } + } + break; + case UNT_THORNS_TRAP: + if (tsc) { + if (!sg->val2) { + int sec = skill_get_time2(sg->skill_id, sg->skill_lv); + if (sc_start(bl, type, 100, sg->skill_lv, sec)) { + const struct TimerData *td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; + if (td) + sec = DIFF_TICK(td->tick, tick); + ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] + clif_fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; // Couldn't trap it? + sg->limit = DIFF_TICK(tick, sg->tick) + sec; + } else if (tsc->data[SC_THORNSTRAP] && 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_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, + skill_get_time2(sg->skill_id, sg->skill_lv)); + skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, + sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); + break; + case 3: + skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, + CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); + break; + + } + } + break; + + case UNT_FIRE_EXPANSION_SMOKE_POWDER: + sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + break; + + case UNT_FIRE_EXPANSION_TEAR_GAS: + sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); + break; + + case UNT_HELLS_PLANT: + if (battle_check_target(&src->bl,bl,BCT_ENEMY) > 0) + skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); + if (ss != bl) //The caster is the only one who can step on the Plants, without destroying them + sg->limit = DIFF_TICK(tick, sg->tick) + 100; + break; + + case UNT_CLOUD_KILL: + if (tsc && !tsc->data[type]) + status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_WARMER: + if (bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON) { + int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv. + struct status_change *ssc = status_get_sc(ss); + if (ssc && ssc->data[SC_HEATER_OPTION]) + hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; + if (tstatus->hp != tstatus->max_hp) + clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); + if (tsc && tsc->data[SC_AKAITSUKI] && hp) + hp = ~hp + 1; + status_heal(bl, hp, 0, 0); + sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); + } + break; + + case UNT_FIRE_INSIGNIA: + case UNT_WATER_INSIGNIA: + case UNT_WIND_INSIGNIA: + case UNT_EARTH_INSIGNIA: + case UNT_ZEPHYR: + sc_start(bl,type, 100, sg->skill_lv, sg->interval); + if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) { + int hp = tstatus->max_hp / 100; //+1% each 5s + if ((sg->val3) % 5) { //each 5s + if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)) { + 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: { + // TODO: official behavior in gvg area. [malufett] + int sec = sg->limit - DIFF_TICK(tick, sg->tick); + int range = skill_get_unit_range(sg->skill_id, sg->skill_lv); + + if (tsc && !tsc->data[type] && + distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies + sc_start(bl, type, 100, sg->skill_lv, sec); + + if (unit_is_walking(bl) && // wait until target stop walking + (tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range)) + break; + + if (tsc && (!tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1))) + break; + + if (unit_is_walking(bl) && + distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range) // going outside of boundaries? then force it to stop + unit_stop_walking(bl,1); + + if (!unit_is_walking(bl) && + distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or + src->bl.x != bl->x && src->bl.y != bl->y) { // diagonal position parallel to VE's center + unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); + clif_fixpos(bl); + } + } + break; + + case UNT_FIRE_MANTLE: + if (battle_check_target(&src->bl, bl, BCT_ENEMY)) + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_ZENKAI_WATER: + case UNT_ZENKAI_LAND: + case UNT_ZENKAI_FIRE: + case UNT_ZENKAI_WIND: + if (battle_check_target(&src->bl,bl,BCT_ENEMY) > 0) { + switch (sg->unit_id) { + case UNT_ZENKAI_WATER: + sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_LAND: + sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_FIRE: + sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_WIND: + sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + } + } else + sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + + case UNT_MAKIBISHI: + skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + sg->limit = DIFF_TICK(tick, sg->tick); + sg->unit_id = UNT_USED_TRAPS; + break; + + case UNT_LAVA_SLIDE: + skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + if (++sg->val1 > 4) //after 5 stop hit and destroy me + sg->limit = DIFF_TICK(tick, sg->tick); + break; + case UNT_POISON_MIST: + skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8); + break; + } + + if (bl->type == BL_MOB && ss != bl) + mobskill_event((TBL_MOB *)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); + + return skillid; } /*========================================== * Triggered when a char steps out of a skill cell *------------------------------------------*/ -int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) +int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick) { - struct skill_unit_group *sg; - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - - nullpo_ret(src); - nullpo_ret(bl); - nullpo_ret(sg=src->group); - sc = 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) ) //Need to delete the trap if the source died. - return 0; - - switch(sg->unit_id){ - case UNT_SAFETYWALL: - case UNT_PNEUMA: - case UNT_EPICLESIS://Arch Bishop - case UNT_NEUTRALBARRIER: - case UNT_STEALTHFIELD: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - - case UNT_BASILICA: - if( sce && sce->val4 == src->bl.id ) - status_change_end(bl, type, INVALID_TIMER); - break; - case UNT_HERMODE: //Clear Hermode if the owner moved. - if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) - status_change_end(bl, type, INVALID_TIMER); - break; - - case UNT_SPIDERWEB: - { - struct block_list *target = 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_TICK(tick,sg->tick)+1000; - } - break; - } - } - return sg->skill_id; + 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)) //Need to delete the trap if the source died. + return 0; + + switch (sg->unit_id) { + case UNT_SAFETYWALL: + case UNT_PNEUMA: + case UNT_EPICLESIS://Arch Bishop + case UNT_NEUTRALBARRIER: + case UNT_STEALTHFIELD: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_BASILICA: + if (sce && sce->val4 == src->bl.id) + status_change_end(bl, type, INVALID_TIMER); + break; + case UNT_HERMODE: //Clear Hermode if the owner moved. + if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_SPIDERWEB: { + struct block_list *target = 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_TICK(tick,sg->tick)+1000; + } + break; + } + } + return sg->skill_id; } /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ -static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick) +static int skill_unit_onleft(int skill_id, struct block_list *bl, unsigned int tick) { - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - - sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - - type = status_skill2sc(skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - switch (skill_id) - { - case WZ_QUAGMIRE: - if (bl->type==BL_MOB) - break; - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) - { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] - //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. - //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, - //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble - //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel - //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - case MH_STEINWAND: - case MG_SAFETYWALL: - case AL_PNEUMA: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - case CG_HERMODE: - case HW_GRAVITATION: - case NJ_SUITON: - case SC_MAELSTROM: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - case SO_FIRE_INSIGNIA: - case SO_WATER_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - case SC_BLOODYLUST: - if (sce) { - status_change_end(bl, type, INVALID_TIMER); - status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone - } - break; - - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - if (sce) { - if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */ - if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */ - status_change_end(bl,type,INVALID_TIMER); - } else { - delete_timer(sce->timer, status_change_timer); - //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... - //not possible on our current implementation. - sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. - sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); - } - } - break; - case PF_FOGWALL: - if (sce) - { - status_change_end(bl, type, INVALID_TIMER); - if ((sce=sc->data[SC_BLIND])) - { - if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] - status_change_end(bl, SC_BLIND, INVALID_TIMER); - else { - delete_timer(sce->timer, status_change_timer); - sce->timer = add_timer(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; + 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 parther's ensemble will cause you to cancel + //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + case MH_STEINWAND: + case MG_SAFETYWALL: + case AL_PNEUMA: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case CG_HERMODE: + case HW_GRAVITATION: + case NJ_SUITON: + case SC_MAELSTROM: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + case SC_BLOODYLUST: + if (sce) { + status_change_end(bl, type, INVALID_TIMER); + status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone + } + break; + + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + if (sce) { + if (sce->val4 == 2) { /* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */ + if (!(sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2)) /* check if we're still in the skill */ + status_change_end(bl,type,INVALID_TIMER); + } else { + delete_timer(sce->timer, status_change_timer); + //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... + //not possible on our current implementation. + sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. + sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); + } + } + break; + case PF_FOGWALL: + if (sce) { + status_change_end(bl, type, INVALID_TIMER); + if ((sce=sc->data[SC_BLIND])) { + if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] + status_change_end(bl, SC_BLIND, INVALID_TIMER); + else { + delete_timer(sce->timer, status_change_timer); + sce->timer = add_timer(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; } /*========================================== @@ -12030,1040 +12116,1059 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ -static int skill_unit_effect (struct block_list* bl, va_list ap) +static int skill_unit_effect(struct block_list *bl, va_list ap) { - struct skill_unit* unit = va_arg(ap,struct skill_unit*); - struct skill_unit_group* group = unit->group; - unsigned int tick = va_arg(ap,unsigned int); - unsigned int flag = va_arg(ap,unsigned int); - int skill_id; - bool dissonance; + struct skill_unit *unit = va_arg(ap,struct skill_unit *); + struct skill_unit_group *group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); + unsigned int flag = va_arg(ap,unsigned int); + int skill_id; + bool dissonance; - if( (!unit->alive && !(flag&4)) || bl->prev == NULL ) - return 0; + if ((!unit->alive && !(flag&4)) || bl->prev == NULL) + return 0; - nullpo_ret(group); + nullpo_ret(group); - dissonance = skill_dance_switch(unit, 0); + dissonance = skill_dance_switch(unit, 0); - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = group->skill_id; + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = group->skill_id; - //Target-type check. - if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) ) { - if( flag&4 && ((group->src_id == bl->id && group->state.song_dance&0x2) || skill_get_inf2(skill_id)&INF2_SONG_DANCE) ) - skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. - } else { - if( flag&1 ) - skill_unit_onplace(unit,bl,tick); - else - skill_unit_onout(unit,bl,tick); + //Target-type check. + if (!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0)) { + if (flag&4 && ((group->src_id == bl->id && group->state.song_dance&0x2) || skill_get_inf2(skill_id)&INF2_SONG_DANCE)) + skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. + } else { + if (flag&1) + skill_unit_onplace(unit,bl,tick); + else + skill_unit_onout(unit,bl,tick); - if( flag&4 ) - skill_unit_onleft(skill_id, bl, tick); - } + if (flag&4) + skill_unit_onleft(skill_id, bl, tick); + } - if( dissonance ) skill_dance_switch(unit, 1); + if (dissonance) skill_dance_switch(unit, 1); - return 0; + return 0; } /*========================================== * *------------------------------------------*/ -int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) +int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) { - struct skill_unit_group *sg; - - nullpo_ret(src); - nullpo_ret(sg=src->group); - - switch( sg->unit_id ) { - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_CLAYMORETRAP: - case UNT_FREEZINGTRAP: - case UNT_TALKIEBOX: - case UNT_ANKLESNARE: - case UNT_ICEWALL: - case UNT_REVERBERATION: - case UNT_WALLOFTHORN: - src->val1-=damage; - break; - default: - damage = 0; - break; - } - return damage; + struct skill_unit_group *sg; + + nullpo_ret(src); + nullpo_ret(sg=src->group); + + switch (sg->unit_id) { + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + case UNT_ICEWALL: + case UNT_REVERBERATION: + case UNT_WALLOFTHORN: + src->val1-=damage; + break; + default: + damage = 0; + break; + } + return damage; } /*========================================== * *------------------------------------------*/ -static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) +static int skill_check_condition_char_sub(struct block_list *bl, va_list ap) { - int *c, skillid; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *tsd; - int *p_sd; //Contains the list of characters found. - - nullpo_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 *); - skillid = va_arg(ap,int); - - if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&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(skillid)&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(skillid) { - case PR_BENEDICTIO: { - int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); - dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. - if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. - && sd->status.sp >= 10) - p_sd[(*c)++]=tsd->bl.id; - return 1; - } - 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( ( sd->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] - { - int skilllv; - if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) - return 0; - if (sd->status.sex != tsd->status.sex && - (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && - (skilllv = pc_checkskill(tsd, skillid)) > 0 && - (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && - sd->status.party_id && tsd->status.party_id && - sd->status.party_id == tsd->status.party_id && - !tsd->sc.data[SC_DANCING]) - { - p_sd[(*c)++]=tsd->bl.id; - return skilllv; - } else { - return 0; - } - } - break; - } - - } - return 0; + int *c, skillid; + struct block_list *src; + struct map_session_data *sd; + struct map_session_data *tsd; + int *p_sd; //Contains the list of characters found. + + nullpo_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 *); + skillid = va_arg(ap,int); + + if (((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&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(skillid)&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 (skillid) { + case PR_BENEDICTIO: { + int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); + dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. + if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. + && sd->status.sp >= 10) + p_sd[(*c)++]=tsd->bl.id; + return 1; + } + 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 ((sd->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] + int skilllv; + if (pc_issit(tsd) || !unit_can_move(&tsd->bl)) + return 0; + if (sd->status.sex != tsd->status.sex && + (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && + (skilllv = pc_checkskill(tsd, skillid)) > 0 && + (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && + sd->status.party_id && tsd->status.party_id && + sd->status.party_id == tsd->status.party_id && + !tsd->sc.data[SC_DANCING]) { + p_sd[(*c)++]=tsd->bl.id; + return skilllv; + } else { + return 0; + } + } + break; + } + + } + return 0; } /*========================================== * Checks and stores partners for ensemble skills [Skotlex] *------------------------------------------*/ -int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag) +int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short *skill_lv, int range, int cast_flag) { - static int c=0; - static int p_sd[2] = { 0, 0 }; - int i; - 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; - case WM_GREAT_ECHO: - for( i = 0; i < c; i++ ) { - if( (tsd = map_id2sd(p_sd[i])) != NULL ) - status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c); - } - break; - default: //Warning: Assuming Ensemble skills here (for speed) - if( is_chorus ) - break;//Chorus skills are not to be parsed as ensambles - if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) { - sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; - sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); - clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); - tsd->skillid_dance = skill_id; - tsd->skilllv_dance = *skill_lv; - } - return c; - } - } - - //Else: new search for partners. - c = 0; - memset (p_sd, 0, sizeof(p_sd)); - 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; + 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; + case WM_GREAT_ECHO: + for (i = 0; i < c; i++) { + if ((tsd = map_id2sd(p_sd[i])) != NULL) + status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c); + } + break; + default: //Warning: Assuming Ensemble skills here (for speed) + if (is_chorus) + break;//Chorus skills are not to be parsed as ensambles + if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) { + sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; + sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); + clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); + tsd->skillid_dance = skill_id; + tsd->skilllv_dance = *skill_lv; + } + return c; + } + } + + //Else: new search for partners. + c = 0; + memset(p_sd, 0, sizeof(p_sd)); + 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; } /*========================================== * *------------------------------------------*/ -static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) +static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap) { - int *c,src_id,mob_class,skill; - struct mob_data *md; + int *c,src_id,mob_class,skill; + struct mob_data *md; - md=(struct mob_data*)bl; - src_id=va_arg(ap,int); - mob_class=va_arg(ap,int); - skill=va_arg(ap,int); - c=va_arg(ap,int *); + md=(struct mob_data *)bl; + src_id=va_arg(ap,int); + mob_class=va_arg(ap,int); + skill=va_arg(ap,int); + c=va_arg(ap,int *); - if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) ) - return 0; //Non alchemist summoned mobs have nothing to do here. + if (md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3)) + return 0; //Non alchemist summoned mobs have nothing to do here. - if(md->class_==mob_class) - (*c)++; + if (md->class_==mob_class) + (*c)++; - return 1; + 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) +int skill_isammotype(struct map_session_data *sd, int skill) { - return ( - battle_config.arrow_decrement==2 && - (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && - skill != HT_PHANTASMIC && - skill_get_type(skill) == BF_WEAPON && - !(skill_get_nk(skill)&NK_NO_DAMAGE) && - !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. - ); + return ( + battle_config.arrow_decrement==2 && + (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + skill != HT_PHANTASMIC && + skill_get_type(skill) == BF_WEAPON && + !(skill_get_nk(skill)&NK_NO_DAMAGE) && + !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. + ); } -int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) { - struct status_data *status; - struct status_change *sc; - struct skill_condition require; - int i; - - nullpo_ret(sd); - - if (lv <= 0 || sd->chatID) return 0; - - if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) - { //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)?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 ) { - 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 ) - return 0; - break; - } - status = &sd->battle_status; - sc = &sd->sc; - if( !sc->count ) - sc = NULL; - - if( sd->skillitem == skill ) - { - if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] - sd->state.abra_flag = 0; - else - { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] - if( (i = sd->itemindex) == -1 || - sd->status.inventory[i].nameid != sd->itemid || - sd->inventory_data[i] == NULL || - !sd->inventory_data[i]->flag.delay_consume || - sd->status.inventory[i].amount < 1 - ) - { //Something went wrong, item exploit? - sd->itemid = sd->itemindex = -1; - return 0; - } - //Consume - sd->itemid = sd->itemindex = -1; - if( skill == 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,USESKILL_FAIL_WEIGHTOVER,0); - return 0; - } - - if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) - return 0; - - switch( skill ) { // 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)] ) - return 1; - } - - // Check the skills that can be used while mounted on a warg - if( pc_isridingwug(sd) ) { - switch( skill ) { - case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: - case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: - case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB: - case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE: - break; - default: // in official there is no message. - return 0; - } - - } - if( pc_ismadogear(sd) ) { - switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie] - case BS_REPAIRWEAPON: case WS_MELTDOWN: - case BS_HAMMERFALL: case WS_CARTBOOST: - case BS_ADRENALINE: case WS_WEAPONREFINE: - case BS_WEAPONPERFECT: case WS_CARTTERMINATION: - case BS_OVERTHRUST: case WS_OVERTHRUSTMAX: - case BS_MAXIMIZE: case NC_AXEBOOMERANG: - case BS_ADRENALINE2: case NC_POWERSWING: - case BS_UNFAIRLYTRICK: case NC_AXETORNADO: - case BS_GREED: - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - default: //Only Mechanic exlcusive skill can be used. - break; - } - } - if( lv < 1 || lv > MAX_SKILL_LEVEL ) - return 0; - - require = skill_get_requirement(sd,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 ) { - case SO_SPELLFIST: - if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){ - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - case SA_CASTCANCEL: - if(sd->ud.skilltimer == INVALID_TIMER) { - clif_skill_fail(sd,skill,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_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." - return 0; - } - break; - case MO_CALLSPIRITS: - if(sc && sc->data[SC_RAISINGDRAGON]) - lv += sc->data[SC_RAISINGDRAGON]->val1; - if(sd->spiritball >= lv) { - clif_skill_fail(sd,skill,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->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) - break; - return 0; - case MO_COMBOFINISH: - if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) - return 0; - break; - case CH_TIGERFIST: - if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) - return 0; - break; - case CH_CHAINCRUSH: - if(!(sc && sc->data[SC_COMBO])) - return 0; - if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) - return 0; - break; - case MO_EXTREMITYFIST: - // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... - // return 0; - if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) ) - break; - if( sc && sc->data[SC_COMBO] ) - { - switch(sc->data[SC_COMBO]->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,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,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,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_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK) - return 0; //Combo needs to be ready - - if (sc->data[SC_COMBO]->val3) { //Kick chain - //Do not repeat a kick. - if (sc->data[SC_COMBO]->val3 != skill) - break; - status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER); - return 0; - } - if(sc->data[SC_COMBO]->val1 != skill && !( 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,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,lv)) - { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - - case PR_BENEDICTIO: - if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) - { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case SL_SMA: - if(!(sc && sc->data[SC_SMA])) - return 0; - break; - - case HT_POWER: - if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)) - return 0; - break; - - case CG_HERMODE: - if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv))) - { - clif_skill_fail(sd,skill,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, 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,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,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, lv)) - { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - if (sc && sc->data[SC_MIRACLE]) - break; - i = skill-SG_SUN_WARM; - if (sd->bl.m == sd->feel_map[i].m) - break; - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - break; - case SG_SUN_COMFORT: - case SG_MOON_COMFORT: - case SG_STAR_COMFORT: - if (sc && sc->data[SC_MIRACLE]) - break; - i = skill-SG_SUN_COMFORT; - if (sd->bl.m == sd->feel_map[i].m && - (battle_config.allow_skill_without_day || sg_info[i].day_func())) - break; - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - case SG_FUSION: - if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR) - break; - //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] - //Only invoke on skill begin cast (instant cast skill). [Kevin] - if( require.sp > 0 ) - { - if (status->sp < (unsigned int)require.sp) - clif_skill_fail(sd,skill,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,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,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case NJ_ISSEN: - if (status->hp < 2) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - case NJ_BUNSINJYUTSU: - if (!(sc && sc->data[SC_NEN])) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - if(sd->status.zeny < require.zeny) { - clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); - return 0; - } - break; - case PF_HPCONVERSION: - if (status->sp == status->max_sp) - return 0; //Unusable when at full SP. - break; - case AM_CALLHOMUN: //Can't summon if a hom is already out - if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% - if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) - { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - { - int count = 0; - for( i = 0; i < MAX_INVENTORY; i ++ ) - if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) - count += sd->status.inventory[i].amount; - if( count >= 3 ) { - clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0); - return 0; - } - } - break; - /** - * Keeping as a note: - * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed - **/ - //case AB_LAUDAAGNUS: - //case AB_LAUDARAMUS: - // if( !sd->status.party_id ) { - // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - // return 0; - // } - // break; - - case AB_ADORAMUS: - /** - * Warlock - **/ - case WL_COMET: - if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) - { - //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - if( sc ) - { - ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]); - if( i == SC_SPHERE_5+1 ) - { // No more free slots - clif_skill_fail(sd,skill,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,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case GC_COUNTERSLASH: - case GC_WEAPONCRUSH: - if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) { - clif_skill_fail(sd, skill, 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,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case RA_WUGSTRIKE: - if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case RA_WUGRIDER: - if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case RA_WUGDASH: - if(!pc_isridingwug(sd)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Royal Guard - **/ - case LG_BANDING: - if( sc && sc->data[SC_INSPIRATION] ) { - clif_skill_fail(sd,skill,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,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case LG_RAGEBURST: - if( sd->spiritball == 0 ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0); - return 0; - } - sd->spiritball_old = require.spiritball = sd->spiritball; - break; - case LG_RAYOFGENESIS: - if( sc && sc->data[SC_INSPIRATION] ) - return 1; // Don't check for partner. - if( !