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author | Michieru <Michieru@users.noreply.github.com> | 2015-01-10 19:03:17 +0100 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2015-01-10 19:03:17 +0100 |
commit | 9881d5a0554d72be30109dfeee29390fdbdc799a (patch) | |
tree | dabf24321a1c1fff90e6c7f3dae0db6df7f83949 /src/map | |
parent | a1ab053b3b397e8db27f82c66fb53f51a59ba5e8 (diff) | |
download | hercules-9881d5a0554d72be30109dfeee29390fdbdc799a.tar.gz hercules-9881d5a0554d72be30109dfeee29390fdbdc799a.tar.bz2 hercules-9881d5a0554d72be30109dfeee29390fdbdc799a.tar.xz hercules-9881d5a0554d72be30109dfeee29390fdbdc799a.zip |
Add new eclage skills used in items
Update item_db to episode 14.2
Update eclage mobs spawn to official
Update eclage mobs to official
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/skill.c | 38105 |
1 files changed, 19073 insertions, 19032 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index a89f61a49..790e86134 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1,19032 +1,19073 @@ -// Copyright (c) Hercules Dev Team, licensed under GNU GPL. -// See the LICENSE file -// Portions Copyright (c) Athena Dev Teams - -#define HERCULES_CORE - -#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION() -#include "skill.h" - -#include <math.h> -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <time.h> - -#include "battle.h" -#include "battleground.h" -#include "chrif.h" -#include "clif.h" -#include "date.h" -#include "elemental.h" -#include "guild.h" -#include "homunculus.h" -#include "intif.h" -#include "itemdb.h" -#include "log.h" -#include "map.h" -#include "mercenary.h" -#include "mob.h" -#include "npc.h" -#include "party.h" -#include "path.h" -#include "pc.h" -#include "pet.h" -#include "script.h" -#include "status.h" -#include "unit.h" -#include "../common/cbasetypes.h" -#include "../common/ers.h" -#include "../common/malloc.h" -#include "../common/nullpo.h" -#include "../common/random.h" -#include "../common/showmsg.h" -#include "../common/strlib.h" -#include "../common/timer.h" -#include "../common/utils.h" - -#define SKILLUNITTIMER_INTERVAL 100 - -// ranges reserved for mapping skill ids to skilldb offsets -#define HM_SKILLRANGEMIN 750 -#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) -#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) -#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) -#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) -#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) -#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) -#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) - -#if GD_SKILLRANGEMAX > 999 - #error GD_SKILLRANGEMAX is greater than 999 -#endif - -struct skill_interface skill_s; - -//Since only mob-casted splash skills can hit ice-walls -static inline int splash_target(struct block_list* bl) { -#ifndef RENEWAL - return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; -#else // Some skills can now hit ground skills(traps, ice wall & etc.) - return BL_SKILL|BL_CHAR; -#endif -} - -/// Returns the id of the skill, or 0 if not found. -int skill_name2id(const char* name) { - if( name == NULL ) - return 0; - - return strdb_iget(skill->name2id_db, name); -} - -/// Maps skill ids to skill db offsets. -/// Returns the skill's array index, or 0 (Unknown Skill). -int skill_get_index( uint16 skill_id ) { - // avoid ranges reserved for mapping guild/homun/mercenary skills - if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) - || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) - || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) - || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) - return 0; - - // map skill id to skill db index - if( skill_id >= GD_SKILLBASE ) - skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; - else if( skill_id >= EL_SKILLBASE ) - skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; - else if( skill_id >= MC_SKILLBASE ) - skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; - else if( skill_id >= HM_SKILLBASE ) - skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; - //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/ - else if( skill_id > 1019 && skill_id < 8001 ) { - if( skill_id < 2058 ) // 1020 - 2000 are empty - skill_id = 1020 + skill_id - 2001; - else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57 - skill_id = (1077) + skill_id - 2201; - else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348 - skill_id = (1425) + skill_id - 3001; - else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35 - skill_id = (1460) + skill_id - 5001; - else - ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id); - } - - // validate result - if( !skill_id || skill_id >= MAX_SKILL_DB ) - return 0; - - return skill_id; -} - -const char* skill_get_name( uint16 skill_id ) { - return skill->db[skill->get_index(skill_id)].name; -} - -const char* skill_get_desc( uint16 skill_id ) { - return skill->db[skill->get_index(skill_id)].desc; -} - -// out of bounds error checking [celest] -void skill_chk(uint16* skill_id) { - *skill_id = skill->get_index(*skill_id); // checks/adjusts id -} - -#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0) -#define skill_get2(var,id,lv) do { \ - skill->chk(&(id)); \ - if(!(id)) return 0; \ - if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \ - int lv2__ = (lv); (lv) = skill->db[(id)].max; \ - return (var) + ((lv2__-(lv))/2);\ - } \ - return (var);\ -} while(0) -#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1) -// Skill DB -int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); } -int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } -int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } -int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } -int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } -int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } -int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } -int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); } -int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); } -int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } -int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } -int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); } -int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } -int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } -int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } -int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } -int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); } -int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); } -int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } -int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); } -int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { -#ifdef RENEWAL_CAST - skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); -#else - return 0; -#endif -} -int skill_tree_get_max(uint16 skill_id, int b_class) -{ - int i; - b_class = pc->class2idx(b_class); - - ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id ); - if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id ) - return pc->skill_tree[b_class][i].max; - else - return skill->get_max(skill_id); -} - -int skill_get_casttype (uint16 skill_id) { - int inf = skill->get_inf(skill_id); - if (inf&(INF_GROUND_SKILL)) - return CAST_GROUND; - if (inf&INF_SUPPORT_SKILL) - return CAST_NODAMAGE; - if (inf&INF_SELF_SKILL) { - if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) - return CAST_DAMAGE; //Combo skill. - return CAST_NODAMAGE; - } - if (skill->get_nk(skill_id)&NK_NO_DAMAGE) - return CAST_NODAMAGE; - return CAST_DAMAGE; -} - -int skill_get_casttype2 (uint16 index) { - int inf = skill->db[index].inf; - if (inf&(INF_GROUND_SKILL)) - return CAST_GROUND; - if (inf&INF_SUPPORT_SKILL) - return CAST_NODAMAGE; - if (inf&INF_SELF_SKILL) { - if(skill->db[index].inf2&INF2_NO_TARGET_SELF) - return CAST_DAMAGE; //Combo skill. - return CAST_NODAMAGE; - } - if (skill->db[index].nk&NK_NO_DAMAGE) - return CAST_NODAMAGE; - return CAST_DAMAGE; -} - -//Returns actual skill range taking into account attack range and AC_OWL [Skotlex] -int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { - int range; - if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) - return 9; //Mobs have a range of 9 regardless of skill used. - - range = skill->get_range(skill_id, skill_lv); - - if( range < 0 ) { - if( battle_config.use_weapon_skill_range&bl->type ) - return status_get_range(bl); - range *=-1; - } - - //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE - switch( skill_id ) { - case AC_SHOWER: - case MA_SHOWER: - case AC_DOUBLE: - case MA_DOUBLE: - case HT_BLITZBEAT: - case AC_CHARGEARROW: - case MA_CHARGEARROW: - case SN_FALCONASSAULT: - case HT_POWER: - /** - * Ranger - **/ - case RA_ARROWSTORM: - case RA_AIMEDBOLT: - case RA_WUGBITE: - if( bl->type == BL_PC ) - range += pc->checkskill((TBL_PC*)bl, AC_VULTURE); - else - range += 10; //Assume level 10? - break; - // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] - case GS_RAPIDSHOWER: - case GS_PIERCINGSHOT: - case GS_FULLBUSTER: - case GS_SPREADATTACK: - case GS_GROUNDDRIFT: - if (bl->type == BL_PC) - range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE); - else - range += 10; //Assume level 10? - break; - case NJ_KIRIKAGE: - if (bl->type == BL_PC) - range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); - break; - /** - * Warlock - **/ - case WL_WHITEIMPRISON: - case WL_SOULEXPANSION: - case WL_MARSHOFABYSS: - case WL_SIENNAEXECRATE: - case WL_DRAINLIFE: - case WL_CRIMSONROCK: - case WL_HELLINFERNO: - case WL_COMET: - case WL_CHAINLIGHTNING: - case WL_TETRAVORTEX: - case WL_EARTHSTRAIN: - case WL_RELEASE: - if( bl->type == BL_PC ) - range += pc->checkskill((TBL_PC*)bl, WL_RADIUS); - break; - /** - * Ranger Bonus - **/ - case HT_LANDMINE: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case RA_CLUSTERBOMB: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - if( bl->type == BL_PC ) - range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2; - } - - if( !range && bl->type != BL_PC ) - return 9; // Enable non players to use self skills on others. [Skotlex] - return range; -} - -int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { - int skill2_lv, hp; - struct map_session_data *sd = BL_CAST(BL_PC, src); - struct map_session_data *tsd = BL_CAST(BL_PC, target); - struct status_change* sc; - - nullpo_ret(src); - - switch( skill_id ) { - case BA_APPLEIDUN: -#ifdef RENEWAL - hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery -#else // not RENEWAL - hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery -#endif // RENEWAL - if( sd ) - hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); - break; - case PR_SANCTUARY: - hp = (skill_lv>6)?777:skill_lv*100; - break; - case NPC_EVILLAND: - hp = (skill_lv>6)?666:skill_lv*100; - break; - default: - if (skill_lv >= battle_config.max_heal_lv) - return battle_config.max_heal; -#ifdef RENEWAL - /** - * Renewal Heal Formula - * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK - **/ - hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; -#else // not RENEWAL - hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); -#endif // RENEWAL - if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) - hp += hp * skill2_lv * 2 / 100; - else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) - hp += hp * skill2_lv * 2 / 100; - break; - } - - if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) - hp >>= 1; - - if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) - hp += hp*skill2_lv/100; - - if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) - hp += hp*skill2_lv/100; - - sc = status->get_sc(src); - if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { - if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) - hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; - } - sc = status->get_sc(target); - if( sc && sc->count ) { - if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] - hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; - if( sc->data[SC_DEATHHURT] && heal ) - hp -= hp * 20/100; - if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) - hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] - if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) - hp += hp / 10; - if ( sc && sc->data[SC_VITALITYACTIVATION] ) - hp = hp * 150 / 100; - } - -#ifdef RENEWAL - // MATK part of the RE heal formula [malufett] - // Note: in this part matk bonuses from items or skills are not applied - switch( skill_id ) { - case BA_APPLEIDUN: - case PR_SANCTUARY: - case NPC_EVILLAND: - break; - default: - hp += status->get_matk(src, 3); - } -#endif // RENEWAL - return hp; -} - -// Making plagiarize check its own function [Aru] -int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) -{ - // Never copy NPC/Wedding Skills - if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) - return 0; - - // High-class skills - if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) - { - if(battle_config.copyskill_restrict == 2) - return 0; - else if(battle_config.copyskill_restrict) - return (sd->status.class_ == JOB_STALKER); - } - - //Added so plagarize can't copy agi/bless if you're undead since it damages you - if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING || - skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || - skill_id == MER_INCAGI || skill_id == MER_BLESSING)) - return 0; - - // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] - if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE))) - return 0; - // Reproduce will only copy skills according on the list. [Jobbie] - else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) - return 0; - - return 1; -} - -// [MouseJstr] - skill ok to cast? and when? -int skillnotok (uint16 skill_id, struct map_session_data *sd) -{ - int16 idx,m; - nullpo_retr (1, sd); - m = sd->bl.m; - idx = skill->get_index(skill_id); - - if (idx == 0) - return 1; // invalid skill id - - if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) ) - return 1; - - if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) - return 0; // can do any damn thing they want - - if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 ) - return 0; // Teleport lv 3 bypasses this check.[Inkfish] - - // Epoque: - // This code will compare the player's attack motion value which is influenced by ASPD before - // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as - // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. - if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && - DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) - {// attempted to cast a skill before the attack motion has finished - return 1; - } - - if (sd->blockskill[idx]) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); - return 1; - } - - /** - * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below - * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map - **/ - if( sd->skillitem == skill_id ) - return 0; - - if( sd->sc.data[SC_ALL_RIDING] ) - return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) - - switch (skill_id) { - case AL_WARP: - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if(map->list[m].flag.nowarp) { - clif->skill_mapinfomessage(sd,0); - return 1; - } - return 0; - case AL_TELEPORT: - case SC_FATALMENACE: - case SC_DIMENSIONDOOR: - if(map->list[m].flag.noteleport) { - clif->skill_mapinfomessage(sd,0); - return 1; - } - return 0; // gonna be checked in 'skill->castend_nodamage_id' - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - if (map->list[m].flag.nomemo) { - clif->skill_mapinfomessage(sd,1); - return 1; - } - break; - case MC_VENDING: - case ALL_BUYING_STORE: - if( npc->isnear(&sd->bl) ) { - // uncomment for more verbose message. - //char output[150]; - //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC." - //clif->message(sd->fd, output); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); - return 1; - } - case MC_IDENTIFY: - return 0; // always allowed - case WZ_ICEWALL: - // noicewall flag [Valaris] - if (map->list[m].flag.noicewall) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case GC_DARKILLUSION: - if( map_flag_gvg2(m) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case GD_EMERGENCYCALL: - if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1)) - || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4)) - || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle) - ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - - case SC_MANHOLE: - case WM_SOUND_OF_DESTRUCTION: - case WM_SATURDAY_NIGHT_FEVER: - case WM_LULLABY_DEEPSLEEP: - if( !map_flag_vs(m) ) { - clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. - return 1; - } - break; - - } - return (map->list[m].flag.noskill); -} - -int skillnotok_hom(uint16 skill_id, struct homun_data *hd) -{ - uint16 idx = skill->get_index(skill_id); - nullpo_retr(1,hd); - - if (idx == 0) - return 1; // invalid skill id - - if (hd->blockskill[idx] > 0) - return 1; - switch(skill_id){ - case MH_LIGHT_OF_REGENE: - if( homun->get_intimacy_grade(hd) != 4 ){ - if( hd->master ) - clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); - return 1; - } - break; - case MH_GOLDENE_FERSE: //can be used with angriff - if(hd->sc.data[SC_ANGRIFFS_MODUS]) - return 1; - case MH_ANGRIFFS_MODUS: - if(hd->sc.data[SC_GOLDENE_FERSE]) - return 1; - break; - } - - //Use master's criteria. - return skill->not_ok(skill_id, hd->master); -} - -int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) -{ - uint16 idx = skill->get_index(skill_id); - nullpo_retr(1,md); - - if( idx == 0 ) - return 1; // Invalid Skill ID - if( md->blockskill[idx] > 0 ) - return 1; - - return skill->not_ok(skill_id, md->master); -} - -struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { - int pos = skill->get_unit_layout_type(skill_id,skill_lv); - uint8 dir; - - if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { - ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); - pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout - } - - if (pos != -1) // simple single-definition layout - return &skill->unit_layout[pos]; - - dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction - - if (skill_id == MG_FIREWALL) - return &skill->unit_layout [skill->firewall_unit_pos + dir]; - else if (skill_id == WZ_ICEWALL) - return &skill->unit_layout [skill->icewall_unit_pos + dir]; - else if( skill_id == WL_EARTHSTRAIN ) //Warlock - return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; - - ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); - return &skill->unit_layout[0]; // default 1x1 layout -} - -/*========================================== - * - *------------------------------------------*/ -int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) { - struct map_session_data *sd, *dstsd; - struct mob_data *md, *dstmd; - struct status_data *sstatus, *tstatus; - struct status_change *sc, *tsc; - - int temp; - int rate; - - nullpo_ret(src); - nullpo_ret(bl); - - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest - - if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. - return 0; - - sd = BL_CAST(BL_PC, src); - md = BL_CAST(BL_MOB, src); - dstsd = BL_CAST(BL_PC, bl); - dstmd = BL_CAST(BL_MOB, bl); - - sc = status->get_sc(src); - tsc = status->get_sc(bl); - sstatus = status->get_status_data(src); - tstatus = status->get_status_data(bl); - if (!tsc) //skill additional effect is about adding effects to the target... - //So if the target can't be inflicted with statuses, this is pointless. - return 0; - - if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] - if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { - // Trigger status effects - enum sc_type type; - int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) { - rate = sd->addeff[i].rate; - if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] - rate += sd->addeff[i].arrow_rate; - if( !rate ) continue; - - if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) { - // Trigger has attack type consideration. - if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) || - (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) || - (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ; - else - continue; - } - - if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) { - // Trigger has range consideration. - if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || - (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) - continue; //Range Failed. - } - - type = sd->addeff[i].id; - temp = skill->get_time2(status->sc2skill(type),7); - - if (sd->addeff[i].flag&ATF_TARGET) - status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); - - if (sd->addeff[i].flag&ATF_SELF) - status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); - } - } - - if( skill_id ) { - // Trigger status effects on skills - enum sc_type type; - int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { - if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) - continue; - type = sd->addeff3[i].id; - temp = skill->get_time2(status->sc2skill(type),7); - - if( sd->addeff3[i].target&ATF_TARGET ) - status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); - if( sd->addeff3[i].target&ATF_SELF ) - status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); - } - } - } - - if( dmg_lv < ATK_DEF ) // no damage, return; - return 0; - - switch(skill_id) { - case 0: { // Normal attacks (no skill used) - if( attack_type&BF_SKILL ) - break; // If a normal attack is a skill, it's splash damage. [Inkfish] - if(sd) { - // Automatic trigger of Blitz Beat - if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && - rnd()%1000 <= sstatus->luk*3 ) { - rate = sd->status.job_level / 10 + 1; - skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); - } - // Automatic trigger of Warg Strike [Jobbie] - if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 ) - skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); - // Gank - if(dstmd && sd->status.weapon != W_BOW && - (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 && - (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) { - if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL))) - clif->skill_nodamage(src,bl,TF_STEAL,temp,1); - else - clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); - } - // Chance to trigger Taekwon kicks [Dralnu] - if(sc && !sc->data[SC_COMBOATTACK]) { - if(sc->data[SC_STORMKICK_READY] && - sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK, - bl->id, 2, 0, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if(sc->data[SC_DOWNKICK_READY] && - sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK, - bl->id, 2, 0, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if(sc->data[SC_TURNKICK_READY] && - sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK, - bl->id, 2, 0, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] - rate = 20; - if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { - rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; - status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); - } - sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, - (2000 - 4*sstatus->agi - 2*sstatus->dex)); - } - } - if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) ) - skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); - } - - if (sc) { - struct status_change_entry *sce; - // Enchant Poison gives a chance to poison attacked enemies - if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, - skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE); - // Enchant Deadly Poison gives a chance to deadly poison attacked enemies - if((sce=sc->data[SC_EDP])) - sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, - skill->get_time2(ASC_EDP,sce->val1)); - } - } - break; - - case SM_BASH: - if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) - status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, - skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE); - break; - - case MER_CRASH: - sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case AS_VENOMKNIFE: - if (sd) //Poison chance must be that of Envenom. [Skotlex] - skill_lv = pc->checkskill(sd, TF_POISON); - case TF_POISON: - case AS_SPLASHER: - if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id==TF_POISON - ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - - case AS_SONICBLOW: - sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case WZ_FIREPILLAR: - unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); - break; - - case MG_FROSTDIVER: - #ifndef RENEWAL - case WZ_FROSTNOVA: - #endif - if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id == MG_FROSTDIVER - ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - - #ifdef RENEWAL - case WZ_FROSTNOVA: - sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - #endif - - case WZ_STORMGUST: - /** - * Storm Gust counter was dropped in renewal - **/ - #ifdef RENEWAL - sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - #else - //On third hit, there is a 150% to freeze the target - if(tsc->sg_counter >= 3 && - sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv))) - tsc->sg_counter = 0; - /** - * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value - **/ - else if( tsc->sg_counter > 250 ) - tsc->sg_counter = 0; - #endif - break; - - case WZ_METEOR: - sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case WZ_VERMILION: - sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_FLASHER: - sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_LANDMINE: - case MA_LANDMINE: - sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_SHOCKWAVE: - status_percent_damage(src, bl, 0, 15*skill_lv+5, false); - break; - - case HT_SANDMAN: - case MA_SANDMAN: - sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case TF_SPRINKLESAND: - sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case TF_THROWSTONE: - if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) - sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case NPC_DARKCROSS: - case CR_HOLYCROSS: - sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - //Chance to cause blind status vs demon and undead element, but not against players - if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case AM_ACIDTERROR: - sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) - clif->emotion(bl,E_OMG); - break; - - case AM_DEMONSTRATION: - skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); - break; - - case CR_SHIELDCHARGE: - sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case PA_PRESSURE: - status_percent_damage(src, bl, 0, 15+5*skill_lv, false); - break; - - case RG_RAID: - sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - - #ifdef RENEWAL - sc_start(src,bl,SC_RAID,100,7,5000); - break; - - case RG_BACKSTAP: - sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - #endif - break; - - case BA_FROSTJOKER: - sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case DC_SCREAM: - sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case BD_LULLABY: - sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case DC_UGLYDANCE: - rate = 5+5*skill_lv; - if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON))) - rate += 5+temp; - status_zap(bl, 0, rate); - break; - case SL_STUN: - if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. - sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case NPC_PETRIFYATTACK: - sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, - skill_lv,0,0,skill->get_time(skill_id,skill_lv), - skill->get_time2(skill_id,skill_lv)); - break; - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case NPC_BLINDATTACK: - case NPC_POISON: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_HELLPOWER: - sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_ACIDBREATH: - case NPC_ICEBREATH: - sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_BLEEDING: - sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_MENTALBREAKER: - { - //Based on observations by [Tharis], Mental Breaker