diff options
author | shennetsind <ind@henn.et> | 2013-03-11 22:47:14 -0300 |
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committer | shennetsind <ind@henn.et> | 2013-03-11 22:47:14 -0300 |
commit | a4aa94390b2b63a90e2e785b869778e89c40c97b (patch) | |
tree | fab327c7afa127be8bde5463a7341a02e32b7ff8 /src/map/skill.c | |
parent | d5439137b778dc22c20c583f29c39663444b1cdc (diff) | |
download | hercules-a4aa94390b2b63a90e2e785b869778e89c40c97b.tar.gz hercules-a4aa94390b2b63a90e2e785b869778e89c40c97b.tar.bz2 hercules-a4aa94390b2b63a90e2e785b869778e89c40c97b.tar.xz hercules-a4aa94390b2b63a90e2e785b869778e89c40c97b.zip |
Hercules Renewal: skill.c complete
Added the last missing functions into the interface, all functions in skill.c are now wired to the interface.
http://hercules.ws/board/topic/237-hercules-renewal/
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 13251 |
1 files changed, 6563 insertions, 6688 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index fdfdbcee7..033b91a0b 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -118,14 +118,8 @@ struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; int earthstrain_unit_pos; -//early declaration -int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id); -static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv); -static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv); -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; #else // Some skills can now hit ground skills(traps, ice wall & etc.) @@ -134,8 +128,7 @@ static inline int splash_target(struct block_list* bl) } /// 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; @@ -178,12 +171,12 @@ const char* skill_get_desc( uint16 skill_id ) { } // out of bounds error checking [celest] -static void skill_chk(int16* skill_id, uint16 skill_lv) { +void skill_chk(int16* skill_id, uint16 skill_lv) { *skill_id = skill->get_index(*skill_id); // checks/adjusts id if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0; } -#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; } +#define skill_get(var,id,lv) { skill->chk(&id,lv); if(!id) return 0; return var; } // Skill DB int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); } @@ -223,7 +216,7 @@ int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_i int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); } int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); } int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); } -int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); } int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); } int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); } int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); } @@ -244,19 +237,6 @@ int skill_tree_get_max(uint16 skill_id, int b_class) return skill->get_max(skill_id); } -int skill_frostjoke_scream(struct block_list *bl,va_list ap); -int skill_attack_area(struct block_list *bl,va_list ap); -struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] -int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] -int skill_greed(struct block_list *bl, va_list ap); -static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id); -static int skill_cell_overlap(struct block_list *bl, va_list ap); -static int skill_trap_splash(struct block_list *bl, va_list ap); -struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); -static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); -static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick); -static int skill_unit_effect(struct block_list *bl,va_list ap); - int enchant_eff[5] = { 10, 14, 17, 19, 20 }; int deluge_eff[5] = { 5, 9, 12, 14, 15 }; @@ -682,9 +662,8 @@ int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) return skill->not_ok(skill_id, md->master); } -struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) -{ - int pos = skill_get_unit_layout_type(skill_id,skill_lv); +struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { + int pos = skill->get_unit_layout_type(skill_id,skill_lv); uint8 dir; if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { @@ -743,21 +722,19 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint //So if the target can't be inflicted with statuses, this is pointless. return 0; - if( sd ) - { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] - if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) - { // Trigger status effects + if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] + if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { + // Trigger status effects enum sc_type type; int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) - { + 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|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) ) ; @@ -765,8 +742,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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|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. @@ -783,12 +760,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } } - if( skill_id ) - { // Trigger status effects on skills + if( skill_id ) { + // Trigger status effects on skills enum sc_type type; int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) - { + for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) continue; type = sd->addeff3[i].id; @@ -805,615 +781,613 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint if( dmg_lv < ATK_DEF ) // no damage, return; return 0; - switch(skill_id) - { - case 0: // Normal attacks (no skill used) - { - if( attack_type&BF_SKILL ) - break; // If a normal attack is a skill, it's splash damage. [Inkfish] - if(sd) { - // Automatic trigger of Blitz Beat - if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc_checkskill(sd,HT_BLITZBEAT))>0 && - rnd()%1000 <= sstatus->luk*10/3+1 ) { - rate=(sd->status.job_level+9)/10; - skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); - } - // Automatic trigger of Warg Strike [Jobbie] - if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 ) - skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); - // Gank - if(dstmd && sd->status.weapon != W_BOW && - (temp=pc_checkskill(sd,RG_SNATCHER)) > 0 && - (temp*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) { - if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) - clif_skill_nodamage(src,bl,TF_STEAL,temp,1); - else - clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); - } - // Chance to trigger Taekwon kicks [Dralnu] - if(sc && !sc->data[SC_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); + switch(skill_id) { + case 0: { // Normal attacks (no skill used) + if( attack_type&BF_SKILL ) + break; // If a normal attack is a skill, it's splash damage. [Inkfish] + if(sd) { + // Automatic trigger of Blitz Beat + if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc_checkskill(sd,HT_BLITZBEAT))>0 && + rnd()%1000 <= sstatus->luk*10/3+1 ) { + rate=(sd->status.job_level+9)/10; + skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); + } + // Automatic trigger of Warg Strike [Jobbie] + if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 ) + skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); + // Gank + if(dstmd && sd->status.weapon != W_BOW && + (temp=pc_checkskill(sd,RG_SNATCHER)) > 0 && + (temp*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) { + if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) + clif_skill_nodamage(src,bl,TF_STEAL,temp,1); + else + clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); + } + // Chance to trigger Taekwon kicks [Dralnu] + if(sc && !sc->data[SC_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)); } - 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 && 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 && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ - //TODO: How much % per base level it actually is? - sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10), - skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv)); + 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 MER_CRASH: - sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case SM_BASH: + if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ + //TODO: How much % per base level it actually is? + sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10), + skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv)); + } + break; - case AS_VENOMKNIFE: - if (sd) //Poison chance must be that of Envenom. [Skotlex] - skill_lv = pc_checkskill(sd, TF_POISON); - case TF_POISON: - case AS_SPLASHER: - if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id==TF_POISON - ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + case MER_CRASH: + sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case AS_SONICBLOW: - sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case AS_VENOMKNIFE: + if (sd) //Poison chance must be that of Envenom. [Skotlex] + skill_lv = pc_checkskill(sd, TF_POISON); + case TF_POISON: + case AS_SPLASHER: + if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id==TF_POISON + ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; - case WZ_FIREPILLAR: - unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); - break; + case AS_SONICBLOW: + sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case MG_FROSTDIVER: -#ifndef RENEWAL - case WZ_FROSTNOVA: -#endif - sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case WZ_FIREPILLAR: + unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); + break; -#ifdef RENEWAL - case WZ_FROSTNOVA: - sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; -#endif + case MG_FROSTDIVER: + #ifndef RENEWAL + case WZ_FROSTNOVA: + #endif + sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case WZ_STORMGUST: - /** - * Storm Gust counter was dropped in renewal - **/ #ifdef RENEWAL - sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - #else - //Tharis pointed out that this is normal freeze chance with a base of 300% - if(tsc->sg_counter >= 3 && - sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) - tsc->sg_counter = 0; + case WZ_FROSTNOVA: + sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + #endif + + case WZ_STORMGUST: /** - * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value + * Storm Gust counter was dropped in renewal **/ - else if( tsc->sg_counter > 250 ) - tsc->sg_counter = 0; - #endif - break; + #ifdef RENEWAL + sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + #else + //Tharis pointed out that this is normal freeze chance with a base of 300% + if(tsc->sg_counter >= 3 && + sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) + tsc->sg_counter = 0; + /** + * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value + **/ + else if( tsc->sg_counter > 250 ) + tsc->sg_counter = 0; + #endif + break; - case WZ_METEOR: - sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case WZ_METEOR: + sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case WZ_VERMILION: - sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case WZ_VERMILION: + sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case HT_FLASHER: - sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case HT_FLASHER: + sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case HT_LANDMINE: - case MA_LANDMINE: - sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case HT_LANDMINE: + case MA_LANDMINE: + sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case HT_SHOCKWAVE: - status_percent_damage(src, bl, 0, 15*skill_lv+5, false); - break; + case HT_SHOCKWAVE: + status_percent_damage(src, bl, 0, 15*skill_lv+5, false); + break; - case HT_SANDMAN: - case MA_SANDMAN: - sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case HT_SANDMAN: + case MA_SANDMAN: + sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case TF_SPRINKLESAND: - sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case TF_SPRINKLESAND: + sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case TF_THROWSTONE: - sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case TF_THROWSTONE: + sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case NPC_DARKCROSS: - case CR_HOLYCROSS: - sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case NPC_DARKCROSS: + case CR_HOLYCROSS: + sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - //Chance to cause blind status vs demon and undead element, but not against players - if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - attack_type |= BF_WEAPON; - break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Chance to cause blind status vs demon and undead element, but not against players + if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + attack_type |= BF_WEAPON; + break; - case AM_ACIDTERROR: - sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) - clif_emotion(bl,E_OMG); - break; + case AM_ACIDTERROR: + sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) + clif_emotion(bl,E_OMG); + break; - case AM_DEMONSTRATION: - skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); - break; + case AM_DEMONSTRATION: + skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); + break; - case CR_SHIELDCHARGE: - sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case CR_SHIELDCHARGE: + sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case PA_PRESSURE: - status_percent_damage(src, bl, 0, 15+5*skill_lv, false); - break; + case PA_PRESSURE: + status_percent_damage(src, bl, 0, 15+5*skill_lv, false); + break; - case RG_RAID: - sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + case RG_RAID: + sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); -#ifdef RENEWAL - sc_start(bl,SC_RAID,100,7,5000); - break; + #ifdef RENEWAL + sc_start(bl,SC_RAID,100,7,5000); + break; - case RG_BACKSTAP: - sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); -#endif - break; + case RG_BACKSTAP: + sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + #endif + break; - case BA_FROSTJOKER: - sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case BA_FROSTJOKER: + sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case DC_SCREAM: - sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case DC_SCREAM: + sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case BD_LULLABY: - sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case BD_LULLABY: + sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case DC_UGLYDANCE: - rate = 5+5*skill_lv; - if(sd && (temp=pc_checkskill(sd,DC_DANCINGLESSON))) - rate += 5+temp; - status_zap(bl, 0, rate); - break; - case SL_STUN: - if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. - sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - break; + case DC_UGLYDANCE: + rate = 5+5*skill_lv; + if(sd && (temp=pc_checkskill(sd,DC_DANCINGLESSON))) + rate += 5+temp; + status_zap(bl, 0, rate); + break; + case SL_STUN: + if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. + sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + break; - case NPC_PETRIFYATTACK: - sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv, - skill_lv,0,0,skill->get_time(skill_id,skill_lv), - skill->get_time2(skill_id,skill_lv)); - break; - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case NPC_BLINDATTACK: - case NPC_POISON: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_HELLPOWER: - sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_ACIDBREATH: - case NPC_ICEBREATH: - sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_BLEEDING: - sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_MENTALBREAKER: - { //Based on observations by Tharis, Mental Breaker should do SP damage - //equal to Matk*skLevel. - rate = sstatus->matk_min; - if (rate < sstatus->matk_max) - rate += rnd()%(sstatus->matk_max - sstatus->matk_min); - rate*=skill_lv; - status_zap(bl, 0, rate); - break; - } - // Equipment breaking monster skills [Celest] - case NPC_WEAPONBRAKER: - skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); - break; - case NPC_ARMORBRAKE: - skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); - break; - case NPC_HELMBRAKE: - skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); - break; - case NPC_SHIELDBRAKE: - skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); - break; + case NPC_PETRIFYATTACK: + sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv, + skill_lv,0,0,skill->get_time(skill_id,skill_lv), + skill->get_time2(skill_id,skill_lv)); + break; + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_HELLPOWER: + sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_ACIDBREATH: + case NPC_ICEBREATH: + sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_BLEEDING: + sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_MENTALBREAKER: + { //Based on observations by Tharis, Mental Breaker should do SP damage + //equal to Matk*skLevel. + rate = sstatus->matk_min; + if (rate < sstatus->matk_max) + rate += rnd()%(sstatus->matk_max - sstatus->matk_min); + rate*=skill_lv; + status_zap(bl, 0, rate); + break; + } + // Equipment breaking monster skills [Celest] + case NPC_WEAPONBRAKER: + skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); + break; + case NPC_ARMORBRAKE: + skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); + break; + case NPC_HELMBRAKE: + skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); + break; + case NPC_SHIELDBRAKE: + skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); + break; - case CH_TIGERFIST: - sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); - break; + case CH_TIGERFIST: + sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); + break; - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill->get_time2(skill_id,skill_lv)); - break; + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill->get_time2(skill_id,skill_lv)); + break; - case ST_REJECTSWORD: - sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); - break; + case ST_REJECTSWORD: + sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); + break; - case PF_FOGWALL: - if (src != bl && !tsc->data[SC_DELUGE]) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case PF_FOGWALL: + if (src != bl && !tsc->data[SC_DELUGE]) + sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element - if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); - break; + case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element + if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); + break; - case LK_JOINTBEAT: - status = status_skill2sc(skill_id); - if (tsc->jb_flag) { - sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); - tsc->jb_flag = 0; - } - break; - case ASC_METEORASSAULT: - //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. - switch(rnd()%3) { - case 0: - sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); - break; - case 1: - sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); - break; - default: - sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); - } - break; + case LK_JOINTBEAT: + status = status_skill2sc(skill_id); + if (tsc->jb_flag) { + sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); + tsc->jb_flag = 0; + } + break; + case ASC_METEORASSAULT: + //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. + switch(rnd()%3) { + case 0: + sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); + break; + case 1: + sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); + break; + default: + sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + } + break; - case HW_NAPALMVULCAN: - sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case HW_NAPALMVULCAN: + sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case WS_CARTTERMINATION: // Cart termination - sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case WS_CARTTERMINATION: // Cart termination + sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case CR_ACIDDEMONSTRATION: - skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); - break; + case CR_ACIDDEMONSTRATION: + skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); + break; - case TK_DOWNKICK: - sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case TK_DOWNKICK: + sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case TK_JUMPKICK: - if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) - {// debuff the following statuses - status_change_end(bl, SC_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,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_BULLSEYE: //0.1% coma rate. - if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); - break; - case GS_PIERCINGSHOT: - sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - case NJ_HYOUSYOURAKU: - sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_FLING: - sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); - break; - case GS_DISARM: - rate = 3*skill_lv; - if (sstatus->dex > tstatus->dex) - rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula - skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case NPC_EVILLAND: - sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_HELLJUDGEMENT: - sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_CRITICALWOUND: - sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case RK_HUNDREDSPEAR: - if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 ) - break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. - rate = 10 + 3 * skill_lv; - if( rnd()%100 < rate ) - skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); - break; - case RK_WINDCUTTER: - sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case RK_DRAGONBREATH: - sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); - break; - case AB_ADORAMUS: - if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect. - sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WL_CRIMSONROCK: - sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WL_COMET: - sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); - break; - case WL_EARTHSTRAIN: - { - int rate = 0, i; - const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; - rate = 6 * skill_lv + 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. + 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,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_BULLSEYE: //0.1% coma rate. + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + break; + case GS_PIERCINGSHOT: + sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + case NJ_HYOUSYOURAKU: + sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_FLING: + sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); + break; + case GS_DISARM: + rate = 3*skill_lv; + if (sstatus->dex > tstatus->dex) + rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula + skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case NPC_EVILLAND: + sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_HELLJUDGEMENT: + sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_CRITICALWOUND: + sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case RK_HUNDREDSPEAR: + if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 ) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + rate = 10 + 3 * skill_lv; + if( rnd()%100 < rate ) + skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + break; + case RK_WINDCUTTER: + sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH: + sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case AB_ADORAMUS: + if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect. + sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WL_CRIMSONROCK: + sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WL_COMET: + sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case WL_EARTHSTRAIN: + { + int rate = 0, i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + rate = 6 * skill_lv + 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 < skill_lv; i++ ) - skill->strip_equip(bl,pos[i],rate,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - case WL_JACKFROST: - sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case RA_WUGBITE: - sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) ); - break; - case RA_SENSITIVEKEEN: - if( rnd()%100 < 8 * skill_lv ) - skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); - break; - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case NC_PILEBUNKER: - if( rnd()%100 < 5 + 15*skill_lv ) - { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_STEELBODY, INVALID_TIMER); - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); - } - break; - case NC_FLAMELAUNCHER: - sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time2(skill_id, skill_lv)); - break; - case NC_COLDSLOWER: - sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case NC_POWERSWING: - sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - if( rnd()%100 < 5*skill_lv ) - skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1); - break; - case GC_WEAPONCRUSH: - skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); - break; - case LG_SHIELDPRESS: - sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case LG_PINPOINTATTACK: - rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10); - switch( skill_lv ) { - case 1: - sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); - break; - case 2: - if( dstsd && dstsd->spiritball && rnd()%100 < rate ) - pc_delspiritball(dstsd, dstsd->spiritball, 0); - break; - default: - skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); - break; - } - break; - case LG_MOONSLASHER: - rate = 32 + 8 * skill_lv; - if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet. - skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. - if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case LG_EARTHDRIVE: - skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF); - sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_DRAGONCOMBO: - sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_FALLENEMPIRE: - sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_WINDMILL: - if( dstsd ) - skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); - break; - case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_EARTHSHAKER: - sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case SR_HOWLINGOFLION: - sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WM_SOUND_OF_DESTRUCTION: - if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula - status_change_end(bl, SC_DANCING, INVALID_TIMER); - status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); - status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); - status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); - status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); - status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); - status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); - status_change_end(bl, SC_WHISTLE, INVALID_TIMER); - status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); - status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); - status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); - status_change_end(bl, SC_HUMMING, INVALID_TIMER); - status_change_end(bl, SC_FORTUNE, INVALID_TIMER); - status_change_end(bl, SC_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_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] - break; - case SO_DIAMONDDUST: - rate = 5 + 5 * skill_lv; - if( sc && sc->data[SC_COOLER_OPTION] ) - rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; - sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case SO_VARETYR_SPEAR: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case GN_SLINGITEM_RANGEMELEEATK: - if( sd ) { - switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. - case 13261: - sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv)); - sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv)); + for( i = 0; i < skill_lv; i++ ) + skill->strip_equip(bl,pos[i],rate,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + case WL_JACKFROST: + sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case RA_WUGBITE: + sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) ); + break; + case RA_SENSITIVEKEEN: + if( rnd()%100 < 8 * skill_lv ) + skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); + break; + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case NC_PILEBUNKER: + if( rnd()%100 < 5 + 15*skill_lv ) + { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); + } + break; + case NC_FLAMELAUNCHER: + sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time2(skill_id, skill_lv)); + break; + case NC_COLDSLOWER: + sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case NC_POWERSWING: + sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + if( rnd()%100 < 5*skill_lv ) + skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1); + break; + case GC_WEAPONCRUSH: + skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); + break; + case LG_SHIELDPRESS: + sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case LG_PINPOINTATTACK: + rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10); + switch( skill_lv ) { + case 1: + sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); break; - case 13262: - sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed + case 2: + if( dstsd && dstsd->spiritball && rnd()%100 < rate ) + pc_delspiritball(dstsd, dstsd->spiritball, 0); break; - case 13264: - sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE? - sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds. + default: + skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); break; } - sd->itemid = -1; - } - break; - case GN_HELLS_PLANT_ATK: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); - break; - case EL_WIND_SLASH: // Non confirmed rate. - sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - break; - case EL_STONE_HAMMER: - rate = 10 * skill_lv; - sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); - break; - case EL_TYPOON_MIS: - sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case KO_JYUMONJIKIRI: // needs more info - sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case KO_MAKIBISHI: - sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(skill_id,skill_lv)); - break; - case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv)); - break; - case MH_STAHL_HORN: - sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case MH_NEEDLE_OF_PARALYZE: - sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); - break; + break; + case LG_MOONSLASHER: + rate = 32 + 8 * skill_lv; + if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet. + skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) + sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case LG_EARTHDRIVE: + skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF); + sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_DRAGONCOMBO: + sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_FALLENEMPIRE: + sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_WINDMILL: + if( dstsd ) + skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); + break; + case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] + sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_EARTHSHAKER: + sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case SR_HOWLINGOFLION: + sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WM_SOUND_OF_DESTRUCTION: + if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula + status_change_end(bl, SC_DANCING, INVALID_TIMER); + status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); + status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); + status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); + status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); + status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); + status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); + status_change_end(bl, SC_WHISTLE, INVALID_TIMER); + status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); + status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); + status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); + status_change_end(bl, SC_HUMMING, INVALID_TIMER); + status_change_end(bl, SC_FORTUNE, INVALID_TIMER); + status_change_end(bl, SC_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_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + break; + case SO_DIAMONDDUST: + rate = 5 + 5 * skill_lv; + if( sc && sc->data[SC_COOLER_OPTION] ) + rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; + sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case SO_VARETYR_SPEAR: + sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case GN_SLINGITEM_RANGEMELEEATK: + if( sd ) { + switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. + case 13261: + sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv)); + sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv)); + break; + case 13262: + sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed + break; + case 13264: + sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE? + sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds. + break; + } + sd->itemid = -1; + } + break; + case GN_HELLS_PLANT_ATK: + sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); + break; + case EL_WIND_SLASH: // Non confirmed rate. + sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + break; + case EL_STONE_HAMMER: + rate = 10 * skill_lv; + sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + break; + case EL_TYPOON_MIS: + sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case KO_JYUMONJIKIRI: // needs more info + sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case KO_MAKIBISHI: + sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(skill_id,skill_lv)); + break; + case MH_LAVA_SLIDE: + if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv)); + break; + case MH_STAHL_HORN: + sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case MH_NEEDLE_OF_PARALYZE: + sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + break; } if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) @@ -1534,13 +1508,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(temp)&UF_NOREITERATION && - skill_check_unit_range(src,tbl->x,tbl->y,temp,skill_lv) + skill->check_unit_range(src,tbl->x,tbl->y,temp,skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill_check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv) + skill->check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv) ) { continue; } @@ -1568,7 +1542,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint sd->state.autocast = 1; skill->consume_requirement(sd,temp,skill_lv,1); - skill_toggle_magicpower(src, temp); + skill->toggle_magicpower(src, temp); switch (type) { case CAST_GROUND: skill->castend_pos2(src, tbl->x, tbl->y, temp, skill_lv, tick, 0); @@ -1674,13 +1648,13 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1 int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(temp)&UF_NOREITERATION && - skill_check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) + skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) + skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) ) { continue; } @@ -1713,10 +1687,8 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1 sd->state.autocast = 0; } - if( sd && sd->autobonus3[0].rate ) - { - for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) - { + 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 ) @@ -1781,25 +1753,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } switch(skill_id){ - case MO_EXTREMITYFIST: - sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_FULLBUSTER: - sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case HFLI_SBR44: //[orn] - case HVAN_EXPLOSION: - if(src->type == BL_HOM){ - TBL_HOM *hd = (TBL_HOM*)src; - hd->homunculus.intimacy = 200; - if (hd->master) - clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - attack_type |= BF_WEAPON; - break; + case MO_EXTREMITYFIST: + sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_FULLBUSTER: + sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case HFLI_SBR44: //[orn] + case HVAN_EXPLOSION: + if(src->type == BL_HOM){ + TBL_HOM *hd = (TBL_HOM*)src; + hd->homunculus.intimacy = 200; + if (hd->master) + clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + attack_type |= BF_WEAPON; + break; } if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && @@ -1842,9 +1814,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } // Trigger counter-spells to retaliate against damage causing skills. - if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && - !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) - { + if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, skill_id, skill_lv, rate, type, notok; @@ -1880,13 +1850,13 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(skill_id)&UF_NOREITERATION && - skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv) + skill->check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(skill_id)&UF_NOFOOTSET && - skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv) + skill->check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv) ) { continue; } @@ -1935,11 +1905,9 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } //Autobonus when attacked - if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) - { + if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { int i; - for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) - { + for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { if( rnd()%1000 >= dstsd->autobonus2[i].rate ) continue; if( dstsd->autobonus2[i].active != INVALID_TIMER ) @@ -2135,8 +2103,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in //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) -{ +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); @@ -2226,11 +2193,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); //Skotlex: Adjusted to the new system - if(src->type==BL_PET) - { // [Valaris] + if( src->type == BL_PET ) { // [Valaris] struct pet_data *pd = (TBL_PET*)src; - if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) - { + if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { int element = skill->get_ele(skill_id, skill_lv); /*if (skill_id == -1) Does it ever worked? element = sstatus->rhw.ele;*/ @@ -2245,7 +2210,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] - if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) ) + if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { //Magic reflection, switch caster/target struct block_list *tbl = bl; rmdamage = 1; @@ -2783,7 +2748,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds break; } if( sd ) - skill_onskillusage(sd, bl, skill_id, tick); + skill->onskillusage(sd, bl, skill_id, tick); } if (!