(sc && sc->data[SC_BANDING]) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL,0); - return 0; - } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 ) - return 0; // Just fails, no msg here. - break; - case LG_HESPERUSLIT: - if( !sc || !sc->data[SC_BANDING] ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SR_FALLENEMPIRE: - if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) ) - return 0; - break; - - case SR_CRESCENTELBOW: - if( sc && sc->data[SC_CRESCENTELBOW] ) { - clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0); - return 0; - } - break; - case SR_CURSEDCIRCLE: - if (map_flag_gvg(sd->bl.m)) { - if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB, - MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { - char output[128]; - sprintf(output, "You're too close to a stone or emperium to do this skill"); - clif_colormes(sd, COLOR_RED, output); - return 0; - } - } - if( sd->spiritball > 0 ) - sd->spiritball_old = require.spiritball = sd->spiritball; - else { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case SR_GATEOFHELL: - if( sd->spiritball > 0 ) - sd->spiritball_old = require.spiritball; - break; - case SC_MANHOLE: - case SC_DIMENSIONDOOR: - if( sc && sc->data[SC_MAGNETICFIELD] ) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case WM_GREAT_ECHO: { - int count; - count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0); - if( count < 1 ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0); - return 0; - } else - require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. - } - break; - case SO_FIREWALK: - case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. - if( sc && sc->data[SC_PROPERTYWALK] && - sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { - clif_skill_fail(sd,skill,0x0,0); - return 0; - } - break; - case SO_EL_CONTROL: - if( !sd->status.ele_id || !sd->ed ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case RETURN_TO_ELDICASTES: - if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case LG_REFLECTDAMAGE: - case CR_REFLECTSHIELD: - if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){ - clif_skill_fail(sd,skill,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, lv); - ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype); - if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){ - clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - break; - case KO_KAIHOU: - case KO_ZENKAI: - ARR_FIND(1, 6, i, sd->talisman[i] > 0); - if( i > 4 ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - } - - switch(require.state) { - case ST_HIDING: - if(!(sc && sc->option&OPTION_HIDE)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_CLOAKING: - if(!pc_iscloaking(sd)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_HIDDEN: - if(!pc_ishiding(sd)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_RIDING: - if(!pc_isriding(sd)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_FALCON: - if(!pc_isfalcon(sd)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_CARTBOOST: - if(!(sc && sc->data[SC_CARTBOOST])) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_CART: - if(!pc_iscarton(sd)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_SHIELD: - if(sd->status.shield <= 0) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_SIGHT: - if(!(sc && sc->data[SC_SIGHT])) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_EXPLOSIONSPIRITS: - if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,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,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_MOVE_ENABLE: - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill) - sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] - - if (!unit_can_move(&sd->bl)) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_WATER: - if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON])) - break; - if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) - break; - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - /** - * Rune Knight - **/ - case ST_RIDINGDRAGON: - if( !pc_isridingdragon(sd) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Wug - **/ - case ST_WUG: - if( !pc_iswug(sd) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Riding Wug - **/ - case ST_RIDINGWUG: - if( !pc_isridingwug(sd) ){ - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Mechanic - **/ - case ST_MADO: - if( !pc_ismadogear(sd) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Sorcerer - **/ - case ST_ELEMENTALSPIRIT: - if(!sd->ed) { - clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0); - return 0; - } - break; +int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv) +{ + struct status_data *status; + struct status_change *sc; + struct skill_condition require; + int i; + + nullpo_ret(sd); + + if (lv <= 0 || sd->chatID) return 0; + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill) { + //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)?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) { + 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) + return 0; + break; + } + status = &sd->battle_status; + sc = &sd->sc; + if (!sc->count) + sc = NULL; + + if (sd->skillitem == skill) { + if (sd->state.abra_flag) // Hocus-Pocus was used. [Inkfish] + sd->state.abra_flag = 0; + else { + // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] + if ((i = sd->itemindex) == -1 || + sd->status.inventory[i].nameid != sd->itemid || + sd->inventory_data[i] == NULL || + !sd->inventory_data[i]->flag.delay_consume || + sd->status.inventory[i].amount < 1 + ) { + //Something went wrong, item exploit? + sd->itemid = sd->itemindex = -1; + return 0; + } + //Consume + sd->itemid = sd->itemindex = -1; + if (skill == 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,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + if (sc && (sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE])) + return 0; + + switch (skill) { // 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)]) + return 1; + } + + // Check the skills that can be used while mounted on a warg + if (pc_isridingwug(sd)) { + switch (skill) { + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_SPRINGTRAP: + case RA_DETONATOR: + case RA_CLUSTERBOMB: + case HT_TALKIEBOX: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case RA_WUGDASH: + case RA_WUGRIDER: + case RA_WUGSTRIKE: + break; + default: // in official there is no message. + return 0; + } + + } + if (pc_ismadogear(sd)) { + switch (skill) { //None Mado skills are unusable when Mado is equipped. [Jobbie] + case BS_REPAIRWEAPON: + case WS_MELTDOWN: + case BS_HAMMERFALL: + case WS_CARTBOOST: + case BS_ADRENALINE: + case WS_WEAPONREFINE: + case BS_WEAPONPERFECT: + case WS_CARTTERMINATION: + case BS_OVERTHRUST: + case WS_OVERTHRUSTMAX: + case BS_MAXIMIZE: + case NC_AXEBOOMERANG: + case BS_ADRENALINE2: + case NC_POWERSWING: + case BS_UNFAIRLYTRICK: + case NC_AXETORNADO: + case BS_GREED: + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + default: //Only Mechanic exlcusive skill can be used. + break; + } + } + if (lv < 1 || lv > MAX_SKILL_LEVEL) + return 0; + + require = skill_get_requirement(sd,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) { + case SO_SPELLFIST: + if (sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + case SA_CASTCANCEL: + if (sd->ud.skilltimer == INVALID_TIMER) { + clif_skill_fail(sd,skill,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_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." + return 0; + } + break; + case MO_CALLSPIRITS: + if (sc && sc->data[SC_RAISINGDRAGON]) + lv += sc->data[SC_RAISINGDRAGON]->val1; + if (sd->spiritball >= lv) { + clif_skill_fail(sd,skill,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->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) + break; + return 0; + case MO_COMBOFINISH: + if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) + return 0; + break; + case CH_TIGERFIST: + if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) + return 0; + break; + case CH_CHAINCRUSH: + if (!(sc && sc->data[SC_COMBO])) + return 0; + if (sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) + return 0; + break; + case MO_EXTREMITYFIST: + // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... + // return 0; + if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER])) + break; + if (sc && sc->data[SC_COMBO]) { + switch (sc->data[SC_COMBO]->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,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,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,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_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK) + return 0; //Combo needs to be ready + + if (sc->data[SC_COMBO]->val3) { //Kick chain + //Do not repeat a kick. + if (sc->data[SC_COMBO]->val3 != skill) + break; + status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER); + return 0; + } + if (sc->data[SC_COMBO]->val1 != skill && !(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,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,lv)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + + case PR_BENEDICTIO: + if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case SL_SMA: + if (!(sc && sc->data[SC_SMA])) + return 0; + break; + + case HT_POWER: + if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)) + return 0; + break; + + case CG_HERMODE: + if (!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv))) { + clif_skill_fail(sd,skill,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, 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,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,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, lv)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + if (sc && sc->data[SC_MIRACLE]) + break; + i = skill-SG_SUN_WARM; + if (sd->bl.m == sd->feel_map[i].m) + break; + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + break; + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + if (sc && sc->data[SC_MIRACLE]) + break; + i = skill-SG_SUN_COMFORT; + if (sd->bl.m == sd->feel_map[i].m && + (battle_config.allow_skill_without_day || sg_info[i].day_func())) + break; + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + case SG_FUSION: + if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR) + break; + //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] + //Only invoke on skill begin cast (instant cast skill). [Kevin] + if (require.sp > 0) { + if (status->sp < (unsigned int)require.sp) + clif_skill_fail(sd,skill,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,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,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ISSEN: + if (status->hp < 2) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + case NJ_BUNSINJYUTSU: + if (!(sc && sc->data[SC_NEN])) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + if (sd->status.zeny < require.zeny) { + clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); + return 0; + } + break; + case PF_HPCONVERSION: + if (status->sp == status->max_sp) + return 0; //Unusable when at full SP. + break; + case AM_CALLHOMUN: //Can't summon if a hom is already out + if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% + if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: { + int count = 0; + for (i = 0; i < MAX_INVENTORY; i ++) + if (sd->status.inventory[i].nameid == ITEMID_ANCILLA) + count += sd->status.inventory[i].amount; + if (count >= 3) { + clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0); + return 0; + } + } + break; + /** + * Keeping as a note: + * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed + **/ + //case AB_LAUDAAGNUS: + //case AB_LAUDARAMUS: + // if( !sd->status.party_id ) { + // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + // return 0; + // } + // break; + + case AB_ADORAMUS: + /** + * Warlock + **/ + case WL_COMET: + if (skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0])) { + //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + if (sc) { + ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]); + if (i == SC_SPHERE_5+1) { + // No more free slots + clif_skill_fail(sd,skill,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,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING)) { + clif_skill_fail(sd, skill, 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,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case RA_WUGSTRIKE: + if (!pc_iswug(sd) && !pc_isridingwug(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case RA_WUGRIDER: + if (pc_isfalcon(sd) || (!pc_isridingwug(sd) && !pc_iswug(sd))) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case RA_WUGDASH: + if (!pc_isridingwug(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Royal Guard + **/ + case LG_BANDING: + if (sc && sc->data[SC_INSPIRATION]) { + clif_skill_fail(sd,skill,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,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_RAGEBURST: + if (sd->spiritball == 0) { + clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0); + return 0; + } + sd->spiritball_old = require.spiritball = sd->spiritball; + break; + case LG_RAYOFGENESIS: + if (sc && sc->data[SC_INSPIRATION]) + return 1; // Don't check for partner. + if (!(sc && sc->data[SC_BANDING])) { + clif_skill_fail(sd,skill,USESKILL_FAIL,0); + return 0; + } else if (skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1) + return 0; // Just fails, no msg here. + break; + case LG_HESPERUSLIT: + if (!sc || !sc->data[SC_BANDING]) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SR_FALLENEMPIRE: + if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)) + return 0; + break; + + case SR_CRESCENTELBOW: + if (sc && sc->data[SC_CRESCENTELBOW]) { + clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0); + return 0; + } + break; + case SR_CURSEDCIRCLE: + if (map_flag_gvg(sd->bl.m)) { + if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB, + MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { + char output[128]; + sprintf(output, "You're too close to a stone or emperium to do this skill"); + clif_colormes(sd, COLOR_RED, output); + return 0; + } + } + if (sd->spiritball > 0) + sd->spiritball_old = require.spiritball = sd->spiritball; + else { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case SR_GATEOFHELL: + if (sd->spiritball > 0) + sd->spiritball_old = require.spiritball; + break; + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + if (sc && sc->data[SC_MAGNETICFIELD]) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case WM_GREAT_ECHO: { + int count; + count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0); + if (count < 1) { + clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0); + return 0; + } else + require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. + } + break; + case SO_FIREWALK: + case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. + if (sc && sc->data[SC_PROPERTYWALK] && + sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2)) { + clif_skill_fail(sd,skill,0x0,0); + return 0; + } + break; + case SO_EL_CONTROL: + if (!sd->status.ele_id || !sd->ed) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case RETURN_TO_ELDICASTES: + if (pc_ismadogear(sd)) { //Cannot be used if Mado is equipped. + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_REFLECTDAMAGE: + case CR_REFLECTSHIELD: + if (sc && sc->data[SC_KYOMU] && rand()%100 < 30) { + clif_skill_fail(sd,skill,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, lv); + ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype); + if ((i < 5 && i != ttype) || sd->talisman[ttype] >= 10) { + clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + break; + case KO_KAIHOU: + case KO_ZENKAI: + ARR_FIND(1, 6, i, sd->talisman[i] > 0); + if (i > 4) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + + switch (require.state) { + case ST_HIDING: + if (!(sc && sc->option&OPTION_HIDE)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CLOAKING: + if (!pc_iscloaking(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_HIDDEN: + if (!pc_ishiding(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RIDING: + if (!pc_isriding(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_FALCON: + if (!pc_isfalcon(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CARTBOOST: + if (!(sc && sc->data[SC_CARTBOOST])) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_CART: + if (!pc_iscarton(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_SHIELD: + if (sd->status.shield <= 0) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_SIGHT: + if (!(sc && sc->data[SC_SIGHT])) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_EXPLOSIONSPIRITS: + if (!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,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,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_MOVE_ENABLE: + if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill) + sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] + + if (!unit_can_move(&sd->bl)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_WATER: + if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON])) + break; + if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) + break; + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + /** + * Rune Knight + **/ + case ST_RIDINGDRAGON: + if (!pc_isridingdragon(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Wug + **/ + case ST_WUG: + if (!pc_iswug(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Riding Wug + **/ + case ST_RIDINGWUG: + if (!pc_isridingwug(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Mechanic + **/ + case ST_MADO: + if (!pc_ismadogear(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Sorcerer + **/ + case ST_ELEMENTALSPIRIT: + if (!sd->ed) { + clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0); + return 0; + } + break; case ST_POISONINGWEAPON: if (!(sc && sc->data[SC_POISONINGWEAPON])) { clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0); @@ -13076,1470 +13181,1470 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh return 0; } break; - } - - if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) { - //mhp is the max-hp-requirement, that is, - //you must have this % or less of HP to cast it. - clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0); - return 0; - } - - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - - if( require.sp > 0 && status->sp < (unsigned int)require.sp) { - clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0); - return 0; - } + } + + if (require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) { + //mhp is the max-hp-requirement, that is, + //you must have this % or less of HP to cast it. + clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if (require.weapon && !pc_check_weapontype(sd,require.weapon)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if (require.sp > 0 && status->sp < (unsigned int)require.sp) { + clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0); + return 0; + } + + if (require.zeny > 0 && sd->status.zeny < require.zeny) { + clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); + return 0; + } + + if (require.spiritball > 0 && sd->spiritball < require.spiritball) { + clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball); + return 0; + } + + return 1; +} - if( require.zeny > 0 && sd->status.zeny < require.zeny ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); - return 0; - } +int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv) +{ + struct skill_condition require; + struct status_data *status; + int i; + int index[MAX_SKILL_ITEM_REQUIRE]; + + nullpo_ret(sd); + + if (lv <= 0 || sd->chatID) + return 0; + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill) { + //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)?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) { + 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) + return 0; + break; + } - if( require.spiritball > 0 && sd->spiritball < require.spiritball) { - clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball); - return 0; - } + if (sd->skillitem == skill) // Casting finished (Item skill or Hocus-Pocus) + return 1; - return 1; -} + if (pc_is90overweight(sd)) { + clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } -int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv) -{ - struct skill_condition require; - struct status_data *status; - int i; - int index[MAX_SKILL_ITEM_REQUIRE]; - - nullpo_ret(sd); - - if( lv <= 0 || sd->chatID ) - return 0; - - if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) { - //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)?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 ) { - 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 ) - return 0; - break; - } - - if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus) - return 1; - - if( pc_is90overweight(sd) ) { - clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0); - return 0; - } - - // perform skill-specific checks (and actions) - switch( skill ) { - case PR_BENEDICTIO: - skill_check_pc_partner(sd, 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==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); - int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; - if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { - i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); - if(c >= maxcount || - (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) - { //Fails when: exceed max limit. There are other plant types already out. - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - } - case NC_SILVERSNIPER: - case NC_MAGICDECOY: { - int c = 0, j; - int maxcount = skill_get_maxcount(skill,lv); - int mob_class = 2042; - if( skill == NC_MAGICDECOY ) - mob_class = 2043; - - if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { - if( skill == 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, &c); - } else - map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); - if( c >= maxcount ) { - clif_skill_fail(sd , skill, 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, &c); - if( c >= skill_get_maxcount(skill,lv) || c != i) - { - clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - break; - } - - status = &sd->battle_status; - - require = skill_get_requirement(sd,skill,lv); - - if( require.hp > 0 && status->hp <= (unsigned int)require.hp) { - clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0); - return 0; - } - - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { - clif_skill_fail(sd,skill,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] ) { - 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), - require.ammo_qty, - itemdb_jname(sd->status.inventory[i].nameid)); - clif_colormes(sd,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,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - } - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { - if( !require.itemid[i] ) - continue; - index[i] = pc_search_inventory(sd,require.itemid[i]); - if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) { - if( require.itemid[i] == ITEMID_RED_GEMSTONE ) - clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required - else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE ) - clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required - else - clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - - return 1; + // perform skill-specific checks (and actions) + switch (skill) { + case PR_BENEDICTIO: + skill_check_pc_partner(sd, 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==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); + int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; + if (battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { + i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); + if (c >= maxcount || + (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { + //Fails when: exceed max limit. There are other plant types already out. + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + } + case NC_SILVERSNIPER: + case NC_MAGICDECOY: { + int c = 0, j; + int maxcount = skill_get_maxcount(skill,lv); + int mob_class = 2042; + if (skill == NC_MAGICDECOY) + mob_class = 2043; + + if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit&BL_PC)) { + if (skill == 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, &c); + } else + map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); + if (c >= maxcount) { + clif_skill_fail(sd , skill, 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, &c); + if (c >= skill_get_maxcount(skill,lv) || c != i) { + clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + break; + } + + status = &sd->battle_status; + + require = skill_get_requirement(sd,skill,lv); + + if (require.hp > 0 && status->hp <= (unsigned int)require.hp) { + clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if (require.weapon && !pc_check_weapontype(sd,require.weapon)) { + clif_skill_fail(sd,skill,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]) { + 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), + require.ammo_qty, + itemdb_jname(sd->status.inventory[i].nameid)); + clif_colormes(sd,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,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + } + + for (i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i) { + if (!require.itemid[i]) + continue; + index[i] = pc_search_inventory(sd,require.itemid[i]); + if (index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i]) { + if (require.itemid[i] == ITEMID_RED_GEMSTONE) + clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required + else if (require.itemid[i] == ITEMID_BLUE_GEMSTONE) + clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required + else + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,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, short skill, short lv, short type) +int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type) { - struct skill_condition req; - - nullpo_ret(sd); - - req = skill_get_requirement(sd,skill,lv); - - if( type&1 ) - { - if( skill == CG_TAROTCARD || sd->state.autocast ) - req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] - 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 == 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 != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) - continue; //Gemstones are checked, but not substracted from inventory. - - if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 ) - pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); - } - } - - return 1; + struct skill_condition req; + + nullpo_ret(sd); + + req = skill_get_requirement(sd,skill,lv); + + if (type&1) { + if (skill == CG_TAROTCARD || sd->state.autocast) + req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] + 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 == 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 != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD) + continue; //Gemstones are checked, but not substracted from inventory. + + if ((n = pc_search_inventory(sd,req.itemid[i])) >= 0) + pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); + } + } + + return 1; } -struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv) -{ - struct skill_condition req; - struct status_data *status; - struct status_change *sc; - int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100; - - memset(&req,0,sizeof(req)); - - if( !sd ) - return req; - - if( sd->skillitem == skill ) - return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish] - - sc = &sd->sc; - if( !sc->count ) - sc = NULL; - - switch( skill ) - { // 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)] ) - return req; - } - - j = skill_get_index(skill); - if( j == 0 ) // invalid skill id - return req; - if( lv < 1 || lv > MAX_SKILL_LEVEL ) - return req; - - status = &sd->battle_status; - - req.hp = skill_db[j].hp[lv-1]; - hp_rate = skill_db[j].hp_rate[lv-1]; - if(hp_rate > 0) - req.hp += (status->hp * hp_rate)/100; - else - req.hp += (status->max_hp * (-hp_rate))/100; - - req.sp = skill_db[j].sp[lv-1]; - if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) - req.sp /= 2; - sp_rate = skill_db[j].sp_rate[lv-1]; - if(sp_rate > 0) - req.sp += (status->sp * sp_rate)/100; - else - req.sp += (status->max_sp * (-sp_rate))/100; - if( sd->dsprate != 100 ) - req.sp = req.sp * sd->dsprate / 100; - - ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill); - 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); - 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_UNLIMITEDHUMMINGVOICE]) - req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100; - if( sc->data[SC_RECOGNIZEDSPELL] ) - req.sp += req.sp / 4; - } - - req.zeny = skill_db[j].zeny[lv-1]; - - if( sc && sc->data[SC__UNLUCKY] ) - req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; - - req.spiritball = skill_db[j].spiritball[lv-1]; - - req.state = skill_db[j].state; - - req.mhp = skill_db[j].mhp[lv-1]; - - req.weapon = skill_db[j].weapon; - - req.ammo_qty = skill_db[j].ammo_qty[lv-1]; - if (req.ammo_qty) - req.ammo = skill_db[j].ammo; - - if (!req.ammo && skill && skill_isammotype(sd, skill)) - { //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 == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 ) - continue; - - switch( skill ) { - 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 (lv <= 5) // no gems required at level 1-5 - continue; - break; - case AB_ADORAMUS: - if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) ) - continue; - break; - case WL_COMET: - if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,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[j].itemid[i]; - req.amount[i] = skill_db[j].amount[i]; - - if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN ) - { - if( sd->special_state.no_gemstone ) - { //Make it substract 1 gem rather than skipping the cost. - if( --req.amount[i] < 1 ) - req.itemid[i] = 0; - } - if(sc && sc->data[SC_INTOABYSS]) - { - if( skill != SA_ABRACADABRA ) - req.itemid[i] = req.amount[i] = 0; - else if( --req.amount[i] < 1 ) - req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem - } - } - if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){ - if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){ - req.itemid[i] = ITEMID_TRAP_ALLOY; - req.amount[i] = 1; - } - break; - } - } - - /* requirements are level-dependent */ - switch( skill ) { - 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[lv-1] = skill_db[j].itemid[lv-1]; - req.amount[lv-1] = skill_db[j].amount[lv-1]; - break; - } - - // Check for cost reductions due to skills & SCs - switch(skill) { - 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_SPIRIT] && sc->data[SC_SPIRIT]->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_SPIRIT] && sc->data[SC_SPIRIT]->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_COMBO] ) - { - switch( sc->data[SC_COMBO]->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_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) - req.sp -= req.sp * 10 / 100; - break; - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100; - break; - } - - return req; +struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv) { + struct skill_condition req; + struct status_data *status; + struct status_change *sc; + int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100; + + memset(&req,0,sizeof(req)); + + if (!sd) + return req; + + if (sd->skillitem == skill) + return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish] + + sc = &sd->sc; + if (!sc->count) + sc = NULL; + + switch (skill) { + // 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)]) + return req; + } + + j = skill_get_index(skill); + if (j == 0) // invalid skill id + return req; + if (lv < 1 || lv > MAX_SKILL_LEVEL) + return req; + + status = &sd->battle_status; + + req.hp = skill_db[j].hp[lv-1]; + hp_rate = skill_db[j].hp_rate[lv-1]; + if (hp_rate > 0) + req.hp += (status->hp *hp_rate)/100; + else + req.hp += (status->max_hp * (-hp_rate))/100; + + req.sp = skill_db[j].sp[lv-1]; + if ((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) + req.sp /= 2; + sp_rate = skill_db[j].sp_rate[lv-1]; + if (sp_rate > 0) + req.sp += (status->sp *sp_rate)/100; + else + req.sp += (status->max_sp * (-sp_rate))/100; + if (sd->dsprate != 100) + req.sp = req.sp *sd->dsprate / 100; + + ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill); + 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); + 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_UNLIMITEDHUMMINGVOICE]) + req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100; + if (sc->data[SC_RECOGNIZEDSPELL]) + req.sp += req.sp / 4; + } + + req.zeny = skill_db[j].zeny[lv-1]; + + if (sc && sc->data[SC__UNLUCKY]) + req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; + + req.spiritball = skill_db[j].spiritball[lv-1]; + + req.state = skill_db[j].state; + + req.mhp = skill_db[j].mhp[lv-1]; + + req.weapon = skill_db[j].weapon; + + req.ammo_qty = skill_db[j].ammo_qty[lv-1]; + if (req.ammo_qty) + req.ammo = skill_db[j].ammo; + + if (!req.ammo && skill && skill_isammotype(sd, skill)) { + //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 == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1) + continue; + + switch (skill) { + 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 (lv <= 5) // no gems required at level 1-5 + continue; + break; + case AB_ADORAMUS: + if (itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2)) + continue; + break; + case WL_COMET: + if (itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,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[j].itemid[i]; + req.amount[i] = skill_db[j].amount[i]; + + if (itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN) { + if (sd->special_state.no_gemstone) { + //Make it substract 1 gem rather than skipping the cost. + if (--req.amount[i] < 1) + req.itemid[i] = 0; + } + if (sc && sc->data[SC_INTOABYSS]) { + if (skill != SA_ABRACADABRA) + req.itemid[i] = req.amount[i] = 0; + else if (--req.amount[i] < 1) + req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem + } + } + if (skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) { + if ((j=pc_search_inventory(sd,req.itemid[i])) < 0 || (j >= 0 && sd->status.inventory[j].amount < req.amount[i])) { + req.itemid[i] = ITEMID_TRAP_ALLOY; + req.amount[i] = 1; + } + break; + } + } + + /* requirements are level-dependent */ + switch (skill) { + 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[lv-1] = skill_db[j].itemid[lv-1]; + req.amount[lv-1] = skill_db[j].amount[lv-1]; + break; + } + + // Check for cost reductions due to skills & SCs + switch (skill) { + 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_SPIRIT] && sc->data[SC_SPIRIT]->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_SPIRIT] && sc->data[SC_SPIRIT]->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_COMBO]) { + switch (sc->data[SC_COMBO]->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_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) + req.sp -= req.sp * 10 / 100; + break; + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100; + break; + } + + return req; } /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ -int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) { - int time = skill_get_cast(skill_id, skill_lv); +int skill_castfix(struct block_list *bl, int skill_id, int skill_lv) +{ + int time = skill_get_cast(skill_id, skill_lv); - nullpo_ret(bl); + 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; - } - } - } - - } + { + 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; + // 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) +int skill_castfix_sc(struct block_list *bl, int time) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = status_get_sc(bl); - if( time < 0 ) - return 0; + if (time < 0) + return 0; - if (sc && sc->count) { - if (sc->data[SC_SLOWCAST]) - time += time * sc->data[SC_SLOWCAST]->val2 / 100; + if (sc && sc->count) { + if (sc->data[SC_SLOWCAST]) + time += time * sc->data[SC_SLOWCAST]->val2 / 100; if (sc->data[SC_PARALYSIS]) time += sc->data[SC_PARALYSIS]->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; + if (sc->data[SC_SUFFRAGIUM]) { + time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; + status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); + } + if (sc->data[SC_MEMORIZE]) { + time>>=1; + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; + if (sc->data[SC_IZAYOI]) + time -= time * 50 / 100; + } + time = max(time, 0); + + // ShowInfo("Castime castfix_sc = %d\n",time); + return time; } #ifdef RENEWAL_CAST -int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv) +int skill_vfcastfix(struct block_list *bl, double time, int skill_id, int skill_lv) { - 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( 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); - 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; - } - } - - 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); - - // 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. - // Fixed cast reduction bonuses - if( sc->data[SC__LAZINESS] ) - fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); - if( sc->data[SC_SECRAMENT] ) - fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); - if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP ) - fixcast_r = max(fixcast_r, 5 + skill_lv * 5); - // Fixed cast non percentage bonuses - if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) ) - fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; - if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN)) - fixed = 0; - } - - if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ - VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); - fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); - } - - if( varcast_r < 0 ) // now compute overall factors - time = time * (1 - (float)varcast_r / 100); - if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point - time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; - // underflow checking/capping - time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed; - - // ShowInfo("Casttime vfcastfix = %d\n",time); - return (int)time; + 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 (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); + 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; + } + } + + 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); + + // 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. + // Fixed cast reduction bonuses + if (sc->data[SC__LAZINESS]) + fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); + if (sc->data[SC_SECRAMENT]) + fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); + if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS)) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP) + fixcast_r = max(fixcast_r, 5 + skill_lv * 5); + // Fixed cast non percentage bonuses + if (sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES)) + fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; + if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN)) + fixed = 0; + } + + if (sd && !(skill_get_castnodex(skill_id, skill_lv)&4)) { + VARCAST_REDUCTION(max(sd->bonus.varcastrate, 0) + max(i, 0)); + fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); + } + + if (varcast_r < 0) // now compute overall factors + time = time * (1 - (float)varcast_r / 100); + if (!(skill_get_castnodex(skill_id, skill_lv)&1)) // reduction from status point + time = (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale))) * time; + // underflow checking/capping + time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed; + + // ShowInfo("Casttime vfcastfix = %d\n",time); + return (int)time; } #endif /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ -int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) +int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv) { - int delaynodex = skill_get_delaynodex(skill_id, skill_lv); - int time = skill_get_delay(skill_id, skill_lv); - 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_SPIRIT] ) - { - switch (skill_id) { - case CR_SHIELDBOOMERANG: - if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) - time /= 2; - break; - case AS_SONICBLOW: - if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->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; + 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_SPIRIT]) { + switch (skill_id) { + case CR_SHIELDBOOMERANG: + if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) + time /= 2; + break; + case AS_SONICBLOW: + if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->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]; + int val1[5]; + int val2[5]; }; -static void skill_brandishspear_first (struct square *tc, int dir, int x, int y) +static void skill_brandishspear_first(struct square *tc, int dir, int x, int y) { - nullpo_retv(tc); - - if(dir == 0){ - tc->val1[0]=x-2; - tc->val1[1]=x-1; - tc->val1[2]=x; - tc->val1[3]=x+1; - tc->val1[4]=x+2; - tc->val2[0]= - tc->val2[1]= - tc->val2[2]= - tc->val2[3]= - tc->val2[4]=y-1; - } - else if(dir==2){ - tc->val1[0]= - tc->val1[1]= - tc->val1[2]= - tc->val1[3]= - tc->val1[4]=x+1; - tc->val2[0]=y+2; - tc->val2[1]=y+1; - tc->val2[2]=y; - tc->val2[3]=y-1; - tc->val2[4]=y-2; - } - else if(dir==4){ - tc->val1[0]=x-2; - tc->val1[1]=x-1; - tc->val1[2]=x; - tc->val1[3]=x+1; - tc->val1[4]=x+2; - tc->val2[0]= - tc->val2[1]= - tc->val2[2]= - tc->val2[3]= - tc->val2[4]=y+1; - } - else if(dir==6){ - tc->val1[0]= - tc->val1[1]= - tc->val1[2]= - tc->val1[3]= - tc->val1[4]=x-1; - tc->val2[0]=y+2; - tc->val2[1]=y+1; - tc->val2[2]=y; - tc->val2[3]=y-1; - tc->val2[4]=y-2; - } - else if(dir==1){ - tc->val1[0]=x-1; - tc->val1[1]=x; - tc->val1[2]=x+1; - tc->val1[3]=x+2; - tc->val1[4]=x+3; - tc->val2[0]=y-4; - tc->val2[1]=y-3; - tc->val2[2]=y-1; - tc->val2[3]=y; - tc->val2[4]=y+1; - } - else if(dir==3){ - tc->val1[0]=x+3; - tc->val1[1]=x+2; - tc->val1[2]=x+1; - tc->val1[3]=x; - tc->val1[4]=x-1; - tc->val2[0]=y-1; - tc->val2[1]=y; - tc->val2[2]=y+1; - tc->val2[3]=y+2; - tc->val2[4]=y+3; - } - else if(dir==5){ - tc->val1[0]=x+1; - tc->val1[1]=x; - tc->val1[2]=x-1; - tc->val1[3]=x-2; - tc->val1[4]=x-3; - tc->val2[0]=y+3; - tc->val2[1]=y+2; - tc->val2[2]=y+1; - tc->val2[3]=y; - tc->val2[4]=y-1; - } - else if(dir==7){ - tc->val1[0]=x-3; - tc->val1[1]=x-2; - tc->val1[2]=x-1; - tc->val1[3]=x; - tc->val1[4]=x+1; - tc->val2[1]=y; - tc->val2[0]=y+1; - tc->val2[2]=y-1; - tc->val2[3]=y-2; - tc->val2[4]=y-3; - } + 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; + } } -static void skill_brandishspear_dir (struct square* tc, int dir, int are) +static void skill_brandishspear_dir(struct square *tc, int dir, int are) { - int c; - nullpo_retv(tc); - - for( c = 0; c < 5; c++ ) - { - switch( dir ) - { - case 0: tc->val2[c]+=are; break; - case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; - case 2: tc->val1[c]-=are; break; - case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; - case 4: tc->val2[c]-=are; break; - case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; - case 6: tc->val1[c]+=are; break; - case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; - } - } + 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, int skillid, int skilllv, unsigned int tick, int flag) +void skill_brandishspear(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { - int c,n=4; - int dir = map_calc_dir(src,bl->x,bl->y); - struct square tc; - int x=bl->x,y=bl->y; - skill_brandishspear_first(&tc,dir,x,y); - skill_brandishspear_dir(&tc,dir,4); - skill_area_temp[1] = bl->id; - - if(skilllv > 9){ - for(c=1;c<4;c++){ - map_foreachincell(skill_area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|n, - skill_castend_damage_id); - } - } - if(skilllv > 6){ - skill_brandishspear_dir(&tc,dir,-1); - n--; - }else{ - skill_brandishspear_dir(&tc,dir,-2); - n-=2; - } - - if(skilllv > 3){ - for(c=0;c<5;c++){ - map_foreachincell(skill_area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|n, - skill_castend_damage_id); - if(skilllv > 6 && n==3 && c==4){ - skill_brandishspear_dir(&tc,dir,-1); - n--;c=-1; - } - } - } - for(c=0;c<10;c++){ - if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); - map_foreachincell(skill_area_sub, - bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } + int c,n=4; + int dir = map_calc_dir(src,bl->x,bl->y); + struct square tc; + int x=bl->x,y=bl->y; + skill_brandishspear_first(&tc,dir,x,y); + skill_brandishspear_dir(&tc,dir,4); + skill_area_temp[1] = bl->id; + + if (skilllv > 9) { + for (c=1; c<4; c++) { + map_foreachincell(skill_area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|n, + skill_castend_damage_id); + } + } + if (skilllv > 6) { + skill_brandishspear_dir(&tc,dir,-1); + n--; + } else { + skill_brandishspear_dir(&tc,dir,-2); + n-=2; + } + + if (skilllv > 3) { + for (c=0; c<5; c++) { + map_foreachincell(skill_area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|n, + skill_castend_damage_id); + if (skilllv > 6 && n==3 && c==4) { + skill_brandishspear_dir(&tc,dir,-1); + n--; + c=-1; + } + } + } + for (c=0; c<10; c++) { + if (c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); + map_foreachincell(skill_area_sub, + bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------*/ -void skill_repairweapon (struct map_session_data *sd, int idx) { - int material; - int materials[4] = { 1002, 998, 999, 756 }; - struct item *item; - struct map_session_data *target_sd; +void skill_repairweapon(struct map_session_data *sd, int idx) +{ + int material; + int materials[4] = { 1002, 998, 999, 756 }; + struct item *item; + struct map_session_data *target_sd; - nullpo_retv(sd); + nullpo_retv(sd); - if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed.... - return; + 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?? + 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.... + 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 (sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2))) { + clif_item_repaireffect(sd,idx,1); + return; + } - if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) - material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon - else - material = materials [2]; // Armors consume 1 Steel - if ( pc_search_inventory(sd,material) < 0 ) { - clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); - return; - } + if (target_sd->inventory_data[idx]->type == IT_WEAPON) + material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon + else + material = materials [2]; // Armors consume 1 Steel + if (pc_search_inventory(sd,material) < 0) { + clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + return; + } - clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); + clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); - item->attribute = 0;/* clear broken state */ + item->attribute = 0;/* clear broken state */ - clif_equiplist(target_sd); + clif_equiplist(target_sd); - pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); + pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); - clif_item_repaireffect(sd,idx,0); + clif_item_repaireffect(sd,idx,0); - if( sd != target_sd ) - clif_item_repaireffect(target_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) +void skill_identify(struct map_session_data *sd, int idx) { - int flag=1; + int flag=1; - nullpo_retv(sd); + nullpo_retv(sd); - if(idx >= 0 && idx < MAX_INVENTORY) { - if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ - flag=0; - sd->status.inventory[idx].identify=1; - } - } - clif_item_identified(sd,idx,flag); + 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) +void skill_weaponrefine(struct map_session_data *sd, int idx) { - nullpo_retv(sd); - - if (idx >= 0 && idx < MAX_INVENTORY) - { - int i = 0, ep = 0, per; - int material[5] = { 0, 1010, 1011, 984, 984 }; - struct item *item; - struct item_data *ditem = sd->inventory_data[idx]; - item = &sd->status.inventory[idx]; - - if(item->nameid > 0 && ditem->type == IT_WEAPON) - { - if( item->refine >= sd->menuskill_val - || item->refine >= 10 // if it's no longer refineable - || ditem->flag.no_refine // if the item isn't refinable - || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) - { - clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); - return; - } - - per = status_get_refine_chance(ditem->wlv, (int)item->refine); - per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex] - - pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); - if (per > rnd() % 100) { - log_pick_pc(sd, LOG_TYPE_OTHER, -1, item); - item->refine++; - log_pick_pc(sd, LOG_TYPE_OTHER, 1, item); - if(item->equip) { - ep = item->equip; - pc_unequipitem(sd,idx,3); - } - clif_refine(sd->fd,0,idx,item->refine); - clif_delitem(sd,idx,1,3); - clif_additem(sd,idx,1,0); - 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,1,0,2, LOG_TYPE_OTHER); - clif_misceffect(&sd->bl,2); - clif_emotion(&sd->bl, E_OMG); - } - } - } + nullpo_retv(sd); + + if (idx >= 0 && idx < MAX_INVENTORY) { + int i = 0, ep = 0, per; + int material[5] = { 0, 1010, 1011, 984, 984 }; + struct item *item; + struct item_data *ditem = sd->inventory_data[idx]; + item = &sd->status.inventory[idx]; + + if (item->nameid > 0 && ditem->type == IT_WEAPON) { + if (item->refine >= sd->menuskill_val + || item->refine >= 10 // if it's no longer refineable + || ditem->flag.no_refine // if the item isn't refinable + || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0) { + clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + return; + } + + per = status_get_refine_chance(ditem->wlv, (int)item->refine); + per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex] + + pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); + if (per > rnd() % 100) { + log_pick_pc(sd, LOG_TYPE_OTHER, -1, item); + item->refine++; + log_pick_pc(sd, LOG_TYPE_OTHER, 1, item); + if (item->equip) { + ep = item->equip; + pc_unequipitem(sd,idx,3); + } + clif_refine(sd->fd,0,idx,item->refine); + clif_delitem(sd,idx,1,3); + clif_additem(sd,idx,1,0); + 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,1,0,2, LOG_TYPE_OTHER); + clif_misceffect(&sd->bl,2); + clif_emotion(&sd->bl, E_OMG); + } + } + } } /*========================================== * *------------------------------------------*/ -int skill_autospell (struct map_session_data *sd, int skillid) +int skill_autospell(struct map_session_data *sd, int skillid) { - int skilllv; - int maxlv=1,lv; - - nullpo_ret(sd); - - skilllv = sd->menuskill_val; - lv=pc_checkskill(sd,skillid); - - if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] - - if(skillid==MG_NAPALMBEAT) maxlv=3; - else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ - if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) - maxlv =10; //Soul Linker bonus. [Skotlex] - else if(skilllv==2) maxlv=1; - else if(skilllv==3) maxlv=2; - else if(skilllv>=4) maxlv=3; - } - else if(skillid==MG_SOULSTRIKE){ - if(skilllv==5) maxlv=1; - else if(skilllv==6) maxlv=2; - else if(skilllv>=7) maxlv=3; - } - else if(skillid==MG_FIREBALL){ - if(skilllv==8) maxlv=1; - else if(skilllv>=9) maxlv=2; - } - else if(skillid==MG_FROSTDIVER) maxlv=1; - else return 0; - - if(maxlv > lv) - maxlv = lv; - - sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, - skill_get_time(SA_AUTOSPELL,skilllv)); - return 0; + int skilllv; + int maxlv=1,lv; + + nullpo_ret(sd); + + skilllv = sd->menuskill_val; + lv=pc_checkskill(sd,skillid); + + if (skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] + + if (skillid==MG_NAPALMBEAT) maxlv=3; + else if (skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT) { + if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) + maxlv =10; //Soul Linker bonus. [Skotlex] + else if (skilllv==2) maxlv=1; + else if (skilllv==3) maxlv=2; + else if (skilllv>=4) maxlv=3; + } else if (skillid==MG_SOULSTRIKE) { + if (skilllv==5) maxlv=1; + else if (skilllv==6) maxlv=2; + else if (skilllv>=7) maxlv=3; + } else if (skillid==MG_FIREBALL) { + if (skilllv==8) maxlv=1; + else if (skilllv>=9) maxlv=2; + } else if (skillid==MG_FROSTDIVER) maxlv=1; + else return 0; + + if (maxlv > lv) + maxlv = lv; + + sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, + skill_get_time(SA_AUTOSPELL,skilllv)); + return 0; } /*========================================== * Sitting skills functions. *------------------------------------------*/ -static int skill_sit_count (struct block_list *bl, va_list ap) +static int skill_sit_count(struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data *)bl; - if(!pc_issit(sd)) - return 0; + if (!pc_issit(sd)) + return 0; - if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) - return 1; + 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; + if (type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0)) + return 1; - return 0; + return 0; } -static int skill_sit_in (struct block_list *bl, va_list ap) +static int skill_sit_in(struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); + struct map_session_data *sd; + int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; + sd=(struct map_session_data *)bl; - if(!pc_issit(sd)) - return 0; + if (!pc_issit(sd)) + return 0; - if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) - sd->state.gangsterparadise=1; + 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); - } + 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; + return 0; } -static int skill_sit_out (struct block_list *bl, va_list ap) +static int skill_sit_out(struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; - if(sd->state.gangsterparadise && type&1) - sd->state.gangsterparadise=0; - if(sd->state.rest && type&2) { - sd->state.rest=0; - status_calc_regen(bl, &sd->battle_status, &sd->regen); - status_calc_regen_rate(bl, &sd->regen, &sd->sc); - } - return 0; + 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 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_status_load(&sd->bl,SI_SIT,1); - } else { - clif_status_load(&sd->bl,SI_SIT,0); - } - - 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 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_status_load(&sd->bl,SI_SIT,1); + } else { + clif_status_load(&sd->bl,SI_SIT,0); + } + + 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) +int skill_frostjoke_scream(struct block_list *bl, va_list ap) { - struct block_list *src; - int skillnum,skilllv; - unsigned int tick; - - nullpo_ret(bl); - nullpo_ret(src=va_arg(ap,struct block_list*)); - - skillnum=va_arg(ap,int); - skilllv=va_arg(ap,int); - if(skilllv <= 0) return 0; - tick=va_arg(ap,unsigned int); - - if (src == bl || status_isdead(bl)) - return 0; - if (bl->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)bl; - if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) ) - return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] - } - //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] - if(battle_check_target(src,bl,BCT_ENEMY) > 0) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); - else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); - - return 0; + struct block_list *src; + int skillnum,skilllv; + unsigned int tick; + + nullpo_ret(bl); + nullpo_ret(src=va_arg(ap,struct block_list *)); + + skillnum=va_arg(ap,int); + skilllv=va_arg(ap,int); + if (skilllv <= 0) return 0; + tick=va_arg(ap,unsigned int); + + if (src == bl || status_isdead(bl)) + return 0; + if (bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)bl; + if (sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR)) + return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] + } + //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] + if (battle_check_target(src,bl,BCT_ENEMY) > 0) + skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); + else if (battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) + skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); + + return 0; } /*========================================== * *------------------------------------------*/ -static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag) +static void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag) { - int range = skill_get_unit_range(skill_num,skill_lv); - int x,y; + int range = skill_get_unit_range(skill_num,skill_lv); + int x,y; - for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) - for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) - map_setcell(src->bl.m, x, y, cell, flag); + for (y = src->bl.y - range; y <= src->bl.y + range; ++y) + for (x = src->bl.x - range; x <= src->bl.x + range; ++x) + map_setcell(src->bl.m, x, y, cell, flag); } /*========================================== * *------------------------------------------*/ -int skill_attack_area (struct block_list *bl, va_list ap) +int skill_attack_area(struct block_list *bl, va_list ap) { - struct block_list *src,*dsrc; - int atk_type,skillid,skilllv,flag,type; - unsigned int tick; - - if(status_isdead(bl)) - return 0; - - atk_type = va_arg(ap,int); - src=va_arg(ap,struct block_list*); - dsrc=va_arg(ap,struct block_list*); - skillid=va_arg(ap,int); - skilllv=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - flag=va_arg(ap,int); - type=va_arg(ap,int); - - - if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. - return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); - - if(battle_check_target(dsrc,bl,type) <= 0 || - !status_check_skilluse(NULL, bl, skillid, 2)) - return 0; - - - switch (skillid) { - case WZ_FROSTNOVA: //Skills that don't require the animation to be removed - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); - default: - //Area-splash, disable skill animation. - return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION); - } + struct block_list *src,*dsrc; + int atk_type,skillid,skilllv,flag,type; + unsigned int tick; + + if (status_isdead(bl)) + return 0; + + atk_type = va_arg(ap,int); + src=va_arg(ap,struct block_list *); + dsrc=va_arg(ap,struct block_list *); + skillid=va_arg(ap,int); + skilllv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + flag=va_arg(ap,int); + type=va_arg(ap,int); + + + if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. + return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); + + if (battle_check_target(dsrc,bl,type) <= 0 || + !status_check_skilluse(NULL, bl, skillid, 2)) + return 0; + + + switch (skillid) { + case WZ_FROSTNOVA: //Skills that don't require the animation to be removed + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); + default: + //Area-splash, disable skill animation. + return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION); + } } /*========================================== * *------------------------------------------*/ -int skill_clear_group (struct block_list *bl, int flag) +int skill_clear_group(struct block_list *bl, int flag) { - struct unit_data *ud = unit_bl2ud(bl); - struct skill_unit_group *group[MAX_SKILLUNITGROUP]; - int i, count=0; - - nullpo_ret(bl); - if (!ud) return 0; - - //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] - for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - { - switch (ud->skillunit[i]->skill_id) { - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case NJ_SUITON: - case NJ_KAENSIN: - if (flag&1) - group[count++]= ud->skillunit[i]; - break; - case SO_WARMER: - if( flag&8 ) - group[count++]= ud->skillunit[i]; - break; - case SC_BLOODYLUST: - if (flag & 32) - group[count++] = ud->skillunit[i]; - break; - default: - if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) - group[count++]= ud->skillunit[i]; - break; - } - - } - for (i=0;i<count;i++) - skill_delunitgroup(group[i]); - return count; + struct unit_data *ud = unit_bl2ud(bl); + struct skill_unit_group *group[MAX_SKILLUNITGROUP]; + int i, count=0; + + nullpo_ret(bl); + if (!ud) return 0; + + //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] + for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case NJ_KAENSIN: + if (flag&1) + group[count++]= ud->skillunit[i]; + break; + case SO_WARMER: + if (flag&8) + group[count++]= ud->skillunit[i]; + break; + case SC_BLOODYLUST: + if (flag & 32) + group[count++] = ud->skillunit[i]; + break; + default: + if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) + group[count++]= ud->skillunit[i]; + break; + } + + } + for (i=0; i<count; i++) + skill_delunitgroup(group[i]); + return count; } /*========================================== * Returns the first element field found [Skotlex] *------------------------------------------*/ -struct skill_unit_group *skill_locate_element_field(struct block_list *bl) -{ - struct unit_data *ud = unit_bl2ud(bl); - int i; - nullpo_ret(bl); - if (!ud) return NULL; - - for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { - switch (ud->skillunit[i]->skill_id) { - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case NJ_SUITON: - case SO_WARMER: - case SC_BLOODYLUST: - return ud->skillunit[i]; - } - } - return NULL; +struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { + struct unit_data *ud = unit_bl2ud(bl); + int i; + nullpo_ret(bl); + if (!ud) return NULL; + + for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case SO_WARMER: + case SC_BLOODYLUST: + return ud->skillunit[i]; + } + } + return NULL; } // for graffiti cleaner [Valaris] -int skill_graffitiremover (struct block_list *bl, va_list ap) +int skill_graffitiremover(struct block_list *bl, va_list ap) { - struct skill_unit *unit=NULL; + struct skill_unit *unit=NULL; - nullpo_ret(bl); - nullpo_ret(ap); + nullpo_ret(bl); + nullpo_ret(ap); - if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) - return 0; + if (bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) + return 0; - if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) - skill_delunit(unit); + if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) + skill_delunit(unit); - return 0; + return 0; } -int skill_greed (struct block_list *bl, va_list ap) +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; + 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 *)); + 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); + 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; + return 0; } //For Ranger's Detonator [Jobbie/3CeAM] int skill_detonator(struct block_list *bl, va_list ap) { - struct skill_unit *unit=NULL; - struct block_list *src; - int unit_id; - - nullpo_ret(bl); - nullpo_ret(ap); - src = va_arg(ap,struct block_list *); - - if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group ) - return 0; - if( unit->group->src_id != src->id ) - return 0; - - unit_id = unit->group->unit_id; - switch( unit_id ) - { //List of Hunter and Ranger Traps that can be detonate. - case UNT_BLASTMINE: - case UNT_SANDMAN: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - case UNT_CLUSTERBOMB: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - if( unit_id == UNT_TALKIEBOX ) - { - clif_talkiebox(bl,unit->group->valstr); - unit->group->val2 = -1; - } - else - map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); - - clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS); - unit->group->unit_id = UNT_USED_TRAPS; - unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + - (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) ); - break; - } - return 0; + struct skill_unit *unit=NULL; + struct block_list *src; + int unit_id; + + nullpo_ret(bl); + nullpo_ret(ap); + src = va_arg(ap,struct block_list *); + + if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group) + return 0; + if (unit->group->src_id != src->id) + return 0; + + unit_id = unit->group->unit_id; + switch (unit_id) { + //List of Hunter and Ranger Traps that can be detonate. + case UNT_BLASTMINE: + case UNT_SANDMAN: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + if (unit_id == UNT_TALKIEBOX) { + clif_talkiebox(bl,unit->group->valstr); + unit->group->val2 = -1; + } else + map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); + + clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS); + unit->group->unit_id = UNT_USED_TRAPS; + unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500)); + break; + } + return 0; } /*========================================== @@ -14547,104 +14652,103 @@ int skill_detonator(struct block_list *bl, va_list ap) *------------------------------------------*/ static int skill_cell_overlap(struct block_list *bl, va_list ap) { - int skillid; - int *alive; - struct skill_unit *unit; - - skillid = va_arg(ap,int); - alive = va_arg(ap,int *); - unit = (struct skill_unit *)bl; - - if (unit == NULL || unit->group == NULL || (*alive) == 0) - return 0; - - switch (skillid) { - case SA_LANDPROTECTOR: - if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] - (*alive) = 0; - skill_delunit(unit); - return 1; - } - if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps - skill_delunit(unit); - return 1; - } - break; - case HW_GANBANTEIN: - case LG_EARTHDRIVE: - if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. - skill_delunit(unit); - return 1; - } - break; - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: -// The official implementation makes them fail to appear when casted on top of ANYTHING -// but I wonder if they didn't actually meant to fail when casted on top of each other? -// hence, I leave the alternate implementation here, commented. [Skotlex] - if (unit->range <= 0) - { - (*alive) = 0; - return 1; - } -/* - switch (unit->group->skill_id) - { //These cannot override each other. - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - (*alive) = 0; - return 1; - } -*/ - break; - case PF_FOGWALL: - switch(unit->group->skill_id) { - case SA_VOLCANO: //Can't be placed on top of these - case SA_VIOLENTGALE: - (*alive) = 0; - return 1; - case SA_DELUGE: - case NJ_SUITON: - //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] - (*alive) = 2; - break; - } - break; - case HP_BASILICA: - if (unit->group->skill_id == HP_BASILICA) - { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] - (*alive) = 0; - return 1; - } - break; - case GN_CRAZYWEED_ATK: - switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected. - case UNT_WALLOFTHORN: - case UNT_THORNS_TRAP: - case UNT_BLOODYLUST: - case UNT_CHAOSPANIC: - case UNT_MAELSTROM: - case UNT_FIREPILLAR_ACTIVE: - case UNT_LANDPROTECTOR: - case UNT_VOLCANO: - case UNT_DELUGE: - case UNT_VIOLENTGALE: - case UNT_SAFETYWALL: - case UNT_PNEUMA: - skill_delunit(unit); - return 1; - } - break; - } - - if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps - (*alive) = 0; - return 1; - } - - return 0; + int skillid; + int *alive; + struct skill_unit *unit; + + skillid = va_arg(ap,int); + alive = va_arg(ap,int *); + unit = (struct skill_unit *)bl; + + if (unit == NULL || unit->group == NULL || (*alive) == 0) + return 0; + + switch (skillid) { + case SA_LANDPROTECTOR: + if (unit->group->skill_id == SA_LANDPROTECTOR) { //Check for offensive Land Protector to delete both. [Skotlex] + (*alive) = 0; + skill_delunit(unit); + return 1; + } + if (!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances and traps + skill_delunit(unit); + return 1; + } + break; + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + if (!(unit->group->state.song_dance&0x1)) { // Don't touch song/dance. + skill_delunit(unit); + return 1; + } + break; + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + // The official implementation makes them fail to appear when casted on top of ANYTHING + // but I wonder if they didn't actually meant to fail when casted on top of each other? + // hence, I leave the alternate implementation here, commented. [Skotlex] + if (unit->range <= 0) { + (*alive) = 0; + return 1; + } + /* + switch (unit->group->skill_id) + { //These cannot override each other. + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + } + */ + break; + case PF_FOGWALL: + switch (unit->group->skill_id) { + case SA_VOLCANO: //Can't be placed on top of these + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + case SA_DELUGE: + case NJ_SUITON: + //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] + (*alive) = 2; + break; + } + break; + case HP_BASILICA: + if (unit->group->skill_id == HP_BASILICA) { + //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] + (*alive) = 0; + return 1; + } + break; + case GN_CRAZYWEED_ATK: + switch (unit->group->unit_id) { //TODO: look for other ground skills that are affected. + case UNT_WALLOFTHORN: + case UNT_THORNS_TRAP: + case UNT_BLOODYLUST: + case UNT_CHAOSPANIC: + case UNT_MAELSTROM: + case UNT_FIREPILLAR_ACTIVE: + case UNT_LANDPROTECTOR: + case UNT_VOLCANO: + case UNT_DELUGE: + case UNT_VIOLENTGALE: + case UNT_SAFETYWALL: + case UNT_PNEUMA: + skill_delunit(unit); + return 1; + } + break; + } + + if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps + (*alive) = 0; + return 1; + } + + return 0; } /*========================================== @@ -14652,325 +14756,315 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap) *------------------------------------------*/ 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; + struct mob_data *md; + struct unit_data *ud = unit_bl2ud(bl); + struct block_list *from_bl; + struct block_list *to_bl; + md = (struct mob_data *)bl; + from_bl = va_arg(ap,struct block_list *); + to_bl = va_arg(ap,struct block_list *); + + if (ud && ud->target == from_bl->id) + ud->target = to_bl->id; + + if (md->bl.type == BL_MOB && md->target_id == from_bl->id) + md->target_id = to_bl->id; + return 0; } /*========================================== * *------------------------------------------*/ -static int skill_trap_splash (struct block_list *bl, va_list ap) +static int skill_trap_splash(struct block_list *bl, va_list ap) { - struct block_list *src; - int tick; - struct skill_unit *unit; - struct skill_unit_group *sg; - struct block_list *ss; - src = va_arg(ap,struct block_list *); - unit = (struct skill_unit *)src; - tick = va_arg(ap,int); - - if( !unit->alive || bl->prev == NULL ) - return 0; - - nullpo_ret(sg = unit->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(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_DARK: - if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_POISON: - if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_WATER: - if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_FIRE: - if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0); - break; - case UNT_ELECTRICSHOCKER: - clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); - break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - 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_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - if( bl->type != BL_PC && !is_boss(bl) ) - sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv)); - break; - case UNT_REVERBERATION: - skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse - skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0); - break; - default: - skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - } - return 1; + struct block_list *src; + int tick; + struct skill_unit *unit; + struct skill_unit_group *sg; + struct block_list *ss; + src = va_arg(ap,struct block_list *); + unit = (struct skill_unit *)src; + tick = va_arg(ap,int); + + if (!unit->alive || bl->prev == NULL) + return 0; + + nullpo_ret(sg = unit->group); + nullpo_ret(ss = 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(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_DARK: + if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_POISON: + if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_WATER: + if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_FIRE: + if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0); + break; + case UNT_ELECTRICSHOCKER: + clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + 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_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if (bl->type != BL_PC && !is_boss(bl)) + sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv)); + break; + case UNT_REVERBERATION: + skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse + skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0); + break; + 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) +int skill_enchant_elemental_end(struct block_list *bl, int type) { - struct status_change *sc; - const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK }; - int i; - nullpo_ret(bl); - nullpo_ret(sc= status_get_sc(bl)); + struct status_change *sc; + const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK }; + int i; + nullpo_ret(bl); + nullpo_ret(sc= status_get_sc(bl)); - if (!sc->count) return 0; + 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); + 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; + 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; + 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; } 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; + 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; } /*========================================== * *------------------------------------------*/ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) -{ - struct skill_unit *unit; - - nullpo_retr(NULL, group); - nullpo_retr(NULL, group->unit); // crash-protection against poor coding - nullpo_retr(NULL, unit=&group->unit[idx]); - - if(!unit->alive) - group->alive_count++; - - unit->bl.id=map_get_new_object_id(); - unit->bl.type=BL_SKILL; - unit->bl.m=group->map; - unit->bl.x=x; - unit->bl.y=y; - unit->group=group; - unit->alive=1; - unit->val1=val1; - unit->val2=val2; - - idb_put(skillunit_db, unit->bl.id, unit); - map_addiddb(&unit->bl); - map_addblock(&unit->bl); - - // perform oninit actions - switch (group->skill_id) { - case WZ_ICEWALL: - map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); - clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); - skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - map[unit->bl.m].icewall_num++; - break; - case SA_LANDPROTECTOR: - skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); - break; - case HP_BASILICA: - skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); - break; - case SC_MAELSTROM: - skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); - break; - default: - if (group->state.song_dance&0x1) //Check for dissonance. - skill_dance_overlap(unit, 1); - break; - } - - clif_skill_setunit(unit); - - return unit; +struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { + struct skill_unit *unit; + + nullpo_retr(NULL, group); + nullpo_retr(NULL, group->unit); // crash-protection against poor coding + nullpo_retr(NULL, unit=&group->unit[idx]); + + if (!unit->alive) + group->alive_count++; + + unit->bl.id=map_get_new_object_id(); + unit->bl.type=BL_SKILL; + unit->bl.m=group->map; + unit->bl.x=x; + unit->bl.y=y; + unit->group=group; + unit->alive=1; + unit->val1=val1; + unit->val2=val2; + + idb_put(skillunit_db, unit->bl.id, unit); + map_addiddb(&unit->bl); + map_addblock(&unit->bl); + + // perform oninit actions + switch (group->skill_id) { + case WZ_ICEWALL: + map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); + clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + map[unit->bl.m].icewall_num++; + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); + break; + case SC_MAELSTROM: + skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); + break; + default: + if (group->state.song_dance&0x1) //Check for dissonance. + skill_dance_overlap(unit, 1); + break; + } + + clif_skill_setunit(unit); + + return unit; } /*========================================== * *------------------------------------------*/ -int skill_delunit (struct skill_unit* unit) +int skill_delunit(struct skill_unit *unit) { - struct skill_unit_group *group; - - nullpo_ret(unit); - if( !unit->alive ) - return 0; - unit->alive=0; - - nullpo_ret(group=unit->group); - - if( group->state.song_dance&0x1 ) //Cancel dissonance effect. - skill_dance_overlap(unit, 0); - - // invoke onout event - if( !unit->range ) - map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4); - - // perform ondelete actions - switch (group->skill_id) { - case HT_ANKLESNARE: { - struct block_list* target = map_id2bl(group->val2); - if( target ) - status_change_end(target, SC_ANKLE, INVALID_TIMER); - } - break; - case WZ_ICEWALL: - map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); - clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug - skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); - map[unit->bl.m].icewall_num--; - break; - case SA_LANDPROTECTOR: - skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); - break; - case HP_BASILICA: - skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); - break; - case RA_ELECTRICSHOCKER: { - struct block_list* target = map_id2bl(group->val2); - if( target ) - status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); - } - break; - case SC_MAELSTROM: - skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); - break; - case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) - if( group->val2 ) { // Someone Traped - struct status_change *tsc = 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(unit); - - unit->group=NULL; - map_delblock(&unit->bl); // don't free yet - map_deliddb(&unit->bl); - idb_remove(skillunit_db, unit->bl.id); - if(--group->alive_count==0) - skill_delunitgroup(group); - - return 0; + struct skill_unit_group *group; + + nullpo_ret(unit); + if (!unit->alive) + return 0; + unit->alive=0; + + nullpo_ret(group=unit->group); + + if (group->state.song_dance&0x1) //Cancel dissonance effect. + skill_dance_overlap(unit, 0); + + // invoke onout event + if (!unit->range) + map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4); + + // perform ondelete actions + switch (group->skill_id) { + case HT_ANKLESNARE: { + struct block_list *target = map_id2bl(group->val2); + if (target) + status_change_end(target, SC_ANKLE, INVALID_TIMER); + } + break; + case WZ_ICEWALL: + map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); + clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); + map[unit->bl.m].icewall_num--; + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); + break; + case RA_ELECTRICSHOCKER: { + struct block_list *target = map_id2bl(group->val2); + if (target) + status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); + } + break; + case SC_MAELSTROM: + skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); + break; + case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) + if (group->val2) { // Someone Traped + struct status_change *tsc = 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(unit); + + unit->group=NULL; + map_delblock(&unit->bl); // don't free yet + map_deliddb(&unit->bl); + idb_remove(skillunit_db, unit->bl.id); + if (--group->alive_count==0) + skill_delunitgroup(group); + + return 0; } /*========================================== * *------------------------------------------*/ -static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group* +static DBMap *group_db = NULL;// int group_id -> struct skill_unit_group* /// Returns the target skill_unit_group or NULL if not found. -struct skill_unit_group* skill_id2group(int group_id) -{ - return (struct skill_unit_group*)idb_get(group_db, group_id); +struct skill_unit_group *skill_id2group(int group_id) { + return (struct skill_unit_group *)idb_get(group_db, group_id); } @@ -14980,298 +15074,286 @@ static int skill_unit_group_newid = MAX_SKILL_DB; /// Fatal error if nothing is available. static int skill_get_new_group_id(void) { - if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL ) - return skill_unit_group_newid++;// available - {// find next id - int base_id = skill_unit_group_newid; - while( base_id != ++skill_unit_group_newid ) - { - if( skill_unit_group_newid < MAX_SKILL_DB ) - skill_unit_group_newid = MAX_SKILL_DB; - if( skill_id2group(skill_unit_group_newid) == NULL ) - return skill_unit_group_newid++;// available - } - // full loop, nothing available - ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); - exit(1); - } + 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, short skillid, short skilllv, int unit_id, int limit, int interval) -{ - struct unit_data* ud = unit_bl2ud( src ); - struct skill_unit_group* group; - int i; - - if(skillid <= 0 || skilllv <= 0) return 0; - - nullpo_retr(NULL, src); - nullpo_retr(NULL, ud); - - // find a free spot to store the new unit group - ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); - if(i == MAX_SKILLUNITGROUP) - { - // array is full, make room by discarding oldest group - int j=0; - unsigned maxdiff=0,x,tick=gettick(); - for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ - maxdiff=x; - j=i; - } - skill_delunitgroup(ud->skillunit[j]); - //Since elements must have shifted, we use the last slot. - i = MAX_SKILLUNITGROUP-1; - } - - group = ers_alloc(skill_unit_ers, struct skill_unit_group); - group->src_id = src->id; - group->party_id = status_get_party_id(src); - group->guild_id = status_get_guild_id(src); - group->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 = skillid; - group->skill_lv = skilllv; - group->unit_id = unit_id; - group->map = src->m; - group->limit = limit; - group->interval = interval; - group->tick = gettick(); - group->valstr = NULL; - - ud->skillunit[i] = group; - - if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] - group->tick += 1500; - - idb_put(group_db, group->group_id, group); - return group; +struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count, short skillid, short skilllv, int unit_id, int limit, int interval) { + struct unit_data *ud = unit_bl2ud(src); + struct skill_unit_group *group; + int i; + + if (skillid <= 0 || skilllv <= 0) return 0; + + nullpo_retr(NULL, src); + nullpo_retr(NULL, ud); + + // find a free spot to store the new unit group + ARR_FIND(0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL); + if (i == MAX_SKILLUNITGROUP) { + // array is full, make room by discarding oldest group + int j=0; + unsigned maxdiff=0,x,tick=gettick(); + for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) + if ((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff) { + maxdiff=x; + j=i; + } + skill_delunitgroup(ud->skillunit[j]); + //Since elements must have shifted, we use the last slot. + i = MAX_SKILLUNITGROUP-1; + } + + group = ers_alloc(skill_unit_ers, struct skill_unit_group); + group->src_id = src->id; + group->party_id = status_get_party_id(src); + group->guild_id = status_get_guild_id(src); + group->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 = skillid; + group->skill_lv = skilllv; + group->unit_id = unit_id; + group->map = src->m; + group->limit = limit; + group->interval = interval; + group->tick = gettick(); + group->valstr = NULL; + + ud->skillunit[i] = group; + + if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] + group->tick += 1500; + + idb_put(group_db, group->group_id, group); + return group; } /*========================================== * *------------------------------------------*/ -int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func) +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( !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 redelete the group. [Skotlex] - status_change_end(src, SC_DANCING, INVALID_TIMER); - } - } - - // end Gospel's status change on 'src' - // (needs to be done when the group is deleted by other means than skill deactivation) - if (group->unit_id == UNT_GOSPEL) { - struct status_change *sc = 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(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; + 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 (!