should do SP damage - //equal to Matk*skLevel. - rate = status->get_matk(src, 2); - rate*=skill_lv; - status_zap(bl, 0, rate); - break; - } - // Equipment breaking monster skills [Celest] - case NPC_WEAPONBRAKER: - skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); - break; - case NPC_ARMORBRAKE: - skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); - break; - case NPC_HELMBRAKE: - skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); - break; - case NPC_SHIELDBRAKE: - skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); - break; - - case CH_TIGERFIST: - sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); - break; - - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses - sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv)); - break; - - case ST_REJECTSWORD: - sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case PF_FOGWALL: - if (src != bl && !tsc->data[SC_DELUGE]) - sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element - if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); - break; - - case LK_JOINTBEAT: - if (tsc->jb_flag) { - enum sc_type type = status->skill2sc(skill_id); - sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); - tsc->jb_flag = 0; - } - break; - case ASC_METEORASSAULT: - //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. - switch(rnd()%3) { - case 0: - sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); - break; - case 1: - sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); - break; - default: - sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); - } - break; - - case HW_NAPALMVULCAN: - sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case WS_CARTTERMINATION: - sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case CR_ACIDDEMONSTRATION: - skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); - break; - - case TK_DOWNKICK: - sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case TK_JUMPKICK: - if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) - {// debuff the following statuses - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); - status_change_end(bl, SC_KAITE, INVALID_TIMER); - status_change_end(bl, SC_KAAHI, INVALID_TIMER); - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - } - break; - case TK_TURNKICK: - case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. - if(attack_type&BF_MISC) //70% base stun chance... - sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_BULLSEYE: //0.1% coma rate. - if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE); - break; - case GS_PIERCINGSHOT: - sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - case NJ_HYOUSYOURAKU: - sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_FLING: - sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); - break; - case GS_DISARM: - rate = 3*skill_lv; - if (sstatus->dex > tstatus->dex) - rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula - skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case NPC_EVILLAND: - sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_HELLJUDGEMENT: - sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_CRITICALWOUND: - sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case RK_WINDCUTTER: - sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case RK_DRAGONBREATH: - sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); - break; - case RK_DRAGONBREATH_WATER: - sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); - break; - case AB_ADORAMUS: - if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. - sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WL_CRIMSONROCK: - sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WL_COMET: - sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); - break; - case WL_EARTHSTRAIN: - { - int i; - const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; - - for( i = 0; i < skill_lv; i++ ) - skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv, - skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - case WL_JACKFROST: - sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case WL_FROSTMISTY: - sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case RA_WUGBITE: - rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; - if ( rate < 50 ) - rate = 50; - sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); - break; - case RA_SENSITIVEKEEN: - if( rnd()%100 < 8 * skill_lv ) - skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); - break; - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - if( dstmd && !(dstmd->status.mode&MD_BOSS) ) - sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); - break; - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - break; - case NC_PILEBUNKER: - if( rnd()%100 < 25 + 15 *skill_lv ) { - //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - status_change_end(bl, SC_STEELBODY, INVALID_TIMER); - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - status_change_end(bl, SC_DEFENDER, INVALID_TIMER); - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); - status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); - status_change_end(bl, SC_BANDING, INVALID_TIMER); - status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); - } - break; - case NC_FLAMELAUNCHER: - sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - break; - case NC_COLDSLOWER: - sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - if ( tsc && !tsc->data[SC_FREEZE] ) - sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case NC_POWERSWING: - // Use flag=2, the stun duration is not vit-reduced. - status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK); - if( rnd()%100 < 5*skill_lv ) - skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); - break; - case NC_MAGMA_ERUPTION: - sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case GC_WEAPONCRUSH: - skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); - break; - case GC_DARKCROW: - sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case LG_SHIELDPRESS: - rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; - sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case LG_HESPERUSLIT: - if ( sc && sc->data[SC_BANDING] ) { - if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT. - status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK); - else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5 - skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0); - } - break; - case LG_PINPOINTATTACK: - rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; - switch( skill_lv ) { - case 1: - sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case 2: - skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); - break; - case 3: - skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); - break; - case 4: - skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); - break; - case 5: - skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); - break; - } - break; - case LG_MOONSLASHER: - rate = 32 + 8 * skill_lv; - if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. - skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. - if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case LG_EARTHDRIVE: - skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); - sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_DRAGONCOMBO: - sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_FALLENEMPIRE: - sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_WINDMILL: - if( dstsd ) - skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); - break; - case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_EARTHSHAKER: - sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case SR_HOWLINGOFLION: - sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SO_EARTHGRAVE: - sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] - break; - case SO_DIAMONDDUST: - rate = 5 + 5 * skill_lv; - if( sc && sc->data[SC_COOLER_OPTION] ) - rate += sc->data[SC_COOLER_OPTION]->val3 / 5; - sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case SO_VARETYR_SPEAR: - sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case GN_SLINGITEM_RANGEMELEEATK: - if( sd ) { - switch( sd->itemid ) { - // Starting SCs here instead of do it in skill->additional_effect to simplify the code. - case ITEMID_COCONUT_BOMB: - sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official - sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); - break; - case ITEMID_MELON_BOMB: - sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed - break; - case ITEMID_BANANA_BOMB: - sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? - sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. - break; - } - sd->itemid = -1; - } - break; - case GN_HELLS_PLANT_ATK: - sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); - break; - case EL_WIND_SLASH: // Non confirmed rate. - sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - break; - case EL_STONE_HAMMER: - rate = 10 * skill_lv; - sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); - break; - case EL_TYPOON_MIS: - sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case KO_JYUMONJIKIRI: - sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case KO_MAKIBISHI: - sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); - break; - case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); - break; - case MH_STAHL_HORN: - sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case MH_NEEDLE_OF_PARALYZE: - sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case GN_ILLUSIONDOPING: - if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. - sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case MH_XENO_SLASHER: - sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - break; - } - - if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { - //Pass heritage to Master for status causing effects. [Skotlex] - sd = map->id2sd(md->master_id); - src = sd?&sd->bl:src; - } - - if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) { - // Coma, Breaking Equipment - if( sd && sd->special_state.bonus_coma ) { - rate = sd->weapon_coma_ele[tstatus->def_ele]; - rate += sd->weapon_coma_race[tstatus->race]; - rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; - if (rate) - status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE); - } - if (sd && battle_config.equip_self_break_rate) { - // Self weapon breaking - rate = battle_config.equip_natural_break_rate; - if( sc ) - { - if(sc->data[SC_GIANTGROWTH]) - rate += 10; - if(sc->data[SC_OVERTHRUST]) - rate += 10; - if(sc->data[SC_OVERTHRUSTMAX]) - rate += 10; - } - if( rate ) - skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF); - } - if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) { - // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. - // Target weapon breaking - rate = 0; - if( sd ) - rate += sd->bonus.break_weapon_rate; - if( sc && sc->data[SC_MELTDOWN] ) - rate += sc->data[SC_MELTDOWN]->val2; - if( rate ) - skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY); - - // Target armor breaking - rate = 0; - if( sd ) - rate += sd->bonus.break_armor_rate; - if( sc && sc->data[SC_MELTDOWN] ) - rate += sc->data[SC_MELTDOWN]->val3; - if( rate ) - skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); - } - if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills. - if (sd->def_set_race[tstatus->race].rate) - status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value, - 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); - if (sd->def_set_race[tstatus->race].rate) - status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value, - 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); - } - } - - if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { - struct unit_data *ud = unit->bl2ud(src); - - if( sc->data[SC_WILD_STORM_OPTION] ) - temp = sc->data[SC_WILD_STORM_OPTION]->val2; - else if( sc->data[SC_UPHEAVAL_OPTION] ) - temp = sc->data[SC_UPHEAVAL_OPTION]->val2; - else if( sc->data[SC_TROPIC_OPTION] ) - temp = sc->data[SC_TROPIC_OPTION]->val3; - else if( sc->data[SC_CHILLY_AIR_OPTION] ) - temp = sc->data[SC_CHILLY_AIR_OPTION]->val3; - else - temp = 0; - - if ( rnd()%100 < 25 && temp ){ - skill->castend_damage_id(src, bl, temp, 5, tick, 0); - - if (ud) { - rate = skill->delay_fix(src, temp, skill_lv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers ) - clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - // Autospell when attacking - if( sd && !status->isdead(bl) && sd->autospell[0].id ) { - struct block_list *tbl; - struct unit_data *ud; - int i, auto_skill_lv, type, notok; - - for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { - - if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && - sd->autospell[i].flag&attack_type&BF_RANGEMASK && - sd->autospell[i].flag&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - - temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; - - sd->state.autocast = 1; - notok = skill->not_ok(temp, sd); - sd->state.autocast = 0; - - if ( notok ) - continue; - - auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; - if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); - - rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; - - if (rnd()%1000 >= rate) - continue; - - tbl = (sd->autospell[i].id < 0) ? src : bl; - - if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(temp)&UF_NOREITERATION && - skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0 - ) { - int v; - for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { - if(sd->ud.skillunit[v]->skill_id == temp) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - if( battle_config.autospell_check_range && - !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) - continue; - - if (temp == AS_SONICBLOW) - pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. - else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding. - type = CAST_GROUND; - - sd->state.autocast = 1; - skill->consume_requirement(sd,temp,auto_skill_lv,1); - skill->toggle_magicpower(src, temp); - switch (type) { - case CAST_GROUND: - skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0); - break; - } - sd->state.autocast = 0; - //Set canact delay. [Skotlex] - ud = unit->bl2ud(src); - if (ud) { - rate = skill->delay_fix(src, temp, auto_skill_lv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && sd ) - clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - //Autobonus when attacking - if( sd && sd->autobonus[0].rate ) - { - int i; - for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) - { - if( rnd()%1000 >= sd->autobonus[i].rate ) - continue; - if( sd->autobonus[i].active != INVALID_TIMER ) - continue; - if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && - sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && - sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - pc->exeautobonus(sd,&sd->autobonus[i]); - } - } - - //Polymorph - if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && - dstmd && !(tstatus->mode&MD_BOSS) && - (rnd()%10000 < sd->bonus.classchange)) - { - struct mob_db *monster; - int class_; - temp = 0; - do { - do { - class_ = rnd() % MAX_MOB_DB; - } while (!mob->db_checkid(class_)); - - rate = rnd() % 1000000; - monster = mob->db(class_); - } while ( - (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && - (temp++) < 2000); - if (temp < 2000) - mob->class_change(dstmd,class_); - } - - return 0; -} - -int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) { - int temp, skill_lv, i, type, notok; - struct block_list *tbl; - - if( sd == NULL || !skill_id ) - return 0; - - for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { - if( sd->autospell3[i].flag != skill_id ) - continue; - - if( sd->autospell3[i].lock ) - continue; // autospell already being executed - - temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; - - sd->state.autocast = 1; - notok = skill->not_ok(temp, sd); - sd->state.autocast = 0; - - if ( notok ) - continue; - - skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; - if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv); - - if( sd->autospell3[i].id >= 0 && bl == NULL ) - continue; // No target - if( rnd()%1000 >= sd->autospell3[i].rate ) - continue; - - tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; - - if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(temp)&UF_NOREITERATION && - skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(temp, skill_lv)) > 0 - ) { - int v; - for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { - if(sd->ud.skillunit[v]->skill_id == temp) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - if( battle_config.autospell_check_range && - !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) - continue; - - sd->state.autocast = 1; - sd->autospell3[i].lock = true; - skill->consume_requirement(sd,temp,skill_lv,1); - switch( type ) { - case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break; - case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; - case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; - } - sd->autospell3[i].lock = false; - sd->state.autocast = 0; - } - - if (sd->autobonus3[0].rate) { - for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) { - if( rnd()%1000 >= sd->autobonus3[i].rate ) - continue; - if( sd->autobonus3[i].active != INVALID_TIMER ) - continue; - if( sd->autobonus3[i].atk_type != skill_id ) - continue; - pc->exeautobonus(sd,&sd->autobonus3[i]); - } - } - - return 1; -} -/* Split off from skill->additional_effect, which is never called when the - * attack skill kills the enemy. Place in this function counter status effects - * when using skills (eg: Asura's sp regen penalty, or counter-status effects - * from cards) that will take effect on the source, not the target. [Skotlex] - * Note: Currently this function only applies to Extremity Fist and BF_WEAPON - * type of skills, so not every instance of skill->additional_effect needs a call - * to this one. - */ -int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) { - int rate; - struct map_session_data *sd=NULL; - struct map_session_data *dstsd=NULL; - struct status_change *sc; - - nullpo_ret(src); - nullpo_ret(bl); - - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] - - sd = BL_CAST(BL_PC, src); - dstsd = BL_CAST(BL_PC, bl); - sc = status->get_sc(src); - - if(dstsd && attack_type&BF_WEAPON) { - //Counter effects. - enum sc_type type; - int i, time; - for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { - rate = dstsd->addeff2[i].rate; - if (attack_type&BF_LONG) - rate+=dstsd->addeff2[i].arrow_rate; - if (!rate) continue; - - if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { - //Trigger has range consideration. - if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || - (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) - continue; //Range Failed. - } - type = dstsd->addeff2[i].id; - time = skill->get_time2(status->sc2skill(type),7); - - if (dstsd->addeff2[i].flag&ATF_TARGET) - status->change_start(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE); - - if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) - status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE); - } - } - - switch(skill_id){ - case MO_EXTREMITYFIST: - sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_FULLBUSTER: - sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case HFLI_SBR44: // [orn] - case HVAN_EXPLOSION: - if(src->type == BL_HOM){ - TBL_HOM *hd = (TBL_HOM*)src; - hd->homunculus.intimacy = 200; - if (hd->master) - clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - attack_type |= BF_WEAPON; - break; - case LG_HESPERUSLIT: - if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) { - char i; - for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++) - clif->millenniumshield(bl, sc->fv_counter++); - } - break; - } - - if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR - && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] - sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); - - if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) - && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) - && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 - ) { - // Soul Drain should only work on targeted spells [Skotlex] - if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] - if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) - ; - else { - clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); - status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); - } - } - - if( sd && status->isdead(bl) ) { - int sp = 0, hp = 0; - if( attack_type&BF_WEAPON ) { - sp += sd->bonus.sp_gain_value; - sp += sd->sp_gain_race[status_get_race(bl)]; - sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; - hp += sd->bonus.hp_gain_value; - } - if( attack_type&BF_MAGIC ) { - sp += sd->bonus.magic_sp_gain_value; - hp += sd->bonus.magic_hp_gain_value; - if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) - if( sc->data[SC_SOULLINK] - && sc->data[SC_SOULLINK]->val2 == SL_WIZARD - && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL - ) - sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. - } - } - if( hp || sp ) { - // updated to force healing to allow healing through berserk - status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); - } - } - - // Trigger counter-spells to retaliate against damage causing skills. - if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { - struct block_list *tbl; - struct unit_data *ud; - int i, auto_skill_id, auto_skill_lv, type, notok; - - for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { - - if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && - dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && - dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - - auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; - auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; - if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); - - rate = dstsd->autospell2[i].rate; - if (attack_type&BF_LONG) - rate>>=1; - - dstsd->state.autocast = 1; - notok = skill->not_ok(auto_skill_id, dstsd); - dstsd->state.autocast = 0; - - if ( notok ) - continue; - - if (rnd()%1000 >= rate) - continue; - - tbl = (dstsd->autospell2[i].id < 0) ? bl : src; - - if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION && - skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET && - skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0 - ) { - int v; - for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) { - if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - - if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) - continue; - - dstsd->state.autocast = 1; - skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1); - switch (type) { - case CAST_GROUND: - skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); - break; - } - dstsd->state.autocast = 0; - // Set canact delay. [Skotlex] - ud = unit->bl2ud(bl); - if (ud) { - rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && dstsd ) - clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - //Autobonus when attacked - if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { - int i; - for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { - if( rnd()%1000 >= dstsd->autobonus2[i].rate ) - continue; - if( dstsd->autobonus2[i].active != INVALID_TIMER ) - continue; - if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK && - dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK && - dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - pc->exeautobonus(dstsd,&dstsd->autobonus2[i]); - } - } - - return 0; -} -/*========================================================================= - * Breaks equipment. On-non players causes the corresponding strip effect. - * - rate goes from 0 to 10000 (100.00%) - * - flag is a BCT_ flag to indicate which type of adjustment should be used - * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. - *------------------------------------------------------------------------*/ -int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { - const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; - const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; - const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; - struct status_change *sc = status->get_sc(bl); - int i,j; - TBL_PC *sd; - sd = BL_CAST(BL_PC, bl); - if (sc && !sc->count) - sc = NULL; - - if (sd) { - if (sd->bonus.unbreakable_equip) - where &= ~sd->bonus.unbreakable_equip; - if (sd->bonus.unbreakable) - rate -= rate*sd->bonus.unbreakable/100; - if (where&EQP_WEAPON) { - switch (sd->status.weapon) { - case W_FIST: //Bare fists should not break :P - case W_1HAXE: - case W_2HAXE: - case W_MACE: // Axes and Maces can't be broken [DracoRPG] - case W_2HMACE: - case W_STAFF: - case W_2HSTAFF: - case W_BOOK: //Rods and Books can't be broken [Skotlex] - case W_HUUMA: - where &= ~EQP_WEAPON; - } - } - } - if (flag&BCT_ENEMY) { - if (battle_config.equip_skill_break_rate != 100) - rate = rate*battle_config.equip_skill_break_rate/100; - } else if (flag&(BCT_PARTY|BCT_SELF)) { - if (battle_config.equip_self_break_rate != 100) - rate = rate*battle_config.equip_self_break_rate/100; - } - - for (i = 0; i < 4; i++) { - if (where&where_list[i]) { - if (sc && sc->count && sc->data[scdef[i]]) - where&=~where_list[i]; - else if (rnd()%10000 >= rate) - where&=~where_list[i]; - else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); - } - } - if (!where) //Nothing to break. - return 0; - if (sd) { - for (i = 0; i < EQI_MAX; i++) { - j = sd->equip_index[i]; - if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) - continue; - - switch(i) { - case EQI_HEAD_TOP: //Upper Head - flag = (where&EQP_HELM); - break; - case EQI_ARMOR: //Body - flag = (where&EQP_ARMOR); - break; - case EQI_HAND_R: //Left/Right hands - case EQI_HAND_L: - flag = ( - (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || - (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); - break; - case EQI_SHOES: - flag = (where&EQP_SHOES); - break; - case EQI_GARMENT: - flag = (where&EQP_GARMENT); - break; - default: - continue; - } - if (flag) { - sd->status.inventory[j].attribute = 1; - pc->unequipitem(sd, j, 3); - } - } - clif->equiplist(sd); - } - - return where; //Return list of pieces broken. -} - -int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) { - struct status_change *sc; - const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC}; - const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY}; - const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0}; - int i; - - if (rnd()%100 >= rate) - return 0; - - sc = status->get_sc(bl); - if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] - return 0; - - for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && sc->data[sc_def[i]]) - where&=~pos[i]; - } - if (!where) return 0; - - for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) - where&=~pos[i]; - } - return where?1:0; -} -/*========================================================================= - Used to knock back players, monsters, traps, etc - - 'count' is the number of squares to knock back - - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) - - if 'flag&0x1', position update packets must not be sent. - - if 'flag&0x2', skill blown ignores players' special_state.no_knockback - -------------------------------------------------------------------------*/ -int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) { - int dx = 0, dy = 0; - struct skill_unit* su = NULL; - - nullpo_ret(src); - - if (src != target && map->list[src->m].flag.noknockback) - return 0; // No knocking - if (count == 0) - return 0; // Actual knockback distance is 0. - - switch (target->type) { - case BL_MOB: { - struct mob_data* md = BL_CAST(BL_MOB, target); - if( md->class_ == MOBID_EMPERIUM ) - return 0; - if(src != target && is_boss(target)) // Bosses can't be knocked-back - return 0; - } - break; - case BL_PC: { - struct map_session_data *sd = BL_CAST(BL_PC, target); - if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) - return 