(flag&2) && @@ -2809,8 +2774,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds * then call func with source,target,skill_id,skill_lv,tick,flag *------------------------------------------*/ typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); -int skill_area_sub (struct block_list *bl, va_list ap) -{ +int skill_area_sub (struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; int flag; @@ -2839,8 +2803,7 @@ int skill_area_sub (struct block_list *bl, va_list ap) return 0; } -static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) -{ +int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { struct skill_unit *unit; uint16 skill_id,g_skill_id; @@ -2902,22 +2865,20 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) return 1; } -static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) -{ +int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { //Non players do not check for the skill's splash-trigger area. - int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0; - int layout_type = skill_get_unit_layout_type(skill_id,skill_lv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0; + int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); + if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) { ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); return 0; } range += layout_type; - return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); + return map_foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); } -static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) -{ +int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { uint16 skill_id; if(bl->prev == NULL) @@ -2936,24 +2897,22 @@ static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) return 1; } -static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) -{ +int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { int range, type; switch (skill_id) { // to be expanded later - case WZ_ICEWALL: - range = 2; - break; - default: - { - int layout_type = skill_get_unit_layout_type(skill_id,skill_lv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); - return 0; + case WZ_ICEWALL: + range = 2; + break; + default: { + int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + range = skill->get_unit_range(skill_id,skill_lv) + layout_type; } - range = skill_get_unit_range(skill_id,skill_lv) + layout_type; - } - break; + break; } // if the caster is a monster/NPC, only check for players @@ -2963,7 +2922,7 @@ static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 else type = BL_PC; - return map_foreachinarea(skill_check_unit_range2_sub, bl->m, + return map_foreachinarea(skill->check_unit_range2_sub, bl->m, x - range, y - range, x + range, y + range, type, skill_id); } @@ -2992,8 +2951,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag * &1: finished casting the skill (invoke hp/sp/item consumption) * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) *------------------------------------------*/ -static int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) -{ +int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { struct status_data *status; struct map_session_data *sd = NULL; int i, hp, sp, hp_rate, sp_rate, state, mhp; @@ -3102,18 +3060,16 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id, } /*========================================== - * + * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ *------------------------------------------*/ -int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { return 1; } /*========================================== * *------------------------------------------*/ -static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) -{ +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; @@ -3155,19 +3111,19 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) 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, + 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[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); + 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 + 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)) { @@ -3185,11 +3141,10 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) /** * Warlock **/ - case WL_CHAINLIGHTNING_ATK: - { + 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 + skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if( skl->type > 1 ) { // Remaining Chains Hit nbl = battle->get_enemy_area(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 ) { @@ -3208,16 +3163,13 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) 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 + 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 ) - { + for( i = 1; i <= 8; i = i + i ) { if( skl->x&i ) { applyeffects[j] = effects[k]; @@ -3225,8 +3177,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) } k++; } - if( j ) - { + if( j ) { i = applyeffects[rnd()%j]; status_change_start(target, i, 10000, skl->skill_lv, (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)), @@ -3266,7 +3217,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) 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, + 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: @@ -3283,15 +3234,12 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } - } - else { + } else { if(src->m != skl->map) break; - switch( skl->skill_id ) - { + switch( skl->skill_id ) { case WZ_METEOR: - if( skl->type >= 0 ) - { + 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); @@ -3301,10 +3249,9 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) 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 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); @@ -3335,7 +3282,7 @@ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, 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]->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; @@ -3361,31 +3308,29 @@ int skill_cleartimerskill (struct block_list *src) for(i=0;i<MAX_SKILLTIMERSKILL;i++) { if(ud->skilltimerskill[i]) { - delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); + 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) { +int skill_activate_reverbetion( struct block_list *bl, va_list ap) { struct skill_unit *su = (TBL_SKILL*)bl; struct skill_unit_group *sg; if( bl->type != BL_SKILL ) return 0; if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) { - map_foreachinrange(skill_trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick()); + 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) -{ +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. + 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); @@ -3420,8 +3365,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint if (status_isdead(bl)) return 1; - if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) - { //GTB makes all targetted magic display miss with a single bolt. + if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) { + //GTB makes all targetted magic display miss with a single bolt. sc_type sct = status_skill2sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); @@ -3437,1191 +3382,1187 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint map_freeblock_lock(); - switch(skill_id) - { - case MER_CRASH: - case SM_BASH: - case MS_BASH: - case MC_MAMMONITE: - case TF_DOUBLE: - case AC_DOUBLE: - case MA_DOUBLE: - case AS_SONICBLOW: - case KN_PIERCE: - case ML_PIERCE: - case KN_SPEARBOOMERANG: - case TF_POISON: - case TF_SPRINKLESAND: - case AC_CHARGEARROW: - case MA_CHARGEARROW: - case RG_INTIMIDATE: - case AM_ACIDTERROR: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - case BA_DISSONANCE: - case CR_HOLYCROSS: - case NPC_DARKCROSS: - case CR_SHIELDCHARGE: - case CR_SHIELDBOOMERANG: - case NPC_PIERCINGATT: - case NPC_MENTALBREAKER: - case NPC_RANGEATTACK: - case NPC_CRITICALSLASH: - case NPC_COMBOATTACK: - case NPC_GUIDEDATTACK: - case NPC_POISON: - case NPC_RANDOMATTACK: - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_TELEKINESISATTACK: - case NPC_UNDEADATTACK: - case NPC_ARMORBRAKE: - case NPC_WEAPONBRAKER: - case NPC_HELMBRAKE: - case NPC_SHIELDBRAKE: - case NPC_BLINDATTACK: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_PETRIFYATTACK: - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case LK_AURABLADE: - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - case LK_HEADCRUSH: - case CG_ARROWVULCAN: - case HW_MAGICCRASHER: - case ITM_TOMAHAWK: - case MO_TRIPLEATTACK: - case CH_CHAINCRUSH: - case CH_TIGERFIST: - case PA_SHIELDCHAIN: // 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,skill_id,skill_lv,tick,flag); - break; - - /** - * Mechanic (MADO GEAR) - **/ - case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: - case NC_VULCANARM: - case NC_COLDSLOWER: - case NC_ARMSCANNON: - if (sd) pc_overheat(sd,1); - case RK_WINDCUTTER: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - break; - - case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) - switch( rnd()%6 ){ - case 0: flag |= BREAK_ANKLE; break; - case 1: flag |= BREAK_WRIST; break; - case 2: flag |= BREAK_KNEE; break; - case 3: flag |= BREAK_SHOULDER; break; - case 4: flag |= BREAK_WAIST; break; - case 5: flag |= BREAK_NECK; break; - } - //TODO: is there really no cleaner way to do this? - sc = status_get_sc(bl); - if (sc) sc->jb_flag = flag; - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case MO_COMBOFINISH: - if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) - { //Becomes a splash attack when Soul Linked. - map_foreachinrange(skill_area_sub, bl, - skill->get_splash(skill_id, skill_lv),splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - } else + switch(skill_id) { + case MER_CRASH: + case SM_BASH: + case MS_BASH: + case MC_MAMMONITE: + case TF_DOUBLE: + case AC_DOUBLE: + case MA_DOUBLE: + case AS_SONICBLOW: + case KN_PIERCE: + case ML_PIERCE: + case KN_SPEARBOOMERANG: + case TF_POISON: + case TF_SPRINKLESAND: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case RG_INTIMIDATE: + case AM_ACIDTERROR: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case BA_DISSONANCE: + case CR_HOLYCROSS: + case NPC_DARKCROSS: + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + case NPC_PIERCINGATT: + case NPC_MENTALBREAKER: + case NPC_RANGEATTACK: + case NPC_CRITICALSLASH: + case NPC_COMBOATTACK: + case NPC_GUIDEDATTACK: + case NPC_POISON: + case NPC_RANDOMATTACK: + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + case NPC_UNDEADATTACK: + case NPC_ARMORBRAKE: + case NPC_WEAPONBRAKER: + case NPC_HELMBRAKE: + case NPC_SHIELDBRAKE: + case NPC_BLINDATTACK: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case LK_AURABLADE: + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + case LK_HEADCRUSH: + case CG_ARROWVULCAN: + case HW_MAGICCRASHER: + case ITM_TOMAHAWK: + case MO_TRIPLEATTACK: + case CH_CHAINCRUSH: + case CH_TIGERFIST: + case PA_SHIELDCHAIN: // Shield Chain + case PA_SACRIFICE: + case WS_CARTTERMINATION: // Cart Termination + case AS_VENOMKNIFE: + case HT_PHANTASMIC: + case HT_POWER: + case TK_DOWNKICK: + case TK_COUNTER: + case GS_CHAINACTION: + case GS_TRIPLEACTION: + case GS_MAGICALBULLET: + case GS_TRACKING: + case GS_PIERCINGSHOT: + case GS_RAPIDSHOWER: + case GS_DUST: + case GS_DISARM: // Added disarm. [Reddozen] + case GS_FULLBUSTER: + case NJ_SYURIKEN: + case NJ_KUNAI: + 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,skill_id,skill_lv,tick,flag); break; - case TK_STORMKICK: // Taekwon kicks [Dralnu] - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill_area_temp[1] = 0; - map_foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); - break; + /** + * Mechanic (MADO GEAR) + **/ + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_VULCANARM: + case NC_COLDSLOWER: + case NC_ARMSCANNON: + if (sd) pc_overheat(sd,1); + case RK_WINDCUTTER: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; - case KN_CHARGEATK: - { - bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); - unsigned int dist = distance_bl(src, bl); - uint8 dir = map_calc_dir(bl, src->x, src->y); + case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) + switch( rnd()%6 ){ + case 0: flag |= BREAK_ANKLE; break; + case 1: flag |= BREAK_WRIST; break; + case 2: flag |= BREAK_KNEE; break; + case 3: flag |= BREAK_SHOULDER; break; + case 4: flag |= BREAK_WAIST; break; + case 5: flag |= BREAK_NECK; break; + } + //TODO: is there really no cleaner way to do this? + sc = status_get_sc(bl); + if (sc) sc->jb_flag = flag; + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; - // 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); + 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(skill_id, skill_lv),splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + } else + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; - // cause damage and knockback if the path to target was a straight one - if( path ) - { - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); - skill->blown(src, bl, dist, dir, 0); - //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, - // make the caster look in the direction of the target - unit_setdir(src, (dir+4)%8); - } + case TK_STORMKICK: // Taekwon kicks [Dralnu] + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_area_temp[1] = 0; + map_foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case KN_CHARGEATK: { + bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + unsigned int dist = distance_bl(src, bl); + uint8 dir = map_calc_dir(bl, src->x, src->y); + + // teleport to target (if not on WoE grounds) + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) ) + clif_slide(src, bl->x, bl->y); + + // cause damage and knockback if the path to target was a straight one + if( path ) { + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); + skill->blown(src, bl, dist, dir, 0); + //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, + // make the caster look in the direction of the target + unit_setdir(src, (dir+4)%8); + } - } - break; + } + break; - case NC_FLAMELAUNCHER: - if (sd) pc_overheat(sd,1); - case SN_SHARPSHOOTING: - case MA_SHARPSHOOTING: - case NJ_KAMAITACHI: - case LG_CANNONSPEAR: - //It won't shoot through walls since on castend there has to be a direct - //line of sight between caster and target. - skill_area_temp[1] = bl->id; - map_foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - break; + case NC_FLAMELAUNCHER: + if (sd) pc_overheat(sd,1); + case SN_SHARPSHOOTING: + case MA_SHARPSHOOTING: + case NJ_KAMAITACHI: + case LG_CANNONSPEAR: + //It won't shoot through walls since on castend there has to be a direct + //line of sight between caster and target. + skill_area_temp[1] = bl->id; + map_foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - skill_area_temp[1] = bl->id; - map_foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - break; + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + skill_area_temp[1] = bl->id; + map_foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; - case MO_INVESTIGATE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; + case MO_INVESTIGATE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; - case RG_BACKSTAP: - { - uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); - if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] - unit_setdir(bl,dir); + case RG_BACKSTAP: + { + uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); + if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] + unit_setdir(bl,dir); + } + else if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } - else if (sd) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case MO_FINGEROFFENSIVE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if (battle_config.finger_offensive_type && sd) { - int i; - for (i = 1; i < sd->spiritball_old; i++) - skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - } - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; + break; - case MO_CHAINCOMBO: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; + case MO_FINGEROFFENSIVE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if (battle_config.finger_offensive_type && sd) { + int i; + for (i = 1; i < sd->spiritball_old; i++) + skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + } + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; - case NJ_ISSEN: - status_change_end(src, SC_NEN, INVALID_TIMER); - status_change_end(src, SC_HIDING, INVALID_TIMER); - // fall through - case MO_EXTREMITYFIST: - { - short x, y, i = 2; // Move 2 cells for Issen(from target) - struct block_list *mbl = bl; - short dir = 0; - + case MO_CHAINCOMBO: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; - if( skill_id == MO_EXTREMITYFIST ) + case NJ_ISSEN: + status_change_end(src, SC_NEN, INVALID_TIMER); + status_change_end(src, SC_HIDING, INVALID_TIMER); + // fall through + case MO_EXTREMITYFIST: { - mbl = src; - i = 3; // for Asura(from caster) - status_set_sp(src, 0, 0); - status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); -#ifdef RENEWAL - sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); -#endif - }else - status_set_hp(src, -#ifdef RENEWAL - max(status_get_max_hp(src)/100, 1) -#else - 1 -#endif - , 0); - - dir = map_calc_dir(src,bl->x,bl->y); - if( dir > 0 && dir < 4) x = -i; - else if( dir > 4 ) x = i; - else x = 0; - if( dir > 2 && dir < 6 ) y = -i; - else if( dir == 7 || dir < 2 ) y = i; - else y = 0; - if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG - unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) { - clif_slide(src, src->x, src->y); - //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett] - //clif_fixpos(src); - } - } - break; + short x, y, i = 2; // Move 2 cells for Issen(from target) + struct block_list *mbl = bl; + short dir = 0; + + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - //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(skill_id)&INF2_NPC_SKILL) ) - sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) - - heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); - if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { - clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src,heal,0,0); + if( skill_id == MO_EXTREMITYFIST ) + { + mbl = src; + i = 3; // for Asura(from caster) + status_set_sp(src, 0, 0); + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + #ifdef RENEWAL + sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + #endif + }else + status_set_hp(src, + #ifdef RENEWAL + max(status_get_max_hp(src)/100, 1) + #else + 1 + #endif + , 0); + + dir = map_calc_dir(src,bl->x,bl->y); + if( dir > 0 && dir < 4) x = -i; + else if( dir > 4 ) x = i; + else x = 0; + if( dir > 2 && dir < 6 ) y = -i; + else if( dir == 7 || dir < 2 ) y = i; + else y = 0; + if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG + unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) { + clif_slide(src, src->x, src->y); + //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett] + //clif_fixpos(src); + } } - } else { - switch ( skill_id ) { - case NJ_BAKUENRYU: - case LG_EARTHDRIVE: - case GN_CARTCANNON: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case LG_MOONSLASHER: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? - skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); - default: - break; + 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(skill_id)&INF2_NPC_SKILL) ) + sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) + + heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); + if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src,heal,0,0); + } + } else { + switch ( skill_id ) { + case NJ_BAKUENRYU: + case LG_EARTHDRIVE: + case GN_CARTCANNON: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case LG_MOONSLASHER: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? + skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); + default: + break; + } + + skill_area_temp[0] = 0; + skill_area_temp[1] = bl->id; + skill_area_temp[2] = 0; + if( skill_id == WL_CRIMSONROCK ) { + skill_area_temp[4] = bl->x; + skill_area_temp[5] = bl->y; + } + if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC ) + skill_area_temp[1] = 0; + // if skill damage should be split among targets, count them + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets + //special case: Venom Splasher uses a different range for searching than for splashing + if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) + skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + + // recursive invocation of skill->castend_damage_id() with flag|1 + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); } + break; - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - skill_area_temp[2] = 0; - if( skill_id == WL_CRIMSONROCK ) { - skill_area_temp[4] = bl->x; - skill_area_temp[5] = bl->y; - } - if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC ) - skill_area_temp[1] = 0; - // if skill damage should be split among targets, count them - //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets - //special case: Venom Splasher uses a different range for searching than for splashing - if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) - skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); - - // recursive invocation of skill->castend_damage_id() with flag|1 - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - } - break; + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + //Coded apart for it needs the flag passed to the damage calculation. + if (skill_area_temp[1] != bl->id) + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + else + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + break; - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - //Coded apart for it needs the flag passed to the damage calculation. - if (skill_area_temp[1] != bl->id) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); - else - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - break; + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + if(flag&1){ + if(bl->id==skill_area_temp[1]) + break; + //two hits for 500% + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); + } else { + int i,c; + c = skill->get_blewcount(skill_id,skill_lv); + // keep moving target in the direction that src is looking, square by square + for(i=0;i<c;i++){ + if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1)) + break; //Can't knockback + skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); + if( skill_area_temp[0] > 1 ) break; // collision + } + clif_blown(bl); //Update target pos. + if (i!=c) { //Splash + skill_area_temp[1] = bl->id; + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + } + //Weirdo dual-hit property, two attacks for 500% + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); + } + break; - case KN_BOWLINGBASH: - case MS_BOWLINGBASH: - if(flag&1){ - if(bl->id==skill_area_temp[1]) - break; - //two hits for 500% - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); - } else { - int i,c; - c = skill->get_blewcount(skill_id,skill_lv); - // keep moving target in the direction that src is looking, square by square - for(i=0;i<c;i++){ - if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1)) - break; //Can't knockback - skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count); - if( skill_area_temp[0] > 1 ) break; // collision - } - clif_blown(bl); //Update target pos. - if (i!=c) { //Splash + case KN_SPEARSTAB: + if(flag&1) { + if (bl->id==skill_area_temp[1]) + break; + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) + skill->blown(src,bl,skill_area_temp[2],-1,0); + } else { + int x=bl->x,y=bl->y,i,dir; + dir = map_calc_dir(bl,src->x,src->y); skill_area_temp[1] = bl->id; - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv); + // all the enemies between the caster and the target are hit, as well as the target + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) + skill->blown(src,bl,skill_area_temp[2],-1,0); + for (i=0;i<4;i++) { + map_foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + x += dirx[dir]; + y += diry[dir]; + } } - //Weirdo dual-hit property, two attacks for 500% - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); - } - break; + break; - case KN_SPEARSTAB: - if(flag&1) { - if (bl->id==skill_area_temp[1]) - break; - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) - skill->blown(src,bl,skill_area_temp[2],-1,0); - } else { - int x=bl->x,y=bl->y,i,dir; - dir = map_calc_dir(bl,src->x,src->y); - skill_area_temp[1] = bl->id; - skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv); - // all the enemies between the caster and the target are hit, as well as the target - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) - skill->blown(src,bl,skill_area_temp[2],-1,0); - for (i=0;i<4;i++) { - map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - x += dirx[dir]; - y += diry[dir]; - } + case TK_TURNKICK: + case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] + { + skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) + map_foreachinrange(skill->area_sub,bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, + skill->castend_nodamage_id); } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] - { - skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) - map_foreachinrange(skill_area_sub,bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, - skill->castend_nodamage_id); - } - break; - case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] - // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ - clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. - skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - break; + break; + case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] + // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ + clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. + skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + break; - case PR_TURNUNDEAD: - case ALL_RESURRECTION: - if (!battle->check_undead(tstatus->race, tstatus->def_ele)) + case PR_TURNUNDEAD: + case ALL_RESURRECTION: + if (!battle->check_undead(tstatus->race, tstatus->def_ele)) + break; + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - case MG_SOULSTRIKE: - case NPC_DARKSTRIKE: - case MG_COLDBOLT: - case MG_FIREBOLT: - case MG_LIGHTNINGBOLT: - case WZ_EARTHSPIKE: - case AL_HEAL: - case AL_HOLYLIGHT: - case WZ_JUPITEL: - case NPC_DARKTHUNDER: - case PR_ASPERSIO: - case MG_FROSTDIVER: - case WZ_SIGHTBLASTER: - case WZ_SIGHTRASHER: - case NJ_KOUENKA: - case NJ_HYOUSENSOU: - case NJ_HUUJIN: - case AB_ADORAMUS: - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - case AB_DUPLELIGHT_MAGIC: - case WM_METALICSOUND: - case MH_ERASER_CUTTER: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; + case MG_SOULSTRIKE: + case NPC_DARKSTRIKE: + case MG_COLDBOLT: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case WZ_EARTHSPIKE: + case AL_HEAL: + case AL_HOLYLIGHT: + case WZ_JUPITEL: + case NPC_DARKTHUNDER: + case PR_ASPERSIO: + case MG_FROSTDIVER: + case WZ_SIGHTBLASTER: + case WZ_SIGHTRASHER: + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HUUJIN: + case AB_ADORAMUS: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AB_DUPLELIGHT_MAGIC: + case WM_METALICSOUND: + case MH_ERASER_CUTTER: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; - case NPC_MAGICALATTACK: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; + case NPC_MAGICALATTACK: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; - case HVAN_CAPRICE: //[blackhole89] - { - int ran=rnd()%4; - int sid = 0; - switch(ran) + case HVAN_CAPRICE: //[blackhole89] { - case 0: sid=MG_COLDBOLT; break; - case 1: sid=MG_FIREBOLT; break; - case 2: sid=MG_LIGHTNINGBOLT; break; - case 3: sid=WZ_EARTHSPIKE; break; + int ran=rnd()%4; + int sid = 0; + switch(ran) + { + case 0: sid=MG_COLDBOLT; break; + case 1: sid=MG_FIREBOLT; break; + case 2: sid=MG_LIGHTNINGBOLT; break; + case 3: sid=WZ_EARTHSPIKE; break; + } + skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); } - skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); - } - break; - case WZ_WATERBALL: - { - int range = skill_lv / 2; - int maxlv = skill->get_max(skill_id); // learnable level - int count = 0; - int x, y; - struct skill_unit* unit; - - if( skill_lv > maxlv ) + break; + case WZ_WATERBALL: { - if( src->type == BL_MOB && skill_lv == 10 ) - range = 4; - else - range = maxlv / 2; - } + int range = skill_lv / 2; + int maxlv = skill->get_max(skill_id); // learnable level + int count = 0; + int x, y; + struct skill_unit* unit; - for( y = src->y - range; y <= src->y + range; ++y ) - for( x = src->x - range; x <= src->x + range; ++x ) + if( skill_lv > maxlv ) { - if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) + if( src->type == BL_MOB && skill_lv == 10 ) + range = 4; + else + range = maxlv / 2; + } + + for( y = src->y - range; y <= src->y + range; ++y ) + for( x = src->x - range; x <= src->x + range; ++x ) { - if( 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 ) + if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { - count++; // skill-induced water cell - skill->delunit(unit); // consume cell + 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,skill_id,skill_lv,count-1,flag); - } - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case PR_BENEDICTIO: - //Should attack undead and demons. [Skotlex] - if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) - skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case SL_SMA: - status_change_end(src, SC_SMA, 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,skill_lv,0,0,0,500,10); - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs + skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); + } + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; - } - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - case NPC_DARKBREATH: - clif_emotion(src,E_AG); - case SN_FALCONASSAULT: - case PA_PRESSURE: - case CR_ACIDDEMONSTRATION: - case TF_THROWSTONE: - case NPC_SMOKING: - case GS_FLING: - case NJ_ZENYNAGE: - case GN_THORNS_TRAP: - case GN_HELLS_PLANT_ATK: - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,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,skill_id,skill_lv,1); - } else - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - } + case PR_BENEDICTIO: + //Should attack undead and demons. [Skotlex] + if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) + skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); break; - case NPC_SELFDESTRUCTION: { - struct status_change *tsc = NULL; - if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] ) + 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,skill_lv,0,0,0,500,10); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; - } - case HVAN_EXPLOSION: - if (src != bl) - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - // Celest - case PF_SOULBURN: - if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (skill_lv == 5) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - status_percent_damage(src, bl, 0, 100, false); - } else { - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - if (skill_lv == 5) - skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); - status_percent_damage(src, src, 0, 100, false); - } - break; - - case NPC_BLOODDRAIN: - case NPC_ENERGYDRAIN: - { - int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, - src, src, bl, skill_id, skill_lv, tick, flag); - if (heal > 0){ - clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src, heal, 0, 0); + 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,skill_id,skill_lv,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,skill_id,skill_lv,1); + } else + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); } - } - break; - - case GS_BULLSEYE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NJ_KASUMIKIRI: - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) - sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case NJ_KIRIKAGE: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) - { //You don't move on GVG grounds. - short x, y; - map_search_freecell(bl, 0, &x, &y, 1, 1, 0); - if (unit_movepos(src, x, y, 0, 0)) - clif_slide(src,src->x,src->y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - case RK_PHANTOMTHRUST: - unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - - skill->blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); - if( battle->check_target(src,bl,BCT_ENEMY) ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; + break; - case RK_STORMBLAST: - case RK_CRUSHSTRIKE: - if( sd ) { - if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } else //non-sd support - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - case GC_DARKILLUSION: - { - short x, y; - short dir = map_calc_dir(src,bl->x,bl->y); + case NPC_SELFDESTRUCTION: { + struct status_change *tsc = NULL; + if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] ) + break; + } + case HVAN_EXPLOSION: + if (src != bl) + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; - if( dir > 0 && dir < 4) x = 2; - else if( dir > 4 ) x = -2; - else x = 0; - if( dir > 2 && dir < 6 ) y = 2; - else if( dir == 7 || dir < 2 ) y = -2; - else y = 0; + // Celest + case PF_SOULBURN: + if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (skill_lv == 5) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + status_percent_damage(src, bl, 0, 100, false); + } else { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + if (skill_lv == 5) + skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); + status_percent_damage(src, src, 0, 100, false); + } + break; - if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) + case NPC_BLOODDRAIN: + case NPC_ENERGYDRAIN: { - clif_slide(src,bl->x+x,bl->y+y); - clif_fixpos(src); // the official server send these two packts. - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if( rnd()%100 < 4 * skill_lv ) - skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); + int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + src, src, bl, skill_id, skill_lv, tick, flag); + if (heal > 0){ + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src, heal, 0, 0); + } } + break; - } - break; - - case GC_WEAPONCRUSH: - if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) + case GS_BULLSEYE: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); - break; + break; - case GC_CROSSRIPPERSLASHER: - if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - else - { + case NJ_KASUMIKIRI: + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) + sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case NJ_KIRIKAGE: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) + { //You don't move on GVG grounds. + short x, y; + map_search_freecell(bl, 0, &x, &y, 1, 1, 0); + if (unit_movepos(src, x, y, 0, 0)) + clif_slide(src,src->x,src->y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); - } - break; + break; + case RK_PHANTOMTHRUST: + unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - 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->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,skill_id,skill_lv,tick,flag); - } - break; - case WL_CHAINLIGHTNING: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag); - break; - case WL_DRAINLIFE: - { - int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - int rate = 70 + 5 * skill_lv; - - heal = heal * (5 + 5 * skill_lv) / 100; - - if( bl->type == BL_SKILL ) - heal = 0; // Don't absorb heal from Ice Walls or other skill units. + break; - if( heal && rnd()%100 < rate ) + case RK_STORMBLAST: + case RK_CRUSHSTRIKE: + if( sd ) { + if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else //non-sd support + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + case GC_DARKILLUSION: { - status_heal(src, heal, 0, 0); - clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); - } - } - break; + short x, y; + short dir = map_calc_dir(src,bl->x,bl->y); - 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; + if( dir > 0 && dir < 4) x = 2; + else if( dir > 4 ) x = -2; + else x = 0; + if( dir > 2 && dir < 6 ) y = 2; + else if( dir == 7 || dir < 2 ) y = -2; + else y = 0; - for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) - if( sc && sc->data[i] ) + if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) { - spheres[j] = i; - positions[j] = sc->data[i]->val2; - j++; // + clif_slide(src,bl->x+x,bl->y+y); + clif_fixpos(src); // the official server send these two packts. + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if( rnd()%100 < 4 * skill_lv ) + skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); } - if( j < 4 ) - { // Need 4 spheres minimum - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; } + 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]); - } + case GC_WEAPONCRUSH: + if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); + break; - k = 0; - for( i = 0; i < 4; i++ ) + case GC_CROSSRIPPERSLASHER: + if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + else { - 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, skill_lv, i, flag); - clif_skill_nodamage(src, bl, subskill, skill_lv, 1); - status_change_end(src, spheres[i], INVALID_TIMER); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); } - } - break; - - case WL_RELEASE: - if( sd ) { - int i; - // Priority is to release SpellBook - if( sc && sc->data[SC_READING_SB] ) { // SpellBook - uint16 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; + 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; + case GC_PHANTOMMENACE: + if( flag&1 ) + { // Only Hits Invisible Targets + struct status_change *tsc = status_get_sc(bl); + if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + case WL_CHAINLIGHTNING: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag); + break; + case WL_DRAINLIFE: + { + int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + int rate = 70 + 5 * skill_lv; - 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); + heal = heal * (5 + 5 * skill_lv) / 100; - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) - break; + if( bl->type == BL_SKILL ) + heal = 0; // Don't absorb heal from Ice Walls or other skill units. - 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; + if( heal && rnd()%100 < rate ) + { + status_heal(src, heal, 0, 0); + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); } + } + break; - sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv); - clif_status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0); - } else { // Summon Balls - int j = 0, k, skele; + case WL_TETRAVORTEX: + if( sd ) { int spheres[5] = { 0, 0, 0, 0, 0 }, - positions[5] = {-1,-1,-1,-1,-1 }; + 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] ) { + if( sc && sc->data[i] ) + { spheres[j] = i; positions[j] = sc->data[i]->val2; - sc->data[i]->val2--; // Prepares for next position - j++; + j++; // } - if( j == 0 ) { // No Spheres - clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); + if( j < 4 ) + { // Need 4 spheres minimum + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - // Sphere Sort + // 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] ) { + if( positions[i] < positions[k] ) + { swap(positions[i],positions[k]); swap(spheres[i],spheres[k]); } - if( skill_lv == 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 + 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, skill_lv, i, flag); + clif_skill_nodamage(src, bl, subskill, skill_lv, 1); + status_change_end(src, spheres[i], INVALID_TIMER); } - clif_skill_nodamage(src,bl,skill_id,0,1); } - } - break; - case WL_FROSTMISTY: - // Causes Freezing status through walls. - sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill->get_time(skill_id,skill_lv)); - // Doesn't deal damage through non-shootable walls. - if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - break; - case WL_HELLINFERNO: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); - break; - case RA_WUGSTRIKE: - if( sd && pc_isridingwug(sd) ){ - short x[8]={0,-1,-1,-1,0,1,1,1}; - short y[8]={1,1,0,-1,-1,-1,0,1}; - uint8 dir = map_calc_dir(bl, src->x, src->y); + break; - if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) - { - clif_slide(src, bl->x+x[dir], bl->y+y[dir]); - clif_fixpos(src); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + case WL_RELEASE: + if( sd ) { + int i; + // Priority is to release SpellBook + if( sc && sc->data[SC_READING_SB] ) { // SpellBook + uint16 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, skill_id, skill_lv, 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->delay_fix(src, skill_id, skill_lv); + clif_status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(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,skill_id,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( skill_lv == 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,skill_id,0,1); + } } break; - } - case RA_WUGBITE: - if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - - break; + case WL_FROSTMISTY: + // Causes Freezing status through walls. + sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill->get_time(skill_id,skill_lv)); + // Doesn't deal damage through non-shootable walls. + if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + case WL_HELLINFERNO: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); + break; + case RA_WUGSTRIKE: + if( sd && pc_isridingwug(sd) ){ + short x[8]={0,-1,-1,-1,0,1,1,1}; + short y[8]={1,1,0,-1,-1,-1,0,1}; + uint8 dir = map_calc_dir(bl, src->x, src->y); - case RA_SENSITIVEKEEN: - if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets - struct status_change * tsc = status_get_sc(bl); - if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) + { + clif_slide(src, bl->x+x[dir], bl->y+y[dir]); + clif_fixpos(src); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + } + break; } - } - else - { - struct skill_unit *su = BL_CAST(BL_SKILL,bl); - struct skill_unit_group* sg; + case RA_WUGBITE: + if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) + break; + + case RA_SENSITIVEKEEN: + if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets + struct status_change * tsc = status_get_sc(bl); + if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } + } + else { - if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) + 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 ) { - 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); + 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); } - skill->delunit(su); } - } - break; - case NC_INFRAREDSCAN: - if( flag&1 ) - { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] - if( rnd()%100 < 50 ) - sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. - } - else - { - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( sd ) pc_overheat(sd,1); - } - break; + break; + case NC_INFRAREDSCAN: + if( flag&1 ) + { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] + if( rnd()%100 < 50 ) + sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. + } + else + { + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( sd ) pc_overheat(sd,1); + } + break; - case NC_MAGNETICFIELD: - sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); - break; - case SC_FATALMENACE: - if( flag&1 ) + case NC_MAGNETICFIELD: + sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + break; + case SC_FATALMENACE: + if( flag&1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else + { + short x, y; + map_search_freecell(src, 0, &x, &y, -1, -1, 0); + // Destination area + skill_area_temp[4] = x; + skill_area_temp[5] = y; + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + } + break; + case LG_PINPOINTATTACK: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) + clif_slide(src,bl->x,bl->y); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else - { - short x, y; - map_search_freecell(src, 0, &x, &y, -1, -1, 0); - // Destination area - skill_area_temp[4] = x; - skill_area_temp[5] = y; - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self - clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - } - break; - case LG_PINPOINTATTACK: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) - clif_slide(src,bl->x,bl->y); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case LG_SHIELDSPELL: - // flag&1: Phisycal Attack, flag&2: Magic Attack. - skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; + break; - case LG_OVERBRAND: - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); - break; + case LG_SHIELDSPELL: + // flag&1: Phisycal Attack, flag&2: Magic Attack. + skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; - case LG_OVERBRAND_BRANDISH: - skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL); - break; - case SR_DRAGONCOMBO: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; + case LG_OVERBRAND: + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + 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. - } + case LG_OVERBRAND_BRANDISH: + skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL); + break; + case SR_DRAGONCOMBO: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; - if( flag&1 ) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); - else - skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); - break; + case SR_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. + } - 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, skill_id, skill_lv, tick, flag|SD_ANIMATION); - break; + if( flag&1 ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + else + skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); + break; + + case SR_HOWLINGOFLION: + status_change_end(bl, SC_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, skill_id, skill_lv, tick, flag|SD_ANIMATION); + break; + + case SR_EARTHSHAKER: + if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } else{ + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } + break; - case SR_EARTHSHAKER: - if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - } else{ - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + case SO_POISON_BUSTER: { + struct status_change *tsc = status_get_sc(bl); + if( tsc && tsc->data[SC_POISON] ) { + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_POISON, INVALID_TIMER); + } + else if( sd ) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } - break; + break; - case SO_POISON_BUSTER: { - struct status_change *tsc = status_get_sc(bl); - if( tsc && tsc->data[SC_POISON] ) { + case GN_SPORE_EXPLOSION: + if( flag&1 ) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_POISON, INVALID_TIMER); + else { + clif_skill_nodamage(src, bl, skill_id, 0, 1); + skill->addtimerskill(src, gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0); } - else if( sd ) - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } - break; - - case GN_SPORE_EXPLOSION: - if( flag&1 ) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - else { - clif_skill_nodamage(src, bl, skill_id, 0, 1); - skill->addtimerskill(src, gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0); - } - break; - - case EL_FIRE_BOMB: - case EL_FIRE_WAVE: - case EL_WATER_SCREW: - case EL_HURRICANE: - case EL_TYPOON_MIS: - if( flag&1 ) - skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); - else { - int i = skill->get_splash(skill_id,skill_lv); - clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 30 ) - map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - } - break; + break; - case EL_ROCK_CRUSHER: - clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 50 ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - else - skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); - break; + case EL_FIRE_BOMB: + case EL_FIRE_WAVE: + case EL_WATER_SCREW: + case EL_HURRICANE: + case EL_TYPOON_MIS: + if( flag&1 ) + skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); + else { + int i = skill->get_splash(skill_id,skill_lv); + clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map_foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; - case EL_STONE_RAIN: - if( flag&1 ) - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - else { - int i = skill->get_splash(skill_id,skill_lv); + case EL_ROCK_CRUSHER: clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 30 ) - map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + if( rnd()%100 < 50 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); else + skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); + break; + + case EL_STONE_RAIN: + if( flag&1 ) skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - } - break; + else { + int i = skill->get_splash(skill_id,skill_lv); + clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map_foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; - case EL_FIRE_ARROW: - case EL_ICE_NEEDLE: - case EL_WIND_SLASH: - case EL_STONE_HAMMER: - clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - break; + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WIND_SLASH: + case EL_STONE_HAMMER: + clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + break; - case EL_TIDAL_WEAPON: - if( src->type == BL_ELEM ) { - struct elemental_data *ele = BL_CAST(BL_ELEM,src); - struct status_change *sc = status_get_sc(&ele->bl); - struct status_change *tsc = status_get_sc(bl); - sc_type type = status_skill2sc(skill_id), type2; - type2 = type-1; + 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(skill_id), type2; + type2 = type-1; - clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skill_id); - } - if( rnd()%100 < 50 ) - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - else { - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental_clean_single_effect(ele, skill_id); + } + if( rnd()%100 < 50 ) + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); + } + clif_skill_nodamage(src,src,skill_id,skill_lv,1); } - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - } - break; + break; - //recursive homon skill - case MH_MAGMA_FLOW: - case MH_XENO_SLASHER: - case MH_HEILIGE_STANGE: - if(flag & 1) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - else { - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); - } - break; + //recursive homon skill + case MH_MAGMA_FLOW: + case MH_XENO_SLASHER: + case MH_HEILIGE_STANGE: + if(flag & 1) + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + else { + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); + } + break; - case MH_STAHL_HORN: - case MH_NEEDLE_OF_PARALYZE: - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - break; - case MH_TINDER_BREAKER: - if (unit_movepos(src, bl->x, bl->y, 1, 1)) { -#if PACKETVER >= 20111005 - clif_snap(src, bl->x, bl->y); -#else - clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); -#endif - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - break; + case MH_STAHL_HORN: + case MH_NEEDLE_OF_PARALYZE: + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + case MH_TINDER_BREAKER: + if (unit_movepos(src, bl->x, bl->y, 1, 1)) { + #if PACKETVER >= 20111005 + clif_snap(src, bl->x, bl->y); + #else + clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); + #endif + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; - case 0:/* no skill - basic/normal attack */ - if(sd) { - if (flag & 3){ - if (bl->id != skill_area_temp[1]) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); - } else { - skill_area_temp[1] = bl->id; - map_foreachinrange(skill_area_sub, bl, - sd->bonus.splash_range, BL_CHAR, - src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, - skill->castend_damage_id); - flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] + case 0:/* no skill - basic/normal attack */ + if(sd) { + if (flag & 3){ + if (bl->id != skill_area_temp[1]) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); + } else { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill->area_sub, bl, + sd->bonus.splash_range, BL_CHAR, + src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, + skill->castend_damage_id); + flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] + } } - } - break; + break; - default: - ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); - clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, - 0, abs(skill->get_num(skill_id, skill_lv)), - skill_id, skill_lv, skill->get_hit(skill_id)); - map_freeblock_unlock(); - return 1; + default: + ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); + clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, + 0, abs(skill->get_num(skill_id, skill_lv)), + skill_id, skill_lv, skill->get_hit(skill_id)); + map_freeblock_unlock(); + return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. @@ -4730,12 +4671,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case MH_STEINWAND: { struct block_list *s_src = battle->get_master(src); short ret = 0; - if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration + if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon - if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) + if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master if (hd) - skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); return ret; } break; @@ -4756,4286 +4697,4284 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui return 1; //Skills that cause an status should be blocked if the target element blocks its element. map_freeblock_lock(); - switch(skill_id) - { - case HLIF_HEAL: //[orn] - case AL_HEAL: - /** - * Arch Bishop - **/ - case AB_HIGHNESSHEAL: - { - int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); - int heal_get_jobexp; - //Highness Heal: starts at 1.5 boost + 0.5 for each level - if( skill_id == AB_HIGHNESSHEAL ) { - heal = heal * ( 15 + 5 * skill_lv ) / 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; + switch(skill_id) { + case HLIF_HEAL: //[orn] + case AL_HEAL: + /** + * Arch Bishop + **/ + case AB_HIGHNESSHEAL: + { + int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); + int heal_get_jobexp; + //Highness Heal: starts at 1.5 boost + 0.5 for each level + if( skill_id == AB_HIGHNESSHEAL ) { + heal = heal * ( 15 + 5 * skill_lv ) / 10; + } + if( 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( 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; + 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. } - 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, skill_id, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) - heal = ~heal + 1; - heal_get_jobexp = status_heal(bl,heal,0,0); + clif_skill_nodamage (src, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) + heal = ~heal + 1; + heal_get_jobexp = status_heal(bl,heal,0,0); - if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ - heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; - if (heal_get_jobexp <= 0) - heal_get_jobexp = 1; - pc_gainexp (sd, bl, 0, heal_get_jobexp, false); + 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; + break; - case PR_REDEMPTIO: - if (sd && !(flag&1)) { - if (sd->status.party_id == 0) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + case PR_REDEMPTIO: + if (sd && !(flag&1)) { + if (sd->status.party_id == 0) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill_area_temp[0] = 0; + party_foreachsamemap(skill->area_sub, + sd,skill->get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill->castend_nodamage_id); + if (skill_area_temp[0] == 0) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... + if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000); + clif_updatestatus(sd,SP_BASEEXP); + clif_updatestatus(sd,SP_JOBEXP); + } + status_set_hp(src, 1, 0); + status_set_sp(src, 0, 0); break; - } - skill_area_temp[0] = 0; - party_foreachsamemap(skill_area_sub, - sd,skill->get_splash(skill_id, skill_lv), - src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, - skill->castend_nodamage_id); - if (skill_area_temp[0] == 0) { + } else if (status_isdead(bl) && flag&1) { //Revive + skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. + skill_lv = 3; //Resurrection level 3 is used + } else //Invalid target, skip resurrection. + break; + + case ALL_RESURRECTION: + if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) + { //No reviving in WoE grounds! clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... - if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty - sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. - sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000); - clif_updatestatus(sd,SP_BASEEXP); - clif_updatestatus(sd,SP_JOBEXP); - } - status_set_hp(src, 1, 0); - status_set_sp(src, 0, 0); - break; - } else if (status_isdead(bl) && flag&1) { //Revive - skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. - skill_lv = 3; //Resurrection level 3 is used - } else //Invalid target, skip resurrection. - break; - - case ALL_RESURRECTION: - if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) - { //No reviving in WoE grounds! - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if (!status_isdead(bl)) - break; - { - int per = 0, sper = 0; - if (tsc && tsc->data[SC_HELLPOWER]) + 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; + if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) + break; - switch(skill_lv){ - case 1: per=10; break; - case 2: per=30; break; - case 3: per=50; break; - case 4: per=80; break; - } - if(dstsd && dstsd->special_state.restart_full_recover) - per = sper = 100; - if (status_revive(bl, per, sper)) - { - clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. - if(sd && dstsd && battle_config.resurrection_exp > 0) + switch(skill_lv){ + case 1: per=10; break; + case 2: per=30; break; + case 3: per=50; break; + case 4: per=80; break; + } + if(dstsd && dstsd->special_state.restart_full_recover) + per = sper = 100; + if (status_revive(bl, per, sper)) { - 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; + clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. + if(sd && dstsd && battle_config.resurrection_exp > 0) + { + int exp = 0,jexp = 0; + int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; + if(lv > 0 && pc_nextbaseexp(dstsd)) { + exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (exp < 1) exp = 1; + } + if(jlv > 0 && pc_nextjobexp(dstsd)) { + jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (jexp < 1) jexp = 1; + } + if(exp > 0 || jexp > 0) + pc_gainexp (sd, bl, exp, jexp, false); } - if(exp > 0 || jexp > 0) - pc_gainexp (sd, bl, exp, jexp, false); } } - } - break; - - case AL_DECAGI: - case MER_DECAGI: - clif_skill_nodamage (src, bl, skill_id, skill_lv, - sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); - break; + break; - case AL_CRUCIS: - if (flag&1) - sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; + case AL_DECAGI: + case MER_DECAGI: + clif_skill_nodamage (src, bl, skill_id, skill_lv, + sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); + break; - case PR_LEXDIVINA: - case MER_LEXDIVINA: - if( tsce ) - status_change_end(bl,type, INVALID_TIMER); - else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); - break; + case AL_CRUCIS: + if (flag&1) + sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; - case SA_ABRACADABRA: - { - int abra_skill_id = 0, abra_skill_lv; - do { - i = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill_abra_db[i].skill_id; - } while (abra_skill_id == 0 || - skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill_abra_db[i].per - ); - abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); + case PR_LEXDIVINA: + case MER_LEXDIVINA: + if( tsce ) + status_change_end(bl,type, INVALID_TIMER); + else + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + break; - if( sd ) - {// player-casted - sd->state.abra_flag = 1; - sd->skillitem = abra_skill_id; - sd->skillitemlv = abra_skill_lv; - clif_item_skill(sd, abra_skill_id, abra_skill_lv); - } - else - {// mob-casted - struct unit_data *ud = unit_bl2ud(src); - int inf = skill->get_inf(abra_skill_id); - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); - } else { //Assume offensive skills - int target_id = 0; - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { - bl = map_id2bl(target_id); + case SA_ABRACADABRA: + { + int abra_skill_id = 0, abra_skill_lv; + do { + i = rnd() % MAX_SKILL_ABRA_DB; + abra_skill_id = skill_abra_db[i].skill_id; + } while (abra_skill_id == 0 || + skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill_abra_db[i].per + ); + abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) + {// player-casted + sd->state.abra_flag = 1; + sd->skillitem = abra_skill_id; + sd->skillitemlv = abra_skill_lv; + clif_item_skill(sd, abra_skill_id, abra_skill_lv); + } + else + {// mob-casted + struct unit_data *ud = unit_bl2ud(src); + int inf = skill->get_inf(abra_skill_id); + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; - unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); - } else - unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); + unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); + } else { //Assume offensive skills + int target_id = 0; + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); + } else + unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); + } } } - } - break; + break; - case SA_COMA: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - case SA_FULLRECOVERY: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (status_isimmune(bl)) + case SA_COMA: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); break; - status_percent_heal(bl, 100, 100); - break; - case NPC_ALLHEAL: - { - int heal; - if( status_isimmune(bl) ) + case SA_FULLRECOVERY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (status_isimmune(bl)) break; - heal = status_percent_heal(bl, 100, 0); - clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1); - if( dstmd ) - { // Reset Damage Logs - memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); - dstmd->tdmg = 0; - } - } - break; - case SA_SUMMONMONSTER: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); - break; - case SA_LEVELUP: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false); - break; - case SA_INSTANTDEATH: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - status_set_hp(bl,1,0); - break; - case SA_QUESTION: - case SA_GRAVITY: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case SA_CLASSCHANGE: - case SA_MONOCELL: - if (dstmd) - { - int class_; - if ( sd && dstmd->status.mode&MD_BOSS ) + status_percent_heal(bl, 100, 100); + break; + case NPC_ALLHEAL: { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + 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; + } } - class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); + break; + case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - mob_class_change(dstmd,class_); - if( tsc && dstmd->status.mode&MD_BOSS ) + if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); + break; + case SA_LEVELUP: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false); + break; + case SA_INSTANTDEATH: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_set_hp(bl,1,0); + break; + case SA_QUESTION: + case SA_GRAVITY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case SA_CLASSCHANGE: + case SA_MONOCELL: + if (dstmd) { - 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); + int class_; + if ( sd && dstmd->status.mode&MD_BOSS ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + mob_class_change(dstmd,class_); + if( tsc && dstmd->status.mode&MD_BOSS ) + { + const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_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,skill_id,USESKILL_FAIL_LEVEL,0); break; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - status_kill(bl); - break; - case SA_REVERSEORCISH: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); - break; - case SA_FORTUNE: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); - break; - case SA_TAMINGMONSTER: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd && dstmd) { - 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) { + case SA_DEATH: + if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) + { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; + break; } - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case CG_MARIONETTE: - { - struct status_change* sc = status_get_sc(src); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(bl); + break; + case SA_REVERSEORCISH: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + break; + case SA_FORTUNE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + break; + case SA_TAMINGMONSTER: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && dstmd) { + 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; - if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) - {// Cannot cast on another bard/dancer-type class of the same gender as caster - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; + case CR_PROVIDENCE: + if(sd && dstsd){ //Check they are not another crusader [Skotlex] + if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; - if( sc && tsc ) + case CG_MARIONETTE: { - if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) - { - sc_start(src,SC_MARIONETTE,100,bl->id,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_MARIONETTE2,100,src->id,skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + struct status_change* sc = status_get_sc(src); + + if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) + {// Cannot cast on another bard/dancer-type class of the same gender as caster + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; } - else - if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id && - tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id ) + + if( sc && tsc ) { - status_change_end(src, SC_MARIONETTE, INVALID_TIMER); - status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); + if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) + { + sc_start(src,SC_MARIONETTE,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(bl,SC_MARIONETTE2,100,src->id,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + else + if( sc->data[SC_MARIONETTE ] && 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,skill_id,USESKILL_FAIL_LEVEL,0); + + map_freeblock_unlock(); + return 1; + } } - else - { - if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; - map_freeblock_unlock(); - return 1; + case RG_CLOSECONFINE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + break; + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + if (dstsd) { + if(dstsd->status.weapon == W_FIST || + (dstsd->sc.count && !dstsd->sc.data[type] && + ( //Allow re-enchanting to lenghten time. [Skotlex] + dstsd->sc.data[SC_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,skill_id,USESKILL_FAIL_LEVEL,0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; } } - } - break; + // 100% success rate at lv4 & 5, but lasts longer at lv5 + if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { + if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) + clif_displaymessage(sd->fd, msg_txt(669)); + } + break; - case RG_CLOSECONFINE: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); - break; - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - if (dstsd) { - if(dstsd->status.weapon == W_FIST || - (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lenghten time. [Skotlex] - dstsd->sc.data[SC_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,skill_id,USESKILL_FAIL_LEVEL,0); + case PR_ASPERSIO: + if (sd && dstmd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } - } - // 100% success rate at lv4 & 5, but lasts longer at lv5 - if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { - if (sd) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) - clif_displaymessage(sd->fd, msg_txt(669)); - } - break; - - case PR_ASPERSIO: - if (sd && dstmd) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case ITEM_ENCHANTARMS: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv, - skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); - break; + case ITEM_ENCHANTARMS: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv, + skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); + break; - case TK_SEVENWIND: - switch(skill->get_ele(skill_id,skill_lv)) { - case ELE_EARTH : type = SC_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,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + case TK_SEVENWIND: + switch(skill->get_ele(skill_id,skill_lv)) { + 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,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - sc_start(bl,SC_SEVENWIND,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,SC_SEVENWIND,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; + break; - case PR_KYRIE: - case MER_KYRIE: - clif_skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - //Passive Magnum, should had been casted on yourself. - case SM_MAGNUM: - case MS_MAGNUM: - skill_area_temp[1] = 0; - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - clif_skill_nodamage (src,src,skill_id,skill_lv,1); - // Initiate 10% of your damage becomes fire element. - sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); - if( sd ) - skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false); - else if( bl->type == BL_MER ) - skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); - break; + case PR_KYRIE: + case MER_KYRIE: + clif_skill_nodamage(bl,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + //Passive Magnum, should had been casted on yourself. + case SM_MAGNUM: + case MS_MAGNUM: + skill_area_temp[1] = 0; + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + clif_skill_nodamage (src,src,skill_id,skill_lv,1); + // Initiate 10% of your damage becomes fire element. + sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); + if( sd ) + skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false); + else if( bl->type == BL_MER ) + skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); + break; - case TK_JUMPKICK: - /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */ - if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) - { - if( unit_movepos(src, bl->x, bl->y, 1, 1) ) + 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 ) { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - clif_slide(src,bl->x,bl->y); + if( unit_movepos(src, bl->x, bl->y, 1, 1) ) + { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + clif_slide(src,bl->x,bl->y); + } } - } - else - clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); - break; - - case AL_INCAGI: - case AL_BLESSING: - case MER_INCAGI: - case MER_BLESSING: - if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); 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,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case SO_STRIKING: - if (sd) { - int bonus = 25 + 10 * skill_lv; - bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5; - clif_skill_nodamage( src, bl, skill_id, skill_lv, - battle->check_target(src,bl,BCT_PARTY) ? - sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : - 0 - ); - } - break; - case NPC_STOP: - if( clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) - sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); - break; - case HP_ASSUMPTIO: - if( sd && dstmd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - else + 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,skill_id,skill_lv,tick,flag); + break; + } + case PR_SLOWPOISON: + case PR_IMPOSITIO: + case PR_LEXAETERNA: + case PR_SUFFRAGIUM: + case PR_BENEDICTIO: + case LK_BERSERK: + case MS_BERSERK: + case KN_AUTOCOUNTER: + case KN_TWOHANDQUICKEN: + case KN_ONEHAND: + case MER_QUICKEN: + case CR_SPEARQUICKEN: + case CR_REFLECTSHIELD: + case MS_REFLECTSHIELD: + case AS_POISONREACT: + case MC_LOUD: + case MG_ENERGYCOAT: + case MO_EXPLOSIONSPIRITS: + case MO_STEELBODY: + case MO_BLADESTOP: + case LK_AURABLADE: + case LK_PARRYING: + case MS_PARRYING: + case LK_CONCENTRATION: + case WS_CARTBOOST: + case SN_SIGHT: + case WS_MELTDOWN: + case WS_OVERTHRUSTMAX: + case ST_REJECTSWORD: + case HW_MAGICPOWER: + case PF_MEMORIZE: + case PA_SACRIFICE: + case ASC_EDP: + case PF_DOUBLECASTING: + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + case NPC_HALLUCINATION: + case GS_MADNESSCANCEL: + case GS_ADJUSTMENT: + case GS_INCREASING: + case NJ_KASUMIKIRI: + case NJ_UTSUSEMI: + case NJ_NEN: + case NPC_DEFENDER: + case NPC_MAGICMIRROR: + case ST_PRESERVE: + case NPC_INVINCIBLE: + case NPC_INVINCIBLEOFF: + case RK_DEATHBOUND: + case AB_RENOVATIO: + case AB_EXPIATIO: + case AB_DUPLELIGHT: + case AB_SECRAMENT: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_SHAPESHIFT: + case WL_RECOGNIZEDSPELL: + case GC_VENOMIMPRESS: + case SC_DEADLYINFECT: + case LG_EXEEDBREAK: + case LG_PRESTIGE: + case SR_CRESCENTELBOW: + case SR_LIGHTNINGWALK: + case SR_GENTLETOUCH_ENERGYGAIN: + case GN_CARTBOOST: + case KO_MEIKYOUSISUI: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case MG_SIGHT: - case MER_SIGHT: - case AL_RUWACH: - case WZ_SIGHTBLASTER: - case NPC_WIDESIGHT: - case NPC_STONESKIN: - case NPC_ANTIMAGIC: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); - break; - case HLIF_AVOID: - case HAMI_DEFENCE: - i = skill->get_time(skill_id,skill_lv); - clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master - clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc - break; - case NJ_BUNSINJYUTSU: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status_change_end(bl, SC_NEN, INVALID_TIMER); - break; -/* Was modified to only affect targetted char. [Skotlex] - case HP_ASSUMPTIO: - if (flag&1) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else - { - map_foreachinrange(skill_area_sub, bl, - skill->get_splash(skill_id, skill_lv), BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; -*/ - case SM_ENDURE: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (sd) - skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false); - break; + 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,skill_id,skill_lv,0); - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + case SO_STRIKING: + if (sd) { + int bonus = 25 + 10 * skill_lv; + bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5; + clif_skill_nodamage( src, bl, skill_id, skill_lv, + battle->check_target(src,bl,BCT_PARTY) ? + sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : + 0 + ); } - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case LK_TENSIONRELAX: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), - skill->get_time(skill_id,skill_lv))); - break; - - case MC_CHANGECART: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; + break; - case TK_MISSION: - if (sd) { - int id; - if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one - clif_mission_info(sd, sd->mission_mobid, sd->mission_count); - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - id = mob_get_random_id(0,0xF, sd->status.base_level); - if (!id) { + case NPC_STOP: + if( clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) + sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); + break; + case HP_ASSUMPTIO: + if( sd && dstmd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + else + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case MG_SIGHT: + case MER_SIGHT: + case AL_RUWACH: + case WZ_SIGHTBLASTER: + case NPC_WIDESIGHT: + case NPC_STONESKIN: + case NPC_ANTIMAGIC: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); + break; + case HLIF_AVOID: + case HAMI_DEFENCE: + i = skill->get_time(skill_id,skill_lv); + clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master + clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc + break; + case NJ_BUNSINJYUTSU: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status_change_end(bl, SC_NEN, INVALID_TIMER); + break; + /* Was modified to only affect targetted char. [Skotlex] + case HP_ASSUMPTIO: + if (flag&1) + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else + { + map_foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - sd->mission_mobid = id; - sd->mission_count = 0; - pc_setglobalreg(sd,"TK_MISSION_ID", id); - clif_mission_info(sd, id, 0); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + break; + */ + case SM_ENDURE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (sd) + skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false); + break; - case AC_CONCENTRATION: - { + 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,skill_id,skill_lv,0); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - map_foreachinrange( status_change_timer_sub, src, - skill->get_splash(skill_id, skill_lv), BL_CHAR, - src,NULL,type,tick); - } - break; + 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,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); - if( !i ) - { - if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - unit_skillcastcancel(bl, 2); + case LK_TENSIONRELAX: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), + skill->get_time(skill_id,skill_lv))); + break; - 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); - } + case MC_CHANGECART: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; - if( dstmd ) - { - dstmd->state.provoke_flag = src->id; - mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); - } - break; + case TK_MISSION: + if (sd) { + int id; + if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one + clif_mission_info(sd, sd->mission_mobid, sd->mission_count); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + id = mob_get_random_id(0,0xF, sd->status.base_level); + if (!id) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + sd->mission_mobid = id; + sd->mission_count = 0; + pc_setglobalreg(sd,"TK_MISSION_ID", id); + clif_mission_info(sd, id, 0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case ML_DEVOTION: - case CR_DEVOTION: - { - int count, lv; - if( !dstsd || (!sd && !mer) ) - { // Only players can be devoted - if( sd ) - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; + case AC_CONCENTRATION: + { + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + map_foreachinrange( status_change_timer_sub, src, + skill->get_splash(skill_id, skill_lv), BL_CHAR, + src,NULL,type,tick); } + break; - if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 ) - lv = -lv; - if( lv > battle_config.devotion_level_difference || // Level difference requeriments - (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source - (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner - (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted - (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. + 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,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, + (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); + if( !i ) { if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); - return 1; + return 0; } + unit_skillcastcancel(bl, 2); - i = 0; - count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner - if( sd ) - { // Player Devoting Player - ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); - if( i == count ) + if( tsc && tsc->count ) + { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); + } + + if( dstmd ) + { + dstmd->state.provoke_flag = src->id; + mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); + } + break; + + case ML_DEVOTION: + case CR_DEVOTION: + { + int count, lv; + if( !dstsd || (!sd && !mer) ) + { // Only players can be devoted + if( sd ) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + + if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 ) + lv = -lv; + if( lv > battle_config.devotion_level_difference || // Level difference requeriments + (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source + (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner + (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted + (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. { - ARR_FIND(0, count, i, sd->devotion[i] == 0 ); + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + + i = 0; + count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner + if( sd ) + { // Player Devoting Player + ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); if( i == count ) - { // No free slots, skill Fail - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - map_freeblock_unlock(); - return 1; + { + ARR_FIND(0, count, i, sd->devotion[i] == 0 ); + if( i == count ) + { // No free slots, skill Fail + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + map_freeblock_unlock(); + return 1; + } } + + sd->devotion[i] = bl->id; } + else + mer->devotion_flag = 1; // Mercenary Devoting Owner - sd->devotion[i] = bl->id; + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); + clif_devotion(src, NULL); } - else - mer->devotion_flag = 1; // Mercenary Devoting Owner + break; - clif_skill_nodamage(src, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); - clif_devotion(src, NULL); - } - break; + case MO_CALLSPIRITS: + if(sd) { + int limit = skill_lv; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); + } + break; - case MO_CALLSPIRITS: - if(sd) { - int limit = skill_lv; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); - } - break; + case CH_SOULCOLLECT: + if(sd) { + int limit = 5; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + for (i = 0; i < limit; i++) + pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); + } + break; - case CH_SOULCOLLECT: - if(sd) { - int limit = 5; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - for (i = 0; i < limit; i++) - pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); - } - break; + case MO_KITRANSLATION: + if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + pc_addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); + } + break; - case MO_KITRANSLATION: - if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { - pc_addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); - } - break; + case TK_TURNKICK: + case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] + if (skill_area_temp[1] != bl->id) { + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback + } + break; - case TK_TURNKICK: - case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] - if (skill_area_temp[1] != bl->id) { - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback - } - break; + case MO_ABSORBSPIRITS: + i = 0; + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) + { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + i = dstsd->spiritball * 7; + pc_delspiritball(dstsd,dstsd->spiritball,0); + } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) + { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + i = 2 * dstmd->level; + mob_target(dstmd,src,0); + } + if (i) status_heal(src, 0, i, 3); + clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0); + break; + + case AC_MAKINGARROW: + if(sd) { + clif_arrow_create_list(sd); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case 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,skill_id,skill_lv,i?1:0); - break; + case AM_PHARMACY: + if(sd) { + clif_skill_produce_mix_list(sd,skill_id,22); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case AC_MAKINGARROW: - if(sd) { - clif_arrow_create_list(sd); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + case SA_CREATECON: + if(sd) { + clif_elementalconverter_list(sd); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case AM_PHARMACY: - if(sd) { - clif_skill_produce_mix_list(sd,skill_id,22); + case BS_HAMMERFALL: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + case RG_RAID: + skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + map_foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; - case SA_CREATECON: - if(sd) { - clif_elementalconverter_list(sd); + case ASC_METEORASSAULT: + case GS_SPREADATTACK: + case RK_STORMBLAST: + case NC_AXETORNADO: + case GC_COUNTERSLASH: + case SR_SKYNETBLOW: + case SR_RAMPAGEBLASTER: + case SR_HOWLINGOFLION: + case KO_HAPPOKUNAI: + skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case BS_HAMMERFALL: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - case RG_RAID: - skill_area_temp[1] = 0; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - - case ASC_METEORASSAULT: - case GS_SPREADATTACK: - case RK_STORMBLAST: - case NC_AXETORNADO: - case GC_COUNTERSLASH: - case SR_SKYNETBLOW: - case SR_RAMPAGEBLASTER: - case SR_HOWLINGOFLION: - case KO_HAPPOKUNAI: - skill_area_temp[1] = 0; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - i = map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - - case NC_EMERGENCYCOOL: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); - status_change_end(src,SC_OVERHEAT,INVALID_TIMER); - break; - case SR_WINDMILL: - case GN_CART_TORNADO: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - case SR_EARTHSHAKER: - case NC_INFRAREDSCAN: - case NPC_EARTHQUAKE: - case NPC_VAMPIRE_GIFT: - case NPC_HELLJUDGEMENT: - case NPC_PULSESTRIKE: - case LG_MOONSLASHER: - skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); - break; + i = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; - case WZ_SIGHTRASHER: - //Passive side of the attack. - status_change_end(src, SC_SIGHT, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub,src, - skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - break; + case NC_EMERGENCYCOOL: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); + status_change_end(src,SC_OVERHEAT,INVALID_TIMER); + break; + case SR_WINDMILL: + case GN_CART_TORNADO: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + case SR_EARTHSHAKER: + case NC_INFRAREDSCAN: + case NPC_EARTHQUAKE: + case NPC_VAMPIRE_GIFT: + case NPC_HELLJUDGEMENT: + case NPC_PULSESTRIKE: + case LG_MOONSLASHER: + skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + break; - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case WZ_FROSTNOVA: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill_area_temp[1] = 0; - map_foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); - break; + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); + break; - case HVAN_EXPLOSION: //[orn] - case NPC_SELFDESTRUCTION: - //Self Destruction hits everyone in range (allies+enemies) - //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. - i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? - BCT_ENEMY:BCT_ALL; - clif_skill_nodamage(src, src, skill_id, -1, 1); - map_delblock(src); //Required to prevent chain-self-destructions hitting back. - map_foreachinrange(skill_area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|i, - skill->castend_damage_id); - map_addblock(src); - status_damage(src, src, sstatus->max_hp,0,0,1); - break; + case WZ_SIGHTRASHER: + //Passive side of the attack. + status_change_end(src, SC_SIGHT, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub,src, + skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + break; - case 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, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case MER_MAGNIFICAT: - if( mer != NULL ) - { - clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) - party_foreachsamemap(skill_area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - else if( mer->master && !(flag&1) ) - clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case WZ_FROSTNOVA: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_area_temp[1] = 0; + map_foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case HVAN_EXPLOSION: //[orn] + case NPC_SELFDESTRUCTION: + //Self Destruction hits everyone in range (allies+enemies) + //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. + i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? + BCT_ENEMY:BCT_ALL; + clif_skill_nodamage(src, src, skill_id, -1, 1); + map_delblock(src); //Required to prevent chain-self-destructions hitting back. + map_foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|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, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else if( sd ) + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case MER_MAGNIFICAT: + if( mer != NULL ) + { + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) + party_foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + else if( mer->master && !(flag&1) ) + clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + break; - case BS_ADRENALINE: - case BS_ADRENALINE2: - case BS_WEAPONPERFECT: - case BS_OVERTHRUST: - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - clif_skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); - } else if (sd) { - party_foreachsamemap(skill_area_sub, - sd,skill->get_splash(skill_id, skill_lv), - src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, - skill->castend_nodamage_id); - } - break; + case BS_ADRENALINE: + case BS_ADRENALINE2: + case BS_WEAPONPERFECT: + case BS_OVERTHRUST: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { + clif_skill_nodamage(bl,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); + } else if (sd) { + party_foreachsamemap(skill->area_sub, + sd,skill->get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill->castend_nodamage_id); + } + break; - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case CR_DEFENDER: - case ML_DEFENDER: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case TK_READYSTORM: - case TK_READYDOWN: - case TK_READYTURN: - case TK_READYCOUNTER: - case TK_DODGE: - case CR_SHRINK: - case SG_FUSION: - case GS_GATLINGFEVER: - if( tsce ) - { - clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map_freeblock_unlock(); - return 0; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case SL_KAITE: - case SL_KAAHI: - case SL_KAIZEL: - case SL_KAUPE: - if (sd) { - if (!dstsd || !