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 redelete the group. [Skotlex] + status_change_end(src, SC_DANCING, INVALID_TIMER); + } + } + + // end Gospel's status change on 'src' + // (needs to be done when the group is deleted by other means than skill deactivation) + if (group->unit_id == UNT_GOSPEL) { + struct status_change *sc = 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(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) +int skill_clear_unitgroup(struct block_list *src) { - struct unit_data *ud = unit_bl2ud(src); + struct unit_data *ud = unit_bl2ud(src); - nullpo_ret(ud); + nullpo_ret(ud); - while (ud->skillunit[0]) - skill_delunitgroup(ud->skillunit[0]); + while (ud->skillunit[0]) + skill_delunitgroup(ud->skillunit[0]); - return 1; + return 1; } /*========================================== * *------------------------------------------*/ -struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) -{ - int i,j=-1,k,s,id; - struct unit_data *ud; - struct skill_unit_group_tickset *set; - - nullpo_ret(bl); - if (group->interval==-1) - return NULL; - - ud = unit_bl2ud(bl); - if (!ud) return NULL; - - set = ud->skillunittick; - - if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP) - id = s = group->skill_id; - else - id = s = group->group_id; - - for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { - k = (i+s) % MAX_SKILLUNITGROUPTICKSET; - if (set[k].id == id) - return &set[k]; - else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) - j=k; - } - - if (j == -1) { - ShowWarning ("skill_unitgrouptickset_search: tickset is full\n"); - j = id % MAX_SKILLUNITGROUPTICKSET; - } - - set[j].id = id; - set[j].tick = tick; - return &set[j]; +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick) { + int i,j=-1,k,s,id; + struct unit_data *ud; + struct skill_unit_group_tickset *set; + + nullpo_ret(bl); + if (group->interval==-1) + return NULL; + + ud = unit_bl2ud(bl); + if (!ud) return NULL; + + set = ud->skillunittick; + + if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP) + id = s = group->skill_id; + else + id = s = group->group_id; + + for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { + k = (i+s) % MAX_SKILLUNITGROUPTICKSET; + if (set[k].id == id) + return &set[k]; + else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) + j=k; + } + + if (j == -1) { + ShowWarning("skill_unitgrouptickset_search: tickset is full\n"); + j = id % MAX_SKILLUNITGROUPTICKSET; + } + + set[j].id = id; + set[j].tick = tick; + return &set[j]; } /*========================================== * *------------------------------------------*/ -int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) +int skill_unit_timer_sub_onplace(struct block_list *bl, va_list ap) { - struct skill_unit* unit = va_arg(ap,struct skill_unit *); - struct skill_unit_group* group = unit->group; - unsigned int tick = va_arg(ap,unsigned int); + struct skill_unit *unit = va_arg(ap,struct skill_unit *); + struct skill_unit_group *group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); - if( !unit->alive || bl->prev == NULL ) - return 0; + if (!unit->alive || bl->prev == NULL) + return 0; - nullpo_ret(group); + nullpo_ret(group); - if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) - return 0; //AoE skills are ineffective. [Skotlex] + if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + return 0; //AoE skills are ineffective. [Skotlex] - if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 ) - return 0; + if (battle_check_target(&unit->bl,bl,group->target_flag) <= 0) + return 0; - skill_unit_onplace_timer(unit,bl,tick); + skill_unit_onplace_timer(unit,bl,tick); - return 1; + return 1; } /** @@ -15279,344 +15361,327 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) */ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { - struct skill_unit* unit = db_data2ptr(data); - struct skill_unit_group* group = unit->group; - unsigned int tick = va_arg(ap,unsigned int); - bool dissonance; - struct block_list* bl = &unit->bl; - - if( !unit->alive ) - return 0; - - nullpo_ret(group); - - // check for expiration - if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) - {// skill unit expired (inlined from skill_unit_onlimit()) - switch( group->unit_id ) - { - case UNT_BLASTMINE: + struct skill_unit *unit = db_data2ptr(data); + struct skill_unit_group *group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); + bool dissonance; + struct block_list *bl = &unit->bl; + + if (!unit->alive) + return 0; + + nullpo_ret(group); + + // check for expiration + if (!group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit)) { + // skill unit expired (inlined from skill_unit_onlimit()) + switch (group->unit_id) { + case UNT_BLASTMINE: #ifdef RENEWAL - case UNT_CLAYMORETRAP: + case UNT_CLAYMORETRAP: #endif - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: - group->unit_id = UNT_USED_TRAPS; - //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); - group->limit=DIFF_TICK(tick+1500,group->tick); - unit->limit=DIFF_TICK(tick+1500,group->tick); - break; - - case UNT_ANKLESNARE: - case UNT_ELECTRICSHOCKER: - if( group->val2 > 0 ) { - // Used Trap don't returns back to item - skill_delunit(unit); - break; - } - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + group->unit_id = UNT_USED_TRAPS; + //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); + group->limit=DIFF_TICK(tick+1500,group->tick); + unit->limit=DIFF_TICK(tick+1500,group->tick); + break; + + case UNT_ANKLESNARE: + case UNT_ELECTRICSHOCKER: + if (group->val2 > 0) { + // Used Trap don't returns back to item + skill_delunit(unit); + break; + } + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: #ifndef RENEWAL - case UNT_CLAYMORETRAP: + case UNT_CLAYMORETRAP: #endif - case UNT_TALKIEBOX: - case UNT_CLUSTERBOMB: - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - - { - struct block_list* src; - if( unit->val1 > 0 && (src = 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(unit); - } - break; - - case UNT_WARP_ACTIVE: - // warp portal opens (morph to a UNT_WARP_WAITING cell) - group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING - clif_changelook(&unit->bl, LOOK_BASE, group->unit_id); - // restart timers - group->limit = skill_get_time(group->skill_id,group->skill_lv); - unit->limit = skill_get_time(group->skill_id,group->skill_lv); - // apply effect to all units standing on it - map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); - break; - - case UNT_CALLFAMILY: - { - struct map_session_data *sd = NULL; - if(group->val1) { - sd = map_charid2sd(group->val1); - group->val1 = 0; - if (sd && !map[sd->bl.m].flag.nowarp) - pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); - } - if(group->val2) { - sd = map_charid2sd(group->val2); - group->val2 = 0; - if (sd && !map[sd->bl.m].flag.nowarp) - pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); - } - skill_delunit(unit); - } - break; - - case UNT_REVERBERATION: - if( unit->val1 <= 0 ) { // If it was deactivated. - skill_delunit(unit); - break; - } - clif_changetraplook(bl,UNT_USED_TRAPS); - map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK(tick,group->tick)+1000; - unit->limit = DIFF_TICK(tick,group->tick)+1000; - group->unit_id = UNT_USED_TRAPS; - break; - - case UNT_FEINTBOMB: { - struct block_list *src = map_id2bl(group->src_id); - if( src ) - map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id); - skill_delunit(unit); - break; - } - - case UNT_BANDING: - { - struct block_list *src = map_id2bl(group->src_id); - struct status_change *sc; - if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) - { - skill_delunit(unit); - break; - } - // This unit isn't removed while SC_BANDING is active. - group->limit = DIFF_TICK(tick+group->interval,group->tick); - unit->limit = DIFF_TICK(tick+group->interval,group->tick); - } - break; - - default: - skill_delunit(unit); - } - } - else - {// skill unit is still active - switch( group->unit_id ) - { - case UNT_ICEWALL: - // icewall loses 50 hp every second - unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp - if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) - unit->limit = DIFF_TICK(tick+700,group->tick); - break; - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_CLAYMORETRAP: - case UNT_FREEZINGTRAP: - case UNT_TALKIEBOX: - case UNT_ANKLESNARE: - if( unit->val1 <= 0 ) { - if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) - skill_delunit(unit); - else { - clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - group->limit = DIFF_TICK(tick, group->tick) + 1500; - group->unit_id = UNT_USED_TRAPS; - } - } - break; - case UNT_REVERBERATION: - if( unit->val1 <= 0 ){ - clif_changetraplook(bl,UNT_USED_TRAPS); - map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK(tick,group->tick)+1000; - unit->limit = DIFF_TICK(tick,group->tick)+1000; - group->unit_id = UNT_USED_TRAPS; - } - break; - case UNT_WALLOFTHORN: - if( unit->val1 <= 0 ) { - group->unit_id = UNT_USED_TRAPS; - group->limit = DIFF_TICK(tick, group->tick) + 1500; - } - break; - } - } - - //Don't continue if unit or even group is expired and has been deleted. - if( !group || !unit->alive ) - return 0; - - dissonance = skill_dance_switch(unit, 0); - - if( unit->range >= 0 && group->interval != -1 ) - { - if( battle_config.skill_wall_check ) - map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); - else - map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); - - if(unit->range == -1) //Unit disabled, but it should not be deleted yet. - group->unit_id = UNT_USED_TRAPS; - - if( group->unit_id == UNT_TATAMIGAESHI ) - { - unit->range = -1; //Disable processed cell. - if (--group->val1 <= 0) // number of live cells - { //All tiles were processed, disable skill. - group->target_flag=BCT_NOONE; - group->bl_flag= BL_NUL; - } - } - } - - if( dissonance ) skill_dance_switch(unit, 1); - - return 0; + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + + { + struct block_list *src; + if (unit->val1 > 0 && (src = 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(unit); + } + break; + + case UNT_WARP_ACTIVE: + // warp portal opens (morph to a UNT_WARP_WAITING cell) + group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING + clif_changelook(&unit->bl, LOOK_BASE, group->unit_id); + // restart timers + group->limit = skill_get_time(group->skill_id,group->skill_lv); + unit->limit = skill_get_time(group->skill_id,group->skill_lv); + // apply effect to all units standing on it + map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); + break; + + case UNT_CALLFAMILY: { + struct map_session_data *sd = NULL; + if (group->val1) { + sd = map_charid2sd(group->val1); + group->val1 = 0; + if (sd && !map[sd->bl.m].flag.nowarp) + pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + } + if (group->val2) { + sd = map_charid2sd(group->val2); + group->val2 = 0; + if (sd && !map[sd->bl.m].flag.nowarp) + pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + } + skill_delunit(unit); + } + break; + + case UNT_REVERBERATION: + if (unit->val1 <= 0) { // If it was deactivated. + skill_delunit(unit); + break; + } + clif_changetraplook(bl,UNT_USED_TRAPS); + map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK(tick,group->tick)+1000; + unit->limit = DIFF_TICK(tick,group->tick)+1000; + group->unit_id = UNT_USED_TRAPS; + break; + + case UNT_FEINTBOMB: { + struct block_list *src = map_id2bl(group->src_id); + if (src) + map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id); + skill_delunit(unit); + break; + } + + case UNT_BANDING: { + struct block_list *src = map_id2bl(group->src_id); + struct status_change *sc; + if (!src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING]) { + skill_delunit(unit); + break; + } + // This unit isn't removed while SC_BANDING is active. + group->limit = DIFF_TICK(tick+group->interval,group->tick); + unit->limit = DIFF_TICK(tick+group->interval,group->tick); + } + break; + + default: + skill_delunit(unit); + } + } else { + // skill unit is still active + switch (group->unit_id) { + case UNT_ICEWALL: + // icewall loses 50 hp every second + unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp + if (unit->val1 <= 0 && unit->limit + group->tick > tick + 700) + unit->limit = DIFF_TICK(tick+700,group->tick); + break; + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + if (unit->val1 <= 0) { + if (group->unit_id == UNT_ANKLESNARE && group->val2 > 0) + skill_delunit(unit); + else { + clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + group->limit = DIFF_TICK(tick, group->tick) + 1500; + group->unit_id = UNT_USED_TRAPS; + } + } + break; + case UNT_REVERBERATION: + if (unit->val1 <= 0) { + clif_changetraplook(bl,UNT_USED_TRAPS); + map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK(tick,group->tick)+1000; + unit->limit = DIFF_TICK(tick,group->tick)+1000; + group->unit_id = UNT_USED_TRAPS; + } + break; + case UNT_WALLOFTHORN: + if (unit->val1 <= 0) { + group->unit_id = UNT_USED_TRAPS; + group->limit = DIFF_TICK(tick, group->tick) + 1500; + } + break; + } + } + + //Don't continue if unit or even group is expired and has been deleted. + if (!group || !unit->alive) + return 0; + + dissonance = skill_dance_switch(unit, 0); + + if (unit->range >= 0 && group->interval != -1) { + if (battle_config.skill_wall_check) + map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + else + map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + + if (unit->range == -1) //Unit disabled, but it should not be deleted yet. + group->unit_id = UNT_USED_TRAPS; + + if (group->unit_id == UNT_TATAMIGAESHI) { + unit->range = -1; //Disable processed cell. + if (--group->val1 <= 0) { // number of live cells + //All tiles were processed, disable skill. + group->target_flag=BCT_NOONE; + group->bl_flag= BL_NUL; + } + } + } + + if (dissonance) skill_dance_switch(unit, 1); + + return 0; } /*========================================== * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. *------------------------------------------*/ int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) { - map_freeblock_lock(); + map_freeblock_lock(); - skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick); + skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick); - map_freeblock_unlock(); + map_freeblock_unlock(); - return 0; + return 0; } static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them /*========================================== * *------------------------------------------*/ -int skill_unit_move_sub (struct block_list* bl, va_list ap) +int skill_unit_move_sub(struct block_list *bl, va_list ap) { - struct skill_unit* unit = (struct skill_unit *)bl; - struct skill_unit_group* group = unit->group; - - struct block_list* target = va_arg(ap,struct block_list*); - unsigned int tick = va_arg(ap,unsigned int); - int flag = va_arg(ap,int); - - bool dissonance; - int skill_id; - int i; - - nullpo_ret(group); - - if( !unit->alive || target->prev == NULL ) - return 0; - - if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) ) - return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish] - - dissonance = skill_dance_switch(unit, 0); - - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = unit->group->skill_id; - - if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 - { //Non-dualmode unit skills with a timer don't trigger when walking, so just return - if( dissonance ) skill_dance_switch(unit, 1); - return 0; - } - - //Target-type check. - if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) - { - if( group->src_id == target->id && group->state.song_dance&0x2 ) - { //Ensemble check to see if they went out/in of the area [Skotlex] - if( flag&1 ) - { - if( flag&2 ) - { //Clear this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; - } - } - else - { - if( flag&2 ) - { //Store this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = skill_id; - else - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); - } - - } - - if( flag&4 ) - skill_unit_onleft(skill_id,target,tick); - } - - if( dissonance ) skill_dance_switch(unit, 1); - - return 0; - } - else - { - if( flag&1 ) - { - int result = skill_unit_onplace(unit,target,tick); - if( flag&2 && result ) - { //Clear skill ids we have stored in onout. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; - } - } - else - { - int result = skill_unit_onout(unit,target,tick); - if( flag&2 && result ) - { //Store this unit id. - ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = skill_id; - else - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); - } - } - - //TODO: Normally, this is dangerous since the unit and group could be freed - //inside the onout/onplace functions. Currently it is safe because we know song/dance - //cells do not get deleted within them. [Skotlex] - if( dissonance ) skill_dance_switch(unit, 1); - - if( flag&4 ) - skill_unit_onleft(skill_id,target,tick); - - return 1; - } + struct skill_unit *unit = (struct skill_unit *)bl; + struct skill_unit_group *group = unit->group; + + struct block_list *target = va_arg(ap,struct block_list *); + unsigned int tick = va_arg(ap,unsigned int); + int flag = va_arg(ap,int); + + bool dissonance; + int skill_id; + int i; + + nullpo_ret(group); + + if (!unit->alive || target->prev == NULL) + return 0; + + if (flag&1 && (unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP)) + return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish] + + dissonance = skill_dance_switch(unit, 0); + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = unit->group->skill_id; + + if (unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY) { //Lullaby is the exception, bugreport:411 + //Non-dualmode unit skills with a timer don't trigger when walking, so just return + if (dissonance) skill_dance_switch(unit, 1); + return 0; + } + + //Target-type check. + if (!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0)) { + if (group->src_id == target->id && group->state.song_dance&0x2) { + //Ensemble check to see if they went out/in of the area [Skotlex] + if (flag&1) { + if (flag&2) { + //Clear this skill id. + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id); + if (i < ARRAYLENGTH(skill_unit_temp)) + skill_unit_temp[i] = 0; + } + } else { + if (flag&2) { + //Store this skill id. + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0); + if (i < ARRAYLENGTH(skill_unit_temp)) + skill_unit_temp[i] = skill_id; + else + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } + + } + + if (flag&4) + skill_unit_onleft(skill_id,target,tick); + } + + if (dissonance) skill_dance_switch(unit, 1); + + return 0; + } else { + if (flag&1) { + int result = skill_unit_onplace(unit,target,tick); + if (flag&2 && result) { + //Clear skill ids we have stored in onout. + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result); + if (i < ARRAYLENGTH(skill_unit_temp)) + skill_unit_temp[i] = 0; + } + } else { + int result = skill_unit_onout(unit,target,tick); + if (flag&2 && result) { + //Store this unit id. + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0); + if (i < ARRAYLENGTH(skill_unit_temp)) + skill_unit_temp[i] = skill_id; + else + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } + } + + //TODO: Normally, this is dangerous since the unit and group could be freed + //inside the onout/onplace functions. Currently it is safe because we know song/dance + //cells do not get deleted within them. [Skotlex] + if (dissonance) skill_dance_switch(unit, 1); + + if (flag&4) + skill_unit_onleft(skill_id,target,tick); + + return 1; + } } /*========================================== @@ -15627,1156 +15692,1193 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) * units to figure out when they have left a group. * flag&4: Force a onleft event (triggered when the bl is killed, for example) *------------------------------------------*/ -int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) +int skill_unit_move(struct block_list *bl, unsigned int tick, int flag) { - nullpo_ret(bl); + nullpo_ret(bl); - if( bl->prev == NULL ) - return 0; + if (bl->prev == NULL) + return 0; - if( flag&2 && !(flag&1) ) - { //Onout, clear data - memset(skill_unit_temp, 0, sizeof(skill_unit_temp)); - } + 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); + 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); - } + 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; + return 0; } /*========================================== * *------------------------------------------*/ -int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy) +int skill_unit_move_unit_group(struct skill_unit_group *group, int m, int dx, int dy) { - int i,j; - unsigned int tick = gettick(); - int *m_flag; - struct skill_unit *unit1; - struct skill_unit *unit2; - - if (group == NULL) - return 0; - if (group->unit_count<=0) - return 0; - if (group->unit==NULL) - return 0; - - if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) - return 0; //Ensembles may not be moved around. - - if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) - return 0; //Icewalls and Wall of Thorns don't get knocked back - - m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); - // m_flag - // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) - // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) - // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) - // 3: Both 1+2. - for(i=0;i<group->unit_count;i++){ - unit1=&group->unit[i]; - if (!unit1->alive || unit1->bl.m!=m) - continue; - for(j=0;j<group->unit_count;j++){ - unit2=&group->unit[j]; - if (!unit2->alive) - continue; - if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ - m_flag[i] |= 0x1; - } - if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ - m_flag[i] |= 0x2; - } - } - } - j = 0; - for (i=0;i<group->unit_count;i++) { - unit1=&group->unit[i]; - if (!unit1->alive) - continue; - if (!(m_flag[i]&0x2)) { - if (group->state.song_dance&0x1) //Cancel dissonance effect. - skill_dance_overlap(unit1, 0); - map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); - } - //Move Cell using "smart" criteria (avoid useless moving around) - switch(m_flag[i]) - { - case 0: - //Cell moves independently, safely move it. - map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); - break; - case 1: - //Cell moves unto another cell, look for a replacement cell that won't collide - //and has no cell moving into it (flag == 2) - for(;j<group->unit_count;j++) - { - if(m_flag[j]!=2 || !group->unit[j].alive) - continue; - //Move to where this cell would had moved. - unit2 = &group->unit[j]; - map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); - j++; //Skip this cell as we have used it. - break; - } - break; - case 2: - case 3: - break; //Don't move the cell as a cell will end on this tile anyway. - } - if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 - if (group->state.song_dance&0x1) //Check for dissonance effect. - skill_dance_overlap(unit1, 1); - clif_skill_setunit(unit1); - map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); - } - } - aFree(m_flag); - return 0; + int i,j; + unsigned int tick = gettick(); + int *m_flag; + struct skill_unit *unit1; + struct skill_unit *unit2; + + if (group == NULL) + return 0; + if (group->unit_count<=0) + return 0; + if (group->unit==NULL) + return 0; + + if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) + return 0; //Ensembles may not be moved around. + + if (group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN) + return 0; //Icewalls and Wall of Thorns don't get knocked back + + m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); + // m_flag + // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) + // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) + // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) + // 3: Both 1+2. + for (i=0; i<group->unit_count; i++) { + unit1=&group->unit[i]; + if (!unit1->alive || unit1->bl.m!=m) + continue; + for (j=0; j<group->unit_count; j++) { + unit2=&group->unit[j]; + if (!unit2->alive) + continue; + if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y) { + m_flag[i] |= 0x1; + } + if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y) { + m_flag[i] |= 0x2; + } + } + } + j = 0; + for (i=0; i<group->unit_count; i++) { + unit1=&group->unit[i]; + if (!unit1->alive) + continue; + if (!(m_flag[i]&0x2)) { + if (group->state.song_dance&0x1) //Cancel dissonance effect. + skill_dance_overlap(unit1, 0); + map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); + } + //Move Cell using "smart" criteria (avoid useless moving around) + switch (m_flag[i]) { + case 0: + //Cell moves independently, safely move it. + map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); + break; + case 1: + //Cell moves unto another cell, look for a replacement cell that won't collide + //and has no cell moving into it (flag == 2) + for (; j<group->unit_count; j++) { + if (m_flag[j]!=2 || !group->unit[j].alive) + continue; + //Move to where this cell would had moved. + unit2 = &group->unit[j]; + map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); + j++; //Skip this cell as we have used it. + break; + } + break; + case 2: + case 3: + break; //Don't move the cell as a cell will end on this tile anyway. + } + if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 + if (group->state.song_dance&0x1) //Check for dissonance effect. + skill_dance_overlap(unit1, 1); + clif_skill_setunit(unit1); + map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); + } + } + aFree(m_flag); + return 0; } /*========================================== * *------------------------------------------*/ -int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) +int skill_can_produce_mix(struct map_session_data *sd, int nameid, int trigger, int qty) { - int i,j; - - nullpo_ret(sd); - - if(nameid<=0) - return 0; - - for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if(skill_produce_db[i].nameid == nameid ){ - if((j=skill_produce_db[i].req_skill)>0 && - pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) - continue; // must iterate again to check other skills that produce it. [malufett] - if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) - continue; // special case - break; - } - } - - if( i >= MAX_SKILL_PRODUCE_DB ) - return 0; - - if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) - {// cannot carry the produced stuff - return 0; - } - - if(trigger>=0){ - if(trigger>20) { // Non-weapon, non-food item (itemlv must match) - if(skill_produce_db[i].itemlv!=trigger) - return 0; - } else if(trigger>10) { // Food (any item level between 10 and 20 will do) - if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20) - return 0; - } else { // Weapon (itemlv must be higher or equal) - if(skill_produce_db[i].itemlv>trigger) - return 0; - } - } - - for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ - int id,x,y; - if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) - continue; - if(skill_produce_db[i].mat_amount[j] <= 0) { - if(pc_search_inventory(sd,id) < 0) - return 0; - } - else { - for(y=0,x=0;y<MAX_INVENTORY;y++) - if( sd->status.inventory[y].nameid == id ) - x+=sd->status.inventory[y].amount; - if(x<qty*skill_produce_db[i].mat_amount[j]) - return 0; - } - } - return i+1; + int i,j; + + nullpo_ret(sd); + + if (nameid<=0) + return 0; + + for (i=0; i<MAX_SKILL_PRODUCE_DB; i++) { + if (skill_produce_db[i].nameid == nameid) { + if ((j=skill_produce_db[i].req_skill)>0 && + pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) + continue; // must iterate again to check other skills that produce it. [malufett] + if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j) + continue; // special case + break; + } + } + + if (i >= MAX_SKILL_PRODUCE_DB) + return 0; + + if (pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT) { + // cannot carry the produced stuff + return 0; + } + + if (trigger>=0) { + if (trigger>20) { // Non-weapon, non-food item (itemlv must match) + if (skill_produce_db[i].itemlv!