0; // Basilica caster can't be knocked-back by normal monsters. - if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) - return 0; - } - break; - case BL_SKILL: - su = (struct skill_unit *)target; - if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) - return 0; // ankle snare cannot be knocked back - break; - } - - if (dir == -1) // <optimized>: do the computation here instead of outside - dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed - - if (dir >= 0 && dir < 8) { - // take the reversed 'direction' and reverse it - dx = -dirx[dir]; - dy = -diry[dir]; - } - - return unit->blown(target, dx, dy, count, flag); // send over the proper flag -} - - -/* - Checks if 'bl' should reflect back a spell cast by 'src'. - type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) - In case of success returns type of reflection, otherwise 0 - 1 - Regular reflection (Maya) - 2 - SL_KAITE reflection -*/ -int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { - struct status_change *sc = status->get_sc(bl); - struct map_session_data* sd = BL_CAST(BL_PC, bl); - - if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability - return 0; - - // item-based reflection - if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) - return 1; - - if( is_boss(src) ) - return 0; - - // status-based reflection - if( !sc || sc->count == 0 ) - return 0; - - if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) - return 1; - - if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) ) - {// Kaite only works against non-players if they are low-level. - clif->specialeffect(bl, 438, AREA); - if( --sc->data[SC_KAITE]->val2 <= 0 ) - status_change_end(bl, SC_KAITE, INVALID_TIMER); - return 2; - } - - return 0; -} - -/* - * ========================================================================= - * Does a skill attack with the given properties. - * src is the master behind the attack (player/mob/pet) - * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL - * bl is the target to be attacked. - * flag can hold a bunch of information: - * flag&0xFFF is passed to the underlying battle_calc_attack for processing - * (usually holds number of targets, or just 1 for simple splash attacks) - * flag&0x1000 is used to tag that this is a splash-attack (so the damage - * packet shouldn't display a skill animation) - * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the - * client (causes player characters to not scream skill name) - * flag&0x4000 - Return 0 if damage was reflected - *-------------------------------------------------------------------------*/ -int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct Damage dmg; - struct status_data *sstatus, *tstatus; - struct status_change *sc; - struct map_session_data *sd, *tsd; - int type; - int64 damage; - bool rmdamage = false;//magic reflected - bool additional_effects = true, shadow_flag = false; - - if(skill_id > 0 && !skill_lv) return 0; - - nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) - nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. - nullpo_ret(bl); //Target to be attacked. - - if (src != dsrc) { - //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] - if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) - return 0; - } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { - //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] - if (!status->check_skilluse(src, bl, skill_id, 2)) - return 0; - } - - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, bl); - - // To block skills that aren't called via battle_check_target [Panikon] - // issue: 8203 - if( sd - && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM)) - || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) ) - ) - return 0; - - sstatus = status->get_status_data(src); - tstatus = status->get_status_data(bl); - sc = status->get_sc(bl); - if (sc && !sc->count) sc = NULL; //Don't need it. - - // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? - if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) - return 0; - //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. - if (sc && sc->data[SC_TRICKDEAD]) - return 0; - - dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); - - //Skotlex: Adjusted to the new system - if( src->type == BL_PET ) { // [Valaris] - struct pet_data *pd = (TBL_PET*)src; - if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { - int element = skill->get_ele(skill_id, skill_lv); - /*if (skill_id == -1) Does it ever worked? - element = sstatus->rhw.ele;*/ - if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) - dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv); - else - dmg.damage= skill_lv; - dmg.damage2=0; - dmg.div_= pd->a_skill->div_; - } - } - - if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { - // Earthquake on multiple targets is not counted as a target skill. [Inkfish] - if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { - //Magic reflection, switch caster/target - struct block_list *tbl = bl; - rmdamage = true; - bl = src; - src = tbl; - dsrc = tbl; - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, bl); - sc = status->get_sc(bl); - if (sc && !sc->count) - sc = NULL; //Don't need it. - /* bugreport:2564 flag&2 disables double casting trigger */ - flag |= 2; - /* bugreport:7859 magical reflected zeroes blow count */ - dmg.blewcount = 0; - //Spirit of Wizard blocks Kaite's reflection - if (type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD) { - //Consume one Fragment per hit of the casted skill? [Skotlex] - type = tsd ? pc->search_inventory(tsd, ITEMID_FRAGMENT_OF_CRYSTAL) : 0; - if (type != INDEX_NOT_FOUND) { - if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); - dmg.damage = dmg.damage2 = 0; - dmg.dmg_lv = ATK_MISS; - sc->data[SC_SOULLINK]->val3 = skill_id; - sc->data[SC_SOULLINK]->val4 = dsrc->id; - } - } else if( type != 2 ) /* Kaite bypasses */ - additional_effects = false; - - /** - * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target - **/ - #if MAGIC_REFLECTION_TYPE - - #ifdef RENEWAL - if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment - #else - // issue:6415 in pre-renewal Kaite reflected the entire damage received - // regardless of caster's equipment (Aegis 11.1) - if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment - #endif - { - short s_ele = skill->get_ele(skill_id, skill_lv); - - if (s_ele == -1) // the skill takes the weapon's element - s_ele = sstatus->rhw.ele; - else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status->get_sc(src)); - else if( s_ele == -3 ) //Use random element - s_ele = rnd()%ELE_MAX; - - dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); - - if( sc && sc->data[SC_ENERGYCOAT] ) { - struct status_data *st = status->get_status_data(bl); - int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval - per /=20; //Uses 20% SP intervals. - //SP Cost: 1% + 0.5% per every 20% SP - if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) - status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); - //Reduction: 6% + 6% every 20% - dmg.damage -= dmg.damage * (6 * (1+per)) / 100; - } - } - #endif /* MAGIC_REFLECTION_TYPE */ - } - if(sc && sc->data[SC_MAGICROD] && src == dsrc) { - int sp = skill->get_sp(skill_id,skill_lv); - dmg.damage = dmg.damage2 = 0; - dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] - sp = sp * sc->data[SC_MAGICROD]->val2 / 100; - if(skill_id == WZ_WATERBALL && skill_lv > 1) - sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball - status->heal(bl, 0, sp, 2); - } - } - - damage = dmg.damage + dmg.damage2; - - if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || - skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || - skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) - damage = 1; - - if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ - struct block_list *nbl; - nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id); - if( nbl ){ // Only one target is chosen. - int temp = (int)(damage / (float)(10 / skill_lv)); - clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); - } - } - - //Skill hit type - type=(skill_id==0)?5:skill->get_hit(skill_id); - - if(damage < dmg.div_ - //Only skills that knockback even when they miss. [Skotlex] - && skill_id != CH_PALMSTRIKE) - dmg.blewcount = 0; - - if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) { - if(battle_config.gx_disptype) dsrc = src; - if(src == bl) type = 4; - else flag|=SD_ANIMATION; - } - if(skill_id == NJ_TATAMIGAESHI) { - dsrc = src; //For correct knockback. - flag|=SD_ANIMATION; - } - - if(sd) { - int combo = 0; //Used to signal if this skill can be combo'ed later on. - struct status_change_entry *sce; - if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex] - switch (skill_id) { - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. - sce->val1 = skill_id; //Update combo-skill - sce->val3 = skill_id; - if( sce->timer != INVALID_TIMER ) - timer->delete(sce->timer, status->change_timer); - sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK); - break; - } - unit->cancel_combo(src); // Cancel combo wait - break; - default: - if( src == dsrc ) // Ground skills are exceptions. [Inkfish] - status_change_end(src, SC_COMBOATTACK, INVALID_TIMER); - } - } - switch(skill_id) { - case MO_TRIPLEATTACK: - if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - combo=1; - break; - case MO_CHAINCOMBO: - if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) - combo=1; - break; - case MO_COMBOFINISH: - if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] - party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv); - if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) - combo=1; - case CH_TIGERFIST: - if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) - combo=1; - case CH_CHAINCRUSH: - if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) - combo=1; - break; - case AC_DOUBLE: - // AC_DOUBLE can start the combo with other monster types, but the - // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon] - if (pc->checkskill(sd, HT_POWER)) { - sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000); - clif->combo_delay(src,2000); - } - break; - case TK_COUNTER: - { - //bonus from SG_FRIEND [Komurka] - int level; - if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND))) - party->skill_check(sd, sd->status.party_id, TK_COUNTER,level); - } - break; - case SL_STIN: - case SL_STUN: - if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) - sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); - break; - case GS_FULLBUSTER: - //Can't attack nor use items until skill's delay expires. [Skotlex] - sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; - break; - case TK_DODGE: - if( pc->checkskill(sd, TK_JUMPKICK) > 0 ) - combo = 1; - break; - case SR_DRAGONCOMBO: - if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 ) - combo = 1; - break; - case SR_FALLENEMPIRE: - if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) - combo = 1; - break; - } //Switch End - if (combo) { //Possible to chain - if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ - sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); - clif->combo_delay(src, combo); - } - } - - //Display damage. - switch( skill_id ) { - case PA_GOSPEL: //Should look like Holy Cross [Skotlex] - dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); - break; - //Skills that need be passed as a normal attack for the client to display correctly. - case HVAN_EXPLOSION: - case NPC_SELFDESTRUCTION: - if(src->type==BL_PC) - dmg.blewcount = 10; - dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] - // fall through - case KN_AUTOCOUNTER: - case NPC_CRITICALSLASH: - case TF_DOUBLE: - case GS_CHAINACTION: - dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); - break; - - case AS_SPLASHER: - if( flag&SD_ANIMATION ) // the surrounding targets - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level - else // the central target doesn't display an animation - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level - break; - case WL_HELLINFERNO: - case SR_EARTHSHAKER: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); - break; - case KO_MUCHANAGE: - if( dmg.dmg_lv == ATK_FLEE ) - break; - case WL_SOULEXPANSION: - case WL_COMET: - case NJ_HUUMA: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8); - break; - case WL_CHAINLIGHTNING_ATK: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND: - dmg.amotion = status_get_amotion(src) * 2; - case LG_OVERBRAND_PLUSATK: - dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5); - break; - case EL_FIRE_BOMB: - case EL_FIRE_BOMB_ATK: - case EL_FIRE_WAVE: - case EL_FIRE_WAVE_ATK: - case EL_FIRE_MANTLE: - case EL_CIRCLE_OF_FIRE: - case EL_FIRE_ARROW: - case EL_ICE_NEEDLE: - case EL_WATER_SCREW: - case EL_WATER_SCREW_ATK: - case EL_WIND_SLASH: - case EL_TIDAL_WEAPON: - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - case EL_HURRICANE: - case EL_HURRICANE_ATK: - case EL_TYPOON_MIS: - case EL_TYPOON_MIS_ATK: - case GN_CRAZYWEED_ATK: - case KO_BAKURETSU: - case NC_MAGMA_ERUPTION: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); - break; - case GN_SLINGITEM_RANGEMELEEATK: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); - break; - case SC_FEINTBOMB: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); - break; - case EL_STONE_RAIN: - dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); - break; - case WM_SEVERE_RAINSTORM_MELEE: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); - break; - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5); - break; - case HT_CLAYMORETRAP: - case HT_BLASTMINE: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case RA_CLUSTERBOMB: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); - if( dsrc != src ) // avoid damage display redundancy - break; - case HT_LANDMINE: - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); - break; - case WZ_SIGHTBLASTER: - dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); - break; - case AB_DUPLELIGHT_MELEE: - case AB_DUPLELIGHT_MAGIC: - dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ - default: - if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. - type = 5; - if( bl->type == BL_SKILL ){ - TBL_SKILL *su = (TBL_SKILL*)bl; - if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets - clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); - } - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type); - break; - } - - map->freeblock_lock(); - - if (damage > 0 && dmg.flag&BF_SKILL && tsd - && pc->checkskill(tsd,RG_PLAGIARISM) - && (!sc || !sc->data[SC_PRESERVE]) - && damage < tsd->battle_status.hp - ) { - //Updated to not be able to copy skills if the blow will kill you. [Skotlex] - int copy_skill = skill_id, cidx = 0; - /** - * Copy Referral: dummy skills should point to their source upon copying - **/ - switch( skill_id ) { - case AB_DUPLELIGHT_MELEE: - case AB_DUPLELIGHT_MAGIC: - copy_skill = AB_DUPLELIGHT; - break; - case WL_CHAINLIGHTNING_ATK: - copy_skill = WL_CHAINLIGHTNING; - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - copy_skill = WM_REVERBERATION; - break; - case WM_SEVERE_RAINSTORM_MELEE: - copy_skill = WM_SEVERE_RAINSTORM; - break; - case GN_CRAZYWEED_ATK: - copy_skill = GN_CRAZYWEED; - break; - case GN_HELLS_PLANT_ATK: - copy_skill = GN_HELLS_PLANT; - break; - case GN_SLINGITEM_RANGEMELEEATK: - copy_skill = GN_SLINGITEM; - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND_PLUSATK: - copy_skill = LG_OVERBRAND; - break; - } - cidx = skill->get_index(copy_skill); - if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && - can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] - { - int lv, idx = 0; - if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { - //Level dependent and limitation. - lv = min(lv,skill->get_max(copy_skill)); - - if( tsd->reproduceskill_id ) { - idx = skill->get_index(tsd->reproduceskill_id); - if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { - tsd->status.skill[idx].id = 0; - tsd->status.skill[idx].lv = 0; - tsd->status.skill[idx].flag = 0; - clif->deleteskill(tsd,tsd->reproduceskill_id); - } - } - - tsd->reproduceskill_id = copy_skill; - pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill); - pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv); - - tsd->status.skill[cidx].id = copy_skill; - tsd->status.skill[cidx].lv = lv; - tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; - clif->addskill(tsd,copy_skill); - } else { - lv = skill_lv; - if ( tsd->cloneskill_id ) { - idx = skill->get_index(tsd->cloneskill_id); - if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){ - tsd->status.skill[idx].id = 0; - tsd->status.skill[idx].lv = 0; - tsd->status.skill[idx].flag = 0; - clif->deleteskill(tsd,tsd->cloneskill_id); - } - } - - if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv) - lv = type; - - tsd->cloneskill_id = copy_skill; - pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill); - pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv); - - tsd->status.skill[cidx].id = copy_skill; - tsd->status.skill[cidx].lv = lv; - tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; - clif->addskill(tsd,copy_skill); - } - } - } - - if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) { - //Skills with can't walk delay also stop normal attacking for that - //duration when the attack connects. [Skotlex] - struct unit_data *ud = unit->bl2ud(src); - if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) - ud->attackabletime = tick + type; - } - - shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); - - if( !dmg.amotion ) { - //Instant damage - if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag) - status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. - if( !status->isdead(bl) && additional_effects ) - skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); - if( damage > 0 ) //Counter status effects [Skotlex] - skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); - } - // Hell Inferno burning status only starts if Fire part hits. - if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) - sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); - // Apply knock back chance in SC_TRIANGLESHOT skill. - else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) - dmg.blewcount = 0; - - //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] - //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) - if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { - int8 dir = -1; // default - switch(skill_id) {//direction - case MG_FIREWALL: - case PR_SANCTUARY: - case SC_TRIANGLESHOT: - case SR_KNUCKLEARROW: - case GN_WALLOFTHORN: - case EL_FIRE_MANTLE: - dir = unit->getdir(bl);// backwards - break; - // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. - case WZ_STORMGUST: - if(!battle_config.stormgust_knockback) - dir = rand()%8; - break; - case WL_CRIMSONROCK: - dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); - break; - case MC_CARTREVOLUTION: - dir = 6; // Official servers push target to the West - break; - - } - - /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ - if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) - dmg.blewcount = 25; - - //blown-specific handling - switch( skill_id ) { - case LG_OVERBRAND_BRANDISH: - if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount ) - skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); - break; - case SR_KNUCKLEARROW: - if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { - short dir_x, dir_y; - dir_x = dirx[(dir+4)%8]; - dir_y = diry[(dir+4)%8]; - if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) - skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); - } - break; - default: - skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); - if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ - TBL_SKILL *su = (TBL_SKILL*)bl; - if( su->group && su->group->skill_id == HT_BLASTMINE) - skill->blown(src, bl, 3, -1, 0); - } - break; - } - } - - //Delayed damage must be dealt after the knockback (it needs to know actual position of target) - if (dmg.amotion){ - if( shadow_flag ){ - if( !status->isdead(bl) && additional_effects ) - skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); - if( dmg.flag > ATK_BLOCK ) - skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); - }else - battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); - } - - if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { - struct status_change_entry *sce = sc->data[SC_DEVOTION]; - struct block_list *d_bl = map->id2bl(sce->val1); - - if( d_bl && ( - (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || - (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) - ) && check_distance_bl(bl, d_bl, sce->val3) ) - { - if(!rmdamage){ - clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0); - status_fix_damage(NULL,d_bl, damage, 0); - } else{ //Reflected magics are done directly on the target not on paladin - //This check is only for magical skill. - //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage - clif->damage(bl,bl, 0, 0, damage, 0, 0, 0); - status_fix_damage(bl,bl, damage, 0); - } - } - else { - status_change_end(bl, SC_DEVOTION, INVALID_TIMER); - if( !dmg.amotion ) - status_fix_damage(src,bl,damage,dmg.dmotion); - } - } - - if(damage > 0 && !(tstatus->mode&MD_BOSS)) { - if( skill_id == RG_INTIMIDATE ) { - int rate = 50 + skill_lv * 5; - rate = rate + (status->get_lv(src) - status->get_lv(bl)); - if(rnd()%100 < rate) - skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); - } else if( skill_id == SC_FATALMENACE ) - skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); - } - - if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) - dmg.flag |= BF_WEAPON; - - if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || - (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) ) - { - if (battle_config.left_cardfix_to_right) - battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); - else - battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); - } - - - if( damage > 0 ) { - /** - * Post-damage effects - **/ - switch( skill_id ) { - case GC_VENOMPRESSURE: - { - struct status_change *ssc = status->get_sc(src); - if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { - short rate = 100; - if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] - rate = 100 - tstatus->int_ * 4 / 5; - sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); - status_change_end(src,SC_POISONINGWEAPON,-1); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - } - break; - case WM_METALICSOUND: - status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); - break; - case SR_TIGERCANNON: - status_zap(bl, 0, damage/10); // 10% of damage dealt - break; - } - if( sd ) - skill->onskillusage(sd, bl, skill_id, tick); - } - - if (!(flag&2) - && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) - && (sc = status->get_sc(src)) - && sc->data[SC_DOUBLECASTING] - && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2 - ) { - //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); - skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); - } - - map->freeblock_unlock(); - - if ((flag&0x4000) && rmdamage == 1) - return 0; //Should return 0 when damage was reflected - - return (int)cap_value(damage,INT_MIN,INT_MAX); -} - -/*========================================== - * sub function for recursive skill call. - * Checking bl battle flag and display damage - * then call func with source,target,skill_id,skill_lv,tick,flag - *------------------------------------------*/ -int skill_area_sub(struct block_list *bl, va_list ap) { - struct block_list *src; - uint16 skill_id,skill_lv; - int flag; - int64 tick; - SkillFunc func; - - nullpo_ret(bl); - - src = va_arg(ap,struct block_list *); - skill_id = va_arg(ap,int); - skill_lv = va_arg(ap,int); - tick = va_arg(ap,int64); - flag = va_arg(ap,int); - func = va_arg(ap,SkillFunc); - - if(battle->check_target(src,bl,flag) > 0) { - // several splash skills need this initial dummy packet to display correctly - if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - - if (flag&(SD_SPLASH|SD_PREAMBLE)) - skill->area_temp[2]++; - - return func(src,bl,skill_id,skill_lv,tick,flag); - } - return 0; -} - -int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { - struct skill_unit *su; - uint16 skill_id,g_skill_id; - - su = (struct skill_unit *)bl; - - if(bl->prev == NULL || bl->type != BL_SKILL) - return 0; - - if(!su->alive) - return 0; - - skill_id = va_arg(ap,int); - g_skill_id = su->group->skill_id; - - switch (skill_id) { - case AL_PNEUMA: - if(g_skill_id == SA_LANDPROTECTOR) - break; - case MG_SAFETYWALL: - case MH_STEINWAND: - case SC_MAELSTROM: - case SO_ELEMENTAL_SHIELD: - if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) - return 0; - break; - case AL_WARP: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case HP_BASILICA: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case SC_DIMENSIONDOOR: - case SC_BLOODYLUST: - case SC_CHAOSPANIC: - case GN_HELLS_PLANT: - //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) - if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) - return 0; - break; - default: //Avoid stacking with same kind of trap. [Skotlex] - if (g_skill_id != skill_id) - return 0; - break; - } - - return 1; -} - -int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { - //Non players do not check for the skill's splash-trigger area. - int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0; - int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); - if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) { - ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); - return 0; - } - - range += layout_type; - return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); -} - -int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { - uint16 skill_id; - - if(bl->prev == NULL) - return 0; - - skill_id = va_arg(ap,int); - - if( status->isdead(bl) && skill_id != AL_WARP ) - return 0; - - if( skill_id == HP_BASILICA && bl->type == BL_PC ) - return 0; - - if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) - return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] - return 1; -} - -int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { - int range, type; - - switch (skill_id) { - // to be expanded later - case WZ_ICEWALL: - range = 2; - break; - case SC_MANHOLE: - range = 0; - break; - case GN_HELLS_PLANT: - range = 0; - break; - default: { - int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); - return 0; - } - range = skill->get_unit_range(skill_id,skill_lv) + layout_type; - } - break; - } - - // if the caster is a monster/NPC, only check for players - // otherwise just check characters - if (bl->type == BL_PC) - type = BL_CHAR; - else - type = BL_PC; - - return map->foreachinarea(skill->check_unit_range2_sub, bl->m, - x - range, y - range, x + range, y + range, - type, skill_id); -} - -/*========================================== - * Checks that you have the requirements for casting a skill for homunculus/mercenary. - * Flag: - * &1: finished casting the skill (invoke hp/sp/item consumption) - * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) - *------------------------------------------*/ -int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { - struct status_data *st; - struct map_session_data *sd = NULL; - int i, hp, sp, hp_rate, sp_rate, state, mhp; - uint16 idx; - int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; - - if( lv < 1 || lv > MAX_SKILL_LEVEL ) - return 0; - nullpo_ret(bl); - - switch( bl->type ) { - case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; - case BL_MER: sd = ((TBL_MER*)bl)->master; break; - } - - st = status->get_status_data(bl); - if( (idx = skill->get_index(skill_id)) == 0 ) - return 0; - - // Requirements - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - itemid[i] = skill->db[idx].itemid[i]; - amount[i] = skill->db[idx].amount[i]; - } - hp = skill->db[idx].hp[lv-1]; - sp = skill->db[idx].sp[lv-1]; - hp_rate = skill->db[idx].hp_rate[lv-1]; - sp_rate = skill->db[idx].sp_rate[lv-1]; - state = skill->db[idx].state; - if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) - hp += (st->max_hp * mhp) / 100; - if( hp_rate > 0 ) - hp += (st->hp * hp_rate) / 100; - else - hp += (st->max_hp * (-hp_rate)) / 100; - if( sp_rate > 0 ) - sp += (st->sp * sp_rate) / 100; - else - sp += (st->max_sp * (-sp_rate)) / 100; - - if( bl->type == BL_HOM ) { // Intimacy Requirements - struct homun_data *hd = BL_CAST(BL_HOM, bl); - switch( skill_id ) { - case HFLI_SBR44: - if( hd->homunculus.intimacy <= 200 ) - return 0; - break; - case HVAN_EXPLOSION: - if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) - return 0; - break; - } - } - - if( !