( - (sd->sc.data[SC_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,skill_lv,0,0,0,500,8); - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case CR_DEFENDER: + case ML_DEFENDER: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case TK_READYSTORM: + case TK_READYDOWN: + case TK_READYTURN: + case TK_READYCOUNTER: + case TK_DODGE: + case CR_SHRINK: + case SG_FUSION: + case GS_GATLINGFEVER: + if( tsce ) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; } - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); - break; - case SM_AUTOBERSERK: - case MER_AUTOBERSERK: - if( tsce ) - i = status_change_end(bl, type, INVALID_TIMER); - else - i = sc_start(bl,type,100,skill_lv,60000); - clif_skill_nodamage(src,bl,skill_id,skill_lv,i); - break; - case TF_HIDING: - case ST_CHASEWALK: - case KO_YAMIKUMO: - if (tsce) - { - clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. - map_freeblock_unlock(); - return 0; - } else if( tsc && tsc->option&OPTION_MADOGEAR ) { - //Mado Gear cannot hide - if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case TK_RUN: - if (tsce) - { - clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map_freeblock_unlock(); - return 0; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0)); - if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] - clif_walkok(sd); // So aegis has to resend the walk ok. - break; - case AS_CLOAKING: - case GC_CLOAKINGEXCEED: - case LG_FORCEOFVANGUARD: - case SC_REPRODUCE: - case SC_INVISIBILITY: - if (tsce) { - i = status_change_end(bl, type, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case SL_KAITE: + case SL_KAAHI: + case SL_KAIZEL: + case SL_KAUPE: + if (sd) { + if (!dstsd || !( + (sd->sc.data[SC_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,skill_lv,0,0,0,500,8); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + break; + case SM_AUTOBERSERK: + case MER_AUTOBERSERK: + if( tsce ) + i = status_change_end(bl, type, INVALID_TIMER); + else + i = sc_start(bl,type,100,skill_lv,60000); + clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + break; + case TF_HIDING: + case ST_CHASEWALK: + case KO_YAMIKUMO: + if (tsce) + { + clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. + map_freeblock_unlock(); + return 0; + } else if( tsc && tsc->option&OPTION_MADOGEAR ) { + //Mado Gear cannot hide + if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case TK_RUN: + if (tsce) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0)); + if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] + clif_walkok(sd); // So aegis has to resend the walk ok. + break; + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case LG_FORCEOFVANGUARD: + case SC_REPRODUCE: + case SC_INVISIBILITY: + if (tsce) { + i = status_change_end(bl, type, INVALID_TIMER); + if( i ) + clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); + else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + case RA_CAMOUFLAGE: + i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); if( i ) clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } - case RA_CAMOUFLAGE: - i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - if( i ) - clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); - else if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + break; - case BD_ADAPTATION: - if(tsc && tsc->data[SC_DANCING]){ + case BD_ADAPTATION: + if(tsc && tsc->data[SC_DANCING]){ + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + break; + + case BA_FROSTJOKER: + case DC_SCREAM: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - break; + skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); - case BA_FROSTJOKER: - case DC_SCREAM: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); - - if (md) { - // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves - //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) - char temp[70]; - snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc); - clif_message(&md->bl,temp); - } - break; + if (md) { + // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves + //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) + char temp[70]; + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc); + clif_message(&md->bl,temp); + } + break; - case BA_PANGVOICE: - clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); - break; + case BA_PANGVOICE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); + break; - case DC_WINKCHARM: - if( dstsd ) - clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); - else - if( dstmd ) - { - if( status_get_lv(src) > status_get_lv(bl) - && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) - && !(tstatus->mode&MD_BOSS) ) - clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + case DC_WINKCHARM: + if( dstsd ) + clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); else + if( dstmd ) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,0); - if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if( status_get_lv(src) > status_get_lv(bl) + && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) + && !(tstatus->mode&MD_BOSS) ) + clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + else + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } } - } - break; + break; - case TF_STEAL: - if(sd) { - if(pc_steal_item(sd,bl,skill_lv)) - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - else - clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); - } - break; + case TF_STEAL: + if(sd) { + if(pc_steal_item(sd,bl,skill_lv)) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + } + break; + + case RG_STEALCOIN: + if(sd) { + if(pc_steal_coin(sd,bl)) + { + dstmd->state.provoke_flag = src->id; + mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + + } + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; - case RG_STEALCOIN: - if(sd) { - if(pc_steal_coin(sd,bl)) + case MG_STONECURSE: { - dstmd->state.provoke_flag = src->id; - mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + int brate = 0; + if (tstatus->mode&MD_BOSS) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status_isimmune(bl) || !tsc) + break; + + if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) + brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; + if (tsc->data[SC_STONE]) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate, + skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), + skill->get_time2(skill_id,skill_lv))) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + else if(sd) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + // Level 6-10 doesn't consume a red gem if it fails [celest] + if (skill_lv > 5) + { // not to consume items + map_freeblock_unlock(); + return 0; + } + } } - else - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; + break; - case MG_STONECURSE: - { - int brate = 0; - if (tstatus->mode&MD_BOSS) { - if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + case NV_FIRSTAID: + clif_skill_nodamage(src,bl,skill_id,5,1); + status_heal(bl,5,0,0); + break; + + case AL_CURE: + if(status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } - if(status_isimmune(bl) || !tsc) - break; + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; - if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) - brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; + case TF_DETOXIFY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_DPOISON, INVALID_TIMER); + break; - if (tsc->data[SC_STONE]) { - status_change_end(bl, SC_STONE, INVALID_TIMER); - if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + case PR_STRECOVERY: + if(status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } - if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate, - skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), - skill->get_time2(skill_id,skill_lv))) - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - else if(sd) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - // Level 6-10 doesn't consume a red gem if it fails [celest] - if (skill_lv > 5) - { // not to consume items - map_freeblock_unlock(); - return 0; - } + 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); } - } - break; - - case NV_FIRSTAID: - clif_skill_nodamage(src,bl,skill_id,5,1); - status_heal(bl,5,0,0); - break; - - case AL_CURE: - if(status_isimmune(bl)) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + //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(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(dstmd) + mob_unlocktarget(dstmd,tick); break; - } - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case TF_DETOXIFY: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_DPOISON, INVALID_TIMER); - break; - case PR_STRECOVERY: - if(status_isimmune(bl)) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + // Mercenary Supportive Skills + case MER_BENEDICTION: + status_change_end(bl, SC_CURSE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; - } - if (tsc && tsc->opt1) { - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); + case MER_COMPRESS: + status_change_end(bl, SC_BLEEDING, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_MENTALCURE: + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_RECUPERATE: + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_REGAIN: status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); - 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(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); - } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if(dstmd) - mob_unlocktarget(dstmd,tick); - break; - - // Mercenary Supportive Skills - case MER_BENEDICTION: - status_change_end(bl, SC_CURSE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_COMPRESS: - status_change_end(bl, SC_BLEEDING, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_MENTALCURE: - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_RECUPERATE: - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_REGAIN: - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_TENDER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case MER_SCAPEGOAT: - if( mer && mer->master ) - { - status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2); - status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1); - } - break; - - case MER_ESTIMATION: - if( !mer ) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; - sd = mer->master; - case WZ_ESTIMATION: - if( sd == NULL ) + case MER_TENDER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; - if( dstsd ) - { // Fail on Players - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + + 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; - } - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) - break; // Cannot be Used on Emperium - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - clif_skill_estimation(sd, bl); - if( skill_id == MER_ESTIMATION ) - sd = NULL; - break; + case MER_ESTIMATION: + if( !mer ) + break; + sd = mer->master; + case WZ_ESTIMATION: + if( sd == NULL ) + break; + if( dstsd ) + { // Fail on Players + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) + break; // Cannot be Used on Emperium - case BS_REPAIRWEAPON: - if(sd && dstsd) - clif_item_repair_list(sd,dstsd,skill_lv); - break; + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + clif_skill_estimation(sd, bl); + if( skill_id == MER_ESTIMATION ) + sd = NULL; + break; - case MC_IDENTIFY: - if(sd) - clif_item_identify_list(sd); - break; + case BS_REPAIRWEAPON: + if(sd && dstsd) + clif_item_repair_list(sd,dstsd,skill_lv); + break; - // Weapon Refining [Celest] - case WS_WEAPONREFINE: - if(sd) - clif_item_refine_list(sd); - break; + case MC_IDENTIFY: + if(sd) + clif_item_identify_list(sd); + break; - case MC_VENDING: - if(sd) - { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] - if ( !pc_can_give_items(sd) ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - else { - sd->state.prevend = 1; - clif_openvendingreq(sd,2+skill_lv); - } - } - break; + // Weapon Refining [Celest] + case WS_WEAPONREFINE: + if(sd) + clif_item_refine_list(sd); + break; - case AL_TELEPORT: - if(sd) - { - if (map[bl->m].flag.noteleport && skill_lv <= 2) { - clif_skill_teleportmessage(sd,0); - break; - } - if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] - char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); - clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." - break; + case MC_VENDING: + if(sd) + { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] + if ( !pc_can_give_items(sd) ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else { + sd->state.prevend = 1; + clif_openvendingreq(sd,2+skill_lv); + } } + break; - if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) + case AL_TELEPORT: + if(sd) { + if (map[bl->m].flag.noteleport && skill_lv <= 2) { + clif_skill_teleportmessage(sd,0); + break; + } + if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); + clif_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) && skill_lv == 1 ) || skill_lv == 3 ) + { + if( skill_lv == 1 ) + pc_randomwarp(sd,CLR_TELEPORT); + else + pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + break; + } + + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if( skill_lv == 1 ) - pc_randomwarp(sd,CLR_TELEPORT); + clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); else - pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); - break; - } + clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); + } else + unit_warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + case NPC_EXPULSION: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if( skill_lv == 1 ) - clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); - else - clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); - } else unit_warp(bl,-1,-1,-1,CLR_TELEPORT); - break; + break; - case NPC_EXPULSION: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - unit_warp(bl,-1,-1,-1,CLR_TELEPORT); - break; + case AL_HOLYWATER: + if(sd) { + if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; - case AL_HOLYWATER: - if(sd) { - if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) + case TF_PICKSTONE: + if(sd) { + int eflag; + struct item item_tmp; + struct block_list tbl; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - else - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case TF_PICKSTONE: - if(sd) { - int eflag; - struct item item_tmp; - struct block_list tbl; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - memset(&item_tmp,0,sizeof(item_tmp)); - memset(&tbl,0,sizeof(tbl)); // [MouseJstr] - item_tmp.nameid = ITEMID_STONE; - item_tmp.identify = 1; - tbl.id = 0; - clif_takeitem(&sd->bl,&tbl); - eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); - if(eflag) { - clif_additem(sd,0,0,eflag); - map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + memset(&item_tmp,0,sizeof(item_tmp)); + memset(&tbl,0,sizeof(tbl)); // [MouseJstr] + item_tmp.nameid = ITEMID_STONE; + item_tmp.identify = 1; + tbl.id = 0; + clif_takeitem(&sd->bl,&tbl); + eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); + if(eflag) { + clif_additem(sd,0,0,eflag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } } - } - break; - case ASC_CDP: - if(sd) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. - } - break; - - case RG_STRIPWEAPON: - case RG_STRIPSHIELD: - case RG_STRIPARMOR: - case RG_STRIPHELM: - case ST_FULLSTRIP: - case GC_WEAPONCRUSH: - case SC_STRIPACCESSARY: { - unsigned short location = 0; - int d = 0; - - //Rate in percent - if ( skill_id == ST_FULLSTRIP ) { - i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; - } else if( skill_id == SC_STRIPACCESSARY ) { - i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; - } else { - i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; - } - - if (i < 5) i = 5; //Minimum rate 5% - - //Duration in ms - if( skill_id == GC_WEAPONCRUSH){ - d = skill->get_time(skill_id,skill_lv); - if(bl->type == BL_PC) - d += skill_lv * 15 + (sstatus->dex - tstatus->dex); - else - d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2; - }else - d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; - - if (d < 0) d = 0; //Minimum duration 0ms + break; + case ASC_CDP: + if(sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. + } + break; - switch (skill_id) { case RG_STRIPWEAPON: - case GC_WEAPONCRUSH: - location = EQP_WEAPON; - break; case RG_STRIPSHIELD: - location = EQP_SHIELD; - break; case RG_STRIPARMOR: - location = EQP_ARMOR; - break; case RG_STRIPHELM: - location = EQP_HELM; - break; case ST_FULLSTRIP: - location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; - break; - case SC_STRIPACCESSARY: - location = EQP_ACC; - break; - } + case GC_WEAPONCRUSH: + case SC_STRIPACCESSARY: { + unsigned short location = 0; + int d = 0; + + //Rate in percent + if ( skill_id == ST_FULLSTRIP ) { + i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; + } else if( skill_id == SC_STRIPACCESSARY ) { + i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; + } else { + i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; + } - //Special message when trying to use strip on FCP [Jobbie] - if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) - { - clif_gospel_info(sd, 0x28); - break; - } + if (i < 5) i = 5; //Minimum rate 5% - //Attempts to strip at rate i and duration d - if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) - clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + //Duration in ms + if( skill_id == GC_WEAPONCRUSH){ + d = skill->get_time(skill_id,skill_lv); + if(bl->type == BL_PC) + d += skill_lv * 15 + (sstatus->dex - tstatus->dex); + else + d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2; + }else + d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; - //Nothing stripped. - if( sd && !i ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } + if (d < 0) d = 0; //Minimum duration 0ms - case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: { - int i,hp = 0,sp = 0; - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { - map_freeblock_unlock(); - return 1; + switch (skill_id) { + case RG_STRIPWEAPON: + case GC_WEAPONCRUSH: + location = EQP_WEAPON; + break; + case RG_STRIPSHIELD: + location = EQP_SHIELD; + break; + case RG_STRIPARMOR: + location = EQP_ARMOR; + break; + case RG_STRIPHELM: + location = EQP_HELM; + break; + case ST_FULLSTRIP: + location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; + break; + case SC_STRIPACCESSARY: + location = EQP_ACC; + break; } - if( sd ) { - int x,bonus=100; - x = skill_lv%11 - 1; - i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]); - if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + + //Special message when trying to use strip on FCP [Jobbie] + if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) + { + clif_gospel_info(sd, 0x28); + break; + } + + //Attempts to strip at rate i and duration d + if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) + clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + + //Nothing stripped. + if( sd && !i ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + case AM_BERSERKPITCHER: + case AM_POTIONPITCHER: { + int i,hp = 0,sp = 0; + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { map_freeblock_unlock(); return 1; } - if( skill_id == AM_BERSERKPITCHER ) { - if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { + if( sd ) { + int x,bonus=100; + x = skill_lv%11 - 1; + i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]); + if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); 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; + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; } - } 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( skill_id == AM_BERSERKPITCHER ) { + if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + } + 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( 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 (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, skill_id)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + } else { + hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } - - if( (i = pc_skillheal_bonus(sd, skill_id)) ) { + if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) { hp += hp * i / 100; sp += sp * i / 100; } - } else { - hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) { - hp += hp * i / 100; - sp += sp * i / 100; - } - if( tsc && tsc->count ) { - if( tsc->data[SC_CRITICALWOUND] ) { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if( tsc->data[SC_DEATHHURT] ) { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; - } - if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { - hp += hp / 10; - sp += sp / 10; + if( tsc && tsc->count ) { + if( tsc->data[SC_CRITICALWOUND] ) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if( tsc->data[SC_DEATHHURT] ) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { + hp += hp / 10; + sp += sp / 10; + } } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if( sp > 0 ) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + #ifdef RENEWAL + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp = 0; + #endif + status_heal(bl,hp,sp,0); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) - clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); - if( sp > 0 ) - clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); -#ifdef RENEWAL - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp = 0; -#endif - status_heal(bl,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}; + break; + case AM_CP_WEAPON: + case AM_CP_SHIELD: + case AM_CP_ARMOR: + case AM_CP_HELM: + { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; - if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){ - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); // Don't consume item requirements - return 0; - } + if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; - case AM_TWILIGHT1: - if (sd) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - //Prepare 200 White Potions. - if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200)) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT2: - if (sd) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - //Prepare 200 Slim White Potions. - if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200)) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT3: - if (sd) { - int ebottle = pc_search_inventory(sd,713); - if( ebottle >= 0 ) - ebottle = sd->status.inventory[ebottle].amount; - //check if you can produce all three, if not, then fail: - if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol - || !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle - || !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle - || ebottle < 200 //200 empty bottle are required at total. - ) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100); - skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50); - skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50); - } - break; - case SA_DISPELL: - if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1) - { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. - || rnd()%100 >= 50+10*skill_lv - || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind] - { - if (sd) + break; + case AM_TWILIGHT1: + if (sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 White Potions. + if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; } - if(status_isimmune(bl) || !tsc || !tsc->count) - break; - - if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + break; + case AM_TWILIGHT2: + if (sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 Slim White Potions. + if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200)) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT3: + if (sd) { + int ebottle = pc_search_inventory(sd,713); + if( ebottle >= 0 ) + ebottle = sd->status.inventory[ebottle].amount; + //check if you can produce all three, if not, then fail: + if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol + || !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle + || !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle + || ebottle < 200 //200 empty bottle are required at total. + ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100); + skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50); + skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50); } - - for(i=0;i<SC_MAX;i++) + break; + case SA_DISPELL: + if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1) { - 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: -#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; + clif_skill_nodamage(src,bl,skill_id,skill_lv,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*skill_lv + || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind] + { + if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; + } + if(status_isimmune(bl) || !tsc || !tsc->count) + break; + + if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); 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); + + 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: + #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, skill_id, skill_lv, tick, flag|1, + skill->castend_damage_id); break; - } - //Affect all targets on splash area. - map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|1, - skill->castend_damage_id); - break; - case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); - break; + case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + break; - case TK_HIGHJUMP: - { - int x,y, dir = unit_getdir(src); + case TK_HIGHJUMP: + { + int x,y, dir = unit_getdir(src); - //Fails on noteleport maps, except for GvG and BG maps [Skotlex] - if( map[src->m].flag.noteleport && - !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) - ) { - x = src->x; - y = src->y; - } else { - x = src->x + dirx[dir]*skill_lv*2; - y = src->y + diry[dir]*skill_lv*2; - } + //Fails on noteleport maps, except for GvG and BG maps [Skotlex] + if( map[src->m].flag.noteleport && + !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) + ) { + x = src->x; + y = src->y; + } else { + x = src->x + dirx[dir]*skill_lv*2; + y = src->y + diry[dir]*skill_lv*2; + } - clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); - if(!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); + clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,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; + break; - case SA_CASTCANCEL: - case SO_SPELLFIST: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - unit_skillcastcancel(src,1); - if(sd) { - int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); - if( skill_id == SO_SPELLFIST ){ - sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); - sd->skill_id_old = sd->skill_lv_old = 0; - break; + case SA_CASTCANCEL: + case SO_SPELLFIST: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + unit_skillcastcancel(src,1); + if(sd) { + int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); + if( skill_id == SO_SPELLFIST ){ + sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); + sd->skill_id_old = sd->skill_lv_old = 0; + break; + } + sp = sp * (90 - (skill_lv-1)*20) / 100; + if(sp < 0) sp = 0; + status_zap(src, 0, sp); } - sp = sp * (90 - (skill_lv-1)*20) / 100; - if(sp < 0) sp = 0; - status_zap(src, 0, sp); - } - break; - case SA_SPELLBREAKER: - { - int sp; - if(tsc && tsc->data[SC_MAGICROD]) { - sp = skill->get_sp(skill_id,skill_lv); - sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; - if(sp < 1) sp = 1; - status_heal(bl,0,sp,2); - status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. - } else { - struct unit_data *ud = unit_bl2ud(bl); - int bl_skill_id=0,bl_skill_lv=0,hp = 0; - if (!ud || ud->skilltimer == INVALID_TIMER) - break; //Nothing to cancel. - bl_skill_id = ud->skill_id; - bl_skill_lv = ud->skill_lv; - if (tstatus->mode & MD_BOSS) - { //Only 10% success chance against bosses. [Skotlex] - if (rnd()%100 < 90) - { - if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. - hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] + break; + case SA_SPELLBREAKER: + { + int sp; + if(tsc && tsc->data[SC_MAGICROD]) { + sp = skill->get_sp(skill_id,skill_lv); + sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; + if(sp < 1) sp = 1; + status_heal(bl,0,sp,2); + status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. + } else { + struct unit_data *ud = unit_bl2ud(bl); + int bl_skill_id=0,bl_skill_lv=0,hp = 0; + if (!ud || ud->skilltimer == INVALID_TIMER) + break; //Nothing to cancel. + bl_skill_id = ud->skill_id; + bl_skill_lv = ud->skill_lv; + if (tstatus->mode & MD_BOSS) + { //Only 10% success chance against bosses. [Skotlex] + if (rnd()%100 < 90) + { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. + hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - unit_skillcastcancel(bl,0); - sp = skill->get_sp(bl_skill_id,bl_skill_lv); - status_zap(bl, hp, sp); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + unit_skillcastcancel(bl,0); + sp = skill->get_sp(bl_skill_id,bl_skill_lv); + status_zap(bl, hp, sp); - if (hp && skill_lv >= 5) - hp>>=1; //Recover half damaged HP at level 5 [Skotlex] - else - hp = 0; + if (hp && skill_lv >= 5) + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + else + hp = 0; - if (sp) //Recover some of the SP used - sp = sp*(25*(skill_lv-1))/100; + if (sp) //Recover some of the SP used + sp = sp*(25*(skill_lv-1))/100; - if(hp || sp) - status_heal(src, hp, sp, 2); + if(hp || sp) + status_heal(src, hp, sp, 2); + } } - } - break; - case SA_MAGICROD: - clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case SA_AUTOSPELL: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) - clif_autospell(sd,skill_lv); - else { - int maxlv=1,spellid=0; - static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; - if(skill_lv >= 10) { - spellid = MG_FROSTDIVER; -// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) -// maxlv = 10; -// else - maxlv = skill_lv - 9; - } - else if(skill_lv >=8) { - spellid = MG_FIREBALL; - maxlv = skill_lv - 7; - } - else if(skill_lv >=5) { - spellid = MG_SOULSTRIKE; - maxlv = skill_lv - 4; - } - else if(skill_lv >=2) { - int i = rnd()%3; - spellid = spellarray[i]; - maxlv = skill_lv - 1; - } - else if(skill_lv > 0) { - spellid = MG_NAPALMBEAT; - maxlv = 3; - } - if(spellid > 0) - sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, - skill->get_time(SA_AUTOSPELL,skill_lv)); - } - break; - - case BS_GREED: - if(sd){ + break; + case SA_MAGICROD: + clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case SA_AUTOSPELL: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_greed,bl, - skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); - } - break; - - case SA_ELEMENTWATER: - case SA_ELEMENTFIRE: - case SA_ELEMENTGROUND: - case SA_ELEMENTWIND: - if(sd && !dstmd) //Only works on monsters. - break; - if(tstatus->mode&MD_BOSS) - break; - case NPC_ATTRICHANGE: - case NPC_CHANGEWATER: - case NPC_CHANGEGROUND: - case NPC_CHANGEFIRE: - case NPC_CHANGEWIND: - case NPC_CHANGEPOISON: - case NPC_CHANGEHOLY: - case NPC_CHANGEDARKNESS: - case NPC_CHANGETELEKINESIS: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), - skill->get_time(skill_id, skill_lv))); - break; - case NPC_CHANGEUNDEAD: - //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] - //TO-DO This is ugly, fix it - if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), - skill->get_time(skill_id, skill_lv))); - break; - - case NPC_PROVOCATION: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (md) mob_unlocktarget(md, tick); - break; + if(sd) + clif_autospell(sd,skill_lv); + else { + int maxlv=1,spellid=0; + static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; + if(skill_lv >= 10) { + spellid = MG_FROSTDIVER; + // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) + // maxlv = 10; + // else + maxlv = skill_lv - 9; + } + else if(skill_lv >=8) { + spellid = MG_FIREBALL; + maxlv = skill_lv - 7; + } + else if(skill_lv >=5) { + spellid = MG_SOULSTRIKE; + maxlv = skill_lv - 4; + } + else if(skill_lv >=2) { + int i = rnd()%3; + spellid = spellarray[i]; + maxlv = skill_lv - 1; + } + else if(skill_lv > 0) { + spellid = MG_NAPALMBEAT; + maxlv = 3; + } + if(spellid > 0) + sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + skill->get_time(SA_AUTOSPELL,skill_lv)); + } + break; - case NPC_KEEPING: - case NPC_BARRIER: - { - int skill_time = skill->get_time(skill_id,skill_lv); - struct unit_data *ud = unit_bl2ud(bl); - if (clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill_time)) - && ud) { //Disable attacking/acting/moving for skill's duration. - ud->attackabletime = - ud->canact_tick = - ud->canmove_tick = tick + skill_time; + case BS_GREED: + if(sd){ + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->greed,bl, + skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); } - } - break; + break; - case NPC_REBIRTH: - if( md && md->state.rebirth ) - break; // only works once - sc_start(bl,type,100,skill_lv,-1); - break; + case SA_ELEMENTWATER: + case SA_ELEMENTFIRE: + case SA_ELEMENTGROUND: + case SA_ELEMENTWIND: + if(sd && !dstmd) //Only works on monsters. + break; + if(tstatus->mode&MD_BOSS) + break; + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + skill->get_time(skill_id, skill_lv))); + break; + case NPC_CHANGEUNDEAD: + //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] + //TO-DO This is ugly, fix it + if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + skill->get_time(skill_id, skill_lv))); + break; - case NPC_DARKBLESSING: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); - break; + case NPC_PROVOCATION: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (md) mob_unlocktarget(md, tick); + break; - case NPC_LICK: - status_zap(bl, 0, 100); - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); - break; + case NPC_KEEPING: + case NPC_BARRIER: + { + int skill_time = skill->get_time(skill_id,skill_lv); + struct unit_data *ud = unit_bl2ud(bl); + if (clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_time)) + && ud) { //Disable attacking/acting/moving for skill's duration. + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = tick + skill_time; + } + } + break; - case NPC_SUICIDE: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - status_kill(src); //When suiciding, neither exp nor drops is given. - break; + case NPC_REBIRTH: + if( md && md->state.rebirth ) + break; // only works once + sc_start(bl,type,100,skill_lv,-1); + break; - case NPC_SUMMONSLAVE: - case NPC_SUMMONMONSTER: - if(md && md->skill_idx >= 0) - mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); - break; + case NPC_DARKBLESSING: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); + break; - case NPC_CALLSLAVE: - mob_warpslave(src,MOB_SLAVEDISTANCE); - break; + case NPC_LICK: + status_zap(bl, 0, 100); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); + break; - case NPC_RANDOMMOVE: - if (md) { - md->next_walktime = tick - 1; - mob_randomwalk(md,tick); - } - break; + case NPC_SUICIDE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(src); //When suiciding, neither exp nor drops is given. + break; - case NPC_SPEEDUP: - { - // or does it increase casting rate? just a guess xD - int i = SC_ASPDPOTION0 + skill_lv - 1; - if (i > SC_ASPDPOTION3) - i = SC_ASPDPOTION3; - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); - } - break; + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + if(md && md->skill_idx >= 0) + mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); + break; - case NPC_REVENGE: - // not really needed... but adding here anyway ^^ - if (md && md->master_id > 0) { - struct block_list *mbl, *tbl; - if ((mbl = map_id2bl(md->master_id)) == NULL || - (tbl = battle->get_targeted(mbl)) == NULL) - break; - md->state.provoke_flag = tbl->id; - mob_target(md, tbl, sstatus->rhw.range); - } - break; + case NPC_CALLSLAVE: + mob_warpslave(src,MOB_SLAVEDISTANCE); + break; - case NPC_RUN: - { - const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; - uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. - unit_stop_attack(src); - //Run skillv tiles overriding the can-move check. - if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) - md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. - } - break; + case NPC_RANDOMMOVE: + if (md) { + md->next_walktime = tick - 1; + mob_randomwalk(md,tick); + } + break; - case NPC_TRANSFORMATION: - case NPC_METAMORPHOSIS: - if(md && md->skill_idx >= 0) { - int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0); - if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] - mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); - if (class_) mob_class_change(md, class_); - } - break; + case NPC_SPEEDUP: + { + // or does it increase casting rate? just a guess xD + int i = SC_ASPDPOTION0 + skill_lv - 1; + if (i > SC_ASPDPOTION3) + i = SC_ASPDPOTION3; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + } + 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->skill_idx >= 0 && tsc) - { - clif_emotion(bl, md->db->skill[md->skill_idx].val[0]); - if(md->db->skill[md->skill_idx].val[4] && tsce) - status_change_end(bl, type, INVALID_TIMER); + case NPC_REVENGE: + // not really needed... but adding here anyway ^^ + if (md && md->master_id > 0) { + struct block_list *mbl, *tbl; + if ((mbl = map_id2bl(md->master_id)) == NULL || + (tbl = battle->get_targeted(mbl)) == NULL) + break; + md->state.provoke_flag = tbl->id; + mob_target(md, tbl, sstatus->rhw.range); + } + break; - if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) - sc_start4(src, type, 100, skill_lv, - md->db->skill[md->skill_idx].val[1], - md->db->skill[md->skill_idx].val[2], - md->db->skill[md->skill_idx].val[3], - skill->get_time(skill_id, skill_lv)); - } - break; + case NPC_RUN: + { + const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; + uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. + unit_stop_attack(src); + //Run skillv tiles overriding the can-move check. + if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if(md && md->skill_idx >= 0) { + int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0); + if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] + mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); + if (class_) mob_class_change(md, class_); + } + break; + + case NPC_EMOTION_ON: + case NPC_EMOTION: + //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->skill_idx >= 0 && tsc) + { + clif_emotion(bl, md->db->skill[md->skill_idx].val[0]); + if(md->db->skill[md->skill_idx].val[4] && tsce) + status_change_end(bl, type, INVALID_TIMER); - case NPC_POWERUP: - sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); - break; + if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) + sc_start4(src, type, 100, skill_lv, + md->db->skill[md->skill_idx].val[1], + md->db->skill[md->skill_idx].val[2], + md->db->skill[md->skill_idx].val[3], + skill->get_time(skill_id, skill_lv)); + } + break; - case NPC_AGIUP: - sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); - break; + case NPC_POWERUP: + sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + break; - case NPC_INVISIBLE: - //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); - break; + case NPC_AGIUP: + sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + break; - case NPC_SIEGEMODE: - // not sure what it does - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; + case NPC_INVISIBLE: + //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); + break; - case WE_MALE: - { - int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1]; - int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] - clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1); - } - break; - case WE_FEMALE: - { - int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1]; - int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] - clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1); - } - break; + case NPC_SIEGEMODE: + // not sure what it does + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; - // parent-baby skills - case WE_BABY: - if(sd){ - struct map_session_data *f_sd = pc_get_father(sd); - struct map_session_data *m_sd = pc_get_mother(sd); - // if neither was found - if(!f_sd && !m_sd){ - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; + case WE_MALE: + { + int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1]; + int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1); } - status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); - if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - } - break; - - case PF_HPCONVERSION: - { - int hp, sp; - hp = sstatus->max_hp/10; - sp = hp * 10 * skill_lv / 100; - if (!status_charge(src,hp,0)) { - if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + break; + case WE_FEMALE: + { + int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1]; + int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1); } - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - status_heal(bl,0,sp,2); - } - break; + break; - case MA_REMOVETRAP: - case HT_REMOVETRAP: - { - struct skill_unit* su; - struct skill_unit_group* sg; - su = BL_CAST(BL_SKILL, bl); + // parent-baby skills + case WE_BABY: + if(sd){ + struct map_session_data *f_sd = pc_get_father(sd); + struct map_session_data *m_sd = pc_get_mother(sd); + // if neither was found + if(!f_sd && !m_sd){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); + if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + } + break; - // 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) ) + case PF_HPCONVERSION: { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skill_lv / 100; + if (!status_charge(src,hp,0)) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - 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 ) + status_heal(bl,0,sp,2); + } + break; + + case MA_REMOVETRAP: + case HT_REMOVETRAP: + { + struct skill_unit* su; + struct skill_unit_group* sg; + su = BL_CAST(BL_SKILL, bl); + + // Mercenaries can remove any trap + // Players can only remove their own traps or traps on Vs maps. + if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + { + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) + { // 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++ ) { - 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)) ) + if( skill_db[su->group->skill_id].itemid[i] > 0 ) { - 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); + 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); + else + { // get back 1 trap + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) + { + clif_additem(sd,0,0,flag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } } } - } - skill->delunit(su); - }else if(sd) - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + skill->delunit(su); + }else if(sd) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } - break; - case HT_SPRINGTRAP: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - { - struct skill_unit *su=NULL; - if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ - switch(su->group->unit_id){ - case UNT_ANKLESNARE: // ankle snare - if (su->group->val2 != 0) - // if it is already trapping something don't spring it, - // remove trap should be used instead - break; - // otherwise fallthrough to below - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - su->group->unit_id = UNT_USED_TRAPS; - clif_changetraplook(bl, UNT_USED_TRAPS); - su->group->limit=DIFF_TICK(tick+1500,su->group->tick); - su->limit=DIFF_TICK(tick+1500,su->group->tick); - } } - } - break; - case BD_ENCORE: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) - unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); - break; - - case AS_SPLASHER: - if(tstatus->mode&MD_BOSS - /** - * Renewal dropped the 3/4 hp requirement - **/ - #ifndef RENEWAL - || tstatus-> hp > tstatus->max_hp*3/4 - #endif - ) { - if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 1; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); -#ifndef RENEWAL - if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false); -#endif - break; - - case PF_MINDBREAKER: - { - if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { - map_freeblock_unlock(); - return 1; + break; + case HT_SPRINGTRAP: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + { + struct skill_unit *su=NULL; + if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ + switch(su->group->unit_id){ + case UNT_ANKLESNARE: // ankle snare + if (su->group->val2 != 0) + // if it is already trapping something don't spring it, + // remove trap should be used instead + break; + // otherwise fallthrough to below + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + su->group->unit_id = UNT_USED_TRAPS; + clif_changetraplook(bl, UNT_USED_TRAPS); + su->group->limit=DIFF_TICK(tick+1500,su->group->tick); + su->limit=DIFF_TICK(tick+1500,su->group->tick); + } + } } + break; + case BD_ENCORE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) + unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); + break; - if (tsce) - { //HelloKitty2 (?) explained that this silently fails when target is - //already inflicted. [Skotlex] + case AS_SPLASHER: + if(tstatus->mode&MD_BOSS + /** + * Renewal dropped the 3/4 hp requirement + **/ + #ifndef RENEWAL + || tstatus-> hp > tstatus->max_hp*3/4 + #endif + ) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); + #ifndef RENEWAL + if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false); + #endif + break; - //Has a 55% + skill_lv*5% success chance. - if (!clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)))) + case PF_MINDBREAKER: { - if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; - } + if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { + map_freeblock_unlock(); + return 1; + } - unit_skillcastcancel(bl,0); + if (tsce) + { //HelloKitty2 (?) explained that this silently fails when target is + //already inflicted. [Skotlex] + map_freeblock_unlock(); + return 1; + } - 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); - } + //Has a 55% + skill_lv*5% success chance. + if (!clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)))) + { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } - if(dstmd) - mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); - } - break; + unit_skillcastcancel(bl,0); - case PF_SOULCHANGE: - { - unsigned int sp1 = 0, sp2 = 0; - if (dstmd) { - if (dstmd->state.soul_change_flag) { - if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if(tsc && tsc->count){ + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + } + + if(dstmd) + mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); + } + break; + + case PF_SOULCHANGE: + { + unsigned int sp1 = 0, sp2 = 0; + if (dstmd) { + if (dstmd->state.soul_change_flag) { + if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + dstmd->state.soul_change_flag = 1; + sp2 = sstatus->max_sp * 3 /100; + status_heal(src, 0, sp2, 2); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; } - dstmd->state.soul_change_flag = 1; - sp2 = sstatus->max_sp * 3 /100; - status_heal(src, 0, sp2, 2); + 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,skill_id,skill_lv,1); - break; } - sp1 = sstatus->sp; - sp2 = tstatus->sp; - #ifdef RENEWAL - sp1 = sp1 / 2; - sp2 = sp2 / 2; - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp1 = tstatus->sp; - #endif - status_set_sp(src, sp2, 3); - status_set_sp(bl, sp1, 3); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - // Slim Pitcher - case CR_SLIMPITCHER: - // Updated to block Slim Pitcher from working on barricades and guardian stones. - if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) break; - if (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, skill_id))/100; - if (sp) - sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100; - } - if( tsc && tsc->count ) { - if (tsc->data[SC_CRITICALWOUND]) { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if (tsc->data[SC_DEATHHURT]) { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; - } - if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { - hp += hp / 10; - sp += sp / 10; - } - } - if(hp > 0) - clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); - if(sp > 0) - clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); - status_heal(bl,hp,sp,0); - } - break; - // Full Chemical Protection - case CR_FULLPROTECTION: - { - unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; - int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv); - for (i=0 ; i<4; i++) { - if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) ) - continue; - sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime); - s++; + // 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, skill_id))/100; + if (sp) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100; + } + if( tsc && tsc->count ) { + if (tsc->data[SC_CRITICALWOUND]) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if (tsc->data[SC_DEATHHURT]) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { + hp += hp / 10; + sp += sp / 10; + } + } + if(hp > 0) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if(sp > 0) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + status_heal(bl,hp,sp,0); } - if( sd && !s ){ - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); // Don't consume item requirements - return 0; + break; + // Full Chemical Protection + case CR_FULLPROTECTION: + { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; + int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv); + + for (i=0 ; i<4; i++) { + if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) ) + continue; + sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime); + s++; + } + if( sd && !s ){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + break; - case RG_CLEANER: //AppleGirl - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; + case RG_CLEANER: //AppleGirl + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; - case CG_LONGINGFREEDOM: - { - if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 - && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + case CG_LONGINGFREEDOM: { - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 + && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + { + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } } - } - break; + break; - case CG_TAROTCARD: - { - int eff, count = -1; - if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) + case CG_TAROTCARD: { - if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - - map_freeblock_unlock(); - return 0; - } - status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] - do { - eff = rnd() % 14; - clif_specialeffect(bl, 523 + eff, AREA); - switch (eff) + int eff, count = -1; + if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { - case 0: // heals SP to 0 - status_percent_damage(src, bl, 0, 100, false); - break; - case 1: // matk halved - sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - break; - case 2: // all buffs removed - status_change_clear_buffs(bl,1); - break; - case 3: // 1000 damage, random armor destroyed + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + + map_freeblock_unlock(); + return 0; + } + status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] + do { + eff = rnd() % 14; + clif_specialeffect(bl, 523 + eff, AREA); + switch (eff) { - status_fix_damage(src, bl, 1000, 0); - clif_damage(src,bl,tick,0,0,1000,0,0,0); - if( !status_isdead(bl) ) { - int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; - skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + case 0: // heals SP to 0 + status_percent_damage(src, bl, 0, 100, false); + break; + case 1: // matk halved + sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + break; + case 2: // all buffs removed + status_change_clear_buffs(bl,1); + break; + case 3: // 1000 damage, random armor destroyed + { + status_fix_damage(src, bl, 1000, 0); + clif_damage(src,bl,tick,0,0,1000,0,0,0); + if( !status_isdead(bl) ) { + int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; + skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + } } + break; + case 4: // atk halved + sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + break; + case 5: // 2000HP heal, random teleported + status_heal(src, 2000, 0, 0); + if( !map_flag_vs(bl->m) ) + unit_warp(bl, -1,-1,-1, CLR_TELEPORT); + break; + case 6: // random 2 other effects + if (count == -1) + count = 3; + else + count++; //Should not retrigger this one. + break; + case 7: // stop freeze or stoned + { + enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; + sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + case 8: // curse coma and poison + sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case 9: // confusion + sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case 10: // 6666 damage, atk matk halved, cursed + status_fix_damage(src, bl, 6666, 0); + clif_damage(src,bl,tick,0,0,6666,0,0,0); + sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); + break; + case 11: // 4444 damage + status_fix_damage(src, bl, 4444, 0); + clif_damage(src,bl,tick,0,0,4444,0,0,0); + break; + case 12: // stun + sc_start(bl,SC_STUN,100,skill_lv,5000); + break; + case 13: // atk,matk,hit,flee,def reduced + sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + break; + default: + break; } - break; - case 4: // atk halved - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - break; - case 5: // 2000HP heal, random teleported - 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,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - case 8: // curse coma and poison - sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case 9: // confusion - sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case 10: // 6666 damage, atk matk halved, cursed - status_fix_damage(src, bl, 6666, 0); - clif_damage(src,bl,tick,0,0,6666,0,0,0); - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); - break; - case 11: // 4444 damage - status_fix_damage(src, bl, 4444, 0); - clif_damage(src,bl,tick,0,0,4444,0,0,0); - break; - case 12: // stun - sc_start(bl,SC_STUN,100,skill_lv,5000); - break; - case 13: // atk,matk,hit,flee,def reduced - sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - break; - default: - break; - } - } while ((--count) > 0); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SL_ALCHEMIST: - case SL_ASSASIN: - case SL_BARDDANCER: - case SL_BLACKSMITH: - case SL_CRUSADER: - case SL_HUNTER: - case SL_KNIGHT: - case SL_MONK: - case SL_PRIEST: - case SL_ROGUE: - case SL_SAGE: - case SL_SOULLINKER: - case SL_STAR: - case SL_SUPERNOVICE: - case SL_WIZARD: - //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. - if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) - { //Erase death count 1% of the casts - dstsd->die_counter = 0; - pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); - clif_specialeffect(bl, 0x152, AREA); - //SC_SPIRIT invokes status_calc_pc for us. - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - case SL_HIGH: - if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } while ((--count) > 0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } break; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - case SL_SWOO: - if (tsce) { - if(sd) + 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,skill_id,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); - status_change_end(bl, SC_SWOO, INVALID_TIMER); - break; - } - case SL_SKA: // [marquis007] - case SL_SKE: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + break; + } + if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) + { //Erase death count 1% of the casts + dstsd->die_counter = 0; + pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); + clif_specialeffect(bl, 0x152, AREA); + //SC_SPIRIT invokes status_calc_pc for us. + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; - } - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (skill_id == SL_SKE) + case SL_HIGH: + if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; + 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,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status_get_guild_id(src)) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_REGENERATION: - if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status_get_guild_id(src)) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_RESTORE: - if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) - clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (status_get_guild_id(src)) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_EMERGENCYCALL: - { - int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; - int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; - int j = 0; - struct guild *g; - // 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) + case SL_SWOO: + if (tsce) { + if(sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + status_change_end(bl, SC_SWOO, INVALID_TIMER); break; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - for(i = 0; i < g->max_member; i++, j++) { - if (j>8) j=0; - if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { - if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) - continue; - if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) - dx[j] = dy[j] = 0; - pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); - } } - if (sd) - guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; + case SL_SKA: // [marquis007] + case SL_SKE: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (skill_id == SL_SKE) + sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; - case SG_FEEL: - //AuronX reported you CAN memorize the same map as all three. [Skotlex] - if (sd) { - if(!sd->feel_map[skill_lv-1].index) - clif_feel_req(sd->fd,sd, skill_lv); - else - clif_feel_info(sd, skill_lv-1, 1); - } - break; + // 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,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_REGENERATION: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_RESTORE: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_EMERGENCYCALL: + { + int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; + int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; + int j = 0; + struct guild *g; + // 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,skill_id,skill_lv,1); + for(i = 0; i < g->max_member; i++, j++) { + if (j>8) j=0; + if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { + if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) + continue; + if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) + dx[j] = dy[j] = 0; + pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); + } + } + if (sd) + guild_block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; - case SG_HATE: - if (sd) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if (!pc_set_hate_mob(sd, skill_lv-1, bl)) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; + case SG_FEEL: + //AuronX reported you CAN memorize the same map as all three. [Skotlex] + if (sd) { + if(!sd->feel_map[skill_lv-1].index) + clif_feel_req(sd->fd,sd, skill_lv); + else + clif_feel_info(sd, skill_lv-1, 1); + } + break; - case GS_GLITTERING: - if(sd) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if(rnd()%100 < (20+10*skill_lv)) - pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),10); - else if(sd->spiritball > 0) - pc_delspiritball(sd,1,0); - } - break; + case SG_HATE: + if (sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (!pc_set_hate_mob(sd, skill_lv-1, bl)) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; - case GS_CRACKER: - /* per official standards, this skill works on players and mobs. */ - if (sd && (dstsd || dstmd)) - { - i =65 -5*distance_bl(src,bl); //Base rate - if (i < 30) i = 30; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; + case GS_GLITTERING: + if(sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(rnd()%100 < (20+10*skill_lv)) + pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),10); + else if(sd->spiritball > 0) + pc_delspiritball(sd,1,0); + } + break; - case AM_CALLHOMUN: //[orn] - if (sd && !merc_call_homunculus(sd)) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + case GS_CRACKER: + /* per official standards, this skill works on players and mobs. */ + if (sd && (dstsd || dstmd)) + { + i =65 -5*distance_bl(src,bl); //Base rate + if (i < 30) i = 30; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; - case AM_REST: - if (sd) { - if (merc_hom_vaporize(sd,1)) - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - else + case AM_CALLHOMUN: //[orn] + if (sd && !merc_call_homunculus(sd)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; + break; - case HAMI_CASTLE: //[orn] - if(rnd()%100 < 20*skill_lv && src != bl) - { - int x,y; - x = src->x; - y = src->y; + case AM_REST: + if (sd) { + if (merc_hom_vaporize(sd,1)) + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case HAMI_CASTLE: //[orn] + if(rnd()%100 < 20*skill_lv && src != bl) + { + int x,y; + x = src->x; + y = src->y; + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); + + if (unit_movepos(src,bl->x,bl->y,0,0)) { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc + clif_slide(src,bl->x,bl->y) ; + if (unit_movepos(bl,x,y,0,0)) + { + clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master + clif_slide(bl,x,y) ; + } + + //TODO: Shouldn't also players and the like switch targets? + map_foreachinrange(skill->chastle_mob_changetarget,src, + AREA_SIZE, BL_MOB, bl, src); + } + } + // Failed + else if (hd && hd->master) + clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); + else if (sd) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + case HVAN_CHAOTIC: //[orn] + { + static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; + int r = rnd()%100; + i = (skill_lv-1)%5; + if(r<per[i][0]) //Self + bl = src; + else if(r<per[i][1]) //Master + bl = battle->get_master(src); + else //Enemy + bl = map_id2bl(battle->get_target(src)); + + if (!bl) bl = src; + i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); + //Eh? why double skill packet? + clif_skill_nodamage(src,bl,AL_HEAL,i,1); + clif_skill_nodamage(src,bl,skill_id,i,1); + 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,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); + break; - if (unit_movepos(src,bl->x,bl->y,0,0)) { - clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc - clif_slide(src,bl->x,bl->y) ; - if (unit_movepos(bl,x,y,0,0)) - { - clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master - clif_slide(bl,x,y) ; + 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_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { + i++; + if ( i == ARRAYLENGTH(sc) ) + i = 0; + if (i == j) + break; } - - //TODO: Shouldn't also players and the like switch targets? - map_foreachinrange(skill->chastle_mob_changetarget,src, - AREA_SIZE, BL_MOB, bl, src); + break; } - } - // Failed - else if (hd && hd->master) - clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); - else if (sd) - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - case HVAN_CHAOTIC: //[orn] - { - static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; - int r = rnd()%100; - i = (skill_lv-1)%5; - if(r<per[i][0]) //Self - bl = src; - else if(r<per[i][1]) //Master - bl = battle->get_master(src); - else //Enemy - bl = map_id2bl(battle->get_target(src)); - - if (!bl) bl = src; - i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); - //Eh? why double skill packet? - clif_skill_nodamage(src,bl,AL_HEAL,i,1); - clif_skill_nodamage(src,bl,skill_id,i,1); - 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,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); - break; - - case NPC_DRAGONFEAR: - if (flag&1) { - const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; - int j; - j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { - i++; - if ( i == ARRAYLENGTH(sc) ) - i = 0; - if (i == j) - break; + 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_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + else { + skill_area_temp[2] = 0; //For SD_PREAMBLE + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); } break; - } - case NPC_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_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - else { - skill_area_temp[2] = 0; //For SD_PREAMBLE - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case NPC_WIDESOULDRAIN: - if (flag&1) - status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); - else { - skill_area_temp[2] = 0; //For SD_PREAMBLE - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case ALL_PARTYFLEE: - if( sd && !(flag&1) ) - { - if( !sd->status.party_id ) + case NPC_WIDESOULDRAIN: + if (flag&1) + status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); + else { + skill_area_temp[2] = 0; //For SD_PREAMBLE + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case ALL_PARTYFLEE: + if( sd && !(flag&1) ) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + if( !sd->status.party_id ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - else - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case NPC_TALK: - case ALL_WEWISH: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case ALL_BUYING_STORE: - if( sd ) - {// players only, skill allows 5 buying slots - clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS)); - } - break; - case RK_ENCHANTBLADE: - clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed - sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv))); - break; - case RK_DRAGONHOWLING: - if( flag&1) - sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - else - { - skill_area_temp[2] = 0; + else + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case NPC_TALK: + case ALL_WEWISH: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub, src, - skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case RK_IGNITIONBREAK: - case LG_EARTHDRIVE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - i = skill->get_splash(skill_id,skill_lv); - if( skill_id == LG_EARTHDRIVE ) { - int dummy = 1; - 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); + break; + case ALL_BUYING_STORE: + if( sd ) + {// players only, skill allows 5 buying slots + clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS)); } - map_foreachinrange(skill_area_sub, bl,i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - case RK_STONEHARDSKIN: - if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 ) - { - int heal = sstatus->hp / 4; // 25% HP - if( status_charge(bl,heal,0) ) - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); + break; + case RK_ENCHANTBLADE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed + sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv))); + break; + case RK_DRAGONHOWLING: + if( flag&1) + sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); else - clif_skill_fail(sd,skill_id,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,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status_heal(bl,heal,0,1); - status_change_clear_buffs(bl,4); - } - break; + { + skill_area_temp[2] = 0; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case RK_IGNITIONBREAK: + case LG_EARTHDRIVE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + i = skill->get_splash(skill_id,skill_lv); + if( skill_id == LG_EARTHDRIVE ) { + int dummy = 1; + 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,skill_id,skill_lv,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,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case RK_REFRESH: + if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 ) + { + int heal = status_get_max_hp(bl) * 25 / 100; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status_heal(bl,heal,0,1); + status_change_clear_buffs(bl,4); + } + break; - case RK_MILLENNIUMSHIELD: - if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 ) - { - short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); - sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv)); - clif_millenniumshield(sd,shields); - clif_skill_nodamage(src,bl,skill_id,1,1); - } - break; + case RK_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,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv)); + clif_millenniumshield(sd,shields); + clif_skill_nodamage(src,bl,skill_id,1,1); + } + break; - case RK_GIANTGROWTH: - case RK_VITALITYACTIVATION: - case RK_ABUNDANCE: - case RK_CRUSHSTRIKE: - if( sd ) - { - int lv = 1; // RK_GIANTGROWTH - if( skill_id == RK_VITALITYACTIVATION ) - lv = 2; - else if( skill_id == RK_ABUNDANCE ) - lv = 6; - else if( skill_id == RK_CRUSHSTRIKE ) - lv = 7; - if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; + case RK_GIANTGROWTH: + case RK_VITALITYACTIVATION: + case RK_ABUNDANCE: + case RK_CRUSHSTRIKE: + if( sd ) + { + int lv = 1; // RK_GIANTGROWTH + if( skill_id == RK_VITALITYACTIVATION ) + lv = 2; + else if( skill_id == RK_ABUNDANCE ) + lv = 6; + else if( skill_id == RK_CRUSHSTRIKE ) + lv = 7; + if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + break; + + case RK_FIGHTINGSPIRIT: + if( flag&1 ) { + if( src == bl ) + sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + else + sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv)); + } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) { + if( sd->status.party_id ) { + i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); + skill_area_temp[5] = 7 * i; // ATK + party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + } else + sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv)); + } + clif_skill_nodamage(src,bl,skill_id,1,1); + break; + /** + * Guilotine Cross + **/ + case GC_ROLLINGCUTTER: + { + short count = 1; + skill_area_temp[2] = 0; + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); + if( tsc && tsc->data[SC_ROLLINGCUTTER] ) + { // Every time the skill is casted the status change is reseted adding a counter. + count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; + if( count > 10 ) + count = 10; // Max coounter + status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); + } + sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; - case RK_FIGHTINGSPIRIT: - if( flag&1 ) { - if( src == bl ) - sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + case GC_WEAPONBLOCKING: + if( tsc && tsc->data[SC_WEAPONBLOCKING] ) + status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); else - sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv)); - } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) { - if( sd->status.party_id ) { - i = party_foreachsamemap(skill_area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count); - skill_area_temp[5] = 7 * i; // ATK - party_foreachsamemap(skill_area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - } else - sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv)); - } - clif_skill_nodamage(src,bl,skill_id,1,1); - break; - /** - * Guilotine Cross - **/ - case GC_ROLLINGCUTTER: - { - short count = 1; - skill_area_temp[2] = 0; - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); - if( tsc && tsc->data[SC_ROLLINGCUTTER] ) - { // Every time the skill is casted the status change is reseted adding a counter. - count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; - if( count > 10 ) - count = 10; // Max coounter - status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); - } - sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - } - break; + sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; - case GC_WEAPONBLOCKING: - if( tsc && tsc->data[SC_WEAPONBLOCKING] ) - status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); - else - sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; + case GC_CREATENEWPOISON: + if( sd ) + { + clif_skill_produce_mix_list(sd,skill_id,25); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; - case GC_CREATENEWPOISON: - if( sd ) - { - clif_skill_produce_mix_list(sd,skill_id,25); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; + case GC_POISONINGWEAPON: + if( sd ) { + clif_poison_list(sd,skill_lv); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case GC_POISONINGWEAPON: - if( sd ) { - clif_poison_list(sd,skill_lv); + case GC_ANTIDOTE: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case GC_ANTIDOTE: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if( tsc ) - { - status_change_end(bl, SC_PARALYSE, INVALID_TIMER); - status_change_end(bl, SC_PYREXIA, INVALID_TIMER); - status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); - status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); - status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); - status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); - status_change_end(bl, SC_TOXIN, INVALID_TIMER); - status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); - } - break; + if( tsc ) + { + status_change_end(bl, SC_PARALYSE, INVALID_TIMER); + status_change_end(bl, SC_PYREXIA, INVALID_TIMER); + status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); + status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); + status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); + status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); + status_change_end(bl, SC_TOXIN, INVALID_TIMER); + status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); + } + break; - case GC_PHANTOMMENACE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; + case GC_PHANTOMMENACE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; - case GC_HALLUCINATIONWALK: - { - int heal = status_get_max_hp(bl) / 10; - if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. - if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; + case GC_HALLUCINATIONWALK: + { + int heal = status_get_max_hp(bl) / 10; + if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. + if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + if( !status_charge(bl,heal,0) ) + { + if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } - if( !status_charge(bl,heal,0) ) + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + if( sd ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); + } + break; + + case AB_CLEMENTIA: + case AB_CANTO: { - if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; + int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10); + int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10); + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100, + (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv))); + else if( sd ) + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - if( sd ) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); - } - break; + break; - case AB_CLEMENTIA: - case AB_CANTO: - { - int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10); - int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10); + case AB_PRAEFATIO: if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100, - (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv))); + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv))); else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - break; - - case AB_PRAEFATIO: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv))); - else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; - case AB_CHEAL: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { - if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) { - i = skill->calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true); + 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] + 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, skill_id, i, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && i ) - i = ~i + 1; - status_heal(bl, i, 0, 0); + clif_skill_nodamage(bl, bl, skill_id, 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(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - - case AB_ORATIO: - if( flag&1 ) - sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - else - { - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case AB_LAUDAAGNUS: - if( flag&1 || sd == NULL ) { - 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*skill_lv ) break; - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_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, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), - src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - - case AB_LAUDARAMUS: - if( flag&1 || sd == NULL ) { - if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){ - // Success Chance: (40 + 10 * Skill Level) % - if( rnd()%100 > 40+10*skill_lv ) break; - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets - clif_skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), - src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; + else if( sd ) + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; - case AB_CLEARANCE: - if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) - { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) + case AB_ORATIO: + if( flag&1 ) + sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + else { - if (sd) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } - 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: -#endif - continue; - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; + 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*skill_lv ) break; + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_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, skill_id, skill_lv, + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + + case AB_LAUDARAMUS: + if( flag&1 || sd == NULL ) { + if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){ + // Success Chance: (40 + 10 * Skill Level) % + if( rnd()%100 > 40+10*skill_lv ) break; + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif_skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + + case AB_CLEARANCE: + if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) + { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) + { + if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(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); + 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: + #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, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); break; - } - map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); - break; - case AB_SILENTIUM: - // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - break; - /** - * Warlock - **/ - case WL_STASIS: - if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else - { - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); + case AB_SILENTIUM: + // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - 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; + break; + /** + * Warlock + **/ + case WL_STASIS: + if( flag&1 ) + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else + { + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; - if( src == bl ) rate = 100; // Success Chance: On self, 100% - else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % - else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % + 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( sd ) - skill->blockpc_start(sd,skill_id,4000, false); + if( src == bl ) rate = 100; // Success Chance: On self, 100% + else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % + else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % - if( !(tsc && tsc->data[type]) ){ - i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,i); - if( !i ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - }else - if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); - break; + if( sd ) + skill->blockpc_start(sd,skill_id,4000, false); - case WL_FROSTMISTY: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); - break; + if( !