=trigger) + return 0; + } else if (trigger>10) { // Food (any item level between 10 and 20 will do) + if (skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20) + return 0; + } else { // Weapon (itemlv must be higher or equal) + if (skill_produce_db[i].itemlv>trigger) + return 0; + } + } + + for (j=0; j<MAX_PRODUCE_RESOURCE; j++) { + int id,x,y; + if ((id=skill_produce_db[i].mat_id[j]) <= 0) + continue; + if (skill_produce_db[i].mat_amount[j] <= 0) { + if (pc_search_inventory(sd,id) < 0) + return 0; + } else { + for (y=0,x=0; y<MAX_INVENTORY; y++) + if (sd->status.inventory[y].nameid == id) + x+=sd->status.inventory[y].amount; + if (x<qty*skill_produce_db[i].mat_amount[j]) + return 0; + } + } + return i+1; } /*========================================== * *------------------------------------------*/ -int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty) +int skill_produce_mix(struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { - int slot[3]; - int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0; - int num = -1; // exclude the recipe - struct status_data *status; - struct item_data* data; - - nullpo_ret(sd); - status = status_get_status_data(&sd->bl); - - if( sd->skillid_old == skill_id ) - skilllv = sd->skilllv_old; - - if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) - return 0; - idx--; - - if (qty < 1) - qty = 1; - - if (!skill_id) //A skill can be specified for some override cases. - skill_id = skill_produce_db[idx].req_skill; - - if( skill_id == GC_RESEARCHNEWPOISON ) - skill_id = GC_CREATENEWPOISON; - - slot[0]=slot1; - slot[1]=slot2; - slot[2]=slot3; - - for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! - int j; - if( slot[i]<=0 ) - continue; - j = pc_search_inventory(sd,slot[i]); - if(j < 0) - continue; - if(slot[i]==1000){ /* Star Crumb */ - pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); - sc++; - } - if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ - static const int ele_table[4]={3,1,4,2}; - pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); - ele=ele_table[slot[i]-994]; - } - } - - if( skill_id == RK_RUNEMASTERY ) { - int temp_qty, skill_lv = pc_checkskill(sd,skill_id); - data = itemdb_search(nameid); - - if( skill_lv == 10 ) temp_qty = 1 + rnd()%3; - else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2; - else temp_qty = 1; - - if (data->stack.inventory) { - for( i = 0; i < MAX_INVENTORY; i++ ) { - if( sd->status.inventory[i].nameid == nameid ) { - if( sd->status.inventory[i].amount >= data->stack.amount ) { - clif_msgtable(sd->fd,0x61b); - return 0; - } else { - /** - * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. - **/ - if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) - temp_qty = data->stack.amount - sd->status.inventory[i].amount; - } - break; - } - } - } - qty = temp_qty; - } - - for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ - int j,id,x; - if( (id=skill_produce_db[idx].mat_id[i]) <= 0 ) - continue; - num++; - x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i]; - do{ - int y=0; - j = pc_search_inventory(sd,id); - - if(j >= 0){ - y = sd->status.inventory[j].amount; - if(y>x)y=x; - pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); - } else - ShowError("skill_produce_mix: material item error\n"); - - x-=y; - }while( j>=0 && x>0 ); - } - - if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) - wlv = itemdb_wlv(nameid); - if(!equip) { - switch(skill_id){ - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] - i = pc_checkskill(sd,skill_id); - make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance - switch(nameid){ - case 998: // Iron - make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 - break; - case 999: // Steel - make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 - break; - case 1000: //Star Crumb - make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] - break; - default: // Enchanted Stones - make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 - break; - } - break; - case ASC_CDP: - make_per = (2000 + 40*status->dex + 20*status->luk); - break; - case AL_HOLYWATER: - /** - * Arch Bishop - **/ - case AB_ANCILLA: - make_per = 100000; //100% success - break; - case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50 - + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 - + (status->int_/2)*10 + status->dex*10+status->luk*10; - if(merc_is_hom_active(sd->hd)) {//Player got a homun - int skill; - if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change - make_per += skill*100; //+1% bonus per level - } - switch(nameid){ - case 501: // Red Potion - case 503: // Yellow Potion - case 504: // White Potion - make_per += (1+rnd()%100)*10 + 2000; - break; - case 970: // Alcohol - make_per += (1+rnd()%100)*10 + 1000; - break; - case 7135: // Bottle Grenade - case 7136: // Acid Bottle - case 7137: // Plant Bottle - case 7138: // Marine Sphere Bottle - make_per += (1+rnd()%100)*10; - break; - case 546: // Condensed Yellow Potion - make_per -= (1+rnd()%50)*10; - break; - case 547: // Condensed White Potion - case 7139: // Glistening Coat - make_per -= (1+rnd()%100)*10; - break; - //Common items, recieve no bonus or penalty, listed just because they are commonly produced - case 505: // Blue Potion - case 545: // Condensed Red Potion - case 605: // Anodyne - case 606: // Aloevera - default: - break; - } - if(battle_config.pp_rate != 100) - make_per = make_per * battle_config.pp_rate / 100; - break; - case SA_CREATECON: // Elemental Converter Creation - make_per = 100000; // should be 100% success rate - break; - /** - * Rune Knight - **/ - case RK_RUNEMASTERY: - { - int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id)); - int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level); - int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() - int D = 0; - switch (nameid) { //rune rank it_diff 9 craftable rune - case ITEMID_BERKANA: - D = -2000; - break; //Rank S - case ITEMID_NAUTHIZ: - case ITEMID_URUZ: - D = -1500; - break; //Rank A - case ITEMID_ISA: - case ITEMID_WYRD: - D = -1000; - break; //Rank B - case ITEMID_RAIDO: - case ITEMID_THURISAZ: - case ITEMID_HAGALAZ: - case ITEMID_OTHILA: - D = -500; - break; //Rank C - default: D = -1500; - break; //not specified =-15% - } - make_per = A + B + C + D; - break; - } - /** - * Guilotine Cross - **/ - case GC_CREATENEWPOISON: - make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON); - qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON); - 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 * skilllv);// (620 - 20 * Skill Level) - - make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + - (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) - - switch(nameid){// difficulty factor - case 12422: case 12425: - case 12428: - difficulty += 10; - break; - case 6212: case 12426: - difficulty += 15; - break; - case 13264: case 12423: - case 12427: case 12436: - difficulty += 20; - break; - case 6210: case 6211: - case 12437: - difficulty += 30; - break; - case 12424: case 12475: - difficulty += 40; - break; - } - - if( make_per >= 400 && make_per > difficulty) - qty = 10; - else if( make_per >= 300 && make_per > difficulty) - qty = 7; - else if( make_per >= 100 && make_per > difficulty) - qty = 6; - else if( make_per >= 1 && make_per > difficulty) - qty = 5; - else - qty = 4; - make_per = 10000; - } - break; - case GN_MAKEBOMB: - case GN_MIX_COOKING: - { - int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) - - make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) - qty = ~(5 + rnd()%5) + 1; - - switch(nameid){// difficulty factor - case 13260: - difficulty += 5; - break; - case 13261: case 13262: - difficulty += 10; - break; - case 12429: case 12430: case 12431: - case 12432: case 12433: case 12434: - case 13263: - difficulty += 15; - break; - case 13264: - difficulty += 20; - break; - } - - if( make_per >= 30 && make_per > difficulty) - qty = 10 + rnd()%2; - else if( make_per >= 10 && make_per > difficulty) - qty = 10; - else if( make_per == 10 && make_per > difficulty) - qty = 8; - else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) - ;// Food/Bomb creation fails. - else if( make_per >= 30 && make_per < difficulty) - qty = 5; - - if( qty < 0 || (skilllv == 1 && make_per < difficulty)){ - qty = ~qty + 1; - make_per = 0; - }else - make_per = 10000; - qty = (skilllv > 1 ? qty : 1); - } - break; - default: - if (sd->menuskill_id == AM_PHARMACY && - sd->menuskill_val > 10 && sd->menuskill_val <= 20) - { //Assume Cooking Dish - if (sd->menuskill_val >= 15) //Legendary Cooking Set. - make_per = 10000; //100% Success - else - make_per = 1200 * (sd->menuskill_val - 10) - + 20 * (sd->status.base_level + 1) - + 20 * (status->dex + 1) - + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - - 400 * (skill_produce_db[idx].itemlv - 11 + 1) - - 10 * (100 - status->luk + 1) - - 500 * (num - 1) - - 100 * (rnd()%4 + 1); - break; - } - make_per = 5000; - break; - } - } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] - make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base - make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 - make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 - make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 - if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 - else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 - else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 - else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? - if(battle_config.wp_rate != 100) - make_per = make_per * battle_config.wp_rate / 100; - } - - if (sd->class_&JOBL_BABY) //if it's a Baby Class - make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) - - if(make_per < 1) make_per = 1; - - - if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. - struct item tmp_item; - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid=nameid; - tmp_item.amount=1; - tmp_item.identify=1; - if(equip){ - tmp_item.card[0]=CARD0_FORGE; - tmp_item.card[1]=((sc*5)<<8)+ele; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } else { - //Flag is only used on the end, so it can be used here. [Skotlex] - switch (skill_id) { - case BS_DAGGER: - case BS_SWORD: - case BS_TWOHANDSWORD: - case BS_AXE: - case BS_MACE: - case BS_KNUCKLE: - case BS_SPEAR: - flag = battle_config.produce_item_name_input&0x1; - break; - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - flag = battle_config.produce_item_name_input&0x2; - break; - case AL_HOLYWATER: - /** - * Arch Bishop - **/ - case AB_ANCILLA: - flag = battle_config.produce_item_name_input&0x8; - break; - case ASC_CDP: - flag = battle_config.produce_item_name_input&0x10; - break; - default: - flag = battle_config.produce_item_name_input&0x80; - break; - } - if (flag) { - tmp_item.card[0]=CARD0_CREATE; - tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } - } - -// if(log_config.produce > 0) -// log_produce(sd,nameid,slot1,slot2,slot3,1); -//TODO update PICKLOG - - if(equip){ - clif_produceeffect(sd,0,nameid); - clif_misceffect(&sd->bl,3); - if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] - pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point - } else { - int fame = 0; - tmp_item.amount = 0; - - for (i=0; i< qty; i++) { //Apply quantity modifiers. - if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ - tmp_item.amount = qty; - break; - } - if (rnd()%10000 < make_per || qty == 1) { //Success - tmp_item.amount++; - if(nameid < 545 || nameid > 547) - continue; - if( skill_id != AM_PHARMACY && - skill_id != AM_TWILIGHT1 && - skill_id != AM_TWILIGHT2 && - skill_id != AM_TWILIGHT3 ) - continue; - //Add fame as needed. - switch(++sd->potion_success_counter) { - case 3: - fame+=1; // Success to prepare 3 Condensed Potions in a row - break; - case 5: - fame+=3; // Success to prepare 5 Condensed Potions in a row - break; - case 7: - fame+=10; // Success to prepare 7 Condensed Potions in a row - break; - case 10: - fame+=50; // Success to prepare 10 Condensed Potions in a row - sd->potion_success_counter = 0; - break; - } - } else //Failure - sd->potion_success_counter = 0; - } - - if (fame) - pc_addfame(sd,fame); - //Visual effects and the like. - switch (skill_id) { - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - case ASC_CDP: - clif_produceeffect(sd,2,nameid); - clif_misceffect(&sd->bl,5); - break; - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - clif_produceeffect(sd,0,nameid); - clif_misceffect(&sd->bl,3); - break; - case RK_RUNEMASTERY: - case GC_CREATENEWPOISON: - clif_produceeffect(sd,2,nameid); - clif_misceffect(&sd->bl,5); - break; - default: //Those that don't require a skill? - if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) - { //Cooking items. - clif_specialeffect(&sd->bl, 608, AREA); - if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5); - } - break; - } - } - if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success - int j, k = 0; - for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill_changematerial_db[i].itemid == nameid ){ - for(j=0; j<5; j++){ - if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){ - tmp_item.amount = qty * skill_changematerial_db[i].qty[j]; - if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif_additem(sd,0,0,flag); - 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(log_config.produce) -// log_produce(sd,nameid,slot1,slot2,slot3,0); -//TODO update PICKLOG - - if(equip){ - clif_produceeffect(sd,1,nameid); - clif_misceffect(&sd->bl,2); - } else { - switch (skill_id) { - case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. - status_percent_damage(NULL, &sd->bl, -25, 0, true); - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - clif_produceeffect(sd,3,nameid); - clif_misceffect(&sd->bl,6); - sd->potion_success_counter = 0; // Fame point system [DracoRPG] - break; - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - clif_produceeffect(sd,1,nameid); - clif_misceffect(&sd->bl,2); - break; - case RK_RUNEMASTERY: - case GC_CREATENEWPOISON: - clif_produceeffect(sd,3,nameid); - clif_misceffect(&sd->bl,6); - break; - case GN_MIX_COOKING: { - struct item tmp_item; - const int compensation[5] = {13265, 13266, 13267, 12435, 13268}; - int rate = rnd()%500; - memset(&tmp_item,0,sizeof(tmp_item)); - if( rate < 50) i = 4; - else if( rate < 100) i = 2+rnd()%1; - else if( rate < 250 ) i = 1; - else if( rate < 500 ) i = 0; - tmp_item.nameid = compensation[i]; - tmp_item.amount = qty; - tmp_item.identify = 1; - if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { - clif_additem(sd,0,0,flag); - 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, "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 slot[3]; + int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0; + int num = -1; // exclude the recipe + struct status_data *status; + struct item_data *data; + + nullpo_ret(sd); + status = status_get_status_data(&sd->bl); + + if (sd->skillid_old == skill_id) + skilllv = sd->skilllv_old; + + if (!(idx=skill_can_produce_mix(sd,nameid,-1, qty))) + return 0; + idx--; + + if (qty < 1) + qty = 1; + + if (!skill_id) //A skill can be specified for some override cases. + skill_id = skill_produce_db[idx].req_skill; + + if (skill_id == GC_RESEARCHNEWPOISON) + skill_id = GC_CREATENEWPOISON; + + slot[0]=slot1; + slot[1]=slot2; + slot[2]=slot3; + + for (i=0,sc=0,ele=0; i<3; i++) { //Note that qty should always be one if you are using these! + int j; + if (slot[i]<=0) + continue; + j = pc_search_inventory(sd,slot[i]); + if (j < 0) + continue; + if (slot[i]==1000) { /* Star Crumb */ + pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + sc++; + } + if (slot[i]>=994 && slot[i]<=997 && ele==0) { /* Flame Heart . . . Great Nature */ + static const int ele_table[4]= {3,1,4,2}; + pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + ele=ele_table[slot[i]-994]; + } + } + + if (skill_id == RK_RUNEMASTERY) { + int temp_qty, skill_lv = pc_checkskill(sd,skill_id); + data = itemdb_search(nameid); + + if (skill_lv == 10) temp_qty = 1 + rnd()%3; + else if (skill_lv > 5) temp_qty = 1 + rnd()%2; + else temp_qty = 1; + + if (data->stack.inventory) { + for (i = 0; i < MAX_INVENTORY; i++) { + if (sd->status.inventory[i].nameid == nameid) { + if (sd->status.inventory[i].amount >= data->stack.amount) { + clif_msgtable(sd->fd,0x61b); + return 0; + } else { + /** + * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. + **/ + if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount) + temp_qty = data->stack.amount - sd->status.inventory[i].amount; + } + break; + } + } + } + qty = temp_qty; + } + + for (i=0; i<MAX_PRODUCE_RESOURCE; i++) { + int j,id,x; + if ((id=skill_produce_db[idx].mat_id[i]) <= 0) + continue; + num++; + x=(skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i]; + do { + int y=0; + j = pc_search_inventory(sd,id); + + if (j >= 0) { + y = sd->status.inventory[j].amount; + if (y>x)y=x; + pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); + } else + ShowError("skill_produce_mix: material item error\n"); + + x-=y; + } while (j>=0 && x>0); + } + + if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB))) + wlv = itemdb_wlv(nameid); + if (!equip) { + switch (skill_id) { + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] + i = pc_checkskill(sd,skill_id); + make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance + switch (nameid) { + case 998: // Iron + make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 + break; + case 999: // Steel + make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 + break; + case 1000: //Star Crumb + make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] + break; + default: // Enchanted Stones + make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 + break; + } + break; + case ASC_CDP: + make_per = (2000 + 40*status->dex + 20*status->luk); + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + make_per = 100000; //100% success + break; + case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50 + + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + + (status->int_/2)*10 + status->dex*10+status->luk*10; + if (merc_is_hom_active(sd->hd)) { //Player got a homun + int skill; + if ((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change + make_per += skill*100; //+1% bonus per level + } + switch (nameid) { + case 501: // Red Potion + case 503: // Yellow Potion + case 504: // White Potion + make_per += (1+rnd()%100)*10 + 2000; + break; + case 970: // Alcohol + make_per += (1+rnd()%100)*10 + 1000; + break; + case 7135: // Bottle Grenade + case 7136: // Acid Bottle + case 7137: // Plant Bottle + case 7138: // Marine Sphere Bottle + make_per += (1+rnd()%100)*10; + break; + case 546: // Condensed Yellow Potion + make_per -= (1+rnd()%50)*10; + break; + case 547: // Condensed White Potion + case 7139: // Glistening Coat + make_per -= (1+rnd()%100)*10; + break; + //Common items, recieve no bonus or penalty, listed just because they are commonly produced + case 505: // Blue Potion + case 545: // Condensed Red Potion + case 605: // Anodyne + case 606: // Aloevera + default: + break; + } + if (battle_config.pp_rate != 100) + make_per = make_per * battle_config.pp_rate / 100; + break; + case SA_CREATECON: // Elemental Converter Creation + make_per = 100000; // should be 100% success rate + break; + /** + * Rune Knight + **/ + case RK_RUNEMASTERY: { + int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id)); + int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level); + int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() + int D = 0; + switch (nameid) { //rune rank it_diff 9 craftable rune + case ITEMID_BERKANA: + D = -2000; + break; //Rank S + case ITEMID_NAUTHIZ: + case ITEMID_URUZ: + D = -1500; + break; //Rank A + case ITEMID_ISA: + case ITEMID_WYRD: + D = -1000; + break; //Rank B + case ITEMID_RAIDO: + case ITEMID_THURISAZ: + case ITEMID_HAGALAZ: + case ITEMID_OTHILA: + D = -500; + break; //Rank C + default: + D = -1500; + break; //not specified =-15% + } + make_per = A + B + C + D; + break; + } + /** + * Guilotine Cross + **/ + case GC_CREATENEWPOISON: + make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON); + qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON); + 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 * skilllv);// (620 - 20 * Skill Level) + + make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + + (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) + + switch (nameid) { // difficulty factor + case 12422: + case 12425: + case 12428: + difficulty += 10; + break; + case 6212: + case 12426: + difficulty += 15; + break; + case 13264: + case 12423: + case 12427: + case 12436: + difficulty += 20; + break; + case 6210: + case 6211: + case 12437: + difficulty += 30; + break; + case 12424: + case 12475: + difficulty += 40; + break; + } + + if (make_per >= 400 && make_per > difficulty) + qty = 10; + else if (make_per >= 300 && make_per > difficulty) + qty = 7; + else if (make_per >= 100 && make_per > difficulty) + qty = 6; + else if (make_per >= 1 && make_per > difficulty) + qty = 5; + else + qty = 4; + make_per = 10000; + } + break; + case GN_MAKEBOMB: + case GN_MIX_COOKING: { + int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) + + make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) + qty = ~(5 + rnd()%5) + 1; + + switch (nameid) { // difficulty factor + case 13260: + difficulty += 5; + break; + case 13261: + case 13262: + difficulty += 10; + break; + case 12429: + case 12430: + case 12431: + case 12432: + case 12433: + case 12434: + case 13263: + difficulty += 15; + break; + case 13264: + difficulty += 20; + break; + } + + if (make_per >= 30 && make_per > difficulty) + qty = 10 + rnd()%2; + else if (make_per >= 10 && make_per > difficulty) + qty = 10; + else if (make_per == 10 && make_per > difficulty) + qty = 8; + else if ((make_per >= 50 || make_per < 30) && make_per < difficulty) + ;// Food/Bomb creation fails. + else if (make_per >= 30 && make_per < difficulty) + qty = 5; + + if (qty < 0 || (skilllv == 1 && make_per < difficulty)) { + qty = ~qty + 1; + make_per = 0; + } else + make_per = 10000; + qty = (skilllv > 1 ? qty : 1); + } + break; + default: + if (sd->menuskill_id == AM_PHARMACY && + sd->menuskill_val > 10 && sd->menuskill_val <= 20) { + //Assume Cooking Dish + if (sd->menuskill_val >= 15) //Legendary Cooking Set. + make_per = 10000; //100% Success + else + make_per = 1200 * (sd->menuskill_val - 10) + + 20 * (sd->status.base_level + 1) + + 20 * (status->dex + 1) + + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) + - 400 * (skill_produce_db[idx].itemlv - 11 + 1) + - 10 * (100 - status->luk + 1) + - 500 * (num - 1) + - 100 * (rnd()%4 + 1); + break; + } + make_per = 5000; + break; + } + } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] + make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base + make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 + make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 + make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 + if (pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 + else if (pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 + else if (pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 + else if (pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? + if (battle_config.wp_rate != 100) + make_per = make_per * battle_config.wp_rate / 100; + } + + if (sd->class_&JOBL_BABY) //if it's a Baby Class + make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) + + if (make_per < 1) make_per = 1; + + + if (rnd()%10000 < make_per || qty > 1) { //Success, or crafting multiple items. + struct item tmp_item; + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid=nameid; + tmp_item.amount=1; + tmp_item.identify=1; + if (equip) { + tmp_item.card[0]=CARD0_FORGE; + tmp_item.card[1]=((sc*5)<<8)+ele; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } else { + //Flag is only used on the end, so it can be used here. [Skotlex] + switch (skill_id) { + case BS_DAGGER: + case BS_SWORD: + case BS_TWOHANDSWORD: + case BS_AXE: + case BS_MACE: + case BS_KNUCKLE: + case BS_SPEAR: + flag = battle_config.produce_item_name_input&0x1; + break; + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + flag = battle_config.produce_item_name_input&0x2; + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + flag = battle_config.produce_item_name_input&0x8; + break; + case ASC_CDP: + flag = battle_config.produce_item_name_input&0x10; + break; + default: + flag = battle_config.produce_item_name_input&0x80; + break; + } + if (flag) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + } + + // if(log_config.produce > 0) + // log_produce(sd,nameid,slot1,slot2,slot3,1); + //TODO update PICKLOG + + if (equip) { + clif_produceeffect(sd,0,nameid); + clif_misceffect(&sd->bl,3); + if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] + pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point + } else { + int fame = 0; + tmp_item.amount = 0; + + for (i=0; i< qty; i++) { //Apply quantity modifiers. + if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) { + tmp_item.amount = qty; + break; + } + if (rnd()%10000 < make_per || qty == 1) { //Success + tmp_item.amount++; + if (nameid < 545 || nameid > 547) + continue; + if (skill_id != AM_PHARMACY && + skill_id != AM_TWILIGHT1 && + skill_id != AM_TWILIGHT2 && + skill_id != AM_TWILIGHT3) + continue; + //Add fame as needed. + switch (++sd->potion_success_counter) { + case 3: + fame+=1; // Success to prepare 3 Condensed Potions in a row + break; + case 5: + fame+=3; // Success to prepare 5 Condensed Potions in a row + break; + case 7: + fame+=10; // Success to prepare 7 Condensed Potions in a row + break; + case 10: + fame+=50; // Success to prepare 10 Condensed Potions in a row + sd->potion_success_counter = 0; + break; + } + } else //Failure + sd->potion_success_counter = 0; + } + + if (fame) + pc_addfame(sd,fame); + //Visual effects and the like. + switch (skill_id) { + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + case ASC_CDP: + clif_produceeffect(sd,2,nameid); + clif_misceffect(&sd->bl,5); + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif_produceeffect(sd,0,nameid); + clif_misceffect(&sd->bl,3); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif_produceeffect(sd,2,nameid); + clif_misceffect(&sd->bl,5); + break; + default: //Those that don't require a skill? + if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { + //Cooking items. + clif_specialeffect(&sd->bl, 608, AREA); + if (sd->cook_mastery < 1999) + pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + (1 << ((skill_produce_db[idx].itemlv - 11) / 2)) * 5); + } + break; + } + } + if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success + int j, k = 0; + for (i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if (skill_changematerial_db[i].itemid == nameid) { + for (j=0; j<5; j++) { + if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]) { + tmp_item.amount = qty * skill_changematerial_db[i].qty[j]; + if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif_additem(sd,0,0,flag); + 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(log_config.produce) + // log_produce(sd,nameid,slot1,slot2,slot3,0); + //TODO update PICKLOG + + if (equip) { + clif_produceeffect(sd,1,nameid); + clif_misceffect(&sd->bl,2); + } else { + switch (skill_id) { + case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. + status_percent_damage(NULL, &sd->bl, -25, 0, true); + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + clif_produceeffect(sd,3,nameid); + clif_misceffect(&sd->bl,6); + sd->potion_success_counter = 0; // Fame point system [DracoRPG] + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif_produceeffect(sd,1,nameid); + clif_misceffect(&sd->bl,2); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif_produceeffect(sd,3,nameid); + clif_misceffect(&sd->bl,6); + break; + case GN_MIX_COOKING: { + struct item tmp_item; + const int compensation[5] = {13265, 13266, 13267, 12435, 13268}; + int rate = rnd()%500; + memset(&tmp_item,0,sizeof(tmp_item)); + if (rate < 50) i = 4; + else if (rate < 100) i = 2+rnd()%1; + else if (rate < 250) i = 1; + else if (rate < 500) i = 0; + tmp_item.nameid = compensation[i]; + tmp_item.amount = qty; + tmp_item.identify = 1; + if (pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE)) { + clif_additem(sd,0,0,flag); + 