(type&2) ) { - if( hp > 0 && st->hp <= (unsigned int)hp ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); - return 0; - } - if( sp > 0 && st->sp <= (unsigned int)sp ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); - return 0; - } - } - - if( !type ) - switch( state ) { - case ST_MOVE_ENABLE: - if( !unit->can_move(bl) ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - return 0; - } - break; - } - if( !(type&1) ) - return 1; - - // Check item existences - for (i = 0; i < ARRAYLENGTH(itemid); i++) { - index[i] = INDEX_NOT_FOUND; - if (itemid[i] < 1) continue; // No item - index[i] = pc->search_inventory(sd, itemid[i]); - if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); - return 0; - } - } - - // Consume items - for (i = 0; i < ARRAYLENGTH(itemid); i++) { - if (index[i] != INDEX_NOT_FOUND) - pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); - } - - if( type&2 ) - return 1; - - if( sp || hp ) - status_zap(bl, hp, sp); - - return 1; -} - -/*========================================== - * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ - *------------------------------------------*/ -int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { - struct block_list *src = map->id2bl(id),*target; - struct unit_data *ud = unit->bl2ud(src); - struct skill_timerskill *skl; - int range; - - nullpo_ret(src); - nullpo_ret(ud); - skl = ud->skilltimerskill[data]; - nullpo_ret(skl); - ud->skilltimerskill[data] = NULL; - - do { - if(src->prev == NULL) - break; // Source not on Map - if(skl->target_id) { - target = map->id2bl(skl->target_id); - if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) - target = src; //Required since it has to warp. - if(target == NULL) - break; // Target offline? - if(target->prev == NULL) - break; // Target not on Map - if(src->m != target->m) - break; // Different Maps - if(status->isdead(src)){ - // Exceptions - switch(skl->skill_id){ - case WL_CHAINLIGHTNING_ATK: - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - // SR_FLASHCOMBO - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - case SR_TIGERCANNON: - case SR_SKYNETBLOW: - break; - default: - continue; // Caster is Dead - } - } - if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) - break; - - switch(skl->skill_id) { - case RG_INTIMIDATE: - if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { - short x,y; - map->search_freecell(src, 0, &x, &y, 1, 1, 0); - if (target != src && !status->isdead(target)) - unit->warp(target, -1, x, y, CLR_TELEPORT); - } - break; - case BA_FROSTJOKER: - case DC_SCREAM: - range= skill->get_splash(skl->skill_id, skl->skill_lv); - map->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range, - skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); - break; - case KN_AUTOCOUNTER: - clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); - break; - case NPC_EARTHQUAKE: - if( skl->type > 1 ) - skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - skill->area_temp[1] = src->id; - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); - break; - case WZ_WATERBALL: - skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if (!status->isdead(target)) - skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) { - skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - } else { - struct status_change *sc = status->get_sc(src); - if(sc) { - if(sc->data[SC_SOULLINK] && - sc->data[SC_SOULLINK]->val2 == SL_WIZARD && - sc->data[SC_SOULLINK]->val3 == skl->skill_id) - sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. - } - } - break; - /** - * Warlock - **/ - case WL_CHAINLIGHTNING_ATK: { - struct block_list *nbl = NULL; // Next Target of Chain - skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target - skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - - if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) - { // Remaining Chains Hit - nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. - BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... - if( nbl == NULL) - skl->x++; - else - skl->x = 0; - - skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); - } - } - break; - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1); - skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); - skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if( skl->type == 4 ){ - const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. - int rate = skl->y, index = skl->x-1; - sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); - } - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); - break; - case SC_FATALMENACE: - if( src == target ) // Casters Part - unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); - else { // Target's Part - short x = skl->x, y = skl->y; - map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); - unit->warp(target,-1,x,y,CLR_TELEPORT); - } - break; - case LG_MOONSLASHER: - case SR_WINDMILL: - if( target->type == BL_PC ) { - struct map_session_data *tsd = NULL; - if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { - pc_setsit(tsd); - skill->sit(tsd,1); - clif->sitting(&tsd->bl); - } - } - break; - case SR_KNUCKLEARROW: - skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); - break; - case GN_SPORE_EXPLOSION: - map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, - src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); - break; - // SR_FLASHCOMBO - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - case SR_TIGERCANNON: - case SR_SKYNETBLOW: - { - struct map_session_data *sd = NULL; - - if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) { - if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) - break; - - skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0); - } - break; - } - case SC_ESCAPE: - if( skl->type < 4+skl->skill_lv ){ - clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5); - skill->blown(src,src,1,unit->getdir(src),0); - skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); - } - break; - case RK_HUNDREDSPEAR: - if(src->type == BL_PC) { - int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); - if(skill_lv > 0) - skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); - } else - skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); - break; - case CH_PALMSTRIKE: - { - struct status_change* tsc = status->get_sc(target); - struct status_change* sc = status->get_sc(src); - if( (tsc && tsc->option&OPTION_HIDE) - || (sc && sc->option&OPTION_HIDE) - ) { - skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); - break; - } - } - default: - skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - break; - } - } else { - if(src->m != skl->map) - break; - switch( skl->skill_id ) { - case WZ_METEOR: - if( skl->type >= 0 ) { - int x = skl->type>>16, y = skl->type&0xFFFF; - if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) - skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); - if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) - && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) ) - clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); - } - else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) - skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); - break; - case GN_CRAZYWEED_ATK: { - int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv); - - map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src); - } - // fall through ... - case WL_EARTHSTRAIN: - skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); - break; - case LG_OVERBRAND_BRANDISH: - skill->area_temp[1] = 0; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR, - skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY); - break; - } - } - } while (0); - //Free skl now that it is no longer needed. - ers_free(skill->timer_ers, skl); - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_addtimerskill(struct block_list *src, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) { - int i; - struct unit_data *ud; - nullpo_retr(1, src); - if (src->prev == NULL) - return 0; - ud = unit->bl2ud(src); - nullpo_retr(1, ud); - - ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); - if( i == MAX_SKILLTIMERSKILL ) return 1; - - ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill); - ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i); - ud->skilltimerskill[i]->src_id = src->id; - ud->skilltimerskill[i]->target_id = target; - ud->skilltimerskill[i]->skill_id = skill_id; - ud->skilltimerskill[i]->skill_lv = skill_lv; - ud->skilltimerskill[i]->map = src->m; - ud->skilltimerskill[i]->x = x; - ud->skilltimerskill[i]->y = y; - ud->skilltimerskill[i]->type = type; - ud->skilltimerskill[i]->flag = flag; - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_cleartimerskill (struct block_list *src) -{ - int i; - struct unit_data *ud; - nullpo_ret(src); - ud = unit->bl2ud(src); - nullpo_ret(ud); - - for(i=0;i<MAX_SKILLTIMERSKILL;i++) { - if(ud->skilltimerskill[i]) { - switch(ud->skilltimerskill[i]->skill_id){ - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - // SR_FLASHCOMBO - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - case SR_TIGERCANNON: - case SR_SKYNETBLOW: - continue; - } - timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill); - ers_free(skill->timer_ers, ud->skilltimerskill[i]); - ud->skilltimerskill[i]=NULL; - } - } - return 1; -} -int skill_activate_reverberation(struct block_list *bl, va_list ap) { - struct skill_unit *su = (TBL_SKILL*)bl; - struct skill_unit_group *sg; - if( bl->type != BL_SKILL ) - return 0; - if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { - int64 tick = timer->gettick(); - clif->changetraplook(bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); - su->limit = DIFF_TICK32(tick,sg->tick)+1500; - sg->unit_id = UNT_USED_TRAPS; - } - return 0; -} - -int skill_reveal_trap (struct block_list *bl, va_list ap) { - TBL_SKILL *su = (TBL_SKILL*)bl; - if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. - //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] - //clif->changetraplook(bl, su->group->unit_id); - clif->getareachar_skillunit(&su->bl,su,AREA); - return 1; - } - return 0; -} - -/*========================================== - * - * - *------------------------------------------*/ -int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct map_session_data *sd = NULL; - struct status_data *tstatus; - struct status_change *sc; - - if (skill_id > 0 && !skill_lv) return 0; - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->m != bl->m) - return 1; - - if (bl->prev == NULL) - return 1; - - sd = BL_CAST(BL_PC, src); - - if (status->isdead(bl)) - return 1; - - if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { - //GTB makes all targeted magic display miss with a single bolt. - sc_type sct = status->skill2sc(skill_id); - if(sct != SC_NONE) - status_change_end(bl, sct, INVALID_TIMER); - clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); - return 1; - } - - sc = status->get_sc(src); - if (sc && !sc->count) - sc = NULL; //Unneeded - - tstatus = status->get_status_data(bl); - - map->freeblock_lock(); - - switch(skill_id) { - case MER_CRASH: - case SM_BASH: - case MS_BASH: - case MC_MAMMONITE: - case TF_DOUBLE: - case AC_DOUBLE: - case MA_DOUBLE: - case AS_SONICBLOW: - case KN_PIERCE: - case ML_PIERCE: - case KN_SPEARBOOMERANG: - case TF_POISON: - case TF_SPRINKLESAND: - case AC_CHARGEARROW: - case MA_CHARGEARROW: - case RG_INTIMIDATE: - case AM_ACIDTERROR: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - case BA_DISSONANCE: - case CR_HOLYCROSS: - case NPC_DARKCROSS: - case CR_SHIELDCHARGE: - case CR_SHIELDBOOMERANG: - case NPC_PIERCINGATT: - case NPC_MENTALBREAKER: - case NPC_RANGEATTACK: - case NPC_CRITICALSLASH: - case NPC_COMBOATTACK: - case NPC_GUIDEDATTACK: - case NPC_POISON: - case NPC_RANDOMATTACK: - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_TELEKINESISATTACK: - case NPC_UNDEADATTACK: - case NPC_ARMORBRAKE: - case NPC_WEAPONBRAKER: - case NPC_HELMBRAKE: - case NPC_SHIELDBRAKE: - case NPC_BLINDATTACK: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_PETRIFYATTACK: - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case LK_AURABLADE: - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - case LK_HEADCRUSH: - case CG_ARROWVULCAN: - case HW_MAGICCRASHER: - case ITM_TOMAHAWK: - case MO_TRIPLEATTACK: - case CH_CHAINCRUSH: - case CH_TIGERFIST: - case PA_SHIELDCHAIN: - case PA_SACRIFICE: - case WS_CARTTERMINATION: - case AS_VENOMKNIFE: - case HT_PHANTASMIC: - case TK_DOWNKICK: - case TK_COUNTER: - case GS_CHAINACTION: - case GS_TRIPLEACTION: - case GS_MAGICALBULLET: - case GS_TRACKING: - case GS_PIERCINGSHOT: - case GS_RAPIDSHOWER: - case GS_DUST: - case GS_DISARM: - case GS_FULLBUSTER: - case NJ_SYURIKEN: - case NJ_KUNAI: -#ifndef RENEWAL - case ASC_BREAKER: -#endif - case HFLI_MOON: //[orn] - case HFLI_SBR44: //[orn] - case NPC_BLEEDING: - case NPC_CRITICALWOUND: - case NPC_HELLPOWER: - case RK_SONICWAVE: - case RK_STORMBLAST: - case AB_DUPLELIGHT_MELEE: - case RA_AIMEDBOLT: - case NC_AXEBOOMERANG: - case NC_POWERSWING: - case GC_CROSSIMPACT: - case GC_VENOMPRESSURE: - case SC_TRIANGLESHOT: - case SC_FEINTBOMB: - case LG_BANISHINGPOINT: - case LG_SHIELDPRESS: - case LG_RAGEBURST: - case LG_RAYOFGENESIS: - case LG_HESPERUSLIT: - case SR_FALLENEMPIRE: - case SR_CRESCENTELBOW_AUTOSPELL: - case SR_GATEOFHELL: - case SR_GENTLETOUCH_QUIET: - case WM_SEVERE_RAINSTORM_MELEE: - case WM_GREAT_ECHO: - case GN_SLINGITEM_RANGEMELEEATK: - case KO_SETSUDAN: - case GC_DARKCROW: - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - /** - * Mechanic (MADO GEAR) - **/ - case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: - case NC_COLDSLOWER: - if (sd) pc->overheat(sd,1); - case RK_WINDCUTTER: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - break; - - case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) - switch( rnd()%6 ){ - case 0: flag |= BREAK_ANKLE; break; - case 1: flag |= BREAK_WRIST; break; - case 2: flag |= BREAK_KNEE; break; - case 3: flag |= BREAK_SHOULDER; break; - case 4: flag |= BREAK_WAIST; break; - case 5: flag |= BREAK_NECK; break; - } - //TODO: is there really no cleaner way to do this? - sc = status->get_sc(bl); - if (sc) sc->jb_flag = flag; - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case MO_COMBOFINISH: - if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { - //Becomes a splash attack when Soul Linked. - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - } else - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case TK_STORMKICK: // Taekwon kicks [Dralnu] - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->area_temp[1] = 0; - map->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); - break; - - case KN_CHARGEATK: { - bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); - unsigned int dist = distance_bl(src, bl); - uint8 dir = map->calc_dir(bl, src->x, src->y); - - // teleport to target (if not on WoE grounds) - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) ) - clif->slide(src, bl->x, bl->y); - - // cause damage and knockback if the path to target was a straight one - if( path_exists ) { - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); - skill->blown(src, bl, dist, dir, 0); - //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, - // make the caster look in the direction of the target - unit->setdir(src, (dir+4)%8); - } - - } - break; - - case NC_FLAMELAUNCHER: - if (sd) pc->overheat(sd,1); - case SN_SHARPSHOOTING: - case MA_SHARPSHOOTING: - case NJ_KAMAITACHI: - case LG_CANNONSPEAR: - //It won't shoot through walls since on castend there has to be a direct - //line of sight between caster and target. - skill->area_temp[1] = bl->id; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - break; - - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - skill->area_temp[1] = bl->id; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - break; - - case MO_INVESTIGATE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case RG_BACKSTAP: - { - uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl); - if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) { - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] - unit->setdir(bl,dir); - } - else if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case MO_FINGEROFFENSIVE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if (battle_config.finger_offensive_type && sd) { - int i; - for (i = 1; i < sd->spiritball_old; i++) - skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - } - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case MO_CHAINCOMBO: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case NJ_ISSEN: - case MO_EXTREMITYFIST: - { - short x, y, i = 2; // Move 2 cells for Issen(from target) - struct block_list *mbl = bl; - short dir = 0; - - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - - if( skill_id == MO_EXTREMITYFIST ) { - mbl = src; - i = 3; // for Asura(from caster) - status->set_sp(src, 0, 0); - status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); -#ifdef RENEWAL - sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); -#endif // RENEWAL - } else { - status_change_end(src, SC_NJ_NEN, INVALID_TIMER); - status_change_end(src, SC_HIDING, INVALID_TIMER); -#ifdef RENEWAL - status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); -#else // not RENEWAL - status->set_hp(src, 1, 0); -#endif // RENEWAL - } - dir = map->calc_dir(src,bl->x,bl->y); - if( dir > 0 && dir < 4) x = -i; - else if( dir > 4 ) x = i; - else x = 0; - if( dir > 2 && dir < 6 ) y = -i; - else if( dir == 7 || dir < 2 ) y = i; - else y = 0; - if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG - && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) - ) { - clif->slide(src, src->x, src->y); - clif->fixpos(src); - clif->spiritball(src); - } - } - break; - - case HT_POWER: - if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - //Splash attack skills. - case AS_GRIMTOOTH: - case MC_CARTREVOLUTION: - case NPC_SPLASHATTACK: - flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit - case AS_SPLASHER: - case HT_BLITZBEAT: - case AC_SHOWER: - case MA_SHOWER: - case MG_NAPALMBEAT: - case MG_FIREBALL: - case RG_RAID: - case HW_NAPALMVULCAN: - case NJ_HUUMA: - case NJ_BAKUENRYU: - case ASC_METEORASSAULT: - case GS_DESPERADO: - case GS_SPREADATTACK: - case NPC_EARTHQUAKE: - case NPC_PULSESTRIKE: - case NPC_HELLJUDGEMENT: - case NPC_VAMPIRE_GIFT: - case RK_IGNITIONBREAK: - case AB_JUDEX: - case WL_SOULEXPANSION: - case WL_CRIMSONROCK: - case WL_COMET: - case WL_JACKFROST: - case RA_ARROWSTORM: - case RA_WUGDASH: - case NC_VULCANARM: - case NC_ARMSCANNON: - case NC_SELFDESTRUCTION: - case NC_AXETORNADO: - case GC_ROLLINGCUTTER: - case GC_COUNTERSLASH: - case LG_MOONSLASHER: - case LG_EARTHDRIVE: - case SR_TIGERCANNON: - case SR_RAMPAGEBLASTER: - case SR_SKYNETBLOW: - case SR_WINDMILL: - case SR_RIDEINLIGHTNING: - case WM_REVERBERATION: - case SO_VARETYR_SPEAR: - case GN_CART_TORNADO: - case GN_CARTCANNON: - case KO_HAPPOKUNAI: - case KO_HUUMARANKA: - case KO_MUCHANAGE: - case KO_BAKURETSU: - case GN_ILLUSIONDOPING: - case MH_XENO_SLASHER: - if( flag&1 ) {//Recursive invocation - // skill->area_temp[0] holds number of targets in area - // skill->area_temp[1] holds the id of the original target - // skill->area_temp[2] counts how many targets have already been processed - int sflag = skill->area_temp[0] & 0xFFF, heal; - struct status_change *tsc = status->get_sc(bl); - if( flag&SD_LEVEL ) - sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level - if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) - sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) - - if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) ) - break; - - heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); - if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status->heal(src,heal,0,0); - } - } else { - switch ( skill_id ) { - case NJ_BAKUENRYU: - case LG_EARTHDRIVE: - case GN_CARTCANNON: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case SR_TIGERCANNON: - case GC_COUNTERSLASH: - case GC_ROLLINGCUTTER: - flag |= SD_ANIMATION; - case LG_MOONSLASHER: - case MH_XENO_SLASHER: - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? - skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); - default: - break; - } - - skill->area_temp[0] = 0; - skill->area_temp[1] = bl->id; - skill->area_temp[2] = 0; - if( skill_id == WL_CRIMSONROCK ) { - skill->area_temp[4] = bl->x; - skill->area_temp[5] = bl->y; - } - - if( skill_id == NC_VULCANARM ) - if (sd) pc->overheat(sd,1); - - // if skill damage should be split among targets, count them - //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets - //special case: Venom Splasher uses a different range for searching than for splashing - if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) - skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - - // recursive invocation of skill->castend_damage_id() with flag|1 - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - } - break; - - case SM_MAGNUM: - case MS_MAGNUM: - if( flag&1 ) { - //Damage depends on distance, so add it to flag if it is > 1 - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl)); - } - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - //Coded apart for it needs the flag passed to the damage calculation. - if (skill->area_temp[1] != bl->id) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); - else - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case KN_BOWLINGBASH: - case MS_BOWLINGBASH: - { - int min_x,max_x,min_y,max_y,i,c,dir,tx,ty; - // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount - c = (skill_lv-(flag&0xFFF)+1)/2; - // Determine the Bowling Bash area depending on configuration - if (battle_config.bowling_bash_area == 0) { - // Gutter line system - min_x = ((src->x)-c) - ((src->x)-c)%40; - if(min_x < 0) min_x = 0; - max_x = min_x + 39; - min_y = ((src->y)-c) - ((src->y)-c)%40; - if(min_y < 0) min_y = 0; - max_y = min_y + 39; - } else if (battle_config.bowling_bash_area == 1) { - // Gutter line system without demi gutter bug - min_x = src->x - (src->x)%40; - max_x = min_x + 39; - min_y = src->y - (src->y)%40; - max_y = min_y + 39; - } else { - // Area around caster - min_x = src->x - battle_config.bowling_bash_area; - max_x = src->x + battle_config.bowling_bash_area; - min_y = src->y - battle_config.bowling_bash_area; - max_y = src->y + battle_config.bowling_bash_area; - } - // Initialization, break checks, direction - if((flag&0xFFF) > 0) { - // Ignore monsters outside area - if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y) - break; - // Ignore monsters already in list - if(idb_exists(skill->bowling_db, bl->id)) - break; - // Random direction - dir = rnd()%8; - } else { - // Create an empty list of already hit targets - db_clear(skill->bowling_db); - // Direction is walkpath - dir = (unit->getdir(src)+4)%8; - } - // Add current target to the list of already hit targets - idb_put(skill->bowling_db, bl->id, bl); - // Keep moving target in direction square by square - tx = bl->x; - ty = bl->y; - for(i=0;i<c;i++) { - // Target coordinates (get changed even if knockback fails) - tx -= dirx[dir]; - ty -= diry[dir]; - // If target cell is a wall then break - if(map->getcell(bl->m,tx,ty,CELL_CHKWALL)) - break; - skill->blown(src,bl,1,dir,0); - // Splash around target cell, but only cells inside area; we first have to check the area is not negative - if((max(min_x,tx-1) <= min(max_x,tx+1)) && - (max(min_y,ty-1) <= min(max_y,ty+1)) && - (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { - // Recursive call - map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); - // Self-collision - if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); - break; - } - } - // Original hit or chain hit depending on flag - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); - } - break; - - case KN_SPEARSTAB: - if(flag&1) { - if (bl->id==skill->area_temp[1]) - break; - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) - skill->blown(src,bl,skill->area_temp[2],-1,0); - } else { - int x=bl->x,y=bl->y,i,dir; - dir = map->calc_dir(bl,src->x,src->y); - skill->area_temp[1] = bl->id; - skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); - // all the enemies between the caster and the target are hit, as well as the target - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) - skill->blown(src,bl,skill->area_temp[2],-1,0); - for (i=0;i<4;i++) { - map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, - tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - x += dirx[dir]; - y += diry[dir]; - } - } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] - { - skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) - map->foreachinrange(skill->area_sub,bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, - skill->castend_nodamage_id); - } - break; - case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] - //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ - clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. - skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - break; - - case PR_TURNUNDEAD: - case ALL_RESURRECTION: - if (!battle->check_undead(tstatus->race, tstatus->def_ele)) - break; - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case MG_SOULSTRIKE: - case NPC_DARKSTRIKE: - case MG_COLDBOLT: - case MG_FIREBOLT: - case MG_LIGHTNINGBOLT: - case WZ_EARTHSPIKE: - case AL_HEAL: - case AL_HOLYLIGHT: - case WZ_JUPITEL: - case NPC_DARKTHUNDER: - case PR_ASPERSIO: - case MG_FROSTDIVER: - case WZ_SIGHTBLASTER: - case WZ_SIGHTRASHER: - case NJ_KOUENKA: - case NJ_HYOUSENSOU: - case NJ_HUUJIN: - case AB_ADORAMUS: - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - case AB_DUPLELIGHT_MAGIC: - case WM_METALICSOUND: - case MH_ERASER_CUTTER: - case KO_KAIHOU: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NPC_MAGICALATTACK: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case HVAN_CAPRICE: //[blackhole89] - { - int ran=rnd()%4; - int sid = 0; - switch(ran) - { - case 0: sid=MG_COLDBOLT; break; - case 1: sid=MG_FIREBOLT; break; - case 2: sid=MG_LIGHTNINGBOLT; break; - case 3: sid=WZ_EARTHSPIKE; break; - } - skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); - } - break; - case WZ_WATERBALL: - { - int range = skill_lv / 2; - int maxlv = skill->get_max(skill_id); // learnable level - int count = 0; - int x, y; - struct skill_unit *su; - - if( skill_lv > maxlv ) { - if( src->type == BL_MOB && skill_lv == 10 ) - range = 4; - else - range = maxlv / 2; - } - - for( y = src->y - range; y <= src->y + range; ++y ) - for( x = src->x - range; x <= src->x + range; ++x ) { - if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { - if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement - count++; // natural water cell - else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL - || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { - count++; // skill-induced water cell - skill->delunit(su); // consume cell - } - } - } - - if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs - skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); - } - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case PR_BENEDICTIO: - //Should attack undead and