(tsc && tsc->data[type]) ){ + i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + if( !i ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + }else + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + break; - case WL_JACKFROST: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_foreachinshootrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; + case WL_FROSTMISTY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + break; - case WL_MARSHOFABYSS: - // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine] - clif_skill_nodamage(src, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0, - skill->get_time(skill_id, skill_lv))); - break; + case WL_JACKFROST: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; - case WL_SIENNAEXECRATE: - if( status_isimmune(bl) || !tsc ) + case WL_MARSHOFABYSS: + // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine] + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0, + skill->get_time(skill_id, skill_lv))); break; - if( flag&1 ) { - if( bl->id == skill_area_temp[1] ) - break; // Already work on this target + case WL_SIENNAEXECRATE: + if( status_isimmune(bl) || !tsc ) + break; - if( tsc && tsc->data[SC_STONE] ) - status_change_end(bl,SC_STONE,INVALID_TIMER); - else - status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2); - } else { - int rate = 40 + 8 * skill_lv + ( 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,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2); - else { - rate = 1; + 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,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2); + } else { + int rate = 40 + 8 * skill_lv + ( 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,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),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(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + if( rate ) { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + } + // Doesn't send failure packet if it fails on defense. } - // Doesn't send failure packet if it fails on defense. + else if( sd ) // Failure on Rate + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } - else if( sd ) // Failure on Rate - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - { - short element = 0, sctype = 0, pos = -1; - struct status_change *sc = status_get_sc(src); - if( !sc ) break; + break; - for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: { - if( !sctype && !sc->data[i] ) - sctype = i; // Take the free SC - if( sc->data[i] ) - pos = max(sc->data[i]->val2,pos); - } + short element = 0, sctype = 0, pos = -1; + struct status_change *sc = status_get_sc(src); + if( !sc ) break; - if( !sctype ) - { - if( sd ) // No free slots to put SC - clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); - 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); + } - pos++; // Used in val2 for SC. Indicates the order of this ball - switch( skill_id ) - { // 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; - } + if( !sctype ) + { + if( sd ) // No free slots to put SC + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + break; + } - sc_start4(src,sctype,100,element,pos,skill_lv,0,skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage(src,bl,skill_id,0,0); - } - break; + pos++; // Used in val2 for SC. Indicates the order of this ball + switch( skill_id ) { // 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; + } - case WL_READING_SB: - if( sd ) { - struct status_change *sc = status_get_sc(bl); + sc_start4(src,sctype,100,element,pos,skill_lv,0,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,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] ) + 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; - if( i == SC_MAXSPELLBOOK ) { - clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); - break; - } + } - sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. - clif_spellbook_list(sd); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - /** - * Ranger - **/ - case RA_FEARBREEZE: - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; + sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + clif_spellbook_list(sd); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + /** + * Ranger + **/ + case RA_FEARBREEZE: + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; - case RA_WUGMASTERY: - if( sd ) { - if( !pc_iswug(sd) ) - pc_setoption(sd,sd->sc.option|OPTION_WUG); - else - pc_setoption(sd,sd->sc.option&~OPTION_WUG); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + case RA_WUGMASTERY: + if( sd ) { + if( !pc_iswug(sd) ) + pc_setoption(sd,sd->sc.option|OPTION_WUG); + else + pc_setoption(sd,sd->sc.option&~OPTION_WUG); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case RA_WUGRIDER: - if( sd ) { - if( !pc_isridingwug(sd) && pc_iswug(sd) ) { - pc_setoption(sd,sd->sc.option&~OPTION_WUG); - pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER); - } else if( pc_isridingwug(sd) ) { - pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER); - pc_setoption(sd,sd->sc.option|OPTION_WUG); + case RA_WUGRIDER: + if( sd ) { + if( !pc_isridingwug(sd) && pc_iswug(sd) ) { + pc_setoption(sd,sd->sc.option&~OPTION_WUG); + pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER); + } else if( pc_isridingwug(sd) ) { + pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER); + pc_setoption(sd,sd->sc.option|OPTION_WUG); + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + break; - case RA_WUGDASH: - if( tsce ) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map_freeblock_unlock(); - return 0; - } - if( sd && pc_isridingwug(sd) ) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1)); - clif_walkok(sd); - } - break; + case RA_WUGDASH: + if( tsce ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + if( sd && pc_isridingwug(sd) ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1)); + clif_walkok(sd); + } + break; - case RA_SENSITIVEKEEN: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); - break; - /** - * Mechanic - **/ - case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: - { - uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0x1); - clif_slide(src,src->x,src->y); - clif_fixpos(src); //Aegis sent this packet + case RA_SENSITIVEKEEN: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case NC_SELFDESTRUCTION: - if( sd ) { - if( pc_ismadogear(sd) ) - pc_setmadogear(sd, 0); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - status_set_sp(src, 0, 0); - } - break; + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + break; + /** + * Mechanic + **/ + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + { + uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0x1); + clif_slide(src,src->x,src->y); + clif_fixpos(src); //Aegis sent this packet + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - case NC_ANALYZE: - clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif_skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); - if( sd ) pc_overheat(sd,1); - break; + case NC_SELFDESTRUCTION: + if( sd ) { + if( pc_ismadogear(sd) ) + pc_setmadogear(sd, 0); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + status_set_sp(src, 0, 0); + } + break; - case NC_MAGNETICFIELD: - if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) - { - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; - clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - if (sd) pc_overheat(sd,1); - } - clif_skill_nodamage(src,src,skill_id,skill_lv,i); - break; + case NC_ANALYZE: + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); + if( sd ) pc_overheat(sd,1); + break; - case NC_REPAIR: - if( sd ) - { - int heal; - if( dstsd && pc_ismadogear(dstsd) ) + case NC_MAGNETICFIELD: + if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) { - heal = dstsd->status.max_hp * (3+3*skill_lv) / 100; - status_heal(bl,heal,0,2); - } else { - heal = sd->status.max_hp * (3+3*skill_lv) / 100; - status_heal(src,heal,0,2); + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + if (sd) pc_overheat(sd,1); } + clif_skill_nodamage(src,src,skill_id,skill_lv,i); + break; - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif_skill_nodamage(src, bl, skill_id, skill_lv, heal); - } - break; + case NC_REPAIR: + if( sd ) + { + int heal; + if( dstsd && pc_ismadogear(dstsd) ) + { + heal = dstsd->status.max_hp * (3+3*skill_lv) / 100; + status_heal(bl,heal,0,2); + } else { + heal = sd->status.max_hp * (3+3*skill_lv) / 100; + status_heal(src,heal,0,2); + } - case NC_DISJOINT: - { - if( bl->type != BL_MOB ) break; - md = map_id2md(bl->id); - if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) - status_kill(bl); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - case SC_AUTOSHADOWSPELL: - if( sd ) { - if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) { - sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] - clif_autoshadowspell_list(sd); - clif_skill_nodamage(src,bl,skill_id,1,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src, bl, skill_id, skill_lv, heal); } - else - clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); - } - break; - - case SC_SHADOWFORM: - if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { - if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) - dstsd->shadowform_id = src->id; - } - else if( sd ) - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; + 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); + case NC_DISJOINT: + { + if( bl->type != BL_MOB ) break; + md = map_id2md(bl->id); + if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) + status_kill(bl); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + case SC_AUTOSHADOWSPELL: + if( sd ) { + if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) { + sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + clif_autoshadowspell_list(sd); + clif_skill_nodamage(src,bl,skill_id,1,1); + } + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); + } + break; - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + case SC_SHADOWFORM: + if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { + if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) + dstsd->shadowform_id = src->id; } - } else { - clif_skill_nodamage(src, bl, skill_id, 0, 1); - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - } - break; + else if( sd ) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; - case SC_ENERVATION: - case SC_GROOMY: - case SC_LAZINESS: - case SC_UNLUCKY: - case SC_WEAKNESS: - if( !(tsc && tsc->data[type]) ) { - //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + 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, skill_lv+sstatus->dex/20, 100); - clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); - } else if( sd ) - clif_skill_fail(sd,skill_id,0,0); - break; + case SC_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); - case SC_IGNORANCE: - if( !(tsc && tsc->data[type]) ) { - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + 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, skill_lv+sstatus->dex/20, 100); - if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) { - int sp = 200 * skill_lv; - if( dstmd ) sp = dstmd->level * 2; - if( status_zap(bl,0,sp) ) - status_heal(src,0,sp/2,3); - } - else if( sd ) clif_skill_fail(sd,skill_id,0,0); - } else if( sd ) - clif_skill_fail(sd,skill_id,0,0); - break; + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + } + } else { + clif_skill_nodamage(src, bl, skill_id, 0, 1); + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + } + break; + + case SC_ENERVATION: + case SC_GROOMY: + case SC_LAZINESS: + case SC_UNLUCKY: + case SC_WEAKNESS: + if( !(tsc && tsc->data[type]) ) { + //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + 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, skill_lv+sstatus->dex/20, 100); + clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); + } else if( sd ) + clif_skill_fail(sd,skill_id,0,0); + break; + + case SC_IGNORANCE: + if( !(tsc && tsc->data[type]) ) { + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + 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, skill_lv+sstatus->dex/20, 100); + if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) { + int sp = 200 * skill_lv; + if( dstmd ) sp = dstmd->level * 2; + if( status_zap(bl,0,sp) ) + status_heal(src,0,sp/2,3); + } + else if( sd ) clif_skill_fail(sd,skill_id,0,0); + } else if( sd ) + clif_skill_fail(sd,skill_id,0,0); + break; - case LG_TRAMPLE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map_foreachinrange(skill_destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); - break; + case LG_TRAMPLE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map_foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); + break; - case LG_REFLECTDAMAGE: - if( tsc && tsc->data[type] ) - status_change_end(bl,type,INVALID_TIMER); - else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - break; + case LG_REFLECTDAMAGE: + if( tsc && tsc->data[type] ) + status_change_end(bl,type,INVALID_TIMER); + else + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; - case LG_SHIELDSPELL: - if( flag&1 ) { - int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; - sc_start(bl,SC_SILENCE,100,skill_lv,duration); - } else if( sd ) { - int opt = skill_lv; - int rate = rnd()%100; - int val, brate; - switch( skill_lv ) { - case 1: - { - struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; - if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; + case LG_SHIELDSPELL: + if( flag&1 ) { + int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; + sc_start(bl,SC_SILENCE,100,skill_lv,duration); + } else if( sd ) { + int opt = skill_lv; + int rate = rnd()%100; + int val, brate; + switch( skill_lv ) { + case 1: + { + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + brate = shield_data->def * 10; + if( rate < 50 ) + opt = 1; + else if( rate < 75 ) + opt = 2; + else + opt = 3; + + switch( opt ) { + case 1: + sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rate < brate ) + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + 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; + } } - brate = shield_data->def * 10; - if( rate < 50 ) + break; + + case 2: + brate = sd->bonus.shieldmdef * 20; + if( rate < 30 ) opt = 1; - else if( rate < 75 ) + else if( rate < 60 ) opt = 2; else opt = 3; - switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( rate < brate ) - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: - val = shield_data->def / 10; // % Reflected damage. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rate < brate ) + map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); break; case 3: - val = shield_data->def; // Attack increase. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); + if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) + clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, + sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); break; } - } - break; + break; - case 2: - brate = sd->bonus.shieldmdef * 20; - if( rate < 30 ) - opt = 1; - else if( rate < 60 ) - opt = 2; - else - opt = 3; - switch( opt ) { - case 1: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rate < brate ) - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); - break; - case 2: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rate < brate ) - map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); - break; - case 3: - if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) - clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, - sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + case 3: + { + struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + if( !it ) { // No shield? + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; + } + brate = it->refine * 5; + if( rate < 25 ) + opt = 1; + else if( rate < 50 ) + opt = 2; + else + opt = 3; + switch( opt ) { + case 1: + val = 105 * it->refine / 10; + sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv)); + break; + case 2: case 3: + if( rate < brate ) + { + val = sstatus->max_hp * (11 + it->refine) / 100; + 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; - - case 3: - { - struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; - if( !it ) { // No shield? - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - brate = it->refine * 5; - if( rate < 25 ) - opt = 1; - else if( rate < 50 ) - opt = 2; - else - opt = 3; - switch( opt ) { - case 1: - val = 105 * it->refine / 10; - sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv)); - break; - case 2: case 3: - if( rate < brate ) - { - val = sstatus->max_hp * (11 + it->refine) / 100; - 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,skill_id,skill_lv,1); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case LG_PIETY: - if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - skill_area_temp[2] = 0; - map_foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + break; - case LG_INSPIRATION: - if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { - sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty. - sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100); - clif_updatestatus(sd,SP_BASEEXP); - clif_updatestatus(sd,SP_JOBEXP); - } - clif_skill_nodamage(bl,src,skill_id,skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - case SR_CURSEDCIRCLE: - if( flag&1 ) { - if( is_boss(bl) ) break; - if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { - if( bl->type == BL_MOB ) - mob_unlocktarget((TBL_MOB*)bl,gettick()); - unit_stop_attack(bl); - clif_bladestop(src, bl->id, 1); - map_freeblock_unlock(); - return 1; + case LG_PIETY: + if( flag&1 ) + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + skill_area_temp[2] = 0; + map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - } else { - int count = 0; - clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - count = map_forcountinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors - BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - if( sd ) pc_delspiritball(sd, count, 0); - clif_skill_nodamage(src, src, skill_id, skill_lv, - sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); - } - break; - - case SR_RAISINGDRAGON: - if( sd ) { - short max = 5 + skill_lv; - sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - for( i = 0; i < max; i++ ) // Don't call more than max available spheres. - pc_addspiritball(sd, skill->get_time(skill_id, skill_lv), max); - clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); - } - break; + 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); + 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); } - if( i ) status_percent_heal(src, 0, i); - clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0); - } else { - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); - } - break; - - case SR_POWERVELOCITY: - if( !dstsd ) + clif_skill_nodamage(bl,src,skill_id,skill_lv, + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); 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); + case SR_CURSEDCIRCLE: + if( flag&1 ) { + if( is_boss(bl) ) break; + if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { + if( bl->type == BL_MOB ) + mob_unlocktarget((TBL_MOB*)bl,gettick()); + unit_stop_attack(bl); + clif_bladestop(src, bl->id, 1); + map_freeblock_unlock(); + return 1; + } + } else { + int count = 0; + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + count = map_forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors + BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + if( sd ) pc_delspiritball(sd, count, 0); + clif_skill_nodamage(src, src, skill_id, skill_lv, + sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); } - } - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - break; + break; - case SR_GENTLETOUCH_CURE: - { - int heal; + case SR_RAISINGDRAGON: + if( sd ) { + short max = 5 + skill_lv; + sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + for( i = 0; i < max; i++ ) // Don't call more than max available spheres. + pc_addspiritball(sd, skill->get_time(skill_id, skill_lv), max); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); + } + break; - if( status_isimmune(bl) ) - { - clif_skill_nodamage(src,bl,skill_id,skill_lv,0); - break; + case SR_ASSIMILATEPOWER: + if( flag&1 ) { + i = 0; + if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) + { + i = dstsd->spiritball; //1%sp per spiritball. + pc_delspiritball(dstsd, dstsd->spiritball, 0); + } + if( i ) status_percent_heal(src, 0, i); + clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0); + } else { + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); } + break; - heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; - status_heal(bl, heal, 0, 0); + case SR_POWERVELOCITY: + if( !dstsd ) + break; + if( sd && dstsd->spiritball <= 5 ) { + for(i = 0; i <= 5; i++) { + pc_addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i); + pc_delspiritball(sd, sd->spiritball, 0); + } + } + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; - if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) + case SR_GENTLETOUCH_CURE: { - 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); - } + int heal; - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case SR_GENTLETOUCH_CHANGE: - case SR_GENTLETOUCH_REVITALIZE: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); - break; - case WA_SWING_DANCE: - case WA_MOONLIT_SERENADE: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else if( sd ) { // Only shows effects on caster. - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - break; + if( status_isimmune(bl) ) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } - case WA_SYMPHONY_OF_LOVER: - case MI_RUSH_WINDMILL: - case MI_ECHOSONG: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv)); - else if( sd ) { // Only shows effects on caster. - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - break; + heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; + status_heal(bl, heal, 0, 0); - case MI_HARMONIZE: - if( src != bl ) - clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv))); - clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv))); - break; + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) + { + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FREEZING, INVALID_TIMER); + } - case WM_DEADHILLHERE: - if( bl->type == BL_PC ) { - if( !status_isdead(bl) ) - break; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case SR_GENTLETOUCH_CHANGE: + case SR_GENTLETOUCH_REVITALIZE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + break; + case WA_SWING_DANCE: + case WA_MOONLIT_SERENADE: + if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else if( sd ) { // Only shows effects on caster. + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + break; - if( rnd()%100 < 88 + 2 * skill_lv ) { - int heal = tstatus->sp; - if( heal <= 0 ) - heal = 1; - tstatus->hp = heal; - tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100; + case WA_SYMPHONY_OF_LOVER: + case MI_RUSH_WINDMILL: + case MI_ECHOSONG: + if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) + sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv)); + else if( sd ) { // Only shows effects on caster. clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - pc_revive((TBL_PC*)bl,heal,0); - clif_resurrection(bl,1); + party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } - } - break; + break; - case WM_SIRCLEOFNATURE: - flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; - case WM_VOICEOFSIREN: - if( skill_id != WM_SIRCLEOFNATURE ) - flag &= ~BCT_SELF; - if( flag&1 ) { - sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); - } else { - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + case MI_HARMONIZE: + if( src != bl ) + clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv))); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv))); + break; - case WM_GLOOMYDAY: - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) || - pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) || - pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) ) - { - sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; + case WM_DEADHILLHERE: + if( bl->type == BL_PC ) { + if( !status_isdead(bl) ) + break; + + if( rnd()%100 < 88 + 2 * skill_lv ) { + int heal = tstatus->sp; + if( heal <= 0 ) + heal = 1; + tstatus->hp = heal; + tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + pc_revive((TBL_PC*)bl,heal,0); + clif_resurrection(bl,1); + } } - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; + break; - case WM_SATURDAY_NIGHT_FEVER: - if( flag&1 ) { // Affect to all targets arround the caster and caster too. - if( !(tsc && tsc->data[type]) ) - sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); - } else if( flag&2 ) { - if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 ) - status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); - } else if( sd ) { - short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4; - if( !sd->status.party_id || (rnd()%100 > chance)) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); - break; + case WM_SIRCLEOFNATURE: + flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; + case WM_VOICEOFSIREN: + if( skill_id != WM_SIRCLEOFNATURE ) + flag &= ~BCT_SELF; + if( flag&1 ) { + sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); + } else { + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - if( map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id,skill_lv), - BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 ) - flag |= 2; - else - flag |= 1; - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill->castend_nodamage_id); - clif_skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv))); - if( flag&2 ) // Dealed here to prevent conflicts - status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); - } - break; + 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,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv)); - } - } else if( sd ) { - short lv = (short)skill_lv; - int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1); - if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) ) - party_foreachsamemap(skill_area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + case WM_GLOOMYDAY: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) || + pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) || + pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) ) + { + sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + } + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; - } - break; + case WM_SATURDAY_NIGHT_FEVER: + if( flag&1 ) { // Affect to all targets arround the caster and caster too. + if( !(tsc && tsc->data[type]) ) + sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); + } else if( flag&2 ) { + if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 ) + status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); + } else if( sd ) { + short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4; + if( !sd->status.party_id || (rnd()%100 > chance)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); + break; + } + if( map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id,skill_lv), + BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count) > 7 ) + flag |= 2; + else + flag |= 1; + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill->castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv))); + if( flag&2 ) // Dealed here to prevent conflicts + status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); + } + break; + + case WM_SONG_OF_MANA: + case WM_DANCE_WITH_WUG: + case WM_LERADS_DEW: + if( flag&1 ) { // These affect to to all party members near the caster. + struct status_change *sc = status_get_sc(src); + if( sc && sc->data[type] ) { + sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv)); + } + } else if( sd ) { + short lv = (short)skill_lv; + int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1); + if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) ) + party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - case WM_MELODYOFSINK: - case WM_BEYOND_OF_WARCRY: - case WM_UNLIMITED_HUMMING_VOICE: - if( flag&1 ) { - sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv)); - } else { // These affect to all targets arround the caster. - short lv = (short)skill_lv; - skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones). - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + } + break; - case WM_RANDOMIZESPELL: { - int improv_skill_id = 0, improv_skill_lv; - do { - i = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill_improvise_db[i].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per ); - improv_skill_lv = 4 + skill_lv; - clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + case WM_MELODYOFSINK: + case WM_BEYOND_OF_WARCRY: + case WM_UNLIMITED_HUMMING_VOICE: + if( flag&1 ) { + sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv)); + } else { // These affect to all targets arround the caster. + short lv = (short)skill_lv; + skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones). + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; - if( sd ) { - sd->state.abra_flag = 2; - sd->skillitem = improv_skill_id; - sd->skillitemlv = improv_skill_lv; - clif_item_skill(sd, improv_skill_id, improv_skill_lv); - } else { - struct unit_data *ud = unit_bl2ud(src); - int inf = skill->get_inf(improv_skill_id); - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); + case WM_RANDOMIZESPELL: { + int improv_skill_id = 0, improv_skill_lv; + do { + i = rnd() % MAX_SKILL_IMPROVISE_DB; + improv_skill_id = skill_improvise_db[i].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per ); + improv_skill_lv = 4 + skill_lv; + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) { + sd->state.abra_flag = 2; + sd->skillitem = improv_skill_id; + sd->skillitemlv = improv_skill_lv; + clif_item_skill(sd, improv_skill_id, improv_skill_lv); } else { - int target_id = 0; - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { - bl = map_id2bl(target_id); + struct unit_data *ud = unit_bl2ud(src); + int inf = skill->get_inf(improv_skill_id); + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; - unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); - } else - unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); + unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); + } else { + int target_id = 0; + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); + } else + unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); + } } } - } - break; + break; - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if( sd ) - { - short x, y; // Destiny position. - unsigned short mapindex; - - if( skill_id == RETURN_TO_ELDICASTES) - { - x = 198; - y = 187; - mapindex = mapindex_name2id(MAP_DICASTES); - } - else + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + if( sd ) { - x = 44; - y = 151; - mapindex = mapindex_name2id(MAP_MORA); - } + short x, y; // Destiny position. + unsigned short mapindex; - if(!mapindex) - { //Given map not found? - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map_freeblock_unlock(); - return 0; + if( skill_id == RETURN_TO_ELDICASTES) + { + x = 198; + y = 187; + mapindex = mapindex_name2id(MAP_DICASTES); + } + else + { + x = 44; + y = 151; + mapindex = mapindex_name2id(MAP_MORA); + } + + if(!mapindex) + { //Given map not found? + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + pc_setpos(sd, mapindex, x, y, CLR_TELEPORT); } - pc_setpos(sd, mapindex, x, y, CLR_TELEPORT); - } - break; + break; - case GM_SANDMAN: - if( tsc ) { - if( tsc->opt1 == OPT1_SLEEP ) - tsc->opt1 = 0; - else - tsc->opt1 = OPT1_SLEEP; - clif_changeoption(bl); - clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); - } - break; + case GM_SANDMAN: + if( tsc ) { + if( tsc->opt1 == OPT1_SLEEP ) + tsc->opt1 = 0; + else + tsc->opt1 = OPT1_SLEEP; + clif_changeoption(bl); + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + } + break; - case SO_ARRULLO: - { - // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] % - int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0); - rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); - } - break; + case SO_ARRULLO: + { + // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] % + int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0); + rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); + } + break; - case WM_LULLABY_DEEPSLEEP: - if( flag&1 ){ - //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] % - int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15; - if( bl != src ) - sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)); - }else { - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); - } - break; + case WM_LULLABY_DEEPSLEEP: + if( flag&1 ){ + //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] % + int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15; + if( bl != src ) + sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)); + }else { + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); + } + break; - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - if( sd ) { - int elemental_class = skill->get_elemental_type(skill_id,skill_lv); + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + if( sd ) { + int elemental_class = skill->get_elemental_type(skill_id,skill_lv); - // Remove previous elemental fisrt. - if( sd->ed ) - elemental_delete(sd->ed,0); + // Remove previous elemental fisrt. + if( sd->ed ) + elemental_delete(sd->ed,0); - // Summoning the new one. - if( !elemental_create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { - clif_skill_fail(sd,skill_id,0,0); - break; + // Summoning the new one. + if( !elemental_create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { + clif_skill_fail(sd,skill_id,0,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + break; - case SO_EL_CONTROL: - if( sd ) { - int mode = EL_MODE_PASSIVE; // Standard mode. + case SO_EL_CONTROL: + if( sd ) { + int mode = EL_MODE_PASSIVE; // Standard mode. - if( !sd->ed ) break; + if( !sd->ed ) break; - if( skill_lv == 4 ) {// At level 4 delete elementals. - elemental_delete(sd->ed, 0); - break; - } - switch( skill_lv ) {// Select mode bassed on skill level used. - case 2: mode = EL_MODE_ASSIST; break; - case 3: mode = EL_MODE_AGGRESSIVE; break; - } - if( !elemental_change_mode(sd->ed,mode) ) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + if( skill_lv == 4 ) {// At level 4 delete elementals. + elemental_delete(sd->ed, 0); + break; + } + switch( skill_lv ) {// Select mode bassed on skill level used. + case 2: mode = EL_MODE_ASSIST; break; + case 3: mode = EL_MODE_AGGRESSIVE; break; + } + if( !elemental_change_mode(sd->ed,mode) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; + break; - case SO_EL_ACTION: - if( sd ) { - int duration = 3000; - if( !sd->ed ) break; - sd->skill_id_old = skill_id; - elemental_action(sd->ed, bl, tick); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - switch(sd->ed->db->class_){ - case 2115:case 2124: - case 2118:case 2121: - duration = 6000; - break; - case 2116:case 2119: - case 2122:case 2125: - duration = 9000; - break; - } - skill->blockpc_start(sd, skill_id, duration, false); - } - break; + case SO_EL_ACTION: + if( sd ) { + int duration = 3000; + if( !sd->ed ) break; + sd->skill_id_old = skill_id; + elemental_action(sd->ed, bl, tick); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + switch(sd->ed->db->class_){ + case 2115:case 2124: + case 2118:case 2121: + duration = 6000; + break; + case 2116:case 2119: + case 2122:case 2125: + duration = 9000; + break; + } + skill->blockpc_start(sd, skill_id, duration, false); + } + break; - case SO_EL_CURE: - if( sd ) { - struct elemental_data *ed = sd->ed; - int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; - int e_hp, e_sp; + case SO_EL_CURE: + if( sd ) { + struct elemental_data *ed = sd->ed; + int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; + int e_hp, e_sp; - if( !ed ) break; - if( !status_charge(&sd->bl,s_hp,s_sp) ) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + if( !ed ) break; + if( !status_charge(&sd->bl,s_hp,s_sp) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + e_hp = ed->battle_status.max_hp * 10 / 100; + e_sp = ed->battle_status.max_sp * 10 / 100; + status_heal(&ed->bl,e_hp,e_sp,3); + clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); } - e_hp = ed->battle_status.max_hp * 10 / 100; - e_sp = ed->battle_status.max_sp * 10 / 100; - status_heal(&ed->bl,e_hp,e_sp,3); - clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); - } - break; + break; - case GN_CHANGEMATERIAL: - case SO_EL_ANALYSIS: - if( sd ) { - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - clif_skill_itemlistwindow(sd,skill_id,skill_lv); - } - break; + case GN_CHANGEMATERIAL: + case SO_EL_ANALYSIS: + if( sd ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + clif_skill_itemlistwindow(sd,skill_id,skill_lv); + } + break; - case GN_BLOOD_SUCKER: - { - struct status_change *sc = status_get_sc(src); + case GN_BLOOD_SUCKER: + { + struct status_change *sc = status_get_sc(src); - if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { - if( tsc && tsc->data[type] ){ - (sc->bs_counter)--; - status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer + if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { + if( tsc && tsc->data[type] ){ + (sc->bs_counter)--; + status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer + } + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + (sc->bs_counter)++; + } else if( sd ) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; } - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - (sc->bs_counter)++; - } else if( sd ) { - clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; } - } - break; + break; - case GN_MANDRAGORA: - if( flag&1 ) { - if ( clif_skill_nodamage(bl, src, skill_id, skill_lv, - sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) ) - status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); - } else - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - break; + case GN_MANDRAGORA: + if( flag&1 ) { + if ( clif_skill_nodamage(bl, src, skill_id, skill_lv, + sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) ) + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); + } else + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + break; - case 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,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); - } else //Otherwise, it fails, shows animation and removes items. - clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); - } else if( itemdb_is_GNthrowable(ammo_id) ){ - struct script_code *script = sd->inventory_data[i]->script; - if( !script ) + 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; - if( dstsd ) - run_script(script,0,dstsd->bl.id,fake_nd->bl.id); - else - run_script(script,0,src->id,0); + 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,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); + } else //Otherwise, it fails, shows animation and removes items. + clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); + } else if( itemdb_is_GNthrowable(ammo_id) ){ + struct script_code *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,skill_id,skill_lv,1); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. - break; - - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - if( sd ) { - int qty = 1; - sd->skill_id_old = skill_id; - sd->skill_lv_old = skill_lv; - if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) - qty = 10; - clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case EL_CIRCLE_OF_FIRE: - case EL_PYROTECHNIC: - case EL_HEATER: - case EL_TROPIC: - case EL_AQUAPLAY: - case EL_COOLER: - case EL_CHILLY_AIR: - case EL_GUST: - case EL_BLAST: - case EL_WILD_STORM: - case EL_PETROLOGY: - case EL_CURSED_SOIL: - case EL_UPHEAVAL: - case EL_FIRE_CLOAK: - case EL_WATER_DROP: - case EL_WIND_CURTAIN: - case EL_SOLID_SKIN: - case EL_STONE_SHIELD: - case EL_WIND_STEP: { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - sc_type type2 = type-1; - struct status_change *sc = status_get_sc(&ele->bl); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. + break; - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skill_id); - } else { - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. - skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + if( sd ) { + int qty = 1; + sd->skill_id_old = skill_id; + sd->skill_lv_old = skill_lv; + if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) + qty = 10; + clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case EL_CIRCLE_OF_FIRE: + case EL_PYROTECHNIC: + case EL_HEATER: + case EL_TROPIC: + case EL_AQUAPLAY: + case EL_COOLER: + case EL_CHILLY_AIR: + case EL_GUST: + case EL_BLAST: + case EL_WILD_STORM: + case EL_PETROLOGY: + case EL_CURSED_SOIL: + case EL_UPHEAVAL: + case EL_FIRE_CLOAK: + case EL_WATER_DROP: + case EL_WIND_CURTAIN: + case EL_SOLID_SKIN: + case EL_STONE_SHIELD: + case EL_WIND_STEP: { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + sc_type type2 = type-1; + struct status_change *sc = status_get_sc(&ele->bl); + + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental_clean_single_effect(ele, skill_id); + } else { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0); + sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + } } } - } - break; + break; - case EL_FIRE_MANTLE: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); - break; + case EL_FIRE_MANTLE: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); + break; - case EL_WATER_SCREEN: { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - struct status_change *sc = status_get_sc(&ele->bl); - sc_type type2 = type-1; + case EL_WATER_SCREEN: { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + struct status_change *sc = status_get_sc(&ele->bl); + sc_type type2 = type-1; - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental_clean_single_effect(ele, skill_id); - } else { - // This not heals at the end. - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental_clean_single_effect(ele, skill_id); + } else { + // This not heals at the end. + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); + } } } - } - break; + break; - case KO_KAHU_ENTEN: - case KO_HYOUHU_HUBUKI: - case KO_KAZEHU_SEIRAN: - case KO_DOHU_KOUKAI: - if(sd) { - int ttype = skill->get_ele(skill_id, skill_lv); - clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); - pc_add_talisman(sd, skill->get_time(skill_id, skill_lv), 10, ttype); - } - break; + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + if(sd) { + int ttype = skill->get_ele(skill_id, skill_lv); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + pc_add_talisman(sd, skill->get_time(skill_id, skill_lv), 10, ttype); + } + break; - case KO_ZANZOU: - if(sd){ - struct mob_data *md; + 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(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn( md ); - pc_setinvincibletimer(sd,500);// unlock target lock - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + 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(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn( md ); + pc_setinvincibletimer(sd,500);// unlock target lock + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + } } - } - break; + break; - case KO_KYOUGAKU: - if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){ - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - }else if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + case KO_KYOUGAKU: + if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){ + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + }else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; - case KO_JYUSATSU: - if( dstsd && tsc && !tsc->data[type] && - rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. - clif_skill_nodamage(src,bl,skill_id,skill_lv, - status_change_start(bl,type,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),1)); - status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0); - if( status_get_lv(bl) <= status_get_lv(src) ) - status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); - }else if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + case KO_JYUSATSU: + if( dstsd && tsc && !tsc->data[type] && + rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. + clif_skill_nodamage(src,bl,skill_id,skill_lv, + status_change_start(bl,type,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),1)); + status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0); + if( status_get_lv(bl) <= status_get_lv(src) ) + status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + }else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case KO_GENWAKU: + if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + int x = src->x, y = src->y; + + if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%. + clif_skill_fail(sd,skill_id,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 (unit_movepos(src,bl->x,bl->y,0,0)) { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + clif_slide(src,bl->x,bl->y) ; + sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv)); + if (unit_movepos(bl,x,y,0,0)) + { + clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -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,skill_lv,skill->get_time(skill_id,skill_lv)); + } + } + } + break; - if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%. + case OB_AKAITSUKI: + case OB_OBOROGENSOU: + if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. + || is_boss(bl) ) ){ // Does not work on Boss monsters. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } + case KO_IZAYOI: + case OB_ZANGETSU: + case KG_KYOMU: + case KG_KAGEMUSYA: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; - if (unit_movepos(src,bl->x,bl->y,0,0)) { - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - clif_slide(src,bl->x,bl->y) ; - sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv)); - if (unit_movepos(bl,x,y,0,0)) - { - clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -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,skill_lv,skill->get_time(skill_id,skill_lv)); + 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, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + } + if( skill_area_temp[2] == 1 ){ + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } + }else{ + skill_area_temp[2] = 0; + map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); } - } - break; - - case OB_AKAITSUKI: - case OB_OBOROGENSOU: - if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. - || is_boss(bl) ) ){ // Does not work on Boss monsters. - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; - } - case KO_IZAYOI: - case OB_ZANGETSU: - case KG_KYOMU: - case KG_KAGEMUSYA: - clif_skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - case KG_KAGEHUMI: - if( flag&1 ){ - if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || - tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || - tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){ - sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - } - if( skill_area_temp[2] == 1 ){ - clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + 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, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); } - }else{ - skill_area_temp[2] = 0; - map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); - } - break; + heal = status_get_matk_min(src)*4; + status_heal(bl, heal, 0, 7); - 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, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),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, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),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, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); - } - if (hd) - skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); - } - break; - case MH_OVERED_BOOST: - if (hd){ - struct block_list *s_bl = battle->get_master(src); - if(hd->homunculus.hunger>50) //reduce hunger - hd->homunculus.hunger = hd->homunculus.hunger/2; - else - hd->homunculus.hunger = min(1,hd->homunculus.hunger); - if(s_bl && s_bl->type==BL_PC){ - 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, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus - } - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); - } - break; - case MH_GRANITIC_ARMOR: - case MH_PYROCLASTIC: { - struct block_list *s_bl = battle->get_master(src); - if(s_bl) - sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + //now inflict silence on everyone + if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun + status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + if(m_bl){ + struct status_change *msc = status_get_sc(m_bl); + if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master + status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + } if (hd) - skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); - } - break; - - case MH_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: - case MH_MAGMA_FLOW: - case MH_PAIN_KILLER: - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); - break; - case MH_SUMMON_LEGION: - { - int summons[5] = {1004, 1303, 1303, 1994, 1994}; - int qty[5] = {3 , 3 , 4 , 4 , 5}; - struct mob_data *md; - int i; - - for(i=0; i<qty[skill_lv - 1]; i++){ //easy way - md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); - if (md) { - md->master_id = src->id; - if (md->deletetimer != INVALID_TIMER) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer(gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn(md); //Now it is ready for spawning. - sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000); - } - } - if (hd) - skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); - } - break; - default: - ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); - clif_skill_nodamage(src,bl,skill_id,skill_lv,1); - map_freeblock_unlock(); - return 1; + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + case MH_OVERED_BOOST: + if (hd){ + struct block_list *s_bl = battle->get_master(src); + if(hd->homunculus.hunger>50) //reduce hunger + hd->homunculus.hunger = hd->homunculus.hunger/2; + else + hd->homunculus.hunger = min(1,hd->homunculus.hunger); + if(s_bl && s_bl->type==BL_PC){ + 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, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus + } + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: { + struct block_list *s_bl = battle->get_master(src); + if(s_bl) + sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master + sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + + case MH_LIGHT_OF_REGENE: + if(hd){ + hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) + if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info + } + //don't break need to start status and start block timer + case MH_STYLE_CHANGE: + case MH_MAGMA_FLOW: + case MH_PAIN_KILLER: + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + break; + case MH_SUMMON_LEGION: + { + int summons[5] = {1004, 1303, 1303, 1994, 1994}; + int qty[5] = {3 , 3 , 4 , 4 , 5}; + struct mob_data *md; + int i; + + for(i=0; i<qty[skill_lv - 1]; i++){ //easy way + md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); + if (md) { + md->master_id = src->id; + if (md->deletetimer != INVALID_TIMER) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); //Now it is ready for spawning. + sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000); + } + } + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + default: + ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_freeblock_unlock(); + return 1; } if(skill_id != SR_CURSEDCIRCLE){ @@ -9049,15 +8988,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); } - if( sd && !(flag&1) ) - {// ensure that the skill last-cast tick is recorded + 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. + if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. battle->consume_ammo(sd, skill_id, skill_lv); } - skill_onskillusage(sd, bl, skill_id, tick); + skill->onskillusage(sd, bl, skill_id, tick); // perform skill requirement consumption skill->consume_requirement(sd,skill_id,skill_lv,2); } @@ -9257,11 +9194,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) break; #endif - if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) break; - if (ud->state.running && ud->skill_id == TK_JUMPKICK) - { + if (ud->state.running && ud->skill_id == TK_JUMPKICK) { ud->state.running = 0; status_change_end(src, SC_RUN, INVALID_TIMER); flag = 1; @@ -9273,7 +9209,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] if (sd) { //Cooldown application - int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv); + int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ cooldown += sd->skillcooldown[i].val; @@ -9314,7 +9250,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) map_freeblock_lock(); // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill_toggle_magicpower(src, ud->skill_id); + skill->toggle_magicpower(src, ud->skill_id); if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); @@ -9435,7 +9371,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) if( !(src->type&battle_config.skill_reiteration) && skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION && - skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) ) { if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); @@ -9443,7 +9379,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) } if( src->type&battle_config.skill_nofootset && skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET && - skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) ) { if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); @@ -9484,7 +9420,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); } - if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) break; if(md) { @@ -9503,7 +9439,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); if (sd) { //Cooldown application - int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv); + int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ cooldown += sd->skillcooldown[i].val; @@ -9601,666 +9537,662 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui } // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill_toggle_magicpower(src, skill_id); + skill->toggle_magicpower(src, skill_id); - switch(skill_id) - { - case PR_BENEDICTIO: - skill_area_temp[1] = src->id; - i = skill->get_splash(skill_id, skill_lv); - map_foreachinarea(skill_area_sub, - src->m, x-i, y-i, x+i, y+i, BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - map_foreachinarea(skill_area_sub, - src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - break; + switch(skill_id) { + case PR_BENEDICTIO: + skill_area_temp[1] = src->id; + i = skill->get_splash(skill_id, skill_lv); + map_foreachinarea(skill->area_sub, + src->m, x-i, y-i, x+i, y+i, BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + map_foreachinarea(skill->area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + break; - case BS_HAMMERFALL: - i = skill->get_splash(skill_id, skill_lv); - map_foreachinarea (skill_area_sub, - src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, - skill->castend_nodamage_id); - break; + case BS_HAMMERFALL: + i = skill->get_splash(skill_id, skill_lv); + map_foreachinarea (skill->area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, + skill->castend_nodamage_id); + break; - case HT_DETECTING: - i = skill->get_splash(skill_id, skill_lv); - 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 HT_DETECTING: + i = skill->get_splash(skill_id, skill_lv); + 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(skill_id, skill_lv); - map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - break; + case SR_RIDEINLIGHTNING: + i = skill->get_splash(skill_id, skill_lv); + map_foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_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) + 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 )) { - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - return 0; // not to consume items + if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) { + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + return 0; // not to consume items + } else + sg->limit = 0; //Disable it. } - else - sg->limit = 0; //Disable it. + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; } - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - } - case MG_SAFETYWALL: - case MG_FIREWALL: - case MG_THUNDERSTORM: - - case AL_PNEUMA: - case WZ_ICEWALL: - case WZ_FIREPILLAR: - case WZ_QUAGMIRE: - case WZ_VERMILION: - case WZ_STORMGUST: - case WZ_HEAVENDRIVE: - case PR_SANCTUARY: - case PR_MAGNUS: - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case AS_VENOMDUST: - case AM_DEMONSTRATION: - case PF_FOGWALL: - case PF_SPIDERWEB: - case HT_TALKIEBOX: - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - case AC_SHOWER: //Ground-placed skill implementation. - case MA_SHOWER: - case SA_LANDPROTECTOR: - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_UGLYDANCE: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - case CG_MOONLIT: - case GS_DESPERADO: - case NJ_KAENSIN: - case NJ_BAKUENRYU: - case NJ_SUITON: - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case NJ_KAMAITACHI: -#ifdef RENEWAL - case NJ_HUUMA: -#endif - case NPC_EVILLAND: - case 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,skill_id,skill_lv,x,y,0); - break; - case RG_GRAFFITI: /* Graffiti [Valaris] */ - skill->clear_unitgroup(src); - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - flag|=1; - break; - case HP_BASILICA: - if( sc->data[SC_BASILICA] ) - status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica - else { // Create Basilica. Start SC on caster. Unit timer start SC on others. - if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { - if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); - return 1; + case MG_SAFETYWALL: + case MG_FIREWALL: + case MG_THUNDERSTORM: + + case AL_PNEUMA: + case WZ_ICEWALL: + case WZ_FIREPILLAR: + case WZ_QUAGMIRE: + case WZ_VERMILION: + case WZ_STORMGUST: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_MAGNUS: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case AS_VENOMDUST: + case AM_DEMONSTRATION: + case PF_FOGWALL: + case PF_SPIDERWEB: + case HT_TALKIEBOX: + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + case AC_SHOWER: //Ground-placed skill implementation. + case MA_SHOWER: + case SA_LANDPROTECTOR: + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + case CG_MOONLIT: + case GS_DESPERADO: + case NJ_KAENSIN: + case NJ_BAKUENRYU: + case NJ_SUITON: + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case NJ_KAMAITACHI: + #ifdef RENEWAL + case NJ_HUUMA: + #endif + case NPC_EVILLAND: + case 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,skill_id,skill_lv,x,y,0); + break; + case RG_GRAFFITI: /* Graffiti [Valaris] */ + skill->clear_unitgroup(src); + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + flag|=1; + break; + case HP_BASILICA: + if( sc->data[SC_BASILICA] ) + status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica + else { // Create Basilica. Start SC on caster. Unit timer start SC on others. + if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + return 1; + } + + skill->clear_unitgroup(src); + if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) + sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); + flag|=1; } - + break; + case CG_HERMODE: skill->clear_unitgroup(src); - if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); + if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,SC_DANCING,100, + skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; - } - break; - case CG_HERMODE: - skill->clear_unitgroup(src); - if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,SC_DANCING,100, - skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - case RG_CLEANER: // [Valaris] - i = skill->get_splash(skill_id, skill_lv); - 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,skill_id,skill_lv,x,y,0); - break; - - case WZ_METEOR: { - int area = skill->get_splash(skill_id, skill_lv); - short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - - for( i = 0; i < 2 + (skill_lv>>1); i++ ) { - // Creates a random Cell in the Splash Area - tmpx = x - area + rnd()%(area * 2 + 1); - tmpy = y - area + rnd()%(area * 2 + 1); + break; + case RG_CLEANER: // [Valaris] + i = skill->get_splash(skill_id, skill_lv); + map_foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); + break; - if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) - clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); + case SO_WARMER: + flag|= 8; + case SO_CLOUD_KILL: + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; - if( i > 0 ) - skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); + case WZ_METEOR: { + int area = skill->get_splash(skill_id, skill_lv); + short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - x1 = tmpx; - y1 = tmpy; - } + for( i = 0; i < 2 + (skill_lv>>1); i++ ) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); - skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); - } - break; + if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) + clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); - case AL_WARP: - if(sd) - { - clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, - (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, - (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, - (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 - ); - } - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - return 0; // not to consume item. + if( i > 0 ) + skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); - case MO_BODYRELOCATION: - if (unit_movepos(src, x, y, 1, 1)) { -#if PACKETVER >= 20111005 - clif_snap(src, src->x, src->y); -#else - clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); -#endif - if (sd) - skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false); - } - break; - case NJ_SHADOWJUMP: - if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds. - unit_movepos(src, x, y, 1, 0); - clif_slide(src,x,y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - case AM_SPHEREMINE: - case AM_CANNIBALIZE: - { - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; - struct mob_data *md; + x1 = tmpx; + y1 = tmpy; + } - // Correct info, don't change any of this! [celest] - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); - if (md) { - md->master_id = src->id; - md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - delete_timer(md->deletetimer, mob_timer_delete); - md->deletetimer = add_timer (gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn (md); //Now it is ready for spawning. + skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); } - } - break; + break; - // Slim Pitcher [Celest] - case CR_SLIMPITCHER: - if (sd) { - int i = skill_lv%11 - 1; - int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]); - if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] ) + case AL_WARP: + if(sd) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; + clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, + (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, + (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, + (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 + ); } - 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, skill_id); - - 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(skill_id, skill_lv); - map_foreachinarea(skill_area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + return 0; // not to consume item. + + case MO_BODYRELOCATION: + if (unit_movepos(src, x, y, 1, 1)) { + #if PACKETVER >= 20111005 + clif_snap(src, src->x, src->y); + #else + clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); + #endif + if (sd) + skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false); } - } else { - int i = skill_lv%11 - 1; - struct item_data *item; - i = skill_db[skill_id].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(skill_id, skill_lv); - map_foreachinarea(skill_area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); + break; + case 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); } - } - break; - - case HW_GANBANTEIN: - if (rnd()%100 < 80) { - int dummy = 1; - clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); - i = skill->get_splash(skill_id, skill_lv); - 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,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + case AM_SPHEREMINE: + case AM_CANNIBALIZE: + { + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; + struct mob_data *md; + + // Correct info, don't change any of this! [celest] + md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = src->id; + md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn (md); //Now it is ready for spawning. + } + } + break; - case HW_GRAVITATION: - if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; + // Slim Pitcher [Celest] + case CR_SLIMPITCHER: + if (sd) { + int i = skill_lv%11 - 1; + int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]); + if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + 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, skill_id); + + 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(skill_id, skill_lv); + map_foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); + } + } else { + int i = skill_lv%11 - 1; + struct item_data *item; + i = skill_db[skill_id].itemid[i]; + item = itemdb_search(i); + 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(skill_id, skill_lv); + map_foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); + } + } + break; - // Plant Cultivation [Celest] - case CR_CULTIVATION: - if (sd) { - if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 ) - { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + case HW_GANBANTEIN: + if (rnd()%100 < 80) { + int dummy = 1; + clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); + i = skill->get_splash(skill_id, skill_lv); + 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,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } - clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); - if (rnd()%100 < 50) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } else { - TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); - int i; - if (!md) break; - if ((i = skill->get_time(skill_id, skill_lv)) > 0) + break; + + case HW_GRAVITATION: + if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + + // Plant Cultivation [Celest] + case CR_CULTIVATION: + if (sd) { + if( map_count_oncell(src->m,x,y,BL_CHAR) > 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); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); + if (rnd()%100 < 50) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else { + TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); + int i; + if (!md) break; + if ((i = skill->get_time(skill_id, skill_lv)) > 0) + { + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0); + } + mob_spawn (md); } - mob_spawn (md); } - } - break; - - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - skill->clear_unitgroup(src); - if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) - sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; + break; - case PA_GOSPEL: - if (sce && sce->val4 == BCT_SELF) - { - status_change_end(src, SC_GOSPEL, INVALID_TIMER); - return 0; - } - else - { - sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); - if (!sg) break; - if (sce) - status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); - clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet - } - break; - case NJ_TATAMIGAESHI: - if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) - sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + skill->clear_unitgroup(src); + if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) + sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; - case AM_RESURRECTHOMUN: //[orn] - if (sd) - { - if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y)) + case PA_GOSPEL: + if (sce && sce->val4 == BCT_SELF) { - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; + status_change_end(src, SC_GOSPEL, INVALID_TIMER); + return 0; } - } - break; + else + { + sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); + if (!sg) break; + if (sce) + status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] + sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); + clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet + } + break; + case NJ_TATAMIGAESHI: + if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) + sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; - case RK_WINDCUTTER: - clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - case NC_COLDSLOWER: - case NC_ARMSCANNON: - case RK_DRAGONBREATH: - i = skill->get_splash(skill_id,skill_lv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; + case AM_RESURRECTHOMUN: //[orn] + if (sd) + { + if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y)) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + break; - case SO_ARRULLO: - i = skill->get_splash(skill_id,skill_lv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - break; - /** - * Guilotine Cross - **/ - case GC_POISONSMOKE: - if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { - if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); - return 0; - } - clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - skill->unitsetting(src, skill_id, skill_lv, x, y, flag); - //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. - break; - /** - * Arch Bishop - **/ - case AB_EPICLESIS: - if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { - i = sg->unit->range; - 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(skill_id,skill_lv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; + case RK_WINDCUTTER: + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + case NC_COLDSLOWER: + case NC_ARMSCANNON: + case RK_DRAGONBREATH: + i = skill->get_splash(skill_id,skill_lv); + map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; - case WL_EARTHSTRAIN: - { - int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y); - int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting + case SO_ARRULLO: + i = skill->get_splash(skill_id,skill_lv); + map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + break; + /** + * Guilotine Cross + **/ + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); + return 0; + } + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + skill->unitsetting(src, skill_id, skill_lv, x, y, flag); + //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. + break; + /** + * Arch Bishop + **/ + case AB_EPICLESIS: + if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { + i = sg->unit->range; + 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(skill_id,skill_lv); + map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; - for( i = 1; i <= wave; i++ ) + case WL_EARTHSTRAIN: { - 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; + int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y); + int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting + + for( i = 1; i <= wave; i++ ) + { + switch( dir ){ + case 0: case 1: case 7: sy = y + i; break; + case 3: case 4: case 5: sy = y - i; break; + case 2: sx = x - i; break; + case 6: sx = x + i; break; + } + skill->addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); } - skill->addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); } - } - break; - /** - * Ranger - **/ - case RA_DETONATOR: - i = skill->get_splash(skill_id, skill_lv); - 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, skill_id, skill_lv, 6); - break; - /** - * Mechanic - **/ - case NC_NEUTRALBARRIER: - case NC_STEALTHFIELD: - skill->clear_unitgroup(src); // To remove previous skills - cannot used combined - if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); - if( sd ) pc_overheat(sd,1); - } - break; - - case NC_SILVERSNIPER: - { - int class_ = 2042; - struct mob_data *md; + break; + /** + * Ranger + **/ + case RA_DETONATOR: + i = skill->get_splash(skill_id, skill_lv); + 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, skill_id, skill_lv, 6); + break; + /** + * Mechanic + **/ + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + skill->clear_unitgroup(src); // To remove previous skills - cannot used combined + if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + if( sd ) pc_overheat(sd,1); + } + break; - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); - if( md ) + case NC_SILVERSNIPER: { - 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(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); - mob_spawn( md ); + 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(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn( md ); + } } - } - break; + break; - case NC_MAGICDECOY: - if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y); - break; + case NC_MAGICDECOY: + if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y); + break; - case SC_FEINTBOMB: - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - skill->unitsetting(src,skill_id,skill_lv,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 SC_FEINTBOMB: + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + skill->unitsetting(src,skill_id,skill_lv,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, skill_lv, 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, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id); - } - 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, skill_lv, 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, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id); + } + break; - case LG_BANDING: - if( sc && sc->data[SC_BANDING] ) - status_change_end(src,SC_BANDING,INVALID_TIMER); - else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); - if( sd ) pc_banding(sd,skill_lv); - } - clif_skill_nodamage(src,src,skill_id,skill_lv,1); - break; + case LG_BANDING: + if( sc && sc->data[SC_BANDING] ) + status_change_end(src,SC_BANDING,INVALID_TIMER); + else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + if( sd ) pc_banding(sd,skill_lv); + } + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + break; - case LG_RAYOFGENESIS: - if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { - i = skill->get_splash(skill_id,skill_lv); - map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - } else if( sd ) - clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); - break; + case LG_RAYOFGENESIS: + if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + i = skill->get_splash(skill_id,skill_lv); + map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + } else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; - case WM_DOMINION_IMPULSE: - i = skill->get_splash(skill_id, skill_lv); - map_foreachinarea( skill_ative_reverberation, - src->m, x-i, y-i, x+i,y+i,BL_SKILL); - break; + case WM_DOMINION_IMPULSE: + i = skill->get_splash(skill_id, skill_lv); + map_foreachinarea( skill->activate_reverberation, + src->m, x-i, y-i, x+i,y+i,BL_SKILL); + break; - case WM_GREAT_ECHO: - flag|=1; // Should counsume 1 item per skill usage. - map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id); - break; - case GN_CRAZYWEED: { - int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv); - short x1 = 0, y1 = 0; + case WM_GREAT_ECHO: + flag|=1; // Should counsume 1 item per skill usage. + map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id); + break; + case GN_CRAZYWEED: { + int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv); + short x1 = 0, y1 = 0; - for( i = 0; i < 3 + (skill_lv/2); i++ ) { - x1 = x - area + rnd()%(area * 2 + 1); - y1 = y - area + rnd()%(area * 2 + 1); - skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0); + for( i = 0; i < 3 + (skill_lv/2); i++ ) { + x1 = x - area + rnd()%(area * 2 + 1); + y1 = y - area + rnd()%(area * 2 + 1); + skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0); + } } - } - break; - case GN_FIRE_EXPANSION: { - int i; - struct unit_data *ud = unit_bl2ud(src); + break; + case GN_FIRE_EXPANSION: { + int i; + struct unit_data *ud = unit_bl2ud(src); - if( !ud ) break; + if( !ud ) break; - for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { - if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && - distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) { - switch( skill_lv ) { - case 3: - ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; - clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); - break; - case 4: - ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; - clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); - break; - case 5: - 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) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); - skill->delunit(ud->skillunit[i]->unit); - break; - default: - ud->skillunit[i]->unit->val2 = skill_lv; - ud->skillunit[i]->unit->group->val2 = skill_lv; - break; + for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { + if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && + distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) { + switch( skill_lv ) { + case 3: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; + clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); + break; + case 4: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; + clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); + break; + case 5: + 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) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); + skill->delunit(ud->skillunit[i]->unit); + break; + default: + ud->skillunit[i]->unit->val2 = skill_lv; + ud->skillunit[i]->unit->group->val2 = skill_lv; + break; + } } } } - } - break; + break; - case SO_FIREWALK: - case SO_ELECTRICWALK: - if( sc && sc->data[type] ) - status_change_end(src,type,INVALID_TIMER); - clif_skill_nodamage(src, src ,skill_id, skill_lv, - sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); - break; + case SO_FIREWALK: + case SO_ELECTRICWALK: + if( sc && sc->data[type] ) + status_change_end(src,type,INVALID_TIMER); + clif_skill_nodamage(src, src ,skill_id, skill_lv, + sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); + break; - case SC_BLOODYLUST: //set in another group so instance will move if recasted - flag |= 33; - skill->unitsetting(src, skill_id, skill_lv, x, y, 0); - break; + case SC_BLOODYLUST: //set in another group so instance will move if recasted + flag |= 33; + skill->unitsetting(src, skill_id, skill_lv, x, y, 0); + break; - case KO_MAKIBISHI: - for( i = 0; i < (skill_lv+2); i++ ) { - x = src->x - 1 + rnd()%3; - y = src->y - 1 + rnd()%3; - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - } - break; + case KO_MAKIBISHI: + for( i = 0; i < (skill_lv+2); i++ ) { + x = src->x - 1 + rnd()%3; + y = src->y - 1 + rnd()%3; + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + } + break; - default: - ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); - return 1; + default: + ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); + return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - if( sd ) - {// ensure that the skill last-cast tick is recorded + 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 + if( sd->state.arrow_atk && !(flag&1) ) { + // consume arrow if this is a ground skill battle->consume_ammo(sd, skill_id, skill_lv); } @@ -10323,83 +10255,82 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char return 0; } - switch(skill_id) - { - case AL_TELEPORT: - if(strcmp(map,"Random")==0) - pc_randomwarp(sd,CLR_TELEPORT); - else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. - pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); - break; - - case AL_WARP: - { - const struct point *p[4]; - struct skill_unit_group *group; - int i, lv, wx, wy; - int maxcount=0; - int x,y; - unsigned short mapindex; - - mapindex = mapindex_name2id((char*)map); - if(!mapindex) { //Given map not found? - clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - skill_failed(sd); - return 0; - } - p[0] = &sd->status.save_point; - p[1] = &sd->status.memo_point[0]; - p[2] = &sd->status.memo_point[1]; - p[3] = &sd->status.memo_point[2]; + switch(skill_id) { + case AL_TELEPORT: + if(strcmp(map,"Random")==0) + pc_randomwarp(sd,CLR_TELEPORT); + else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. + pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + break; - if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) { - for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { - if(sd->ud.skillunit[i]->skill_id == skill_id) - maxcount--; - } - if(!maxcount) { + case AL_WARP: + { + const struct point *p[4]; + struct skill_unit_group *group; + int i, lv, wx, wy; + int maxcount=0; + int x,y; + unsigned short mapindex; + + mapindex = mapindex_name2id((char*)map); + if(!mapindex) { //Given map not found? clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; } - } + p[0] = &sd->status.save_point; + p[1] = &sd->status.memo_point[0]; + p[2] = &sd->status.memo_point[1]; + p[3] = &sd->status.memo_point[2]; + + if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) { + for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { + if(sd->ud.skillunit[i]->skill_id == skill_id) + maxcount--; + } + if(!maxcount) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + skill_failed(sd); + return 0; + } + } - lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id); - wx = sd->menuskill_val>>16; - wy = sd->menuskill_val&0xffff; + lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id); + wx = sd->menuskill_val>>16; + wy = sd->menuskill_val&0xffff; - if( lv <= 0 ) return 0; - if( lv > 4 ) lv = 4; // crash prevention + 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; - } + // check if the chosen map exists in the memo list + ARR_FIND( 0, lv, i, mapindex == p[i]->map ); + if( i < lv ) { + x=p[i]->x; + y=p[i]->y; + } else { + skill_failed(sd); + return 0; + } - if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv... - skill_failed(sd); - return 0; - } + if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv... + skill_failed(sd); + return 0; + } - skill->consume_requirement(sd,sd->menuskill_id,lv,2); - sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] + skill->consume_requirement(sd,sd->menuskill_id,lv,2); + sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] - if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { - skill_failed(sd); - return 0; - } + if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { + skill_failed(sd); + return 0; + } - group->val1 = (group->val1<<16)|(short)0; - // record the destination coordinates - group->val2 = (x<<16)|y; - group->val3 = mapindex; - } - break; + 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; @@ -10408,8 +10339,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char } /// transforms 'target' skill unit into dissonance (if conditions are met) -static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) -{ +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); @@ -10434,28 +10364,26 @@ static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) //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 + 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); + 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) -{ +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; @@ -10505,7 +10433,7 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag) /** * 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) { +int skill_icewall_block(struct block_list *bl,va_list ap) { struct block_list *target = NULL; struct mob_data *md = ((TBL_MOB*)bl); @@ -10543,11 +10471,11 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill nullpo_retr(NULL, src); limit = skill->get_time(skill_id,skill_lv); - range = skill_get_unit_range(skill_id,skill_lv); - interval = skill_get_unit_interval(skill_id); + range = skill->get_unit_range(skill_id,skill_lv); + interval = skill->get_unit_interval(skill_id); target = skill->get_unit_target(skill_id); unit_flag = skill->get_unit_flag(skill_id); - layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y); + layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); if( map[src->m].unit_count ) { ARR_FIND(0, map[src->m].unit_count, i, map[src->m].units[i]->skill_id == skill_id ); @@ -10661,7 +10589,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill case SA_VIOLENTGALE: { struct skill_unit_group *old_sg; - if ((old_sg = skill_locate_element_field(src)) != NULL) + 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 (( @@ -10866,7 +10794,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill group->val2=val2; group->val3=val3; group->target_flag=target; - group->bl_flag= skill_get_unit_bl_target(skill_id); + group->bl_flag= skill->get_unit_bl_target(skill_id); group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; @@ -10970,7 +10898,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill val2 |= UF_RANGEDSINGLEUNIT; // center. if( range <= 0 ) - map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); + map_foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); if( !alive ) continue; @@ -10978,15 +10906,15 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill unit->limit=limit; unit->range=range; - if (skill_id == PF_FOGWALL && alive == 2) - { //Double duration of cells on top of Deluge/Suiton + if (skill_id == PF_FOGWALL && alive == 2) { + //Double duration of cells on top of Deluge/Suiton unit->limit *= 2; group->limit = unit->limit; } // execute on all targets standing on this cell if (range==0 && active_flag) - map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); + 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? @@ -10997,7 +10925,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill //success, unit created. switch( skill_id ) { case WZ_ICEWALL: - map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB); + map_foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB); break; case NJ_TATAMIGAESHI: //Store number of tiles. group->val1 = group->alive_count; @@ -11230,8 +11158,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned /*========================================== * *------------------------------------------*/ -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; @@ -11273,8 +11200,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } } - 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] + 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; @@ -11284,11 +11211,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } - switch (sg->unit_id) - { + switch (sg->unit_id) { case UNT_FIREWALL: - case UNT_KAEN: - { + case UNT_KAEN: { int count=0; const int x = bl->x, y = bl->y; @@ -11469,7 +11394,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } - map_foreachinrange(skill_trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); + 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; @@ -11499,7 +11424,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns 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); + 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 + @@ -11685,7 +11610,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: - map_foreachinrange(skill_trap_splash,&src->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; @@ -11701,12 +11626,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_EPICLESIS: - if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) - { + 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 ) - { + 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; @@ -11744,7 +11667,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns 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); + 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; @@ -11864,7 +11787,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns 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); + 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 @@ -11966,35 +11889,34 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in 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_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_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; + 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; } - break; - } } return sg->skill_id; } @@ -12015,8 +11937,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i type = status_skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; - switch (skill_id) - { + switch (skill_id) { case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; @@ -12076,8 +11997,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: - if (sce) - { + if (sce) { delete_timer(sce->timer, status_change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. @@ -12086,11 +12006,9 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i } break; case PF_FOGWALL: - if (sce) - { + if (sce) { status_change_end(bl, type, INVALID_TIMER); - if ((sce=sc->data[SC_BLIND])) - { + 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 { @@ -12118,8 +12036,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i * 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) -{ +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); @@ -12132,7 +12049,7 @@ static int skill_unit_effect (struct block_list* bl, va_list ap) 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; @@ -12150,7 +12067,7 @@ static int skill_unit_effect (struct block_list* bl, va_list ap) skill->unit_onleft(skill_id, bl, tick); } - if( dissonance ) skill_dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(unit, 1); return 0; } @@ -12191,8 +12108,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam /*========================================== * *------------------------------------------*/ -static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) -{ +int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { int *c, skill_id; struct block_list *src; struct map_session_data *sd; @@ -12327,9 +12243,9 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* 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); + 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); + 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. @@ -12339,8 +12255,7 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* /*========================================== * *------------------------------------------*/ -static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) -{ +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; @@ -12371,7 +12286,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id) skill_id != HT_PHANTASMIC && skill->get_type(skill_id) == BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && - !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. + !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. ); } @@ -12417,12 +12332,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id if( !sc->count ) sc = NULL; - if( sd->skillitem == skill_id ) - { + if( sd->skillitem == skill_id ) { if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] sd->state.abra_flag = 0; - else - { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] + 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 || @@ -12443,8 +12357,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 1; } - if( pc_is90overweight(sd) ) - { + if( pc_is90overweight(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); return 0; } @@ -13260,7 +13173,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { - i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + i = map_foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if(c >= maxcount || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { //Fails when: exceed max limit. There are other plant types already out. @@ -13281,9 +13194,9 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { if( skill_id == NC_MAGICDECOY ) { for( j = mob_class; j <= 2046; j++ ) - map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); + map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); } else - map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if( c >= maxcount ) { clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return 0; @@ -13293,9 +13206,8 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, break; case KO_ZANZOU: { int c = 0; - i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); - if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) - { + i = map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); + if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } @@ -13788,7 +13700,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 { 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; + int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; if( time < 0 ) return 0; @@ -13907,40 +13819,39 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) // 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; - } + 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] ) - { + if ( sc && sc->data[SC_SPIRIT] ) { switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) @@ -13986,8 +13897,7 @@ struct square { int val2[5]; }; -static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) -{ +void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) { nullpo_retv(tc); if(dir == 0){ @@ -14001,8 +13911,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]= tc->val2[3]= tc->val2[4]=y-1; - } - else if(dir==2){ + } else if(dir==2){ tc->val1[0]= tc->val1[1]= tc->val1[2]= @@ -14013,8 +13922,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; - } - else if(dir==4){ + } else if(dir==4){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; @@ -14025,8 +13933,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]= tc->val2[3]= tc->val2[4]=y+1; - } - else if(dir==6){ + } else if(dir==6){ tc->val1[0]= tc->val1[1]= tc->val1[2]= @@ -14037,8 +13944,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; - } - else if(dir==1){ + } else if(dir==1){ tc->val1[0]=x-1; tc->val1[1]=x; tc->val1[2]=x+1; @@ -14049,8 +13955,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; - } - else if(dir==3){ + } else if(dir==3){ tc->val1[0]=x+3; tc->val1[1]=x+2; tc->val1[2]=x+1; @@ -14061,8 +13966,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]=y+1; tc->val2[3]=y+2; tc->val2[4]=y+3; - } - else if(dir==5){ + } else if(dir==5){ tc->val1[0]=x+1; tc->val1[1]=x; tc->val1[2]=x-1; @@ -14073,8 +13977,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in tc->val2[2]=y+1; tc->val2[3]=y; tc->val2[4]=y-1; - } - else if(dir==7){ + } else if(dir==7){ tc->val1[0]=x-3; tc->val1[1]=x-2; tc->val1[2]=x-1; @@ -14089,15 +13992,12 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in } -static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) -{ +void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { int c; nullpo_retv(tc); - for( c = 0; c < 5; c++ ) - { - switch( dir ) - { + 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; @@ -14116,29 +14016,29 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s uint8 dir = map_calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; - skill_brandishspear_first(&tc,dir,x,y); - skill_brandishspear_dir(&tc,dir,4); + skill->brandishspear_first(&tc,dir,x,y); + skill->brandishspear_dir(&tc,dir,4); skill_area_temp[1] = bl->id; if(skill_lv > 9){ for(c=1;c<4;c++){ - map_foreachincell(skill_area_sub, + map_foreachincell(skill->area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, skill->castend_damage_id); } } if(skill_lv > 6){ - skill_brandishspear_dir(&tc,dir,-1); + skill->brandishspear_dir(&tc,dir,-1); n--; - }else{ - skill_brandishspear_dir(&tc,dir,-2); + } else { + skill->brandishspear_dir(&tc,dir,-2); n-=2; } if(skill_lv > 3){ for(c=0;c<5;c++){ - map_foreachincell(skill_area_sub, + map_foreachincell(skill->area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, skill->castend_damage_id); @@ -14149,8 +14049,8 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s } } for(c=0;c<10;c++){ - if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); - map_foreachincell(skill_area_sub, + if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); + map_foreachincell(skill->area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); @@ -14345,8 +14245,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id) /*========================================== * Sitting skills functions. *------------------------------------------*/ -static int skill_sit_count (struct block_list *bl, va_list ap) -{ +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; @@ -14363,8 +14262,7 @@ static int skill_sit_count (struct block_list *bl, va_list ap) return 0; } -static int skill_sit_in (struct block_list *bl, va_list ap) -{ +int skill_sit_in (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); @@ -14376,8 +14274,7 @@ static int skill_sit_in (struct block_list *bl, va_list ap) 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 )) - { + 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); @@ -14386,8 +14283,7 @@ static int skill_sit_in (struct block_list *bl, va_list ap) return 0; } -static int skill_sit_out (struct block_list *bl, va_list ap) -{ +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; @@ -14430,11 +14326,11 @@ int skill_sit (struct map_session_data *sd, int type) 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); + 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); + 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; } @@ -14442,8 +14338,7 @@ int skill_sit (struct map_session_data *sd, int type) /*========================================== * *------------------------------------------*/ -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; uint16 skill_id,skill_lv; unsigned int tick; @@ -14475,9 +14370,8 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) /*========================================== * *------------------------------------------*/ -static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) -{ - int range = skill_get_unit_range(skill_id,skill_lv); +void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { + int range = skill->get_unit_range(skill_id,skill_lv); int x,y; for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) @@ -14516,16 +14410,16 @@ int skill_attack_area (struct block_list *bl, va_list ap) switch (skill_id) { - case WZ_FROSTNOVA: //Skills that don't require the animation to be removed - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - default: - //Area-splash, disable skill animation. - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + case WZ_FROSTNOVA: //Skills that don't require the animation to be removed + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + default: + //Area-splash, disable skill animation. + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); } } /*========================================== @@ -14541,8 +14435,7 @@ int skill_clear_group (struct block_list *bl, int flag) 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++) - { + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { switch (ud->skillunit[i]->skill_id) { case SA_DELUGE: case SA_VOLCANO: @@ -14576,8 +14469,7 @@ int skill_clear_group (struct block_list *bl, int flag) /*========================================== * Returns the first element field found [Skotlex] *------------------------------------------*/ -struct skill_unit_group *skill_locate_element_field(struct block_list *bl) -{ +struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { struct unit_data *ud = unit_bl2ud(bl); int i; nullpo_ret(bl); @@ -14599,8 +14491,7 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) } // 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; nullpo_ret(bl); @@ -14615,8 +14506,7 @@ int skill_graffitiremover (struct block_list *bl, va_list ap) 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; @@ -14655,13 +14545,11 @@ int skill_detonator(struct block_list *bl, va_list ap) case UNT_CLUSTERBOMB: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: - if( unit_id == UNT_TALKIEBOX ) - { + 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); + } 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; @@ -14675,8 +14563,7 @@ int skill_detonator(struct block_list *bl, va_list ap) /*========================================== * *------------------------------------------*/ -static int skill_cell_overlap(struct block_list *bl, va_list ap) -{ +int skill_cell_overlap(struct block_list *bl, va_list ap) { uint16 skill_id; int *alive; struct skill_unit *unit; @@ -14801,8 +14688,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) /*========================================== * *------------------------------------------*/ -static int skill_trap_splash (struct block_list *bl, va_list ap) -{ +int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; struct skill_unit *unit; @@ -14909,23 +14795,16 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce wall = false; } - if( sce ) - { - if( !wall ) - { + 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 + 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 + } else { + if( !(sce->val4&1) ) { //Add wall speed bonus sce->val4|=1; status_calc_bl(bl,SCB_SPEED); } @@ -14940,23 +14819,18 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; bool wall = true; - if( bl->type == BL_PC ) - { //Check for walls. + 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 ) { + if( !wall ) { if( sce->val1 < 3 ) //End camouflage. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - else - if( sce->val3&1 ) - { //Remove wall bonus + else if( sce->val3&1 ) { //Remove wall bonus sce->val3&=~1; status_calc_bl(bl,SCB_SPEED); } @@ -14999,21 +14873,21 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int 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); + 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); + 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); + 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); + 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); + skill->dance_overlap(unit, 1); break; } @@ -15036,11 +14910,11 @@ int skill_delunit (struct skill_unit* unit) { nullpo_ret(group=unit->group); if( group->state.song_dance&0x1 ) //Cancel dissonance effect. - skill_dance_overlap(unit, 0); + 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); + 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) { @@ -15053,14 +14927,14 @@ int skill_delunit (struct skill_unit* unit) { 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); + 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); + 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); + skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; case RA_ELECTRICSHOCKER: { struct block_list* target = map_id2bl(group->val2); @@ -15069,7 +14943,7 @@ int skill_delunit (struct skill_unit* unit) { } break; case SC_MAELSTROM: - skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); + 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 @@ -15139,8 +15013,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, // find a free spot to store the new unit group ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); - if(i == MAX_SKILLUNITGROUP) - { + if(i == MAX_SKILLUNITGROUP) { // array is full, make room by discarding oldest group int j=0; unsigned maxdiff=0,x,tick=gettick(); @@ -15295,8 +15168,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin skill->delunit(&group->unit[i]); // clear Talkie-box string - if( group->valstr != NULL ) - { + if( group->valstr != NULL ) { aFree(group->valstr); group->valstr = NULL; } @@ -15338,8 +15210,7 @@ int skill_clear_unitgroup (struct block_list *src) /*========================================== * *------------------------------------------*/ -struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) -{ +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; @@ -15379,8 +15250,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis /*========================================== * *------------------------------------------*/ -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); @@ -15396,7 +15266,7 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) 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; } @@ -15404,8 +15274,7 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) /** * @see DBApply */ -static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) -{ +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); @@ -15484,7 +15353,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) 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); + 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: @@ -15512,7 +15381,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) 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); + 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; @@ -15521,7 +15390,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) 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); + 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; } @@ -15544,11 +15413,8 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) default: skill->delunit(unit); } - } - else - {// skill unit is still active - switch( group->unit_id ) - { + } 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 @@ -15578,7 +15444,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) 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); + 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; @@ -15597,41 +15463,38 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) if( !group || !unit->alive ) return 0; - dissonance = skill_dance_switch(unit, 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); + 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); + 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 ) - { + else if( group->unit_id == UNT_TATAMIGAESHI ) { unit->range = -1; //Disable processed cell. - if (--group->val1 <= 0) // number of live cells - { //All tiles were processed, disable skill. + 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); + 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) -{ +int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) { 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(); @@ -15642,8 +15505,7 @@ static int skill_unit_temp[20]; // temporary storage for tracking skill unit sk /*========================================== * *------------------------------------------*/ -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; @@ -15663,35 +15525,28 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) 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); + 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); + 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. + 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. + } 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; @@ -15702,30 +15557,23 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) } if( flag&4 ) - skill_unit_onleft(skill_id,target,tick); + skill->unit_onleft(skill_id,target,tick); } - if( dissonance ) skill_dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(unit, 1); return 0; - } - else - { - if( flag&1 ) - { + } else { + if( flag&1 ) { int result = skill->unit_onplace(unit,target,tick); - if( flag&2 && result ) - { //Clear skill ids we have stored in onout. + 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 - { + } else { int result = skill->unit_onout(unit,target,tick); - if( flag&2 && result ) - { //Store this unit id. + 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; @@ -15737,10 +15585,10 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) //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( dissonance ) skill->dance_switch(unit, 1); if( flag&4 ) - skill_unit_onleft(skill_id,target,tick); + skill->unit_onleft(skill_id,target,tick); return 1; } @@ -15760,19 +15608,17 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { if( bl->prev == NULL ) return 0; - if( flag&2 && !(flag&1) ) - { //Onout, clear data + 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. + 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); + skill->unit_onleft(skill_unit_temp[i], bl, tick); } return 0; @@ -15831,8 +15677,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d 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); + 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]) @@ -15861,9 +15707,9 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d } 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); + 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); + map_foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); } } aFree(m_flag); @@ -16589,22 +16435,17 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) { return 0; } -static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) -{ +void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { struct status_change *sc = status_get_sc(bl); // non-offensive and non-magic skills do not affect the status if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) return; - if (sc && sc->count && sc->data[SC_MAGICPOWER]) - { - if (sc->data[SC_MAGICPOWER]->val4) - { + if (sc && sc->count && sc->data[SC_MAGICPOWER]) { + if (sc->data[SC_MAGICPOWER]->val4) { status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); - } - else - { + } else { sc->data[SC_MAGICPOWER]->val4 = 1; status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER)); #ifndef RENEWAL @@ -16684,9 +16525,8 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { 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 ) - { + 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; } @@ -16843,7 +16683,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite /** * for Royal Guard's LG_TRAMPLE **/ -static int skill_destroy_trap( struct block_list *bl, va_list ap ) { +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; @@ -16863,7 +16703,7 @@ static int skill_destroy_trap( struct block_list *bl, va_list ap ) { 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); + 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. @@ -16874,8 +16714,7 @@ static int skill_destroy_trap( struct block_list *bl, va_list ap ) { /*========================================== * *------------------------------------------*/ -int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) -{ +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; @@ -16938,10 +16777,8 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, if( battle_config.display_status_timers ) clif_skill_cooldown(sd, idx, 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 + 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 ); } @@ -16953,12 +16790,11 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, cd->cursor++; } - sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx)); + sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill->blockpc_end,sd->bl.id,idx)); return 0; } -int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn] -{ +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; @@ -16967,8 +16803,7 @@ int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[o return 1; } -int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn] -{ +int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { //[orn] uint16 idx = skill->get_index(skill_id); nullpo_retr (-1, hd); @@ -16981,11 +16816,10 @@ int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[ return -1; } hd->blockskill[idx] = 1; - return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx); + return add_timer(gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); } -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; @@ -17007,7 +16841,7 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) return -1; } md->blockskill[idx] = 1; - return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx); + return add_timer(gettick() + tick, skill->blockmerc_end, md->bl.id, idx); } /** * Adds a new skill unit entry for this player to recast after map load @@ -17043,12 +16877,10 @@ void skill_usave_trigger(struct map_session_data *sd) { /* * */ -int skill_split_str (char *str, char **val, int num) -{ +int skill_split_str (char *str, char **val, int num) { int i; - for( i = 0; i < num && str; i++ ) - { + for( i = 0; i < num && str; i++ ) { val[i] = str; str = strchr(str,','); if( str ) @@ -17060,8 +16892,7 @@ int skill_split_str (char *str, char **val, int num) /* * */ -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++) { @@ -17073,15 +16904,13 @@ int skill_split_atoi (char *str, int *val) } if(i==0) //No data found. return 0; - if(i==1) - { //Single value, have the whole range have the same value. + 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++) - { + 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) @@ -17090,8 +16919,7 @@ int skill_split_atoi (char *str, int *val) if (j>=step) //No match, try next step. continue; - for(; i < MAX_SKILL_LEVEL; i++) - { //Apply linear increase + 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; } @@ -17107,8 +16935,7 @@ int skill_split_atoi (char *str, int *val) /* * */ -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)); @@ -17396,8 +17223,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { inf = skill->get_inf2(skill_id); if( inf == INF2_SONG_DANCE || /*skill->get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) return 1; // Can't do it. - switch( skill_id ) - { + switch( skill_id ) { case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR: case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER: @@ -17432,7 +17258,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { } break; case SC_KAGEHUMI: - switch(skill_id){ + switch(skill_id) { case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM: case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING: case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL: @@ -17471,14 +17297,12 @@ void skill_cooldown_load(struct map_session_data * sd) // 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 + 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++ ) - { + 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 ); } @@ -17488,9 +17312,8 @@ void skill_cooldown_load(struct map_session_data * sd) * sub-function of DB reading. * 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 +bool skill_parse_row_skilldb(char* split[], int columns, int current) { +// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description uint16 skill_id = atoi(split[0]); uint16 idx; if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) @@ -17505,14 +17328,14 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current) if( !idx ) // invalid skill id return false; - skill_split_atoi(split[1],skill_db[idx].range); + skill->split_atoi(split[1],skill_db[idx].range); skill_db[idx].hit = atoi(split[2]); skill_db[idx].inf = atoi(split[3]); - skill_split_atoi(split[4],skill_db[idx].element); + skill->split_atoi(split[4],skill_db[idx].element); skill_db[idx].nk = (int)strtol(split[5], NULL, 0); - skill_split_atoi(split[6],skill_db[idx].splash); + skill->split_atoi(split[6],skill_db[idx].splash); skill_db[idx].max = atoi(split[7]); - skill_split_atoi(split[8],skill_db[idx].num); + skill->split_atoi(split[8],skill_db[idx].num); if( strcmpi(split[9],"yes") == 0 ) skill_db[idx].castcancel = 1; @@ -17520,7 +17343,7 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current) skill_db[idx].castcancel = 0; skill_db[idx].cast_def_rate = atoi(split[10]); skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0); - skill_split_atoi(split[12],skill_db[idx].maxcount); + skill->split_atoi(split[12],skill_db[idx].maxcount); if( strcmpi(split[13],"weapon") == 0 ) skill_db[idx].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) @@ -17529,7 +17352,7 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current) skill_db[idx].skill_type = BF_MISC; else skill_db[idx].skill_type = 0; - skill_split_atoi(split[14],skill_db[idx].blewcount); + skill->split_atoi(split[14],skill_db[idx].blewcount); safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name)); safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc)); strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id); @@ -17537,8 +17360,8 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current) return true; } -static bool skill_parse_row_requiredb(char* split[], int columns, int current) -{// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 +bool skill_parse_row_requiredb(char* split[], int columns, int current) { +// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 char* p; int j; @@ -17547,24 +17370,21 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) if( !idx ) // invalid skill id return false; - skill_split_atoi(split[1],skill_db[idx].hp); - skill_split_atoi(split[2],skill_db[idx].mhp); - skill_split_atoi(split[3],skill_db[idx].sp); - skill_split_atoi(split[4],skill_db[idx].hp_rate); - skill_split_atoi(split[5],skill_db[idx].sp_rate); - skill_split_atoi(split[6],skill_db[idx].zeny); + skill->split_atoi(split[1],skill_db[idx].hp); + skill->split_atoi(split[2],skill_db[idx].mhp); + skill->split_atoi(split[3],skill_db[idx].sp); + skill->split_atoi(split[4],skill_db[idx].hp_rate); + skill->split_atoi(split[5],skill_db[idx].sp_rate); + skill->split_atoi(split[6],skill_db[idx].zeny); //Wich weapon type are required, see doc/item_db for types p = split[7]; - for( j = 0; j < 32; j++ ) - { + for( j = 0; j < 32; j++ ) { int l = atoi(p); - if( l == 99 ) // Any weapon - { + if( l == 99 ) { // Any weapon skill_db[idx].weapon = 0; break; - } - else + } else skill_db[idx].weapon |= 1<<l; p = strchr(p,':'); if(!p) @@ -17574,22 +17394,19 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) //FIXME: document this p = split[8]; - for( j = 0; j < 32; j++ ) - { + for( j = 0; j < 32; j++ ) { int l = atoi(p); - if( l == 99 ) // Any ammo type - { + if( l == 99 ) { // Any ammo type skill_db[idx].ammo = 0xFFFFFFFF; break; - } - else if( l ) // 0 stands for no requirement + } else if( l ) // 0 stands for no requirement skill_db[idx].ammo |= 1<<l; p = strchr(p,':'); if( !p ) break; p++; } - skill_split_atoi(split[9],skill_db[idx].ammo_qty); + skill->split_atoi(split[9],skill_db[idx].ammo_qty); if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING; else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING; @@ -17619,7 +17436,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) **/ else skill_db[idx].state = ST_NONE; - skill_split_atoi(split[11],skill_db[idx].spiritball); + skill->split_atoi(split[11],skill_db[idx].spiritball); for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { skill_db[idx].itemid[j] = atoi(split[12+ 2*j]); skill_db[idx].amount[j] = atoi(split[13+ 2*j]); @@ -17628,41 +17445,41 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) return true; } -static bool skill_parse_row_castdb(char* split[], int columns, int current) -{// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 +bool skill_parse_row_castdb(char* split[], int columns, int current) { +// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; - skill_split_atoi(split[1],skill_db[idx].cast); - skill_split_atoi(split[2],skill_db[idx].delay); - skill_split_atoi(split[3],skill_db[idx].walkdelay); - skill_split_atoi(split[4],skill_db[idx].upkeep_time); - skill_split_atoi(split[5],skill_db[idx].upkeep_time2); - skill_split_atoi(split[6],skill_db[idx].cooldown); + skill->split_atoi(split[1],skill_db[idx].cast); + skill->split_atoi(split[2],skill_db[idx].delay); + skill->split_atoi(split[3],skill_db[idx].walkdelay); + skill->split_atoi(split[4],skill_db[idx].upkeep_time); + skill->split_atoi(split[5],skill_db[idx].upkeep_time2); + skill->split_atoi(split[6],skill_db[idx].cooldown); #ifdef RENEWAL_CAST - skill_split_atoi(split[7],skill_db[idx].fixed_cast); + skill->split_atoi(split[7],skill_db[idx].fixed_cast); #endif return true; } -static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) -{// Skill id,Cast,Delay (optional) +bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { +// Skill id,Cast,Delay (optional) uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; - skill_split_atoi(split[1],skill_db[idx].castnodex); + skill->split_atoi(split[1],skill_db[idx].castnodex); if( split[2] ) // optional column - skill_split_atoi(split[2],skill_db[idx].delaynodex); + skill->split_atoi(split[2],skill_db[idx].delaynodex); return true; } -static bool skill_parse_row_nocastdb(char* split[], int columns, int current) -{// skill_id,Flag +bool skill_parse_row_nocastdb(char* split[], int columns, int current) { +// skill_id,Flag uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id @@ -17673,8 +17490,8 @@ static bool skill_parse_row_nocastdb(char* split[], int columns, int current) 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 +bool skill_parse_row_unitdb(char* split[], int columns, int current) { +// ID,unit ID,unit ID 2,layout,range,interval,target,flag uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id @@ -17682,8 +17499,8 @@ static bool skill_parse_row_unitdb(char* split[], int columns, int current) skill_db[idx].unit_id[0] = strtol(split[1],NULL,16); skill_db[idx].unit_id[1] = strtol(split[2],NULL,16); - skill_split_atoi(split[3],skill_db[idx].unit_layout_type); - skill_split_atoi(split[4],skill_db[idx].unit_range); + skill->split_atoi(split[3],skill_db[idx].unit_layout_type); + skill->split_atoi(split[4],skill_db[idx].unit_range); skill_db[idx].unit_interval = atoi(split[5]); if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY; @@ -17714,8 +17531,8 @@ static bool skill_parse_row_unitdb(char* split[], int columns, int current) return true; } -static bool skill_parse_row_producedb(char* split[], int columns, int current) -{// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... +bool skill_parse_row_producedb(char* split[], int columns, int current) { +// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... int x,y; int i = atoi(split[0]); @@ -17727,8 +17544,7 @@ static bool skill_parse_row_producedb(char* split[], int columns, int current) 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++ ) - { + 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]); } @@ -17736,8 +17552,8 @@ static bool skill_parse_row_producedb(char* split[], int columns, int current) return true; } -static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) -{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 +bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { +// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 int x,y; int i = atoi(split[0]); @@ -17746,16 +17562,15 @@ static bool skill_parse_row_createarrowdb(char* split[], int columns, int curren 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++ ) - { + for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { skill_arrow_db[current].cre_id[y] = atoi(split[x]); skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]); } return true; } -static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) -{// skill_id,PreservePoints +bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { +// skill_id,PreservePoints uint16 skill_id = atoi(split[0]); int points = atoi(split[1]); @@ -17767,8 +17582,7 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id)); if( points < 1 ) ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); - else - { + else { skill_spellbook_db[current].skill_id = skill_id; skill_spellbook_db[current].point = points; skill_spellbook_db[current].nameid = nameid; @@ -17778,8 +17592,8 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) return false; } -static bool skill_parse_row_improvisedb(char* split[], int columns, int current) -{// SkillID,Rate +bool skill_parse_row_improvisedb(char* split[], int columns, int current) { +// SkillID,Rate uint16 skill_id = atoi(split[0]); short j = atoi(split[1]); @@ -17803,17 +17617,15 @@ static bool skill_parse_row_improvisedb(char* split[], int columns, int current) return true; } -static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) -{// SkillID +bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { +// SkillID uint16 skill_id = atoi(split[0]); - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) - { + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); return false; } - if ( !skill->get_inf(skill_id) ) - { + if ( !skill->get_inf(skill_id) ) { ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); return false; } @@ -17823,7 +17635,7 @@ static bool skill_parse_row_magicmushroomdb(char* split[], int column, int curre return true; } -static bool skill_parse_row_reproducedb(char* split[], int column, int current) { +bool skill_parse_row_reproducedb(char* split[], int column, int current) { uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) @@ -17835,16 +17647,14 @@ static bool skill_parse_row_reproducedb(char* split[], int column, int current) } -static bool skill_parse_row_abradb(char* split[], int columns, int current) -{// skill_id,DummyName,RequiredHocusPocusLevel,Rate +bool skill_parse_row_abradb(char* split[], int columns, int current) { +// skill_id,DummyName,RequiredHocusPocusLevel,Rate uint16 skill_id = atoi(split[0]); - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) - { + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { ShowError("abra_db: Invalid skill ID %d\n", skill_id); return false; } - if ( !skill->get_inf(skill_id) ) - { + if ( !skill->get_inf(skill_id) ) { ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); return false; } @@ -17856,8 +17666,8 @@ static bool skill_parse_row_abradb(char* split[], int columns, int current) return true; } -static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) -{// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 +bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { +// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 uint16 skill_id = atoi(split[0]); short j = atoi(split[1]); int x,y; @@ -17880,8 +17690,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur skill_changematerial_db[current].itemid = skill_id; skill_changematerial_db[current].rate = j; - for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) - { + 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]); } @@ -17901,8 +17710,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur * create_arrow_db.txt * abra_db.txt *------------------------------*/ -static void skill_readdb(void) -{ +void skill_readdb(void) { // init skill db structures db_clear(skilldb_name2id); memset(skill_db,0,sizeof(skill_db)); @@ -17918,36 +17726,36 @@ static void skill_readdb(void) 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); + 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_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); + 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); + 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); + 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, "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(); + skill->read_db(); /* 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) ) @@ -17962,7 +17770,7 @@ void skill_reload (void) { int do_init_skill (void) { skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); - skill_readdb(); + skill->read_db(); group_db = idb_alloc(DB_OPT_BASE); skillunit_db = idb_alloc(DB_OPT_BASE); @@ -17971,13 +17779,13 @@ int do_init_skill (void) 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->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->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; } @@ -17999,6 +17807,7 @@ void skill_defaults(void) { skill->init = do_init_skill; skill->final = do_final_skill; skill->reload = skill_reload; + skill->read_db = skill_readdb; /* accesssors */ skill->get_index = skill_get_index; skill->get_type = skill_get_type; @@ -18037,9 +17846,14 @@ void skill_defaults(void) { skill->get_unit_target = skill_get_unit_target; skill->get_unit_interval = skill_get_unit_interval; skill->get_unit_bl_target = skill_get_unit_bl_target; + skill->get_spiritball = skill_get_spiritball; + skill->get_unit_layout_type = skill_get_unit_layout_type; + skill->get_unit_range = skill_get_unit_range; + skill->get_cooldown = skill_get_cooldown; skill->tree_get_max = skill_tree_get_max; skill->get_name = skill_get_name; skill->get_desc = skill_get_desc; + skill->chk = skill_chk; skill->get_casttype = skill_get_casttype; skill->name2id = skill_name2id; skill->isammotype = skill_isammotype; @@ -18103,6 +17917,67 @@ void skill_defaults(void) { skill->blockmerc_start = skill_blockmerc_start; skill->attack = skill_attack; skill->attack_area = skill_attack_area; + skill->area_sub = skill_area_sub; + skill->area_sub_count = skill_area_sub_count; + skill->check_unit_range = skill_check_unit_range; + skill->check_unit_range_sub = skill_check_unit_range_sub; + skill->check_unit_range2 = skill_check_unit_range2; + skill->check_unit_range2_sub = skill_check_unit_range2_sub; + skill->toggle_magicpower = skill_toggle_magicpower; + skill->magic_reflect = skill_magic_reflect; + skill->onskillusage = skill_onskillusage; + skill->cell_overlap = skill_cell_overlap; + skill->timerskill = skill_timerskill; + skill->trap_splash = skill_trap_splash; + skill->check_condition_mercenary = skill_check_condition_mercenary; + skill->locate_element_field = skill_locate_element_field; + skill->graffitiremover = skill_graffitiremover; + skill->activate_reverberation = skill_activate_reverbetion; + skill->dance_overlap = skill_dance_overlap; + skill->dance_overlap_sub = skill_dance_overlap_sub; + skill->get_unit_layout = skill_get_unit_layout; + skill->frostjoke_scream = skill_frostjoke_scream; + skill->greed = skill_greed; + skill->destroy_trap = skill_destroy_trap; + skill->icewall_block = skill_icewall_block; + skill->unitgrouptickset_search = skill_unitgrouptickset_search; + skill->dance_switch = skill_dance_switch; + skill->check_condition_char_sub = skill_check_condition_char_sub; + skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; + skill->brandishspear_first = skill_brandishspear_first; + skill->brandishspear_dir = skill_brandishspear_dir; +#ifdef RENEWAL_CAST + skill->get_fixed_cast = skill_get_fixed_cast; +#endif + skill->sit_count = skill_sit_count; + skill->sit_in = skill_sit_in; + skill->sit_out = skill_sit_out; + skill->unitsetmapcell = skill_unitsetmapcell; + skill->unit_onplace_timer = skill_unit_onplace_timer; + skill->unit_effect = skill_unit_effect; + skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace; + skill->unit_move_sub = skill_unit_move_sub; + skill->blockpc_end = skill_blockpc_end; + skill->blockhomun_end = skill_blockhomun_end; + skill->blockmerc_end = skill_blockmerc_end; + skill->split_atoi = skill_split_atoi; + skill->unit_timer = skill_unit_timer; + skill->unit_timer_sub = skill_unit_timer_sub; + skill->init_unit_layout = skill_init_unit_layout; + skill->parse_row_skilldb = skill_parse_row_skilldb; + skill->parse_row_requiredb = skill_parse_row_requiredb; + skill->parse_row_castdb = skill_parse_row_castdb; + skill->parse_row_castnodexdb = skill_parse_row_castnodexdb; + skill->parse_row_unitdb = skill_parse_row_unitdb; + skill->parse_row_nocastdb = skill_parse_row_nocastdb; + skill->parse_row_producedb = skill_parse_row_producedb; + skill->parse_row_createarrowdb = skill_parse_row_createarrowdb; + skill->parse_row_abradb = skill_parse_row_abradb; + skill->parse_row_spellbookdb = skill_parse_row_spellbookdb; + skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb; + skill->parse_row_reproducedb = skill_parse_row_reproducedb; + skill->parse_row_improvisedb = skill_parse_row_improvisedb; + skill->parse_row_changematerialdb = skill_parse_row_changematerialdb; skill->usave_add = skill_usave_add; skill->usave_trigger = skill_usave_trigger; skill->cooldown_load = skill_cooldown_load; |