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, "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 skill_arrow_create(struct map_session_data *sd, int nameid) { - int i,j,flag,index=-1; - struct item tmp_item; - - nullpo_ret(sd); - - if(nameid <= 0) - return 1; - - for(i=0;i<MAX_SKILL_ARROW_DB;i++) - if(nameid == skill_arrow_db[i].nameid) { - index = i; - break; - } - - if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0) - return 1; - - pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); - for(i=0;i<MAX_ARROW_RESOURCE;i++) { - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.identify = 1; - tmp_item.nameid = skill_arrow_db[index].cre_id[i]; - tmp_item.amount = skill_arrow_db[index].cre_amount[i]; - if(battle_config.produce_item_name_input&0x4) { - tmp_item.card[0]=CARD0_CREATE; - tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } - if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) - continue; - if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif_additem(sd,0,0,flag); - map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - - return 0; + int i,j,flag,index=-1; + struct item tmp_item; + + nullpo_ret(sd); + + if (nameid <= 0) + return 1; + + for (i=0; i<MAX_SKILL_ARROW_DB; i++) + if (nameid == skill_arrow_db[i].nameid) { + index = i; + break; + } + + if (index < 0 || (j = pc_search_inventory(sd,nameid)) < 0) + return 1; + + pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); + for (i=0; i<MAX_ARROW_RESOURCE; i++) { + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.identify = 1; + tmp_item.nameid = skill_arrow_db[index].cre_id[i]; + tmp_item.amount = skill_arrow_db[index].cre_amount[i]; + if (battle_config.produce_item_name_input&0x4) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + if (tmp_item.nameid <= 0 || tmp_item.amount <= 0) + continue; + if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif_additem(sd,0,0,flag); + 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)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { - clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); - return 0; - } - switch( nameid ) - { // t_lv used to take duration from skill_get_time2 - case PO_PARALYSE: type = SC_PARALYSE; break; - case PO_PYREXIA: type = SC_PYREXIA; break; - case PO_DEATHHURT: type = SC_DEATHHURT; break; - case PO_LEECHESEND: type = SC_LEECHESEND; break; - case PO_VENOMBLEED: type = SC_VENOMBLEED; break; - case PO_TOXIN: type = SC_TOXIN; break; - case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break; - case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break; - default: - clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); - return 0; - } - - chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv - sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 - type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val)); - - return 0; +int skill_poisoningweapon(struct map_session_data *sd, int nameid) +{ + sc_type type; + int chance, i; + nullpo_ret(sd); + if (nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME)) { + clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + switch (nameid) { + // t_lv used to take duration from skill_get_time2 + case PO_PARALYSE: + type = SC_PARALYSE; + break; + case PO_PYREXIA: + type = SC_PYREXIA; + break; + case PO_DEATHHURT: + type = SC_DEATHHURT; + break; + case PO_LEECHESEND: + type = SC_LEECHESEND; + break; + case PO_VENOMBLEED: + type = SC_VENOMBLEED; + break; + case PO_TOXIN: + type = SC_TOXIN; + break; + case PO_MAGICMUSHROOM: + type = SC_MAGICMUSHROOM; + break; + case PO_OBLIVIONCURSE: + type = SC_OBLIVIONCURSE; + break; + default: + clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + + chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv + sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 + type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val)); + + return 0; } static void skill_toggle_magicpower(struct block_list *bl, short skillid) { - struct status_change *sc = status_get_sc(bl); - - // non-offensive and non-magic skills do not affect the status - if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&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)); - } - } + struct status_change *sc = status_get_sc(bl); + + // non-offensive and non-magic skills do not affect the status + if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&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)); + } + } } -int skill_magicdecoy(struct map_session_data *sd, int nameid) { - int x, y, i, class_, skill; - struct mob_data *md; - nullpo_ret(sd); - skill = sd->menuskill_val; - - if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) - { - clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); - return 0; - } - - // Spawn Position - pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); - x = sd->sc.comet_x; - y = sd->sc.comet_y; - sd->sc.comet_x = sd->sc.comet_y = 0; - sd->menuskill_val = 0; - - class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045; - - - md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); - if( md ) { - md->master_id = sd->bl.id; - md->special_state.ai = AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0); - mob_spawn(md); - md->status.matk_min = md->status.matk_max = 250 + (50 * skill); - } - - return 0; +int skill_magicdecoy(struct map_session_data *sd, int nameid) +{ + int x, y, i, class_, skill; + struct mob_data *md; + nullpo_ret(sd); + skill = sd->menuskill_val; + + if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME)) { + clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); + return 0; + } + + // Spawn Position + pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); + x = sd->sc.comet_x; + y = sd->sc.comet_y; + sd->sc.comet_x = sd->sc.comet_y = 0; + sd->menuskill_val = 0; + + class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045; + + + md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = sd->bl.id; + md->special_state.ai = AI_FLORA; + if (md->deletetimer != INVALID_TIMER) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); + md->status.matk_min = md->status.matk_max = 250 + (50 * skill); + } + + 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_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; - if( i > SC_MAXSPELLBOOK ) - { - 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].skillid)) ) - { // User don't know the skill - sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB))); - clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); - return 0; - } - - max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + 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_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] - if( !sc->data[i] ){ - sc->data[SC_READING_SB]->val2 += point; // increase points - sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); - break; - } - } - }else{ - sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); - } - - return 1; +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_MAXSPELLBOOK; i++) if (sc && !sc->data[i]) break; + if (i > SC_MAXSPELLBOOK) { + 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].skillid))) { + // User don't know the skill + sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB))); + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); + return 0; + } + + max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + 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_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett] + if (!sc->data[i]) { + sc->data[SC_READING_SB]->val2 += point; // increase points + sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); + break; + } + } + } else { + sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); + } + + return 1; } -int skill_select_menu(struct map_session_data *sd,int skill_id) { - int id, lv, prob, aslvl = 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); - } - - if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC || - (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].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[skill_id].lv); - prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. - sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl)); - return 0; +int skill_select_menu(struct map_session_data *sd,int skill_id) +{ + int id, lv, prob, aslvl = 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); + } + + if (skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC || + (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].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[skill_id].lv); + prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. + sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl)); + return 0; } -int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) { - int i; - - nullpo_ret(sd); - nullpo_ret(item_list); - - if( n <= 0 ) - return 1; - - for( i = 0; i < n; i++ ) { - int nameid, add_amount, del_amount, idx, product, flag; - struct item tmp_item; - - idx = item_list[i*2+0]-2; - del_amount = item_list[i*2+1]; - - if( skill_lv == 2 ) - del_amount -= (del_amount % 10); - add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; - - if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { - clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - switch( nameid ) { - // Level 1 - case 994: product = 990; break; // Flame Heart -> Red Blood. - case 995: product = 991; break; // Mystic Frozen -> Crystal Blue. - case 996: product = 992; break; // Rough Wind -> Wind of Verdure. - case 997: product = 993; break; // Great Nature -> Green Live. - // Level 2 - case 990: product = 994; break; // Red Blood -> Flame Heart. - case 991: product = 995; break; // Crystal Blue -> Mystic Frozen. - case 992: product = 996; break; // Wind of Verdure -> Rough Wind. - case 993: product = 997; break; // Green Live -> Great Nature. - default: - clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { - clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails. - clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid = product; - tmp_item.amount = add_amount; - tmp_item.identify = 1; - - if( tmp_item.amount ) { - if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { - clif_additem(sd,0,0,flag); - map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - - } - - return 0; +int skill_elementalanalysis(struct map_session_data *sd, int n, int skill_lv, unsigned short *item_list) +{ + int i; + + nullpo_ret(sd); + nullpo_ret(item_list); + + if (n <= 0) + return 1; + + for (i = 0; i < n; i++) { + int nameid, add_amount, del_amount, idx, product, flag; + struct item tmp_item; + + idx = item_list[i*2+0]-2; + del_amount = item_list[i*2+1]; + + if (skill_lv == 2) + del_amount -= (del_amount % 10); + add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; + + if ((nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount) { + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + switch (nameid) { + // Level 1 + case 994: + product = 990; + break; // Flame Heart -> Red Blood. + case 995: + product = 991; + break; // Mystic Frozen -> Crystal Blue. + case 996: + product = 992; + break; // Rough Wind -> Wind of Verdure. + case 997: + product = 993; + break; // Great Nature -> Green Live. + // Level 2 + case 990: + product = 994; + break; // Red Blood -> Flame Heart. + case 991: + product = 995; + break; // Crystal Blue -> Mystic Frozen. + case 992: + product = 996; + break; // Wind of Verdure -> Rough Wind. + case 993: + product = 997; + break; // Green Live -> Great Nature. + default: + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if (pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME)) { + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if (skill_lv == 2 && rnd()%100 < 25) { // At level 2 have a fail chance. You loose your items if it fails. + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid = product; + tmp_item.amount = add_amount; + tmp_item.identify = 1; + + if (tmp_item.amount) { + if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME))) { + clif_additem(sd,0,0,flag); + 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; +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 **/ -static int skill_destroy_trap( struct block_list *bl, va_list ap ) { - struct skill_unit *su = (struct skill_unit *)bl; - struct skill_unit_group *sg; - unsigned int tick; - - nullpo_ret(su); - tick = va_arg(ap, unsigned int); - - if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) { - switch( sg->unit_id ) { - case UNT_LANDMINE: - case UNT_CLAYMORETRAP: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLUSTERBOMB: - 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, &su->bl,tick); - break; - } - // Traps aren't recovered. - skill_delunit(su); - } - return 0; +static int skill_destroy_trap(struct block_list *bl, va_list ap) +{ + struct skill_unit *su = (struct skill_unit *)bl; + struct skill_unit_group *sg; + unsigned int tick; + + nullpo_ret(su); + tick = va_arg(ap, unsigned int); + + if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) { + switch (sg->unit_id) { + case UNT_LANDMINE: + case UNT_CLAYMORETRAP: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLUSTERBOMB: + 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, &su->bl,tick); + break; + } + // Traps aren't recovered. + skill_delunit(su); + } + return 0; } /*========================================== * *------------------------------------------*/ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) { - struct map_session_data *sd = map_id2sd(id); - struct skill_cd * cd = NULL; - - if (data <= 0 || data >= MAX_SKILL) - return 0; - if (!sd) return 0; - if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0; - - if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) { - int i,cursor; - ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data ); - cd->duration[cursor] = 0; - cd->skidx[cursor] = 0; - cd->nameid[cursor] = 0; - // compact the cool down list - for( i = 0, cursor = 0; i < cd->cursor; i++ ) { - if( cd->duration[i] == 0 ) - continue; - if( cursor != i ) { - cd->duration[cursor] = cd->duration[i]; - cd->skidx[cursor] = cd->skidx[i]; - cd->nameid[cursor] = cd->nameid[i]; - } - cursor++; - } - if( cursor == 0 ) - idb_remove(skillcd_db,sd->status.char_id); - else - cd->cursor = cursor; - } - - sd->blockskill[data] = 0; - return 1; + struct map_session_data *sd = map_id2sd(id); + struct skill_cd *cd = NULL; + + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (!sd) return 0; + if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0; + + if ((cd = idb_get(skillcd_db,sd->status.char_id))) { + int i,cursor; + ARR_FIND(0, cd->cursor+1, cursor, cd->skidx[cursor] == data); + cd->duration[cursor] = 0; + cd->skidx[cursor] = 0; + cd->nameid[cursor] = 0; + // compact the cool down list + for (i = 0, cursor = 0; i < cd->cursor; i++) { + if (cd->duration[i] == 0) + continue; + if (cursor != i) { + cd->duration[cursor] = cd->duration[i]; + cd->skidx[cursor] = cd->skidx[i]; + cd->nameid[cursor] = cd->nameid[i]; + } + cursor++; + } + if (cursor == 0) + idb_remove(skillcd_db,sd->status.char_id); + else + cd->cursor = cursor; + } + + sd->blockskill[data] = 0; + return 1; } /** @@ -16789,565 +16891,675 @@ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) */ int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load) { - int oskillid = skillid; - struct skill_cd* cd = NULL; - - nullpo_retr (-1, sd); - - skillid = skill_get_index(skillid); - if (skillid == 0) - return -1; - - if (tick < 1) { - sd->blockskill[skillid] = 0; - return -1; - } - - if( battle_config.display_status_timers ) - clif_skill_cooldown(sd, skillid, tick); - - if( !load ) - {// not being loaded initially so ensure the skill delay is recorded - if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) - {// create a new skill cooldown object for map storage - CREATE( cd, struct skill_cd, 1 ); - idb_put( skillcd_db, sd->status.char_id, cd ); - } - - // record the skill duration in the database map - cd->duration[cd->cursor] = tick; - cd->skidx[cd->cursor] = skillid; - cd->nameid[cd->cursor] = oskillid; - cd->cursor++; - } - - sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid)); - return 0; + int oskillid = skillid; + struct skill_cd *cd = NULL; + + nullpo_retr(-1, sd); + + skillid = skill_get_index(skillid); + if (skillid == 0) + return -1; + + if (tick < 1) { + sd->blockskill[skillid] = 0; + return -1; + } + + if (battle_config.display_status_timers) + clif_skill_cooldown(sd, skillid, tick); + + if (!load) { + // not being loaded initially so ensure the skill delay is recorded + if (!(cd = idb_get(skillcd_db,sd->status.char_id))) { + // create a new skill cooldown object for map storage + CREATE(cd, struct skill_cd, 1); + idb_put(skillcd_db, sd->status.char_id, cd); + } + + // record the skill duration in the database map + cd->duration[cd->cursor] = tick; + cd->skidx[cd->cursor] = skillid; + cd->nameid[cd->cursor] = oskillid; + cd->cursor++; + } + + sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid)); + return 0; } -int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn] +int skill_blockhomun_end(int tid, unsigned int 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; + 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; + return 1; } -int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn] +int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn] { - nullpo_retr (-1, hd); - - skillid = skill_get_index(skillid); - if (skillid == 0) - return -1; - - if (tick < 1) { - hd->blockskill[skillid] = 0; - return -1; - } - hd->blockskill[skillid] = 1; - return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid); + nullpo_retr(-1, hd); + + skillid = skill_get_index(skillid); + if (skillid == 0) + return -1; + + if (tick < 1) { + hd->blockskill[skillid] = 0; + return -1; + } + hd->blockskill[skillid] = 1; + return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid); } -int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn] +int skill_blockmerc_end(int tid, unsigned int 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; + 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; + return 1; } int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick) { - nullpo_retr (-1, md); - - if( (skillid = skill_get_index(skillid)) == 0 ) - return -1; - if( tick < 1 ) - { - md->blockskill[skillid] = 0; - return -1; - } - md->blockskill[skillid] = 1; - return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid); + nullpo_retr(-1, md); + + if ((skillid = skill_get_index(skillid)) == 0) + return -1; + if (tick < 1) { + md->blockskill[skillid] = 0; + return -1; + } + md->blockskill[skillid] = 1; + return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid); } /** * Adds a new skill unit entry for this player to recast after map load **/ -void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) { - struct skill_usave * sus = NULL; +void skill_usave_add(struct map_session_data *sd, int skill_num, int skill_lv) +{ + struct skill_usave *sus = NULL; - if( idb_exists(skillusave_db,sd->status.char_id) ) { - idb_remove(skillusave_db,sd->status.char_id); - } + if (idb_exists(skillusave_db,sd->status.char_id)) { + idb_remove(skillusave_db,sd->status.char_id); + } - CREATE( sus, struct skill_usave, 1 ); - idb_put( skillusave_db, sd->status.char_id, sus ); + CREATE(sus, struct skill_usave, 1); + idb_put(skillusave_db, sd->status.char_id, sus); - sus->skill_num = skill_num; - sus->skill_lv = skill_lv; + sus->skill_num = skill_num; + sus->skill_lv = skill_lv; - return; + return; } -void skill_usave_trigger(struct map_session_data *sd) { - struct skill_usave * sus = NULL; +void skill_usave_trigger(struct map_session_data *sd) +{ + struct skill_usave *sus = NULL; - if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) { - return; - } + if (!(sus = idb_get(skillusave_db,sd->status.char_id))) { + return; + } - skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0); + skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0); - idb_remove(skillusave_db,sd->status.char_id); + idb_remove(skillusave_db,sd->status.char_id); - return; + return; } /* * */ -int skill_split_str (char *str, char **val, int num) +int skill_split_str(char *str, char **val, int num) { - int i; + int i; - for( i = 0; i < num && str; i++ ) - { - val[i] = str; - str = strchr(str,','); - if( str ) - *str++=0; - } + for (i = 0; i < num && str; i++) { + val[i] = str; + str = strchr(str,','); + if (str) + *str++=0; + } - return i; + return i; } /* * */ -int skill_split_atoi (char *str, int *val) +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; + 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) +void skill_init_unit_layout(void) { - int i,j,size,pos = 0; - - memset(skill_unit_layout,0,sizeof(skill_unit_layout)); - - // standard square layouts go first - for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { - size = i*2+1; - skill_unit_layout[i].count = size*size; - for (j=0; j<size*size; j++) { - skill_unit_layout[i].dx[j] = (j%size-i); - skill_unit_layout[i].dy[j] = (j/size-i); - } - } - - // afterwards add special ones - pos = i; - for (i=0;i<MAX_SKILL_DB;i++) { - if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1) - continue; - if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { - int skill = i; - - if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { - skill -= EL_SKILLRANGEMIN; - skill += EL_SKILLBASE; - } - if( skill == 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)); - } - } else { - switch (i) { - 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; - default: - ShowError("unknown unit layout at skill %d\n",i); - break; - } - } - if (!skill_unit_layout[pos].count) - continue; - for (j=0;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; - pos++; - } - - // firewall and icewall have 8 layouts (direction-dependent) - firewall_unit_pos = pos; - for (i=0;i<8;i++) { - if (i&1) { - skill_unit_layout[pos].count = 5; - if (i&0x2) { - int dx[] = {-1,-1, 0, 0, 1}; - int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 1, 1 ,0, 0,-1}; - int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - skill_unit_layout[pos].count = 3; - if (i%4==0) { - int dx[] = {-1, 0, 1}; - int dy[] = { 0, 0, 0}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 0, 0, 0}; - int dy[] = {-1, 0, 1}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - } - pos++; - } - icewall_unit_pos = pos; - for (i=0;i<8;i++) { - skill_unit_layout[pos].count = 5; - if (i&1) { - if (i&0x2) { - int dx[] = {-2,-1, 0, 1, 2}; - int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 2, 1 ,0,-1,-2}; - int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - if (i%4==0) { - int dx[] = {-2,-1, 0, 1, 2}; - int dy[] = { 0, 0, 0, 0, 0}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 0, 0, 0, 0, 0}; - int dy[] = {-2,-1, 0, 1, 2}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - } - pos++; - } - earthstrain_unit_pos = pos; - for( i = 0; i < 8; i++ ) - { // For each Direction - skill_unit_layout[pos].count = 15; - switch( i ) - { - case 0: case 1: case 3: case 4: case 5: case 7: - { - int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case 2: - case 6: - { - int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - } - pos++; - } + int i,j,size,pos = 0; + + memset(skill_unit_layout,0,sizeof(skill_unit_layout)); + + // standard square layouts go first + for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { + size = i*2+1; + skill_unit_layout[i].count = size*size; + for (j=0; j<size*size; j++) { + skill_unit_layout[i].dx[j] = (j%size-i); + skill_unit_layout[i].dy[j] = (j/size-i); + } + } + + // afterwards add special ones + pos = i; + for (i=0; i<MAX_SKILL_DB; i++) { + if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1) + continue; + if (i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX) { + int skill = i; + + if (i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX) { + skill -= EL_SKILLRANGEMIN; + skill += EL_SKILLBASE; + } + if (skill == 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)); + } + } else { + switch (i) { + 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; + default: + ShowError("unknown unit layout at skill %d\n",i); + break; + } + } + if (!skill_unit_layout[pos].count) + continue; + for (j=0; j<MAX_SKILL_LEVEL; j++) + skill_db[i].unit_layout_type[j] = pos; + pos++; + } + + // firewall and icewall have 8 layouts (direction-dependent) + firewall_unit_pos = pos; + for (i=0; i<8; i++) { + if (i&1) { + skill_unit_layout[pos].count = 5; + if (i&0x2) { + int dx[] = {-1,-1, 0, 0, 1}; + int dy[] = { 1, 0, 0,-1,-1}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 1, 1 ,0, 0,-1}; + int dy[] = { 1, 0, 0,-1,-1}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + skill_unit_layout[pos].count = 3; + if (i%4==0) { + int dx[] = {-1, 0, 1}; + int dy[] = { 0, 0, 0}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 0, 0, 0}; + int dy[] = {-1, 0, 1}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } + pos++; + } + icewall_unit_pos = pos; + for (i=0; i<8; i++) { + skill_unit_layout[pos].count = 5; + if (i&1) { + if (i&0x2) { + int dx[] = {-2,-1, 0, 1, 2}; + int dy[] = { 2, 1, 0,-1,-2}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 2, 1 ,0,-1,-2}; + int dy[] = { 2, 1, 0,-1,-2}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + if (i%4==0) { + int dx[] = {-2,-1, 0, 1, 2}; + int dy[] = { 0, 0, 0, 0, 0}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 0, 0, 0, 0, 0}; + int dy[] = {-2,-1, 0, 1, 2}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } + pos++; + } + earthstrain_unit_pos = pos; + for (i = 0; i < 8; i++) { + // For each Direction + skill_unit_layout[pos].count = 15; + switch (i) { + case 0: + case 1: + case 3: + case 4: + case 5: + case 7: { + int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case 2: + case 6: { + int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + } + pos++; + } } -int skill_block_check(struct block_list *bl, sc_type type , int skillid) { - int inf = 0; - struct status_change *sc = status_get_sc(bl); - - if( !sc || !bl || skillid < 1 ) - return 0; // Can do it - - switch(type){ - case SC_STASIS: - inf = skill_get_inf2(skillid); - if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) - return 1; // Can't do it. - switch( skillid ) - { - 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_KAGEHUMI: - switch(skillid){ - 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_block_check(struct block_list *bl, sc_type type , int skillid) +{ + int inf = 0; + struct status_change *sc = status_get_sc(bl); + + if (!sc || !bl || skillid < 1) + return 0; // Can do it + + switch (type) { + case SC_STASIS: + inf = skill_get_inf2(skillid); + if (inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL) + return 1; // Can't do it. + switch (skillid) { + 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_KAGEHUMI: + switch (skillid) { + 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( int skill_id , int skill_lv ) { - int type = 0; +int skill_get_elemental_type(int skill_id , int 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; - } + 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; + type += skill_lv - 1; - return type; + return type; } /** * reload stored skill cooldowns when a player logs in. * @param sd the affected player structure */ -void skill_cooldown_load(struct map_session_data * sd) +void skill_cooldown_load(struct map_session_data *sd) { - int i; - struct skill_cd* cd = NULL; - - // always check to make sure the session properly exists - nullpo_retv(sd); - - if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) - {// no skill cooldown is associated with this character - return; - } - - // process each individual cooldown associated with the character - for( i = 0; i < cd->cursor; i++ ) - { - // block the skill from usage but ensure it is not recorded (load = true) - skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true ); - } + int i; + struct skill_cd *cd = NULL; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if (!