demons. [Skotlex] - if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) - skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case SL_SMA: - status_change_end(src, SC_SMA_READY, INVALID_TIMER); - case SL_STIN: - case SL_STUN: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NPC_DARKBREATH: - clif->emotion(src,E_AG); - case SN_FALCONASSAULT: - case PA_PRESSURE: - case CR_ACIDDEMONSTRATION: - case TF_THROWSTONE: - case NPC_SMOKING: - case GS_FLING: - case NJ_ZENYNAGE: - case GN_THORNS_TRAP: - case GN_HELLS_PLANT_ATK: -#ifdef RENEWAL - case ASC_BREAKER: -#endif - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - /** - * Rune Knight - **/ - case RK_DRAGONBREATH_WATER: - case RK_DRAGONBREATH: - { - struct status_change *tsc = NULL; - if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } else - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - case NPC_SELFDESTRUCTION: { - struct status_change *tsc = NULL; - if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) - break; - } - case HVAN_EXPLOSION: - if (src != bl) - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - // [Celest] - case PF_SOULBURN: - if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (skill_lv == 5) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - status_percent_damage(src, bl, 0, 100, false); - } else { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if (skill_lv == 5) - skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); - status_percent_damage(src, src, 0, 100, false); - } - break; - - case NPC_BLOODDRAIN: - case NPC_ENERGYDRAIN: - { - int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, - src, src, bl, skill_id, skill_lv, tick, flag); - if (heal > 0){ - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status->heal(src, heal, 0, 0); - } - } - break; - - case GS_BULLSEYE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NJ_KASUMIKIRI: - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) - sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case NJ_KIRIKAGE: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { - //You don't move on GVG grounds. - short x, y; - map->search_freecell(bl, 0, &x, &y, 1, 1, 0); - if (unit->movepos(src, x, y, 0, 0)) - clif->slide(src,src->x,src->y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - case RK_HUNDREDSPEAR: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if(rnd()%100 < (10 + 3*skill_lv)) { - if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) - break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. - skill->blown(src,bl,6,-1,0); - skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); - skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); - } - break; - case RK_PHANTOMTHRUST: - { - struct map_session_data *tsd = BL_CAST(BL_PC, bl); - unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - - skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); - if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. - ; // No damage to Members - else - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - - case KO_JYUMONJIKIRI: - case GC_DARKILLUSION: - { - short x, y; - short dir = map->calc_dir(bl, src->x, src->y); - - if ( dir < 4 ) { - x = bl->x + 2 * (dir > 0) - 3 * (dir > 0); - y = bl->y + 1 - (dir / 2) - (dir > 2); - } else { - x = bl->x + 2 * (dir > 4) - 1 * (dir > 4); - y = bl->y + (dir / 6) - 1 + (dir > 6); - } - - if ( unit->movepos(src, x, y, 1, 1) ) { - clif->slide(src, x, y); - clif->fixpos(src); // the official server send these two packets. - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION ) - skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag); - } - } - break; - case GC_WEAPONCRUSH: - if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); - break; - - case GC_CROSSRIPPERSLASHER: - if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - else - { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); - } - break; - - case GC_PHANTOMMENACE: - if( flag&1 ) { - // Only Hits Invisible Targets - struct status_change *tsc = status->get_sc(bl); - if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - case WL_CHAINLIGHTNING: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); - break; - case WL_DRAINLIFE: - { - int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - int rate = 70 + 5 * skill_lv; - - heal = heal * (5 + 5 * skill_lv) / 100; - - if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP - heal = 0; // Don't absorb heal from Ice Walls or other skill units. - - if( heal && rnd()%100 < rate ) { - status->heal(src, heal, 0, 0); - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - } - } - break; - - case WL_TETRAVORTEX: - if( sc ){ - int i = SC_SUMMON5, x = 0; - int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; - for(; i >= SC_SUMMON1; i--){ - if( sc->data[i] ){ - int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0; - if( x < 4 ){ - types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1; - types[x][1] = 25; // 25% each for equal sharing - if( x == 3 ){ - x = 0; - sc_index = types[rnd()%4][0]; - for(; x < 4; x++) - if(types[x][0] == sc_index) - rate += types[x][1]; - } - skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag); - } - status_change_end(src, (sc_type)i, INVALID_TIMER); - x++; - } - } - } - break; - - case WL_RELEASE: - if( sd ) { - int i, cooldown; - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - skill->toggle_magicpower(src, skill_id); - // Priority is to release SpellBook - if( sc && sc->data[SC_READING_SB] ) { // SpellBook - uint16 spell_skill_id, spell_skill_lv, point, s = 0; - int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; - - for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released - if( sc->data[i] ) spell[s++] = i; - - if ( s == 0 ) - break; - - i = spell[s==1?0:rnd()%s];// Random select of spell to be released. - if( s && sc->data[i] ){// Now extract the data from the preserved spell - spell_skill_id = sc->data[i]->val1; - spell_skill_lv = sc->data[i]->val2; - point = sc->data[i]->val3; - status_change_end(src, (sc_type)i, INVALID_TIMER); - }else //something went wrong :( - break; - - if( sc->data[SC_READING_SB]->val2 > point ) - sc->data[SC_READING_SB]->val2 -= point; - else // Last spell to be released - status_change_end(src, SC_READING_SB, INVALID_TIMER); - - if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) ) - break; - - switch( skill->get_casttype(spell_skill_id) ) { - case CAST_GROUND: - skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); - break; - } - - sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); - clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); - - cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); - for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { - if (sd->skillcooldown[i].id == spell_skill_id){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - if(cooldown) - skill->blockpc_start(sd, spell_skill_id, cooldown); - }else if( sc ){ // Summon Balls - for(i = SC_SUMMON5; i >= SC_SUMMON1; i--){ - if( sc->data[i] ){ - int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE); - skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag); - status_change_end(src, (sc_type)i, INVALID_TIMER); - if(skill_lv == 1) - break; - } - } - } - } - break; - case WL_FROSTMISTY: - // Doesn't deal damage through non-shootable walls. - if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - break; - case WL_HELLINFERNO: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); - break; - case RA_WUGSTRIKE: - if( sd && pc_isridingwug(sd) ){ - short x[8]={0,-1,-1,-1,0,1,1,1}; - short y[8]={1,1,0,-1,-1,-1,0,1}; - uint8 dir = map->calc_dir(bl, src->x, src->y); - - if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) - { - clif->slide(src, bl->x+x[dir], bl->y+y[dir]); - clif->fixpos(src); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - } - break; - } - case RA_WUGBITE: - if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - - break; - - case RA_SENSITIVEKEEN: - if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets - struct status_change * tsc = status->get_sc(bl); - if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - } - } else { - struct skill_unit *su = BL_CAST(BL_SKILL,bl); - struct skill_unit_group* sg; - - if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) { - if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; - item_tmp.identify = 1; - if( item_tmp.nameid ) - map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); - } - skill->delunit(su); - } - } - break; - case NC_INFRAREDSCAN: - if( flag&1 ) { - //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] - sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. - } else { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( sd ) pc->overheat(sd,1); - } - break; - - case NC_MAGNETICFIELD: - sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); - break; - case SC_FATALMENACE: - if( flag&1 ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else { - short x, y; - map->search_freecell(src, 0, &x, &y, -1, -1, 0); - // Destination area - skill->area_temp[4] = x; - skill->area_temp[5] = y; - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self - clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - } - break; - case LG_PINPOINTATTACK: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) - clif->slide(src,bl->x,bl->y); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case LG_SHIELDSPELL: - if ( skill_lv == 1 ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else if ( skill_lv == 2 ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case SR_DRAGONCOMBO: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case SR_KNUCKLEARROW: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) { - clif->slide(src,bl->x,bl->y); - clif->fixpos(src); // Aegis send this packet too. - } - - if( flag&1 ) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); - else - skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); - break; - - case SR_HOWLINGOFLION: - status_change_end(bl, SC_SWING, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_SIREN, INVALID_TIMER); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); - break; - - case SR_EARTHSHAKER: - if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - } else{ - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - } - break; - - case WM_SOUND_OF_DESTRUCTION: - { - struct status_change *tsc = status->get_sc(bl); - if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || - tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || - tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || - tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || - tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || - tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && - rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE); - status_change_end(bl, SC_SWING, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_SIREN, INVALID_TIMER); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - } - } - break; - - case SO_POISON_BUSTER: - { - struct status_change *tsc = status->get_sc(bl); - if( tsc && tsc->data[SC_POISON] ) { - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_POISON, INVALID_TIMER); - } else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } - break; - - case GN_SPORE_EXPLOSION: - if( flag&1 ) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - else { - clif->skill_nodamage(src, bl, skill_id, 0, 1); - skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); - } - break; - - case EL_FIRE_BOMB: - case EL_FIRE_WAVE: - case EL_WATER_SCREW: - case EL_HURRICANE: - case EL_TYPOON_MIS: - if( flag&1 ) - skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); - else { - int i = skill->get_splash(skill_id,skill_lv); - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 30 ) - map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - - case EL_ROCK_CRUSHER: - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 50 ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - else - skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); - break; - - case EL_STONE_RAIN: - if( flag&1 ) - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - else { - int i = skill->get_splash(skill_id,skill_lv); - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 30 ) - map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - - case EL_FIRE_ARROW: - case EL_ICE_NEEDLE: - case EL_WIND_SLASH: - case EL_STONE_HAMMER: - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case EL_TIDAL_WEAPON: - if( src->type == BL_ELEM ) { - struct elemental_data *ele = BL_CAST(BL_ELEM,src); - struct status_change *esc = status->get_sc(&ele->bl); - struct status_change *tsc = status->get_sc(bl); - sc_type type = status->skill2sc(skill_id), type2; - type2 = type-1; - - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } - if( rnd()%100 < 50 ) - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - else { - sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); - } - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } - break; - - // Recursive homun skill - case MH_MAGMA_FLOW: - case MH_HEILIGE_STANGE: - if(flag & 1) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - else { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); - } - break; - - case MH_STAHL_HORN: - case MH_NEEDLE_OF_PARALYZE: - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - break; - case MH_TINDER_BREAKER: - if (unit->movepos(src, bl->x, bl->y, 1, 1)) { - #if PACKETVER >= 20111005 - clif->snap(src, bl->x, bl->y); - #else - clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); - #endif - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case 0:/* no skill - basic/normal attack */ - if(sd) { - if (flag & 3){ - if (bl->id != skill->area_temp[1]) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); - } else { - skill->area_temp[1] = bl->id; - map->foreachinrange(skill->area_sub, bl, - sd->bonus.splash_range, BL_CHAR, - src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, - skill->castend_damage_id); - flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] - } - } - break; - - default: - ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); - clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, - 0, abs(skill->get_num(skill_id, skill_lv)), - skill_id, skill_lv, skill->get_hit(skill_id)); - map->freeblock_unlock(); - return 1; - } - - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - - map->freeblock_unlock(); - - if( sd && !(flag&1) ) - {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = timer->gettick(); - - if( sd->state.arrow_atk ) - {// consume arrow on last invocation to this skill. - battle->consume_ammo(sd, skill_id, skill_lv); - } - - // perform skill requirement consumption - skill->consume_requirement(sd,skill_id,skill_lv,2); - } - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { - struct block_list *target, *src; - struct map_session_data *sd; - struct mob_data *md; - struct unit_data *ud; - struct status_change *sc = NULL; - int inf,inf2,flag = 0; - - src = map->id2bl(id); - if( src == NULL ) - { - ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); - return 0;// not found - } - - ud = unit->bl2ud(src); - if( ud == NULL ) - { - ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); - return 0;// ??? - } - - sd = BL_CAST(BL_PC, src); - md = BL_CAST(BL_MOB, src); - - if( src->prev == NULL ) { - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit->skillcastcancel() - if( ud->skilltimer != tid ) { - ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) - {// restore original walk speed - ud->skilltimer = INVALID_TIMER; - status_calc_bl(&sd->bl, SCB_SPEED); - } - - ud->skilltimer = INVALID_TIMER; - } - - if (ud->skilltarget == id) - target = src; - else - target = map->id2bl(ud->skilltarget); - - // Use a do so that you can break out of it when the skill fails. - do { - if(!target || target->prev==NULL) break; - - if(src->m != target->m || status->isdead(src)) break; - - switch (ud->skill_id) { - //These should become skill_castend_pos - case WE_CALLPARTNER: - if(sd) clif->callpartner(sd); - case WE_CALLPARENT: - case WE_CALLBABY: - case AM_RESURRECTHOMUN: - case PF_SPIDERWEB: - //Find a random spot to place the skill. [Skotlex] - inf2 = skill->get_splash(ud->skill_id, ud->skill_lv); - ud->skillx = target->x + inf2; - ud->skilly = target->y + inf2; - if (inf2 && !map->random_dir(target, &ud->skillx, &ud->skilly)) { - ud->skillx = target->x; - ud->skilly = target->y; - } - ud->skilltimer=tid; - return skill->castend_pos(tid,tick,id,data); - case GN_WALLOFTHORN: - ud->skillx = target->x; - ud->skilly = target->y; - ud->skilltimer = tid; - return skill->castend_pos(tid,tick,id,data); - } - - if(ud->skill_id == RG_BACKSTAP) { - uint8 dir = map->calc_dir(src,target->x,target->y),t_dir = unit->getdir(target); - if(check_distance_bl(src, target, 0) || map->check_dir(dir,t_dir)) { - break; - } - } - - if( ud->skill_id == PR_TURNUNDEAD ) { - struct status_data *tstatus = status->get_status_data(target); - if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) - break; - } - - if( ud->skill_id == RA_WUGSTRIKE ){ - if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) - break; - } - - if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) { - sc = status->get_sc(target); - if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) - { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] - clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); - break; - } - } - else - { // Check target validity. - inf = skill->get_inf(ud->skill_id); - inf2 = skill->get_inf2(ud->skill_id); - - if(inf&INF_ATTACK_SKILL || - (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills - ) // Casted through combo. - inf = BCT_ENEMY; //Offensive skill. - else if(inf2&INF2_NO_ENEMY) - inf = BCT_NOENEMY; - else - inf = 0; - - if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) - { - inf |= - (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| - (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); - //Remove neutral targets (but allow enemy if skill is designed to be so) - inf &= ~BCT_NEUTRAL; - } - - if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { - clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); - break; - } - - if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB ) - { - if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM ) - break; - } - else if (inf && battle->check_target(src, target, inf) <= 0){ - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { - if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) - break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] - } - - if( inf&BCT_ENEMY - && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] - && rnd() % 100 < 75 - ) { - // Fogwall makes all offensive-type targeted skills fail at 75% - if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - } - - //Avoid doing double checks for instant-cast skills. - if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1)) - break; - - if(md) { - md->last_thinktime=tick +MIN_MOBTHINKTIME; - if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) - clif->emotion(src, md->db->skill[md->skill_idx].emotion); - } - - if(src != target && battle_config.skill_add_range && - !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) - { - if (sd) { - clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); - } - break; - } - - if( sd ) - { - if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) - break; - else - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); - } -#ifdef OFFICIAL_WALKPATH - if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) - break; -#endif - if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) - break; - - if (ud->state.running && ud->skill_id == TK_JUMPKICK) { - ud->state.running = 0; - status_change_end(src, SC_RUN, INVALID_TIMER); - flag = 1; - } - - if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) - unit->stop_walking(src,1); - - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] - if (sd) { // Cooldown application - int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); - for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. - if (sd->skillcooldown[i].id == ud->skill_id){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - if(cooldown) - skill->blockpc_start(sd, ud->skill_id, cooldown); - } - if( battle_config.display_status_timers && sd ) - clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); - if( sd ) - { - switch( ud->skill_id ) - { - case GS_DESPERADO: - sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv); - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) { - const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); - if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) - break; - } - sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); - break; - } - } - if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE) - unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); - - if(battle_config.skill_log && battle_config.skill_log&src->type) - ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", - src->type, src->id, ud->skill_id, ud->skill_lv, target->id); - - map->freeblock_lock(); - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill->toggle_magicpower(src, ud->skill_id); - - /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. - if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses - status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); - */ - - if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) - skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); - else - skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); - - sc = status->get_sc(src); - if(sc && sc->count) { - if( sc->data[SC_SOULLINK] - && sc->data[SC_SOULLINK]->val2 == SL_WIZARD - && sc->data[SC_SOULLINK]->val3 == ud->skill_id - && ud->skill_id != WZ_WATERBALL - ) - sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. - - if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) - skill->blockpc_start(sd,BD_ADAPTATION,3000); - } - - if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish] - sd->skillitem = sd->skillitemlv = 0; - - if (ud->skilltimer == INVALID_TIMER) { - if(md) md->skill_idx = -1; - else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' - ud->skill_lv = ud->skilltarget = 0; - } - map->freeblock_unlock(); - return 1; - } while(0); - - //Skill failed. - if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { - //When Asura fails... (except when it fails from Fog of Wall) - //Consume SP/spheres - skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); - status->set_sp(src, 0, 0); - sc = &sd->sc; - if (sc->count) { - //End states - status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); -#ifdef RENEWAL - sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); -#endif - } - if (target && target->m == src->m) { - //Move character to target anyway. - int dir, x, y; - dir = map->calc_dir(src,target->x,target->y); - if( dir > 0 && dir < 4) x = -2; - else if( dir > 4 ) x = 2; - else x = 0; - if( dir > 2 && dir < 6 ) y = -2; - else if( dir == 7 || dir < 2 ) y = 2; - else y = 0; - if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) { - //Display movement + animation. - clif->slide(src,src->x,src->y); - clif->spiritball(src); - } - clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - } - } - - ud->skill_id = ud->skill_lv = ud->skilltarget = 0; - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick; - //You can't place a skill failed packet here because it would be - //sent in ALL cases, even cases where skill_check_condition fails - //which would lead to double 'skill failed' messages u.u [Skotlex] - if(sd) - sd->skillitem = sd->skillitemlv = 0; - else if(md) - md->skill_idx = -1; - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct map_session_data *sd, *dstsd; - struct mob_data *md, *dstmd; - struct homun_data *hd; - struct mercenary_data *mer; - struct status_data *sstatus, *tstatus; - struct status_change *tsc; - struct status_change_entry *tsce; - - int element = 0; - enum sc_type type; - - if(skill_id > 0 && !skill_lv) return 0; // [Celest] - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->m != bl->m) - return 1; - - sd = BL_CAST(BL_PC, src); - hd = BL_CAST(BL_HOM, src); - md = BL_CAST(BL_MOB, src); - mer = BL_CAST(BL_MER, src); - - dstsd = BL_CAST(BL_PC, bl); - dstmd = BL_CAST(BL_MOB, bl); - - if(bl->prev == NULL) - return 1; - if(status->isdead(src)) - return 1; - - if( src != bl && status->isdead(bl) ) { - /** - * Skills that may be cast on dead targets - **/ - switch( skill_id ) { - case NPC_WIDESOULDRAIN: - case PR_REDEMPTIO: - case ALL_RESURRECTION: - case WM_DEADHILLHERE: - break; - default: - return 1; - } - } - - // Supportive skills that can't be cast in users with mado - if( sd && dstsd && pc_ismadogear(dstsd) ) { - switch( skill_id ) { - case AL_HEAL: - case AL_INCAGI: - case AL_DECAGI: - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); - return 0; - default: - break; - } - } - - tstatus = status->get_status_data(bl); - sstatus = status->get_status_data(src); - - //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] - switch (skill_id) { - case HLIF_HEAL: // [orn] - if (bl->type != BL_HOM) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; - break ; - } - case AL_HEAL: - - /** - * Arch Bishop - **/ - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - case AL_INCAGI: - case ALL_RESURRECTION: - case PR_ASPERSIO: - //Apparently only player casted skills can be offensive like this. - if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { - if (battle->check_target(src, bl, BCT_ENEMY) < 1) { - //Offensive heal does not works on non-enemies. [Skotlex] - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); - } - break; - case SO_ELEMENTAL_SHIELD: - { - struct party_data *p; - short ret = 0; - int x0, y0, x1, y1, range, i; - - if(sd == NULL || !sd->ed) - break; - if((p = party->search(sd->status.party_id)) == NULL) - break; - - range = skill->get_splash(skill_id,skill_lv); - x0 = sd->bl.x - range; - y0 = sd->bl.y - range; - x1 = sd->bl.x + range; - y1 = sd->bl.y + range; - - elemental->delete(sd->ed,0); - - if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) - ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); - for(i = 0; i < MAX_PARTY; i++) { - struct map_session_data *psd = p->data[i].sd; - if(!psd) - continue; - if(psd->bl.m != sd->bl.m || !psd->bl.prev) - continue; - if(range && (psd->bl.x < x0 || psd->bl.y < y0 || - psd->bl.x > x1 || psd->bl.y > y1)) - continue; - if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) - ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); - } - return ret; - } - break; - case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] - return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); - case MH_STEINWAND: { - struct block_list *s_src = battle->get_master(src); - short ret = 0; - if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration - ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun - if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) - ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - return ret; - } - break; - case RK_MILLENNIUMSHIELD: - case RK_CRUSHSTRIKE: - case RK_REFRESH: - case RK_GIANTGROWTH: - case RK_STONEHARDSKIN: - case RK_VITALITYACTIVATION: - case RK_STORMBLAST: - case RK_FIGHTINGSPIRIT: - case RK_ABUNDANCE: - if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ - if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){ - skill->consume_requirement(sd,skill_id,skill_lv,2); - map->freeblock_unlock(); - return 0; - } - } - break; - default: - //Skill is actually ground placed. - if (src == bl && skill->get_unit_id(skill_id,0)) - return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); - } - - type = status->skill2sc(skill_id); - tsc = status->get_sc(bl); - tsce = (tsc && type != -1)?tsc->data[type]:NULL; - - if (src!=bl && type > -1 && - (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && - skill->get_inf(skill_id) != INF_SUPPORT_SKILL && - battle->attr_fix(NULL, NULL, 100, element, tstatus->def_ele, tstatus->ele_lv) <= 0) - return 1; //Skills that cause an status should be blocked if the target element blocks its element. - - map->freeblock_lock(); - switch(skill_id) { - case HLIF_HEAL: // [orn] - case AL_HEAL: - /** - * Arch Bishop - **/ - case AB_HIGHNESSHEAL: - { - int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); - int heal_get_jobexp; - //Highness Heal: starts at 1.7 boost + 0.3 for each level - if( skill_id == AB_HIGHNESSHEAL ) { - heal = heal * ( 17 + 3 * skill_lv ) / 10; - } - if( status->isimmune(bl) || - (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) - heal=0; - - if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) - heal = heal*2; - - if( tsc && tsc->count ) - { - if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) - { //Bounce back heal - if (--tsc->data[SC_KAITE]->val2 <= 0) - status_change_end(bl, SC_KAITE, INVALID_TIMER); - if (src == bl) - heal=0; //When you try to heal yourself under Kaite, the heal is voided. - else { - bl = src; - dstsd = sd; - } - } - else if (tsc->data[SC_BERSERK]) - heal = 0; //Needed so that it actually displays 0 when healing. - } - clif->skill_nodamage (src, bl, skill_id, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) - heal = ~heal + 1; - heal_get_jobexp = status->heal(bl,heal,0,0); - - if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ - heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; - if (heal_get_jobexp <= 0) - heal_get_jobexp = 1; - pc->gainexp (sd, bl, 0, heal_get_jobexp, false); - } - } - break; - - case PR_REDEMPTIO: - if (sd && !(flag&1)) { - if (sd->status.party_id == 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - skill->area_temp[0] = 0; - party->foreachsamemap(skill->area_sub, - sd,skill->get_splash(skill_id, skill_lv), - src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, - skill->castend_nodamage_id); - if (skill->area_temp[0] == 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... - if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty - sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. - sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); - clif->updatestatus(sd,SP_BASEEXP); - clif->updatestatus(sd,SP_JOBEXP); - } - status->set_hp(src, 1, 0); - status->set_sp(src, 0, 0); - break; - } else if (status->isdead(bl) && flag&1) { //Revive - skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code. - skill_lv = 3; //Resurrection level 3 is used - } else //Invalid target, skip resurrection. - break; - - case ALL_RESURRECTION: - if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) { - //No reviving in WoE grounds! - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if (!status->isdead(bl)) - break; - { - int per = 0, sper = 0; - if (tsc && tsc->data[SC_HELLPOWER]) - break; - - if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) - break; - - switch(skill_lv){ - case 1: per=10; break; - case 2: per=30; break; - case 3: per=50; break; - case 4: per=80; break; - } - if(dstsd && dstsd->special_state.restart_full_recover) - per = sper = 100; - if (status->revive(bl, per, sper)) - { - clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. - if(sd && dstsd && battle_config.resurrection_exp > 0) - { - int exp = 0,jexp = 0; - int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; - if(lv > 0 && pc->nextbaseexp(dstsd)) { - exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (exp < 1) exp = 1; - } - if(jlv > 0 && pc->nextjobexp(dstsd)) { - jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (jexp < 1) jexp = 1; - } - if(exp > 0 || jexp > 0) - pc->gainexp (sd, bl, exp, jexp, false); - } - } - } - break; - - case AL_DECAGI: - clif->skill_nodamage (src, bl, skill_id, skill_lv, - sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, - /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ - ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); - break; - - case MER_DECAGI: - if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); - break; - - case AL_CRUCIS: - if (flag&1) - sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case PR_LEXDIVINA: - case MER_LEXDIVINA: - if( tsce ) - status_change_end(bl,type, INVALID_TIMER); - else - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - break; - - case SA_ABRACADABRA: - { - int abra_skill_id = 0, abra_skill_lv, abra_idx; - do { - abra_idx = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill->abra_db[abra_idx].skill_id; - } while (abra_skill_id == 0 || - skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill->abra_db[abra_idx].per - ); - abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - - if( sd ) - {// player-casted - sd->state.abra_flag = 1; - sd->skillitem = abra_skill_id; - sd->skillitemlv = abra_skill_lv; - clif->item_skill(sd, abra_skill_id, abra_skill_lv); - } - else - {// mob-casted - struct unit_data *ud = unit->bl2ud(src); - int inf = skill->get_inf(abra_skill_id); - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); - } else { //Assume offensive skills - int target_id = 0; - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { - bl = map->id2bl(target_id); - if (!bl) bl = src; - unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); - } else - unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); - } - } - } - break; - - case SA_COMA: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - case SA_FULLRECOVERY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (status->isimmune(bl)) - break; - status_percent_heal(bl, 100, 100); - break; - case NPC_ALLHEAL: - { - int heal; - if( status->isimmune(bl) ) - break; - heal = status_percent_heal(bl, 100, 0); - clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); - if( dstmd ) { - // Reset Damage Logs - memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); - dstmd->tdmg = 0; - } - } - break; - case SA_SUMMONMONSTER: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); - break; - case SA_LEVELUP: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false); - break; - case SA_INSTANTDEATH: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status->set_hp(bl,1,0); - break; - case SA_QUESTION: - case SA_GRAVITY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case SA_CLASSCHANGE: - case SA_MONOCELL: - if (dstmd) - { - int class_; - if ( sd && dstmd->status.mode&MD_BOSS ) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - mob->class_change(dstmd,class_); - if( tsc && dstmd->status.mode&MD_BOSS ) - { - int i; - const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP }; - for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) - if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER); - for (i = 0; i < ARRAYLENGTH(scs); i++) - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - } - break; - case SA_DEATH: - if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_kill(bl); - break; - case SA_REVERSEORCISH: - case ALL_REVERSEORCISH: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); - break; - case SA_FORTUNE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); - break; - case SA_TAMINGMONSTER: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd && dstmd) { - int i; - ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ ); - if( i < MAX_PET_DB ) - pet->catch_process1(sd, dstmd->class_); - } - break; - - case CR_PROVIDENCE: - if(sd && dstsd){ //Check they are not another crusader [Skotlex] - if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case CG_MARIONETTE: - { - struct status_change* sc = status->get_sc(src); - - if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) { - // Cannot cast on another bard/dancer-type class of the same gender as caster - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - - if( sc && tsc ) { - if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { - sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); - sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id - && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id - ) { - status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER); - status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); - } else { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - } - } - break; - - case RG_CLOSECONFINE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); - break; - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - if (dstsd) { - if(dstsd->status.weapon == W_FIST || - (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lengthen time. [Skotlex] - dstsd->sc.data[SC_PROPERTYFIRE] || - dstsd->sc.data[SC_PROPERTYWATER] || - dstsd->sc.data[SC_PROPERTYWIND] || - dstsd->sc.data[SC_PROPERTYGROUND] || - dstsd->sc.data[SC_PROPERTYDARK] || - dstsd->sc.data[SC_PROPERTYTELEKINESIS] || - dstsd->sc.data[SC_ENCHANTPOISON] - )) - ) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - } - // 100% success rate at lv4 & 5, but lasts longer at lv5 - if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { - if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) - clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon." - } - break; - - case PR_ASPERSIO: - if (sd && dstmd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case ITEM_ENCHANTARMS: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv, - skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); - break; - - case TK_SEVENWIND: - switch(skill->get_ele(skill_id,skill_lv)) { - case ELE_EARTH : type = SC_PROPERTYGROUND; break; - case ELE_WIND : type = SC_PROPERTYWIND; break; - case ELE_WATER : type = SC_PROPERTYWATER; break; - case ELE_FIRE : type = SC_PROPERTYFIRE; break; - case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break; - case ELE_DARK : type = SC_PROPERTYDARK; break; - case ELE_HOLY : type = SC_ASPERSIO; break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - - sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); - - break; - - case PR_KYRIE: - case MER_KYRIE: - clif->skill_nodamage(bl, bl, skill_id, -1, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - //Passive Magnum, should had been casted on yourself. - case SM_MAGNUM: - case MS_MAGNUM: - skill->area_temp[1] = 0; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - clif->skill_nodamage (src,src,skill_id,skill_lv,1); - // Initiate 10% of your damage becomes fire element. - sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); - if( sd ) - skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); - else if( bl->type == BL_MER ) - skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); - break; - - case TK_JUMPKICK: - /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */ - if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) - { - if( unit->movepos(src, bl->x, bl->y, 1, 1) ) - { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - clif->slide(src,bl->x,bl->y); - } - } - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - break; - - case AL_INCAGI: - case AL_BLESSING: - case MER_INCAGI: - case MER_BLESSING: - if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) { - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - } - case PR_SLOWPOISON: - case PR_IMPOSITIO: - case PR_LEXAETERNA: - case PR_SUFFRAGIUM: - case PR_BENEDICTIO: - case LK_BERSERK: - case MS_BERSERK: - case KN_TWOHANDQUICKEN: - case KN_ONEHAND: - case MER_QUICKEN: - case CR_SPEARQUICKEN: - case CR_REFLECTSHIELD: - case MS_REFLECTSHIELD: - case AS_POISONREACT: - case MC_LOUD: - case MG_ENERGYCOAT: - case MO_EXPLOSIONSPIRITS: - case MO_STEELBODY: - case MO_BLADESTOP: - case LK_AURABLADE: - case LK_PARRYING: - case MS_PARRYING: - case LK_CONCENTRATION: - case WS_CARTBOOST: - case SN_SIGHT: - case WS_MELTDOWN: - case WS_OVERTHRUSTMAX: - case ST_REJECTSWORD: - case HW_MAGICPOWER: - case PF_MEMORIZE: - case PA_SACRIFICE: - case ASC_EDP: - case PF_DOUBLECASTING: - case SG_SUN_COMFORT: - case SG_MOON_COMFORT: - case SG_STAR_COMFORT: - case NPC_HALLUCINATION: - case GS_MADNESSCANCEL: - case GS_ADJUSTMENT: - case GS_INCREASING: - case NJ_KASUMIKIRI: - case NJ_UTSUSEMI: - case NJ_NEN: - case NPC_DEFENDER: - case NPC_MAGICMIRROR: - case ST_PRESERVE: - case NPC_INVINCIBLE: - case NPC_INVINCIBLEOFF: - case RK_DEATHBOUND: - case AB_RENOVATIO: - case AB_EXPIATIO: - case AB_DUPLELIGHT: - case AB_SECRAMENT: - case NC_ACCELERATION: - case NC_HOVERING: - case NC_SHAPESHIFT: - case WL_RECOGNIZEDSPELL: - case GC_VENOMIMPRESS: - case SC_INVISIBILITY: - case SC_DEADLYINFECT: - case LG_EXEEDBREAK: - case LG_PRESTIGE: - case SR_CRESCENTELBOW: - case SR_LIGHTNINGWALK: - case SR_GENTLETOUCH_ENERGYGAIN: - case GN_CARTBOOST: - case KO_MEIKYOUSISUI: - case ALL_FULL_THROTTLE: - case RA_UNLIMIT: - case WL_TELEKINESIS_INTENSE: - case AB_OFFERTORIUM: - case RK_GIANTGROWTH: - case RK_VITALITYACTIVATION: - case RK_ABUNDANCE: - case RK_CRUSHSTRIKE: - case ALL_ODINS_POWER: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case KN_AUTOCOUNTER: - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - break; - - case SO_STRIKING: - if (sd) { - int bonus = 25 + 10 * skill_lv; - bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; - clif->skill_nodamage( src, bl, skill_id, skill_lv, - battle->check_target(src,bl,BCT_PARTY) > 0 ? - sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : - 0 - ); - } - break; - - case NPC_STOP: - if( clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) - sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); - break; - case HP_ASSUMPTIO: - if( sd && dstmd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - else - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case MG_SIGHT: - case MER_SIGHT: - case AL_RUWACH: - case WZ_SIGHTBLASTER: - case NPC_WIDESIGHT: - case NPC_STONESKIN: - case NPC_ANTIMAGIC: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); - break; - case HLIF_AVOID: - case HAMI_DEFENCE: - { - int duration = skill->get_time(skill_id,skill_lv); - clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master - clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun - } - break; - case NJ_BUNSINJYUTSU: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); - break; -#if 0 /* Was modified to only affect targetted char. [Skotlex] */ - case HP_ASSUMPTIO: - if (flag&1) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; -#endif // 0 - case SM_ENDURE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (sd) - skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); - break; - - case ALL_ANGEL_PROTECT: - if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - case AS_ENCHANTPOISON: // Prevent spamming [Valaris] - if (sd && dstsd && dstsd->sc.count) { - if (dstsd->sc.data[SC_PROPERTYFIRE] || - dstsd->sc.data[SC_PROPERTYWATER] || - dstsd->sc.data[SC_PROPERTYWIND] || - dstsd->sc.data[SC_PROPERTYGROUND] || - dstsd->sc.data[SC_PROPERTYDARK] || - dstsd->sc.data[SC_PROPERTYTELEKINESIS] - //dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] - ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case LK_TENSIONRELAX: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), - skill->get_time(skill_id,skill_lv))); - break; - - case MC_CHANGECART: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case TK_MISSION: - if (sd) { - int id; - if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one - clif->mission_info(sd, sd->mission_mobid, sd->mission_count); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - id = mob->get_random_id(0,0xF, sd->status.base_level); - if (!id) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - sd->mission_mobid = id; - sd->mission_count = 0; - pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id); - clif->mission_info(sd, id, 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case AC_CONCENTRATION: - { - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - map->foreachinrange(status->change_timer_sub, src, - skill->get_splash(skill_id, skill_lv), BL_CHAR, - src,NULL,type,tick); - } - break; - - case SM_PROVOKE: - case SM_SELFPROVOKE: - case MER_PROVOKE: - { - int failure; - if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) { - map->freeblock_unlock(); - return 1; - } - //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] - clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); - if( !failure ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - unit->skillcastcancel(bl, 2); - - if( tsc && tsc->count ) - { - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); - } - - if( dstmd ) - { - dstmd->state.provoke_flag = src->id; - mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); - } - } - break; - - case ML_DEVOTION: - case CR_DEVOTION: - { - int count, lv, i; - if( !dstsd || (!sd && !mer) ) - { // Only players can be devoted - if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - - if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 ) - lv = -lv; - if( lv > battle_config.devotion_level_difference || // Level difference requeriments - (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source - (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner - (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted - (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. - { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - - i = 0; - count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner - if( sd ) - { // Player Devoting Player - ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); - if( i == count ) - { - ARR_FIND(0, count, i, sd->devotion[i] == 0 ); - if( i == count ) { - // No free slots, skill Fail - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - map->freeblock_unlock(); - return 1; - } - } - - sd->devotion[i] = bl->id; - } - else - mer->devotion_flag = 1; // Mercenary Devoting Owner - - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); - clif->devotion(src, NULL); - } - break; - - case MO_CALLSPIRITS: - if(sd) { - int limit = skill_lv; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); - } - break; - - case CH_SOULCOLLECT: - if(sd) { - int limit = 5, i; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - for (i = 0; i < limit; i++) - pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); - } - break; - - case MO_KITRANSLATION: - if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { - pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); - } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] - if (skill->area_temp[1] != bl->id) { - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback - } - break; - - case MO_ABSORBSPIRITS: - { - int sp = 0; - if ( dstsd && dstsd->spiritball - && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) - && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) - ) { - // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] - sp = dstsd->spiritball * 7; - pc->delspiritball(dstsd, dstsd->spiritball, 0); - } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) { - // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] - sp = 2 * dstmd->level; - mob->target(dstmd,src,0); - } - if ( dstsd ) { - int i; - for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ ) - pc->del_charm(dstsd, dstsd->spiritcharm[i], i); - } - if (sp) status->heal(src, 0, sp, 3); - clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0); - } - break; - - case AC_MAKINGARROW: - if(sd) { - clif->arrow_create_list(sd); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case AM_PHARMACY: - if(sd) { - clif->skill_produce_mix_list(sd,skill_id,22); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SA_CREATECON: - if(sd) { - clif->elementalconverter_list(sd); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case BS_HAMMERFALL: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - case RG_RAID: - skill->area_temp[1] = 0; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - - case ASC_METEORASSAULT: - case GS_SPREADATTACK: - case RK_STORMBLAST: - case NC_AXETORNADO: - case GC_COUNTERSLASH: - case SR_SKYNETBLOW: - case SR_RAMPAGEBLASTER: - case SR_HOWLINGOFLION: - case KO_HAPPOKUNAI: - { - int count = 0; - skill->area_temp[1] = 0; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - } - break; - - case NC_EMERGENCYCOOL: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); - status_change_end(src,SC_OVERHEAT,INVALID_TIMER); - break; - case SR_WINDMILL: - case GN_CART_TORNADO: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - case SR_EARTHSHAKER: - case NC_INFRAREDSCAN: - case NPC_EARTHQUAKE: - case NPC_VAMPIRE_GIFT: - case NPC_HELLJUDGEMENT: - case NPC_PULSESTRIKE: - case LG_MOONSLASHER: - skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); - break; - - case WZ_SIGHTRASHER: - //Passive side of the attack. - status_change_end(src, SC_SIGHT, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub,src, - skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - break; - - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case WZ_FROSTNOVA: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->area_temp[1] = 0; - map->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); - break; - - case HVAN_EXPLOSION: // [orn] - case NPC_SELFDESTRUCTION: - { - //Self Destruction hits everyone in range (allies+enemies) - //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. - int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? - BCT_ENEMY:BCT_ALL; - clif->skill_nodamage(src, src, skill_id, -1, 1); - map->delblock(src); //Required to prevent chain-self-destructions hitting back. - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|targetmask, - skill->castend_damage_id); - map->addblock(src); - status->damage(src, src, sstatus->max_hp,0,0,1); - } - break; - - case AL_ANGELUS: - case PR_MAGNIFICAT: - case PR_GLORIA: - case SN_WINDWALK: - case CASH_BLESSING: - case CASH_INCAGI: - case CASH_ASSUMPTIO: - case WM_FRIGG_SONG: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case MER_MAGNIFICAT: - if( mer != NULL ) - { - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) - party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - else if( mer->master && !(flag&1) ) - clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; - - case BS_ADRENALINE: - case BS_ADRENALINE2: - case BS_WEAPONPERFECT: - case BS_OVERTHRUST: - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); - } else if (sd) { - party->foreachsamemap(skill->area_sub, - sd,skill->get_splash(skill_id, skill_lv), - src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, - skill->castend_nodamage_id); - } - break; - - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case CR_DEFENDER: - case ML_DEFENDER: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case TK_READYSTORM: - case TK_READYDOWN: - case TK_READYTURN: - case TK_READYCOUNTER: - case TK_DODGE: - case CR_SHRINK: - case SG_FUSION: - case GS_GATLINGFEVER: - if( tsce ) - { - clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map->freeblock_unlock(); - return 0; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case SL_KAITE: - case SL_KAAHI: - case SL_KAIZEL: - case SL_KAUPE: - if (sd) { - if (!dstsd || !( - (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) - || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER - || dstsd->status.char_id == sd->status.char_id - || dstsd->status.char_id == sd->status.partner_id - || dstsd->status.char_id == sd->status.child - ) - ) { - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); - break; - case SM_AUTOBERSERK: - case MER_AUTOBERSERK: - { - int failure; - if( tsce ) - failure = status_change_end(bl, type, INVALID_TIMER); - else - failure = sc_start(src,bl,type,100,skill_lv,60000); - clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); - } - break; - case TF_HIDING: - case ST_CHASEWALK: - case KO_YAMIKUMO: - if (tsce) { - clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. - map->freeblock_unlock(); - return 0; - } else if( tsc && tsc->option&OPTION_MADOGEAR ) { - //Mado Gear cannot hide - if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case TK_RUN: - if (tsce) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map->freeblock_unlock(); - return 0; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); - if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] - clif->walkok(sd); // So aegis has to resend the walk ok. - break; - case AS_CLOAKING: - case GC_CLOAKINGEXCEED: - case LG_FORCEOFVANGUARD: - case SC_REPRODUCE: - case RA_CAMOUFLAGE: - if (tsce) { - int failure = status_change_end(bl, type, INVALID_TIMER); - if( failure ) - clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) - break; - map->freeblock_unlock(); - return 0; - } else { - int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - if( failure ) - clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case BD_ADAPTATION: - if(tsc && tsc->data[SC_DANCING]){ - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - break; - - case BA_FROSTJOKER: - case DC_SCREAM: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); - - if (md) { - // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves - //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) - char temp[70]; - snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); - clif->disp_overhead(&md->bl,temp); - } - break; - - case BA_PANGVOICE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); - break; - - case DC_WINKCHARM: - if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); - else if( dstmd ) { - if( status->get_lv(src) > status->get_lv(bl) - && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) - && !