(cd = idb_get(skillcd_db, sd->status.char_id))) { + // no skill cooldown is associated with this character + return; + } + + // process each individual cooldown associated with the character + for (i = 0; i < cd->cursor; i++) { + // block the skill from usage but ensure it is not recorded (load = true) + skill_blockpc_start_(sd, cd->nameid[i], cd->duration[i], true); + } } /*========================================== @@ -17355,406 +17567,405 @@ void skill_cooldown_load(struct map_session_data * sd) * skill_db.txt *------------------------------------------*/ -static bool skill_parse_row_skilldb(char* split[], int columns, int current) -{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description - int id = atoi(split[0]); - int i; - if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) - || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX) - || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) - || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) { - ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id); - return false; - } - - i = skill_get_index(id); - if( !i ) // invalid skill id - return false; - - skill_split_atoi(split[1],skill_db[i].range); - skill_db[i].hit = atoi(split[2]); - skill_db[i].inf = atoi(split[3]); - skill_split_atoi(split[4],skill_db[i].element); - skill_db[i].nk = (int)strtol(split[5], NULL, 0); - skill_split_atoi(split[6],skill_db[i].splash); - skill_db[i].max = atoi(split[7]); - skill_split_atoi(split[8],skill_db[i].num); - - if( strcmpi(split[9],"yes") == 0 ) - skill_db[i].castcancel = 1; - else - skill_db[i].castcancel = 0; - skill_db[i].cast_def_rate = atoi(split[10]); - skill_db[i].inf2 = (int)strtol(split[11], NULL, 0); - skill_split_atoi(split[12],skill_db[i].maxcount); - if( strcmpi(split[13],"weapon") == 0 ) - skill_db[i].skill_type = BF_WEAPON; - else if( strcmpi(split[13],"magic") == 0 ) - skill_db[i].skill_type = BF_MAGIC; - else if( strcmpi(split[13],"misc") == 0 ) - skill_db[i].skill_type = BF_MISC; - else - skill_db[i].skill_type = 0; - skill_split_atoi(split[14],skill_db[i].blewcount); - safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name)); - safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc)); - strdb_iput(skilldb_name2id, skill_db[i].name, id); - - return true; +static bool skill_parse_row_skilldb(char *split[], int columns, int current) +{ + // id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description + int id = atoi(split[0]); + int i; + if ((id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) + || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX) + || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) + || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX)) { + ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id); + return false; + } + + i = skill_get_index(id); + if (!i) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[i].range); + skill_db[i].hit = atoi(split[2]); + skill_db[i].inf = atoi(split[3]); + skill_split_atoi(split[4],skill_db[i].element); + skill_db[i].nk = (int)strtol(split[5], NULL, 0); + skill_split_atoi(split[6],skill_db[i].splash); + skill_db[i].max = atoi(split[7]); + skill_split_atoi(split[8],skill_db[i].num); + + if (strcmpi(split[9],"yes") == 0) + skill_db[i].castcancel = 1; + else + skill_db[i].castcancel = 0; + skill_db[i].cast_def_rate = atoi(split[10]); + skill_db[i].inf2 = (int)strtol(split[11], NULL, 0); + skill_split_atoi(split[12],skill_db[i].maxcount); + if (strcmpi(split[13],"weapon") == 0) + skill_db[i].skill_type = BF_WEAPON; + else if (strcmpi(split[13],"magic") == 0) + skill_db[i].skill_type = BF_MAGIC; + else if (strcmpi(split[13],"misc") == 0) + skill_db[i].skill_type = BF_MISC; + else + skill_db[i].skill_type = 0; + skill_split_atoi(split[14],skill_db[i].blewcount); + safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name)); + safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc)); + strdb_iput(skilldb_name2id, skill_db[i].name, id); + + return true; } -static bool skill_parse_row_requiredb(char* split[], int columns, int current) -{// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 - char* p; - int j; - - int i = atoi(split[0]); - i = skill_get_index(i); - if( !i ) // invalid skill id - return false; - - skill_split_atoi(split[1],skill_db[i].hp); - skill_split_atoi(split[2],skill_db[i].mhp); - skill_split_atoi(split[3],skill_db[i].sp); - skill_split_atoi(split[4],skill_db[i].hp_rate); - skill_split_atoi(split[5],skill_db[i].sp_rate); - skill_split_atoi(split[6],skill_db[i].zeny); +static bool skill_parse_row_requiredb(char *split[], int columns, int current) +{ + // SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 + char *p; + int j; + + int i = atoi(split[0]); + i = skill_get_index(i); + if (!i) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[i].hp); + skill_split_atoi(split[2],skill_db[i].mhp); + skill_split_atoi(split[3],skill_db[i].sp); + skill_split_atoi(split[4],skill_db[i].hp_rate); + skill_split_atoi(split[5],skill_db[i].sp_rate); + skill_split_atoi(split[6],skill_db[i].zeny); //Wich weapon type are required, see doc/item_db for types - p = split[7]; - for( j = 0; j < 32; j++ ) - { - int l = atoi(p); - if( l == 99 ) // Any weapon - { - skill_db[i].weapon = 0; - break; - } - else - skill_db[i].weapon |= 1<<l; - p = strchr(p,':'); - if(!p) - break; - p++; - } - - //FIXME: document this - p = split[8]; - for( j = 0; j < 32; j++ ) - { - int l = atoi(p); - if( l == 99 ) // Any ammo type - { - skill_db[i].ammo = 0xFFFFFFFF; - break; - } - else if( l ) // 0 stands for no requirement - skill_db[i].ammo |= 1<<l; - p = strchr(p,':'); - if( !p ) - break; - p++; - } - skill_split_atoi(split[9],skill_db[i].ammo_qty); - - if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING; - else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING; - else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN; - else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING; - else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON; - else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART; - else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD; - else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT; - else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS; - else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST; - else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE; - else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE; - else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER; - /** - * New States - **/ - else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON; - else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG; - else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG; - else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO; - else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT; - else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON; - else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER; - - /** - * Unknown or no state - **/ - else skill_db[i].state = ST_NONE; - - skill_split_atoi(split[11],skill_db[i].spiritball); - for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { - skill_db[i].itemid[j] = atoi(split[12+ 2*j]); - skill_db[i].amount[j] = atoi(split[13+ 2*j]); - } - - return true; + p = split[7]; + for (j = 0; j < 32; j++) { + int l = atoi(p); + if (l == 99) { // Any weapon + skill_db[i].weapon = 0; + break; + } else + skill_db[i].weapon |= 1<<l; + p = strchr(p,':'); + if (!p) + break; + p++; + } + + //FIXME: document this + p = split[8]; + for (j = 0; j < 32; j++) { + int l = atoi(p); + if (l == 99) { // Any ammo type + skill_db[i].ammo = 0xFFFFFFFF; + break; + } else if (l) // 0 stands for no requirement + skill_db[i].ammo |= 1<<l; + p = strchr(p,':'); + if (!p) + break; + p++; + } + skill_split_atoi(split[9],skill_db[i].ammo_qty); + + if (strcmpi(split[10],"hiding")==0) skill_db[i].state = ST_HIDING; + else if (strcmpi(split[10],"cloaking")==0) skill_db[i].state = ST_CLOAKING; + else if (strcmpi(split[10],"hidden")==0) skill_db[i].state = ST_HIDDEN; + else if (strcmpi(split[10],"riding")==0) skill_db[i].state = ST_RIDING; + else if (strcmpi(split[10],"falcon")==0) skill_db[i].state = ST_FALCON; + else if (strcmpi(split[10],"cart")==0) skill_db[i].state = ST_CART; + else if (strcmpi(split[10],"shield")==0) skill_db[i].state = ST_SHIELD; + else if (strcmpi(split[10],"sight")==0) skill_db[i].state = ST_SIGHT; + else if (strcmpi(split[10],"explosionspirits")==0) skill_db[i].state = ST_EXPLOSIONSPIRITS; + else if (strcmpi(split[10],"cartboost")==0) skill_db[i].state = ST_CARTBOOST; + else if (strcmpi(split[10],"recover_weight_rate")==0) skill_db[i].state = ST_RECOV_WEIGHT_RATE; + else if (strcmpi(split[10],"move_enable")==0) skill_db[i].state = ST_MOVE_ENABLE; + else if (strcmpi(split[10],"water")==0) skill_db[i].state = ST_WATER; + /** + * New States + **/ + else if (strcmpi(split[10],"dragon")==0) skill_db[i].state = ST_RIDINGDRAGON; + else if (strcmpi(split[10],"warg")==0) skill_db[i].state = ST_WUG; + else if (strcmpi(split[10],"ridingwarg")==0) skill_db[i].state = ST_RIDINGWUG; + else if (strcmpi(split[10],"mado")==0) skill_db[i].state = ST_MADO; + else if (strcmpi(split[10],"elementalspirit")==0) skill_db[i].state = ST_ELEMENTALSPIRIT; + else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON; + else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER; + + /** + * Unknown or no state + **/ + else skill_db[i].state = ST_NONE; + + skill_split_atoi(split[11],skill_db[i].spiritball); + for (j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++) { + skill_db[i].itemid[j] = atoi(split[12+ 2*j]); + skill_db[i].amount[j] = atoi(split[13+ 2*j]); + } + + return true; } -static bool skill_parse_row_castdb(char* split[], int columns, int current) -{// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 - int i = atoi(split[0]); - i = skill_get_index(i); - if( !i ) // invalid skill id - return false; - - skill_split_atoi(split[1],skill_db[i].cast); - skill_split_atoi(split[2],skill_db[i].delay); - skill_split_atoi(split[3],skill_db[i].walkdelay); - skill_split_atoi(split[4],skill_db[i].upkeep_time); - skill_split_atoi(split[5],skill_db[i].upkeep_time2); - skill_split_atoi(split[6],skill_db[i].cooldown); +static bool skill_parse_row_castdb(char *split[], int columns, int current) +{ + // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 + int i = atoi(split[0]); + i = skill_get_index(i); + if (!i) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[i].cast); + skill_split_atoi(split[2],skill_db[i].delay); + skill_split_atoi(split[3],skill_db[i].walkdelay); + skill_split_atoi(split[4],skill_db[i].upkeep_time); + skill_split_atoi(split[5],skill_db[i].upkeep_time2); + skill_split_atoi(split[6],skill_db[i].cooldown); #ifdef RENEWAL_CAST - skill_split_atoi(split[7],skill_db[i].fixed_cast); + skill_split_atoi(split[7],skill_db[i].fixed_cast); #endif - return true; + return true; } -static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) -{// Skill id,Cast,Delay (optional) - int i = atoi(split[0]); - i = skill_get_index(i); - if( !i ) // invalid skill id - return false; +static bool skill_parse_row_castnodexdb(char *split[], int columns, int current) +{ + // Skill id,Cast,Delay (optional) + int i = atoi(split[0]); + i = skill_get_index(i); + if (!i) // invalid skill id + return false; - skill_split_atoi(split[1],skill_db[i].castnodex); - if( split[2] ) // optional column - skill_split_atoi(split[2],skill_db[i].delaynodex); + skill_split_atoi(split[1],skill_db[i].castnodex); + if (split[2]) // optional column + skill_split_atoi(split[2],skill_db[i].delaynodex); - return true; + return true; } -static bool skill_parse_row_nocastdb(char* split[], int columns, int current) -{// SkillID,Flag - int i = atoi(split[0]); - i = skill_get_index(i); - if( !i ) // invalid skill id - return false; +static bool skill_parse_row_nocastdb(char *split[], int columns, int current) +{ + // SkillID,Flag + int i = atoi(split[0]); + i = skill_get_index(i); + if (!i) // invalid skill id + return false; - skill_db[i].nocast |= atoi(split[1]); + skill_db[i].nocast |= atoi(split[1]); - return true; + return true; } -static bool skill_parse_row_unitdb(char* split[], int columns, int current) -{// ID,unit ID,unit ID 2,layout,range,interval,target,flag - int i = atoi(split[0]); - i = skill_get_index(i); - if( !i ) // invalid skill id - return false; - - skill_db[i].unit_id[0] = strtol(split[1],NULL,16); - skill_db[i].unit_id[1] = strtol(split[2],NULL,16); - skill_split_atoi(split[3],skill_db[i].unit_layout_type); - skill_split_atoi(split[4],skill_db[i].unit_range); - skill_db[i].unit_interval = atoi(split[5]); - - if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY; - else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD; - else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD; - else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL; - else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY; - else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF; - else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE; - else skill_db[i].unit_target = strtol(split[6],NULL,16); - - skill_db[i].unit_flag = strtol(split[7],NULL,16); - - if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill_db[i].unit_target = BCT_NOENEMY; - - //By default, target just characters. - skill_db[i].unit_target |= BL_CHAR; - if (skill_db[i].unit_flag&UF_NOPC) - skill_db[i].unit_target &= ~BL_PC; - if (skill_db[i].unit_flag&UF_NOMOB) - skill_db[i].unit_target &= ~BL_MOB; - if (skill_db[i].unit_flag&UF_SKILL) - skill_db[i].unit_target |= BL_SKILL; - - return true; +static bool skill_parse_row_unitdb(char *split[], int columns, int current) +{ + // ID,unit ID,unit ID 2,layout,range,interval,target,flag + int i = atoi(split[0]); + i = skill_get_index(i); + if (!i) // invalid skill id + return false; + + skill_db[i].unit_id[0] = strtol(split[1],NULL,16); + skill_db[i].unit_id[1] = strtol(split[2],NULL,16); + skill_split_atoi(split[3],skill_db[i].unit_layout_type); + skill_split_atoi(split[4],skill_db[i].unit_range); + skill_db[i].unit_interval = atoi(split[5]); + + if (strcmpi(split[6],"noenemy")==0) skill_db[i].unit_target = BCT_NOENEMY; + else if (strcmpi(split[6],"friend")==0) skill_db[i].unit_target = BCT_NOENEMY; + else if (strcmpi(split[6],"party")==0) skill_db[i].unit_target = BCT_PARTY; + else if (strcmpi(split[6],"ally")==0) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD; + else if (strcmpi(split[6],"guild")==0) skill_db[i].unit_target = BCT_GUILD; + else if (strcmpi(split[6],"all")==0) skill_db[i].unit_target = BCT_ALL; + else if (strcmpi(split[6],"enemy")==0) skill_db[i].unit_target = BCT_ENEMY; + else if (strcmpi(split[6],"self")==0) skill_db[i].unit_target = BCT_SELF; + else if (strcmpi(split[6],"noone")==0) skill_db[i].unit_target = BCT_NOONE; + else skill_db[i].unit_target = strtol(split[6],NULL,16); + + skill_db[i].unit_flag = strtol(split[7],NULL,16); + + if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill_db[i].unit_target = BCT_NOENEMY; + + //By default, target just characters. + skill_db[i].unit_target |= BL_CHAR; + if (skill_db[i].unit_flag&UF_NOPC) + skill_db[i].unit_target &= ~BL_PC; + if (skill_db[i].unit_flag&UF_NOMOB) + skill_db[i].unit_target &= ~BL_MOB; + if (skill_db[i].unit_flag&UF_SKILL) + skill_db[i].unit_target |= BL_SKILL; + + return true; } -static bool skill_parse_row_producedb(char* split[], int columns, int current) -{// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,...... - int x,y; +static bool skill_parse_row_producedb(char *split[], int columns, int current) +{ + // ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,...... + int x,y; - int i = atoi(split[0]); - if( !i ) - return false; + 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]); + 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]); - } + 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; + return true; } -static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) -{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 - int x,y; +static bool skill_parse_row_createarrowdb(char *split[], int columns, int current) +{ + // SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 + int x,y; - int i = atoi(split[0]); - if( !i ) - return false; + int i = atoi(split[0]); + if (!i) + return false; - skill_arrow_db[current].nameid = i; + 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]); - } + 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; + return true; } -static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) -{// SkillID,PreservePoints - - int skillid = atoi(split[0]), - points = atoi(split[1]), - nameid = atoi(split[2]); - - if( !skill_get_index(skillid) || !skill_get_max(skillid) ) - ShowError("spellbook_db: Invalid skill ID %d\n", skillid); - if ( !skill_get_inf(skillid) ) - ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid)); - if( points < 1 ) - ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid)); - else - { - skill_spellbook_db[current].skillid = skillid; - skill_spellbook_db[current].point = points; - skill_spellbook_db[current].nameid = nameid; - - return true; - } - - return false; +static bool skill_parse_row_spellbookdb(char *split[], int columns, int current) +{ + // SkillID,PreservePoints + + int skillid = atoi(split[0]), + points = atoi(split[1]), + nameid = atoi(split[2]); + + if (!skill_get_index(skillid) || !skill_get_max(skillid)) + ShowError("spellbook_db: Invalid skill ID %d\n", skillid); + if (!skill_get_inf(skillid)) + ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid)); + if (points < 1) + ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid)); + else { + skill_spellbook_db[current].skillid = skillid; + skill_spellbook_db[current].point = points; + skill_spellbook_db[current].nameid = nameid; + + return true; + } + + return false; } -static bool skill_parse_row_improvisedb(char* split[], int columns, int current) -{// SkillID - int i = atoi(split[0]); - short j = atoi(split[1]); - - if( !skill_get_index(i) || !skill_get_max(i) ) { - ShowError("skill_improvise_db: Invalid skill ID %d\n", i); - return false; - } - if ( !skill_get_inf(i) ) { - ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); - return false; - } - if( j < 1 ) { - ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i)); - 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].skillid = i; - skill_improvise_db[current].per = j; // Still need confirm it. - - return true; +static bool skill_parse_row_improvisedb(char *split[], int columns, int current) +{ + // SkillID + int i = atoi(split[0]); + short j = atoi(split[1]); + + if (!skill_get_index(i) || !skill_get_max(i)) { + ShowError("skill_improvise_db: Invalid skill ID %d\n", i); + return false; + } + if (!skill_get_inf(i)) { + ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); + return false; + } + if (j < 1) { + ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i)); + 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].skillid = i; + skill_improvise_db[current].per = j; // Still need confirm it. + + return true; } -static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) +static bool skill_parse_row_magicmushroomdb(char *split[], int column, int current) { - int i = atoi(split[0]); - - if( !skill_get_index(i) || !skill_get_max(i) ) - { - ShowError("magicmushroom_db: Invalid skill ID %d\n", i); - return false; - } - if ( !skill_get_inf(i) ) - { - ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); - return false; - } - - skill_magicmushroom_db[current].skillid = i; - - return true; + int i = atoi(split[0]); + + if (!skill_get_index(i) || !skill_get_max(i)) { + ShowError("magicmushroom_db: Invalid skill ID %d\n", i); + return false; + } + if (!skill_get_inf(i)) { + ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); + return false; + } + + skill_magicmushroom_db[current].skillid = i; + + return true; } -static bool skill_parse_row_reproducedb(char* split[], int column, int current) { - int skillid = atoi(split[0]); +static bool skill_parse_row_reproducedb(char *split[], int column, int current) +{ + int skillid = atoi(split[0]); - skillid = skill_get_index(skillid); - if( !skillid ) - return false; + skillid = skill_get_index(skillid); + if (!skillid) + return false; - skill_reproduce_db[skillid] = true; + skill_reproduce_db[skillid] = true; - return true; + return true; } -static bool skill_parse_row_abradb(char* split[], int columns, int current) -{// SkillID,DummyName,RequiredHocusPocusLevel,Rate - int i = atoi(split[0]); - if( !skill_get_index(i) || !skill_get_max(i) ) - { - ShowError("abra_db: Invalid skill ID %d\n", i); - return false; - } - if ( !skill_get_inf(i) ) - { - ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); - return false; - } - - skill_abra_db[current].skillid = i; - skill_abra_db[current].req_lv = atoi(split[2]); - skill_abra_db[current].per = atoi(split[3]); - - return true; +static bool skill_parse_row_abradb(char *split[], int columns, int current) +{ + // SkillID,DummyName,RequiredHocusPocusLevel,Rate + int i = atoi(split[0]); + if (!skill_get_index(i) || !skill_get_max(i)) { + ShowError("abra_db: Invalid skill ID %d\n", i); + return false; + } + if (!skill_get_inf(i)) { + ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); + return false; + } + + skill_abra_db[current].skillid = i; + skill_abra_db[current].req_lv = atoi(split[2]); + skill_abra_db[current].per = atoi(split[3]); + + return true; } -static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) -{// SkillID - int i = 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 == i ) - 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", i); - 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 = i; - 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; +static bool skill_parse_row_changematerialdb(char *split[], int columns, int current) +{ + // SkillID + int i = 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 == i) + 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", i); + 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 = i; + 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; } /*=============================== @@ -17771,93 +17982,94 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur *------------------------------*/ static void skill_readdb(void) { - // init skill db structures - db_clear(skilldb_name2id); - memset(skill_db,0,sizeof(skill_db)); - memset(skill_produce_db,0,sizeof(skill_produce_db)); - memset(skill_arrow_db,0,sizeof(skill_arrow_db)); - memset(skill_abra_db,0,sizeof(skill_abra_db)); - memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); - memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); - memset(skill_reproduce_db,0,sizeof(skill_reproduce_db)); - memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); - - // load skill databases - safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name)); - safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc)); - - sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb); - sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb); + // init skill db structures + db_clear(skilldb_name2id); + memset(skill_db,0,sizeof(skill_db)); + memset(skill_produce_db,0,sizeof(skill_produce_db)); + memset(skill_arrow_db,0,sizeof(skill_arrow_db)); + memset(skill_abra_db,0,sizeof(skill_abra_db)); + memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); + memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); + memset(skill_reproduce_db,0,sizeof(skill_reproduce_db)); + memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); + + // load skill databases + safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name)); + safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc)); + + sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb); + sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb); #ifdef RENEWAL_CAST - sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb); + sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb); #else - sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb); + sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb); #endif - sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb); - sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb); - - sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb); - - skill_init_unit_layout(); - sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb); - sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb); - sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb); - //Warlock - sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb); - //Guillotine Cross - sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb); - sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb); - sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb); - sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb); + sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb); + sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb); + + sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb); + + skill_init_unit_layout(); + sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb); + sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb); + sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb); + //Warlock + sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb); + //Guillotine Cross + sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb); + sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb); + sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb); + sv_readdb(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; - skill_readdb(); - /* 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); +void skill_reload(void) +{ + struct s_mapiterator *iter; + struct map_session_data *sd; + skill_readdb(); + /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ + iter = mapit_getallusers(); + for (sd = (TBL_PC *)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC *)mapit_next(iter)) + clif_skillinfoblock(sd); + mapit_free(iter); } /*========================================== * *------------------------------------------*/ -int do_init_skill (void) +int do_init_skill(void) { - skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); - skill_readdb(); + skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); + skill_readdb(); - group_db = idb_alloc(DB_OPT_BASE); - skillunit_db = idb_alloc(DB_OPT_BASE); - skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA); - skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); - skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE); - skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE); + group_db = idb_alloc(DB_OPT_BASE); + skillunit_db = idb_alloc(DB_OPT_BASE); + skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA); + skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); + skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE); + skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE); - add_timer_func_list(skill_unit_timer,"skill_unit_timer"); - add_timer_func_list(skill_castend_id,"skill_castend_id"); - add_timer_func_list(skill_castend_pos,"skill_castend_pos"); - add_timer_func_list(skill_timerskill,"skill_timerskill"); - add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); + add_timer_func_list(skill_unit_timer,"skill_unit_timer"); + add_timer_func_list(skill_castend_id,"skill_castend_id"); + add_timer_func_list(skill_castend_pos,"skill_castend_pos"); + add_timer_func_list(skill_timerskill,"skill_timerskill"); + add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); - add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); + add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); - return 0; + return 0; } int do_final_skill(void) { - db_destroy(skilldb_name2id); - db_destroy(group_db); - db_destroy(skillunit_db); - db_destroy(skillcd_db); - db_destroy(skillusave_db); - ers_destroy(skill_unit_ers); - ers_destroy(skill_timer_ers); - return 0; + db_destroy(skilldb_name2id); + db_destroy(group_db); + db_destroy(skillunit_db); + db_destroy(skillcd_db); + db_destroy(skillusave_db); + ers_destroy(skill_unit_ers); + ers_destroy(skill_timer_ers); + return 0; } |