(tstatus->mode&MD_BOSS) - ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); - } else { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - } - break; - - case TF_STEAL: - if(sd) { - if(pc->steal_item(sd,bl,skill_lv)) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - } - break; - - case RG_STEALCOIN: - if(sd) { - int amount = pc->steal_coin(sd, bl); - if( amount > 0 ) { - dstmd->state.provoke_flag = src->id; - mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv)); - clif->skill_nodamage(src, bl, skill_id, amount, 1); - - } else - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } - break; - - case MG_STONECURSE: - { - int brate = 0; - if (tstatus->mode&MD_BOSS) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if(status->isimmune(bl) || !tsc) - break; - - if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) - brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; - - if (tsc->data[SC_STONE]) { - status_change_end(bl, SC_STONE, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - } - if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, - skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), - skill->get_time2(skill_id,skill_lv))) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else if(sd) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - // Level 6-10 doesn't consume a red gem if it fails [celest] - if (skill_lv > 5) { - // not to consume items - map->freeblock_unlock(); - return 0; - } - } - } - break; - - case NV_FIRSTAID: - clif->skill_nodamage(src,bl,skill_id,5,1); - status->heal(bl,5,0,0); - break; - - case AL_CURE: - if(status->isimmune(bl)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case TF_DETOXIFY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_DPOISON, INVALID_TIMER); - break; - - case PR_STRECOVERY: - if(status->isimmune(bl)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - if (tsc && tsc->opt1) { - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); - } - //Is this equation really right? It looks so... special. - if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status->change_start(src, bl, SC_BLIND, - 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, - skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE); - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(dstmd) - mob->unlocktarget(dstmd,tick); - break; - - // Mercenary Supportive Skills - case MER_BENEDICTION: - status_change_end(bl, SC_CURSE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_COMPRESS: - status_change_end(bl, SC_BLOODING, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_MENTALCURE: - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_RECUPERATE: - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_REGAIN: - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_TENDER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case MER_SCAPEGOAT: - if( mer && mer->master ) { - status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); - status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); - } - break; - - case MER_ESTIMATION: - if( !mer ) - break; - sd = mer->master; - case WZ_ESTIMATION: - if( sd == NULL ) - break; - if( dstsd ) - { // Fail on Players - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) - break; // Cannot be Used on Emperium - - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - clif->skill_estimation(sd, bl); - if( skill_id == MER_ESTIMATION ) - sd = NULL; - break; - - case BS_REPAIRWEAPON: - if(sd && dstsd) - clif->item_repair_list(sd,dstsd,skill_lv); - break; - - case MC_IDENTIFY: - if(sd) { - clif->item_identify_list(sd); - if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ - map->freeblock_unlock(); - return 1; - } - status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded - } - break; - - // Weapon Refining [Celest] - case WS_WEAPONREFINE: - if(sd){ - sd->state.prerefining = 1; - clif->item_refine_list(sd); - } - break; - - case MC_VENDING: - if (sd) { - //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] - if ( !pc_can_give_items(sd) ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - else { - sd->state.prevend = sd->state.workinprogress = 3; - clif->openvendingreq(sd,2+skill_lv); - } - } - break; - - case AL_TELEPORT: - if(sd) { - if (map->list[bl->m].flag.noteleport && skill_lv <= 2) { - clif->skill_mapinfomessage(sd,0); - break; - } - if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] - char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); - clif->message(sd->fd, output); //"Duel: Can't use %s in duel." - break; - } - - if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) - { - if( skill_lv == 1 ) - pc->randomwarp(sd,CLR_TELEPORT); - else - pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); - break; - } - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( skill_lv == 1 ) - clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); - else - clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); - } else - unit->warp(bl,-1,-1,-1,CLR_TELEPORT); - break; - - case NPC_EXPULSION: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit->warp(bl,-1,-1,-1,CLR_TELEPORT); - break; - - case AL_HOLYWATER: - if(sd) { - if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case TF_PICKSTONE: - if(sd) { - int eflag; - struct item item_tmp; - struct block_list tbl; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - memset(&item_tmp,0,sizeof(item_tmp)); - memset(&tbl,0,sizeof(tbl)); // [MouseJstr] - item_tmp.nameid = ITEMID_STONE; - item_tmp.identify = 1; - tbl.id = 0; - clif->takeitem(&sd->bl,&tbl); - eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); - if(eflag) { - clif->additem(sd,0,0,eflag); - map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - break; - case ASC_CDP: - if(sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. - } - break; - - case RG_STRIPWEAPON: - case RG_STRIPSHIELD: - case RG_STRIPARMOR: - case RG_STRIPHELM: - case ST_FULLSTRIP: - case GC_WEAPONCRUSH: - case SC_STRIPACCESSARY: { - unsigned short location = 0; - int d = 0, rate; - - //Rate in percent - if ( skill_id == ST_FULLSTRIP ) { - rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; - } else if( skill_id == SC_STRIPACCESSARY ) { - rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; - } else { - rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; - } - - if (rate < 5) rate = 5; //Minimum rate 5% - - //Duration in ms - if( skill_id == GC_WEAPONCRUSH){ - d = skill->get_time(skill_id,skill_lv); - if(bl->type == BL_PC) - d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) ); - else - d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 ); - }else - d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; - - if (d < 0) d = 0; //Minimum duration 0ms - - switch (skill_id) { - case RG_STRIPWEAPON: - case GC_WEAPONCRUSH: - location = EQP_WEAPON; - break; - case RG_STRIPSHIELD: - location = EQP_SHIELD; - break; - case RG_STRIPARMOR: - location = EQP_ARMOR; - break; - case RG_STRIPHELM: - location = EQP_HELM; - break; - case ST_FULLSTRIP: - location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; - break; - case SC_STRIPACCESSARY: - location = EQP_ACC; - break; - } - - //Special message when trying to use strip on FCP [Jobbie] - if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD]) - { - clif->gospel_info(sd, 0x28); - break; - } - - //Attempts to strip at rate i and duration d - if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,rate); - - //Nothing stripped. - if( sd && !rate ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - - case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: - { - int i,sp = 0; - int64 hp = 0; - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { - map->freeblock_unlock(); - return 1; - } - if( sd ) { - int x,bonus=100, potion = min(500+skill_lv,505); - x = skill_lv%11 - 1; - i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]); - if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - if( skill_id == AM_BERSERKPITCHER ) { - if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - } - script->potion_flag = 1; - script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0; - script->potion_target = bl->id; - script->run(sd->inventory_data[i]->script,0,sd->bl.id,0); - script->potion_flag = script->potion_target = 0; - if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST ) - bonus += sd->status.base_level; - if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) { - hp = tstatus->max_hp * script->potion_per_hp / 100; - hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - if( dstsd ) { - sp = dstsd->status.max_sp * script->potion_per_sp / 100; - sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - } - } else { - if( script->potion_hp > 0 ) { - hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( script->potion_sp > 0 ) { - sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - sp = sp * (100 + (tstatus->int_<<1)) / 100; - if( dstsd ) - sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100; - } - } - - for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { - if (sd->itemhealrate[i].nameid == potion) { - hp += hp * sd->itemhealrate[i].rate / 100; - sp += sp * sd->itemhealrate[i].rate / 100; - break; - } - } - - if( (i = pc->skillheal_bonus(sd, skill_id)) ) { - hp += hp * i / 100; - sp += sp * i / 100; - } - } else { - //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] - switch (skill_lv) { - case 1: hp = 45; break; - case 2: hp = 105; break; - case 3: hp = 175; break; - default: hp = 325; break; - } - hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) { - hp += hp * i / 100; - sp += sp * i / 100; - } - if( tsc && tsc->count ) { - if( tsc->data[SC_CRITICALWOUND] ) { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if( tsc->data[SC_DEATHHURT] ) { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; - } - if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { - hp += hp / 10; - sp += sp / 10; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) - clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1); - if( sp > 0 ) - clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); - #ifdef RENEWAL - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp = 0; - #endif - status->heal(bl,(int)hp,sp,0); - } - break; - case AM_CP_WEAPON: - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_CP_SHIELD: { - int i; - if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && - dstsd->inventory_data[i]->type==IT_ARMOR) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - case AM_CP_ARMOR: - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_CP_HELM: - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_TWILIGHT1: - if (sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - //Prepare 200 White Potions. - if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT2: - if (sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - //Prepare 200 Slim White Potions. - if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT3: - if (sd) { - int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE); - if (ebottle != INDEX_NOT_FOUND) - ebottle = sd->status.inventory[ebottle].amount; - //check if you can produce all three, if not, then fail: - if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol - || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle - || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle - || ebottle < 200 //200 empty bottle are required at total. - ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100); - skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50); - skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50); - } - break; - case SA_DISPELL: - { - int splash; - if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) { - int i; - if( sd && dstsd && !map_flag_vs(sd->bl.m) - && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) { - // Outside PvP it should only affect party members and no skill fail message. - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. - || (dstsd && pc_ismadogear(dstsd)) - || rnd()%100 >= 50+10*skill_lv ) - { - if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if(status->isimmune(bl) || !tsc || !tsc->count) - break; - for(i = 0; i < SC_MAX; i++) { - if ( !tsc->data[i] ) - continue; - if( SC_COMMON_MAX < i ) { - if ( status->get_sc_type(i)&SC_NO_DISPELL ) - continue; - } - switch (i) { - /** - * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore - **/ - case SC_WHISTLE: - case SC_ASSNCROS: - case SC_POEMBRAGI: - case SC_APPLEIDUN: - case SC_HUMMING: - case SC_DONTFORGETME: - case SC_FORTUNE: - case SC_SERVICEFORYOU: - if( tsc->data[i]->val4 ) //val4 = out-of-song-area - continue; - break; - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; - break; - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. - break; - } - status_change_end(bl, (sc_type)i, INVALID_TIMER); - } - break; - } else { - //Affect all targets on splash area. - map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, - src, skill_id, skill_lv, tick, flag|1, - skill->castend_damage_id); - } - } - break; - - case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); - clif->fixpos(bl); - break; - - case TK_HIGHJUMP: - { - int x,y, dir = unit->getdir(src); - - //Fails on noteleport maps, except for GvG and BG maps [Skotlex] - if( map->list[src->m].flag.noteleport - && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) - ) { - x = src->x; - y = src->y; - } else { - x = src->x + dirx[dir]*skill_lv*2; - y = src->y + diry[dir]*skill_lv*2; - } - - clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); - if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) { - clif->slide(src,x,y); - unit->movepos(src, x, y, 1, 0); - } - } - break; - - case SA_CASTCANCEL: - case SO_SPELLFIST: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit->skillcastcancel(src,1); - if(sd) { - int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); - if( skill_id == SO_SPELLFIST ){ - sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); - sd->skill_id_old = sd->skill_lv_old = 0; - break; - } - sp = sp * (90 - (skill_lv-1)*20) / 100; - if(sp < 0) sp = 0; - status_zap(src, 0, sp); - } - break; - case SA_SPELLBREAKER: - { - int sp; - if(tsc && tsc->data[SC_MAGICROD]) { - sp = skill->get_sp(skill_id,skill_lv); - sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; - if(sp < 1) sp = 1; - status->heal(bl,0,sp,2); - status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. - } else { - struct unit_data *ud = unit->bl2ud(bl); - int bl_skill_id=0,bl_skill_lv=0,hp = 0; - if (!ud || ud->skilltimer == INVALID_TIMER) - break; //Nothing to cancel. - bl_skill_id = ud->skill_id; - bl_skill_lv = ud->skill_lv; - if (tstatus->mode & MD_BOSS) { - //Only 10% success chance against bosses. [Skotlex] - if (rnd()%100 < 90) - { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. - hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit->skillcastcancel(bl,0); - sp = skill->get_sp(bl_skill_id,bl_skill_lv); - status_zap(bl, hp, sp); - - if (hp && skill_lv >= 5) - hp>>=1; //Recover half damaged HP at level 5 [Skotlex] - else - hp = 0; - - if (sp) //Recover some of the SP used - sp = sp*(25*(skill_lv-1))/100; - - if(hp || sp) - status->heal(src, hp, sp, 2); - } - } - break; - case SA_MAGICROD: - clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case SA_AUTOSPELL: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd){ - sd->state.workinprogress = 3; - clif->autospell(sd,skill_lv); - }else { - int maxlv=1,spellid=0; - static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; - if(skill_lv >= 10) { - spellid = MG_FROSTDIVER; -#if 0 - if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) - maxlv = 10; - else -#endif // 0 - maxlv = skill_lv - 9; - } - else if(skill_lv >=8) { - spellid = MG_FIREBALL; - maxlv = skill_lv - 7; - } - else if(skill_lv >=5) { - spellid = MG_SOULSTRIKE; - maxlv = skill_lv - 4; - } - else if(skill_lv >=2) { - int i = rnd()%3; - spellid = spellarray[i]; - maxlv = skill_lv - 1; - } - else if(skill_lv > 0) { - spellid = MG_NAPALMBEAT; - maxlv = 3; - } - if(spellid > 0) - sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, - skill->get_time(SA_AUTOSPELL,skill_lv)); - } - break; - - case BS_GREED: - if(sd){ - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->greed,bl, - skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); - } - break; - - case SA_ELEMENTWATER: - case SA_ELEMENTFIRE: - case SA_ELEMENTGROUND: - case SA_ELEMENTWIND: - if(sd && !dstmd) //Only works on monsters. - break; - if(tstatus->mode&MD_BOSS) - break; - case NPC_ATTRICHANGE: - case NPC_CHANGEWATER: - case NPC_CHANGEGROUND: - case NPC_CHANGEFIRE: - case NPC_CHANGEWIND: - case NPC_CHANGEPOISON: - case NPC_CHANGEHOLY: - case NPC_CHANGEDARKNESS: - case NPC_CHANGETELEKINESIS: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), - skill->get_time(skill_id, skill_lv))); - break; - case NPC_CHANGEUNDEAD: - //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] - //TO-DO This is ugly, fix it - if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), - skill->get_time(skill_id, skill_lv))); - break; - - case NPC_PROVOCATION: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (md) mob->unlocktarget(md, tick); - break; - - case NPC_KEEPING: - case NPC_BARRIER: - { - int skill_time = skill->get_time(skill_id,skill_lv); - struct unit_data *ud = unit->bl2ud(bl); - if (clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill_time)) - && ud) { - //Disable attacking/acting/moving for skill's duration. - ud->attackabletime = - ud->canact_tick = - ud->canmove_tick = tick + skill_time; - } - } - break; - - case NPC_REBIRTH: - if( md && md->state.rebirth ) - break; // only works once - sc_start(src,bl,type,100,skill_lv,-1); - break; - - case NPC_DARKBLESSING: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - - case NPC_LICK: - status_zap(bl, 0, 100); - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - - case NPC_SUICIDE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_kill(src); //When suiciding, neither exp nor drops is given. - break; - - case NPC_SUMMONSLAVE: - case NPC_SUMMONMONSTER: - if(md && md->skill_idx >= 0) - mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); - break; - - case NPC_CALLSLAVE: - mob->warpslave(src,MOB_SLAVEDISTANCE); - break; - - case NPC_RANDOMMOVE: - if (md) { - md->next_walktime = tick - 1; - mob->randomwalk(md,tick); - } - break; - - case NPC_SPEEDUP: - { - // or does it increase casting rate? just a guess xD - int i = SC_ATTHASTE_POTION1 + skill_lv - 1; - if (i > SC_ATTHASTE_INFINITY) - i = SC_ATTHASTE_INFINITY; - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); - } - break; - - case NPC_REVENGE: - // not really needed... but adding here anyway ^^ - if (md && md->master_id > 0) { - struct block_list *mbl, *tbl; - if ((mbl = map->id2bl(md->master_id)) == NULL || - (tbl = battle->get_targeted(mbl)) == NULL) - break; - md->state.provoke_flag = tbl->id; - mob->target(md, tbl, sstatus->rhw.range); - } - break; - - case NPC_RUN: - { - const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; - uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. - unit->stop_attack(src); - //Run skillv tiles overriding the can-move check. - if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) - md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. - } - break; - - case NPC_TRANSFORMATION: - case NPC_METAMORPHOSIS: - if(md && md->skill_idx >= 0) { - int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0); - if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] - mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); - if (class_) mob->class_change(md, class_); - } - break; - - case NPC_EMOTION_ON: - case NPC_EMOTION: - //val[0] is the emotion to use. - //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] - //val[1] 'sets' the mode - //val[2] adds to the current mode - //val[3] removes from the current mode - //val[4] if set, asks to delete the previous mode change. - if(md && md->skill_idx >= 0 && tsc) { - clif->emotion(bl, md->db->skill[md->skill_idx].val[0]); - if(md->db->skill[md->skill_idx].val[4] && tsce) - status_change_end(bl, type, INVALID_TIMER); - - //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] - if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) - mob->unlocktarget(md,tick); - - if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) - sc_start4(src, src, type, 100, skill_lv, - md->db->skill[md->skill_idx].val[1], - md->db->skill[md->skill_idx].val[2], - md->db->skill[md->skill_idx].val[3], - skill->get_time(skill_id, skill_lv)); - } - break; - - case NPC_POWERUP: - sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); - break; - - case NPC_AGIUP: - sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); - break; - - case NPC_INVISIBLE: - //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); - break; - - case NPC_SIEGEMODE: - // not sure what it does - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case WE_MALE: - { - int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; - int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); - } - break; - case WE_FEMALE: - { - int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; - int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); - } - break; - - // parent-baby skills - case WE_BABY: - if(sd) { - struct map_session_data *f_sd = pc->get_father(sd); - struct map_session_data *m_sd = pc->get_mother(sd); - bool we_baby_parents = false; - if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { - sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->specialeffect(&m_sd->bl,408,AREA); - we_baby_parents = true; - } - if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { - sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->specialeffect(&f_sd->bl,408,AREA); - we_baby_parents = true; - } - if (!we_baby_parents) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - else - status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE); - } - break; - - case PF_HPCONVERSION: - { - int hp, sp; - hp = sstatus->max_hp/10; - sp = hp * 10 * skill_lv / 100; - if (!status->charge(src,hp,0)) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - status->heal(bl,0,sp,2); - } - break; - - case MA_REMOVETRAP: - case HT_REMOVETRAP: - { - struct skill_unit* su; - struct skill_unit_group* sg; - su = BL_CAST(BL_SKILL, bl); - - // Mercenaries can remove any trap - // Players can only remove their own traps or traps on Vs maps. - if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) - { - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { - // prevent picking up expired traps - if( battle_config.skill_removetrap_type ) { - int i; - // get back all items used to deploy the trap - for( i = 0; i < 10; i++ ) { - if( skill->db[su->group->skill_id].itemid[i] > 0 ) { - int success; - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = skill->db[su->group->skill_id].itemid[i]; - item_tmp.identify = 1; - if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { - clif->additem(sd,0,0,success); - map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - } - } else { - // get back 1 trap - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; - item_tmp.identify = 1; - if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) { - clif->additem(sd,0,0,flag); - map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - } - skill->delunit(su); - }else if(sd) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - - } - break; - case HT_SPRINGTRAP: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - { - struct skill_unit *su=NULL; - if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ - switch(su->group->unit_id){ - case UNT_ANKLESNARE: - if (su->group->val2 != 0) - // if it is already trapping something don't spring it, - // remove trap should be used instead - break; - // otherwise fall through to below - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - su->group->unit_id = UNT_USED_TRAPS; - clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit=DIFF_TICK32(tick+1500,su->group->tick); - su->limit=DIFF_TICK32(tick+1500,su->group->tick); - } - } - } - break; - case BD_ENCORE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) - unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); - break; - - case AS_SPLASHER: - if( tstatus->mode&MD_BOSS -#ifndef RENEWAL - /** Renewal dropped the 3/4 hp requirement **/ - || tstatus-> hp > tstatus->max_hp*3/4 -#endif // RENEWAL - ) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); - #ifndef RENEWAL - if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); - #endif - break; - - case PF_MINDBREAKER: - { - if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { - map->freeblock_unlock(); - return 1; - } - - if (tsce) { - //HelloKitty2 (?) explained that this silently fails when target is - //already inflicted. [Skotlex] - map->freeblock_unlock(); - return 1; - } - - //Has a 55% + skill_lv*5% success chance. - if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) - ) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - - unit->skillcastcancel(bl,0); - - if(tsc && tsc->count){ - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - } - - if(dstmd) - mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); - } - break; - - case PF_SOULCHANGE: - { - unsigned int sp1 = 0, sp2 = 0; - if (dstmd) { - if (dstmd->state.soul_change_flag) { - if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - dstmd->state.soul_change_flag = 1; - sp2 = sstatus->max_sp * 3 /100; - status->heal(src, 0, sp2, 2); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - } - sp1 = sstatus->sp; - sp2 = tstatus->sp; -#ifdef RENEWAL - sp1 = sp1 / 2; - sp2 = sp2 / 2; - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp1 = tstatus->sp; -#endif // RENEWAL - status->set_sp(src, sp2, 3); - status->set_sp(bl, sp1, 3); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - // Slim Pitcher - case CR_SLIMPITCHER: - // Updated to block Slim Pitcher from working on barricades and guardian stones. - if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) - break; - if (script->potion_hp || script->potion_sp) { - int hp = script->potion_hp, sp = script->potion_sp; - hp = hp * (100 + (tstatus->vit<<1))/100; - sp = sp * (100 + (tstatus->int_<<1))/100; - if (dstsd) { - if (hp) - hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; - if (sp) - sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; - } - if( tsc && tsc->count ) { - if (tsc->data[SC_CRITICALWOUND]) { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if (tsc->data[SC_DEATHHURT]) { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; - } - if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { - hp += hp / 10; - sp += sp / 10; - } - } - if(hp > 0) - clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); - if(sp > 0) - clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); - status->heal(bl,hp,sp,0); - } - break; - // Full Chemical Protection - case CR_FULLPROTECTION: { - bool iused=false; - int i; - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && - dstsd->inventory_data[i]->type==IT_ARMOR) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(iused) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - - case RG_CLEANER: //AppleGirl - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case CG_LONGINGFREEDOM: - { - if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 - && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] - { - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - } - break; - - case CG_TAROTCARD: - { - int eff, count = -1; - if( tsc && tsc->data[type] ){ - map->freeblock_unlock(); - return 0; - } - if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - - map->freeblock_unlock(); - return 0; - } - status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] - do { - eff = rnd() % 14; - if( eff == 5 ) - clif->specialeffect(src, 528, AREA); - else - clif->specialeffect(bl, 523 + eff, AREA); - switch (eff) - { - case 0: // heals SP to 0 - status_percent_damage(src, bl, 0, 100, false); - break; - case 1: // matk halved - sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - break; - case 2: // all buffs removed - status->change_clear_buffs(bl,1); - break; - case 3: // 1000 damage, random armor destroyed - { - status_fix_damage(src, bl, 1000, 0); - clif->damage(src,bl,0,0,1000,0,0,0); - if( !status->isdead(bl) ) { - int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; - skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); - } - } - break; - case 4: // atk halved - sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - break; - case 5: // 2000HP heal, random teleported - status->heal(src, 2000, 0, 0); - if( !map_flag_vs(bl->m) ) - unit->warp(bl, -1,-1,-1, CLR_TELEPORT); - break; - case 6: // random 2 other effects - if (count == -1) - count = 3; - else - count++; //Should not re-trigger this one. - break; - case 7: // stop freeze or stoned - { - enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; - sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - case 8: // curse coma and poison - sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case 9: // confusion - sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case 10: // 6666 damage, atk matk halved, cursed - status_fix_damage(src, bl, 6666, 0); - clif->damage(src,bl,0,0,6666,0,0,0); - sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); - break; - case 11: // 4444 damage - status_fix_damage(src, bl, 4444, 0); - clif->damage(src,bl,0,0,4444,0,0,0); - break; - case 12: // stun - sc_start(src,bl,SC_STUN,100,skill_lv,5000); - break; - case 13: // atk,matk,hit,flee,def reduced - sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - default: - break; - } - } while ((--count) > 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SL_ALCHEMIST: - case SL_ASSASIN: - case SL_BARDDANCER: - case SL_BLACKSMITH: - case SL_CRUSADER: - case SL_HUNTER: - case SL_KNIGHT: - case SL_MONK: - case SL_PRIEST: - case SL_ROGUE: - case SL_SAGE: - case SL_SOULLINKER: - case SL_STAR: - case SL_SUPERNOVICE: - case SL_WIZARD: - //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant. - if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { - //Erase death count 1% of the casts - dstsd->die_counter = 0; - pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); - clif->specialeffect(bl, 0x152, AREA); - //SC_SOULLINK invokes status_calc_pc for us. - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - case SL_HIGH: - if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - - case SL_SWOO: - if (tsce) { - if(sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE); - status_change_end(bl, SC_SWOO, INVALID_TIMER); - break; - } - case SL_SKA: // [marquis007] - case SL_SKE: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (skill_id == SL_SKE) - sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - - // New guild skills [Celest] - case GD_BATTLEORDER: - if(flag&1) { - if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status->get_guild_id(src)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_REGENERATION: - if(flag&1) { - if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status->get_guild_id(src)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_RESTORE: - if(flag&1) { - if (status->get_guild_id(src) == status->get_guild_id(bl)) - clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (status->get_guild_id(src)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_EMERGENCYCALL: - { - int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; - int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; - int i, j = 0; - struct guild *g; - // i don't know if it actually summons in a circle, but oh well. ;P - g = sd ? sd->guild : guild->search(status->get_guild_id(src)); - if (!g) - break; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - for(i = 0; i < g->max_member; i++, j++) { - if (j>8) j=0; - if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { - if (map->list[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) - continue; - if(map->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) - dx[j] = dy[j] = 0; - pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); - } - } - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - - case SG_FEEL: - //AuronX reported you CAN memorize the same map as all three. [Skotlex] - if (sd) { - if(!sd->feel_map[skill_lv-1].index) - clif->feel_req(sd->fd,sd, skill_lv); - else - clif->feel_info(sd, skill_lv-1, 1); - } - break; - - case SG_HATE: - if (sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (!pc->set_hate_mob(sd, skill_lv-1, bl)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case GS_GLITTERING: - if(sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(rnd()%100 < (20+10*skill_lv)) - pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10); - else if(sd->spiritball > 0) - pc->delspiritball(sd,1,0); - } - break; - - case GS_CRACKER: - /* per official standards, this skill works on players and mobs. */ - if (sd && (dstsd || dstmd)) - { - int rate = 65 -5*distance_bl(src,bl); //Base rate - if (rate < 30) rate = 30; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - - case AM_CALLHOMUN: // [orn] - if( sd ) { - if (homun->call(sd)) - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case AM_REST: - if (sd) { - if (homun->vaporize(sd,HOM_ST_REST)) - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case HAMI_CASTLE: // [orn] - if(rnd()%100 < 20*skill_lv && src != bl) - { - int x,y; - x = src->x; - y = src->y; - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); - - if (unit->movepos(src,bl->x,bl->y,0,0)) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun - clif->slide(src,bl->x,bl->y) ; - if (unit->movepos(bl,x,y,0,0)) - { - clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master - clif->slide(bl,x,y) ; - } - - //TODO: Shouldn't also players and the like switch targets? - map->foreachinrange(skill->chastle_mob_changetarget,src, - AREA_SIZE, BL_MOB, bl, src); - } - } - // Failed - else if (hd && hd->master) - clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); - else if (sd) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - case HVAN_CHAOTIC: // [orn] - { - static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; - int r = rnd()%100; - int target = (skill_lv-1)%5; - int hp; - if(r<per[target][0]) //Self - bl = src; - else if(r<per[target][1]) //Master - bl = battle->get_master(src); - else //Enemy - bl = map->id2bl(battle->get_target(src)); - - if (!bl) bl = src; - hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); - //Eh? why double skill packet? - clif->skill_nodamage(src,bl,AL_HEAL,hp,1); - clif->skill_nodamage(src,bl,skill_id,hp,1); - status->heal(bl, hp, 0, 0); - } - break; - // Homun single-target support skills [orn] - case HAMI_BLOODLUST: - case HFLI_FLEET: - case HFLI_SPEED: - case HLIF_CHANGE: - case MH_ANGRIFFS_MODUS: - case MH_GOLDENE_FERSE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); - break; - - case NPC_DRAGONFEAR: - if (flag&1) { - const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; - int i, j; - j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { - i++; - if ( i == ARRAYLENGTH(sc) ) - i = 0; - if (i == j) - break; - } - break; - } - case NPC_WIDEBLEEDING: - case NPC_WIDECONFUSE: - case NPC_WIDECURSE: - case NPC_WIDEFREEZE: - case NPC_WIDESLEEP: - case NPC_WIDESILENCE: - case NPC_WIDESTONE: - case NPC_WIDESTUN: - case NPC_SLOWCAST: - case NPC_WIDEHELLDIGNITY: - case NPC_WIDEHEALTHFEAR: - case NPC_WIDEBODYBURNNING: - case NPC_WIDEFROSTMISTY: - case NPC_WIDECOLD: - case NPC_WIDE_DEEP_SLEEP: - case NPC_WIDESIREN: - if (flag&1){ - switch( type ){ - case SC_BURNING: - sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); - break; - case SC_SIREN: - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - default: - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - } - } else { - skill->area_temp[2] = 0; //For SD_PREAMBLE - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case NPC_WIDESOULDRAIN: - if (flag&1) - status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); - else { - skill->area_temp[2] = 0; //For SD_PREAMBLE - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case ALL_PARTYFLEE: - if( sd && !(flag&1) ) - { - if( !sd->status.party_id ) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - else - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case NPC_TALK: - case ALL_WEWISH: - case ALL_CATCRY: - case ALL_DREAM_SUMMERNIGHT: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case ALL_BUYING_STORE: - if( sd ) - {// players only, skill allows 5 buying slots - clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS)); - } - break; - case RK_ENCHANTBLADE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed - sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); - break; - case RK_DRAGONHOWLING: - if( flag&1) - sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - skill->area_temp[2] = 0; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case RK_IGNITIONBREAK: - case LG_EARTHDRIVE: - { - int splash; - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - splash = skill->get_splash(skill_id,skill_lv); - if( skill_id == LG_EARTHDRIVE ) { - int dummy = 1; - map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src); - } - map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - } - break; - case RK_STONEHARDSKIN: - if( sd ) { - int heal = sstatus->hp / 5; // 20% HP - if( status->charge(bl,heal,0) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case RK_REFRESH: - { - int heal = status_get_max_hp(bl) * 25 / 100; - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status->heal(bl,heal,0,1); - status->change_clear_buffs(bl,4); - } - break; - - case RK_MILLENNIUMSHIELD: - if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { - short chance = 0; - short num_shields = 0; - chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. - if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. - num_shields = 4; - else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. - num_shields = 3; - else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. - num_shields = 2; - sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); - clif->millenniumshield(src,num_shields); - clif->skill_nodamage(src,bl,skill_id,1,1); - } - break; - - case RK_FIGHTINGSPIRIT: - if( flag&1 ) { - int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); - if( src == bl ) - sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); - else - sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); - } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { - if( sd->status.party_id ) - party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - else - sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,1,1); - } - break; - - case RK_LUXANIMA: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ - if( src == bl ) - break; - while( skill->area_temp[5] >= 0x10 ){ - int value = 0; - type = SC_NONE; - if( skill->area_temp[5]&0x10 ){ - value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); - clif->millenniumshield(bl,value); - skill->area_temp[5] &= ~0x10; - type = SC_MILLENNIUMSHIELD; - }else if( skill->area_temp[5]&0x20 ){ - value = status_get_max_hp(bl) * 25 / 100; - status->change_clear_buffs(bl,4); - skill->area_temp[5] &= ~0x20; - status->heal(bl,value,0,1); - type = SC_REFRESH; - }else if( skill->area_temp[5]&0x40 ){ - skill->area_temp[5] &= ~0x40; - type = SC_GIANTGROWTH; - }else if( skill->area_temp[5]&0x80 ){ - if( dstsd ){ - value = sstatus->hp / 4; - if( status->charge(bl,value,0) ) - type = SC_STONEHARDSKIN; - skill->area_temp[5] &= ~0x80; - } - }else if( skill->area_temp[5]&0x100 ){ - skill->area_temp[5] &= ~0x100; - type = SC_VITALITYACTIVATION; - }else if( skill->area_temp[5]&0x200 ){ - skill->area_temp[5] &= ~0x200; - type = SC_ABUNDANCE; - } - if( type > SC_NONE ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); - } - }else if( sd ){ - if( tsc && tsc->count ){ - if(tsc->data[SC_MILLENNIUMSHIELD]) - skill->area_temp[5] |= 0x10; - if(tsc->data[SC_REFRESH]) - skill->area_temp[5] |= 0x20; - if(tsc->data[SC_GIANTGROWTH]) - skill->area_temp[5] |= 0x40; - if(tsc->data[SC_STONEHARDSKIN]) - skill->area_temp[5] |= 0x80; - if(tsc->data[SC_VITALITYACTIVATION]) - skill->area_temp[5] |= 0x100; - if(tsc->data[SC_ABUNDANCE]) - skill->area_temp[5] |= 0x200; - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - break; - /** - * Guilotine Cross - **/ - case GC_ROLLINGCUTTER: - { - short count = 1; - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); - if( tsc && tsc->data[SC_ROLLINGCUTTER] ) - { // Every time the skill is casted the status change is reseted adding a counter. - count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; - if( count > 10 ) - count = 10; // Max counter - status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); - } - sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } - break; - - case GC_WEAPONBLOCKING: - if( tsc && tsc->data[SC_WEAPONBLOCKING] ) - status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); - else - sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case GC_CREATENEWPOISON: - if( sd ) - { - clif->skill_produce_mix_list(sd,skill_id,25); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case GC_POISONINGWEAPON: - if( sd ) { - clif->poison_list(sd,skill_lv); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case GC_ANTIDOTE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( tsc ) - { - status_change_end(bl, SC_PARALYSE, INVALID_TIMER); - status_change_end(bl, SC_PYREXIA, INVALID_TIMER); - status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); - status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); - status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); - status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); - status_change_end(bl, SC_TOXIN, INVALID_TIMER); - status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); - } - break; - - case GC_PHANTOMMENACE: - { - int r; - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - r = skill->get_splash(skill_id, skill_lv); - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - map->foreachinarea( status->change_timer_sub, - src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); - } - break; - case GC_HALLUCINATIONWALK: - { - int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; - if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. - if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; - } - if( !status->charge(bl,heal,0) ) { - if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - if( sd ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); - } - break; - - case AB_CLEMENTIA: - case AB_CANTO: - { - int level = 0; - if( sd ) - level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); - else if( sd ) { - if( !level ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - else - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - } - break; - - case AB_PRAEFATIO: - if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { - int count = 1; - - if( dstsd && dstsd->special_state.no_magic_damage ) - break; - - if( sd && sd->status.party_id != 0 ) - count = party->foreachsamemap(party->sub_count, sd, 0); - - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case AB_CHEAL: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { - if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { - int lv = pc->checkskill(sd, AL_HEAL); - int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true); - - if( sd->status.party_id ) { - int partycount = party->foreachsamemap(party->sub_count, sd, 0); - if (partycount > 1) - heal += ((heal / 100) * (partycount * 10) / 4); - } - if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) - heal = 0; - - clif->skill_nodamage(bl, bl, skill_id, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - status->heal(bl, heal, 0, 1); - } - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case AB_ORATIO: - if( flag&1 ) - sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - else { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case AB_LAUDAAGNUS: - if( (flag&1 || sd == NULL) || !sd->status.party_id) { - if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || - tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) { - // Success Chance: (40 + 10 * Skill Level) % - if( rnd()%100 > 40+10*skill_lv ) break; - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_COLD, INVALID_TIMER); - }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), - src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - - case AB_LAUDARAMUS: - if( (flag&1 || sd == NULL) || !sd->status.party_id ) { - if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || - tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ - // Success Chance: (40 + 10 * Skill Level) % - if( rnd()%100 > 40+10*skill_lv ) break; - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), - src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - - case AB_CLEARANCE: - { - int splash; - if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) { - int i; - //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] - if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self. - break; - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { - if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if(status->isimmune(bl) || !tsc || !tsc->count) - break; - for(i = 0; i < SC_MAX; i++) { - if ( !tsc->data[i] ) - continue; - if( SC_COMMON_MAX > i ) - if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) - continue; - switch (i) { - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; - break; - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. - break; - } - status_change_end(bl,(sc_type)i,INVALID_TIMER); - } - break; - } else { - map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); - } - } - break; - - case AB_SILENTIUM: - // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - break; - /** - * Warlock - **/ - case WL_STASIS: - if( flag&1 ) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case WL_WHITEIMPRISON: - if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses. - { - int rate = ( sd? sd->status.job_level : 50 ) / 4; - - if( src == bl ) rate = 100; // Success Chance: On self, 100% - else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % - else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % - - if( sd ) - skill->blockpc_start(sd,skill_id,4000); - - if( !(tsc && tsc->data[type]) ){ - int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); - if( sd && !failure ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - }else - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); - break; - - case WL_FROSTMISTY: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) - break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); - break; - - case WL_JACKFROST: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) - break; // Do not hit invisible enemy - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - - case WL_MARSHOFABYSS: - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - - case WL_SIENNAEXECRATE: - if( flag&1 ) { - if( status->isimmune(bl) || !tsc ) - break; - if( tsc && tsc->data[SC_STONE] ) - status_change_end(bl,SC_STONE,INVALID_TIMER); - else - status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK); - } else { - int rate = 45 + 5 * skill_lv; - if( rnd()%100 < rate ){ - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); - }else if( sd ) // Failure on Rate - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - { - int i; - for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){ - if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack - int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); - break; - } - } - } - break; - - case WL_READING_SB: - if( sd ) { - struct status_change *sc = status->get_sc(bl); - int i; - - for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) - if( sc && !sc->data[i] ) - break; - if( i == SC_SPELLBOOK7 ) { - clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); - break; - } - - sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. - clif->spellbook_list(sd); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - /** - * Ranger - **/ - case RA_FEARBREEZE: - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - - case RA_WUGMASTERY: - if( sd ) { - if( !pc_iswug(sd) ) - pc->setoption(sd,sd->sc.option|OPTION_WUG); - else - pc->setoption(sd,sd->sc.option&~OPTION_WUG); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case RA_WUGRIDER: - if( sd ) { - if( !pc_isridingwug(sd) && pc_iswug(sd) ) { - pc->setoption(sd,sd->sc.option&~OPTION_WUG); - pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER); - } else if( pc_isridingwug(sd) ) { - pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER); - pc->setoption(sd,sd->sc.option|OPTION_WUG); - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case RA_WUGDASH: - if( tsce ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map->freeblock_unlock(); - return 0; - } - if( sd && pc_isridingwug(sd) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); - clif->walkok(sd); - } - break; - - case RA_SENSITIVEKEEN: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); - break; - /** - * Mechanic - **/ - case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: - { - uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); - clif->slide(src,src->x,src->y); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case NC_SELFDESTRUCTION: - if (sd) { - if (pc_ismadogear(sd)) - pc->setmadogear(sd, false); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - status->set_sp(src, 0, 0); - } - break; - - case NC_ANALYZE: - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); - if( sd ) pc->overheat(sd,1); - break; - - case NC_MAGNETICFIELD: - { - int failure; - if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) - { - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; - clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - if (sd) pc->overheat(sd,1); - } - clif->skill_nodamage(src,src,skill_id,skill_lv,failure); - } - break; - - case NC_REPAIR: - if( sd ) { - int heal, hp = 0; // % of max hp regen - if( !dstsd || !pc_ismadogear(dstsd) ) { - clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); - break; - } - switch (cap_value(skill_lv, 1, 5)) { - case 1: hp = 4; break; - case 2: hp = 7; break; - case 3: hp = 13; break; - case 4: hp = 17; break; - case 5: hp = 23; break; - } - heal = tstatus->max_hp * hp / 100; - status->heal(bl,heal,0,2); - clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); - } - break; - - case NC_DISJOINT: - { - if( bl->type != BL_MOB ) break; - md = map->id2md(bl->id); - if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) - status_kill(bl); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - case SC_AUTOSHADOWSPELL: - if( sd ) { - int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); - if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { - sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] - clif->autoshadowspell_list(sd); - clif->skill_nodamage(src,bl,skill_id,1,1); - } - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); - } - break; - - case SC_SHADOWFORM: - if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { - if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) - dstsd->shadowform_id = src->id; - } - else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - - case SC_BODYPAINT: - if( flag&1 ) { - if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || - tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - - sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - } - } else { - clif->skill_nodamage(src, bl, skill_id, 0, 1); - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - } - break; - - case SC_ENERVATION: - case SC_GROOMY: - case SC_IGNORANCE: - case SC_LAZINESS: - case SC_UNLUCKY: - case SC_WEAKNESS: - if( !(tsc && tsc->data[type]) ) { - int joblvbonus = 0; - int rate = 0; - if (is_boss(bl)) break; - joblvbonus = ( sd ? sd->status.job_level : 50 ); - //First we set the success chance based on the caster's build which increases the chance. - rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; - // We then reduce the success chance based on the target's build. - rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10; - //Finally we set the minimum success chance cap based on the caster's skill level and DEX. - rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); - clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); - if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { - //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. - int sp = 100 * skill_lv; - if( dstmd ) sp = dstmd->level * 2; - if( status_zap(bl,0,sp) ) - status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] - } - if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { - //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. - switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. - case 0: - status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - case 1: - status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - case 2: - status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - } - } - } else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - - case LG_TRAMPLE: - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); - break; - - case LG_REFLECTDAMAGE: - if( tsc && tsc->data[type] ) - status_change_end(bl,type,INVALID_TIMER); - else - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case LG_SHIELDSPELL: - if( !sd ) - break; - if( flag&1 ) { - sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); - } else { - int opt = 0, val = 0, splashrange = 0; - struct item_data *shield_data = NULL; - if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) { - //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. - opt = rnd()%3 + 1; - switch( skill_lv ) { - case 1: - if ( shield_data->def >= 0 && shield_data->def <= 40) - splashrange = 1; - else if ( shield_data->def >= 41 && shield_data->def <= 80) - splashrange = 2; - else - splashrange = 3; - switch( opt ) { - case 1: - sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); - break; - case 2: - val = shield_data->def/10; //Damage Reflecting Increase. - sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); - break; - case 3: - //Weapon Attack Increase. - val = shield_data->def; - sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); - break; - } - break; - case 2: - if( sd->bonus.shieldmdef == 0 ) - break; // Nothing should happen if the shield has no mdef, not even displaying a message - if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) - splashrange = 1; - else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) - splashrange = 2; - else - splashrange = 3; - switch( opt ) { - case 1: - sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); - break; - case 2: - sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina - clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); - break; - case 3: - if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat - clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, - sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); - break; - } - break; - case 3: - { - int rate = 0; - struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; - - if( shield->refine == 0 ) - break; // Nothing should happen if the shield has no refine, not even displaying a message - - switch( opt ) { - case 1: - sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate - break; - case 2: - val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase - rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate - if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) - clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, - sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); - break; - case 3: - sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery - val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; - status->heal(bl, val, 0, 2); - status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); - break; - } - } - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case LG_PIETY: - if( flag&1 ) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case LG_KINGS_GRACE: - if( flag&1 ){ - int i; - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - for(i=0; i<SC_MAX; i++) - { - if (!tsc->data[i]) - continue; - switch(i){ - case SC_POISON: - case SC_BLIND: - case SC_FREEZE: - case SC_STONE: - case SC_STUN: - case SC_SLEEP: - case SC_BLOODING: - case SC_CURSE: - case SC_CONFUSION: - case SC_ILLUSION: - case SC_SILENCE: - case SC_BURNING: - case SC_COLD: - case SC_FROSTMISTY: - case SC_DEEP_SLEEP: - case SC_FEAR: - case SC_MANDRAGORA: - case SC__CHAOS: - status_change_end(bl, (sc_type)i, INVALID_TIMER); - } - } - }else { - skill->area_temp[2] = 0; - if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) ) - flag |= BCT_GUILD; - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case LG_INSPIRATION: - if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { - sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty. - sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100); - clif->updatestatus(sd,SP_BASEEXP); - clif->updatestatus(sd,SP_JOBEXP); - } - clif->skill_nodamage(bl,src,skill_id,skill_lv, - sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - case SR_CURSEDCIRCLE: - if( flag&1 ) { - if( is_boss(bl) ) break; - if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { - if( bl->type == BL_MOB ) - mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); - unit->stop_attack(bl); - clif->bladestop(src, bl->id, 1); - map->freeblock_unlock(); - return 1; - } - } else { - int count = 0; - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters - BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - if( sd ) pc->delspiritball(sd, count, 0); - clif->skill_nodamage(src, src, skill_id, skill_lv, - sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); - } - break; - - case SR_RAISINGDRAGON: - if( sd ) { - short max = 5 + skill_lv; - int i; - sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - for( i = 0; i < max; i++ ) // Don't call more than max available spheres. - pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); - } - break; - - case SR_ASSIMILATEPOWER: - if( flag&1 ) { - int sp = 0; - if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) - { - sp = dstsd->spiritball; //1%sp per spiritball. - pc->delspiritball(dstsd, dstsd->spiritball, 0); - status_percent_heal(src, 0, sp); - } - if ( dstsd ) { - int i; - for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++) - pc->del_charm(dstsd, dstsd->spiritcharm[i], i); - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); - } else { - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); - } - break; - - case SR_POWERVELOCITY: - if( !dstsd ) - break; - if( sd && dstsd->spiritball <= 5 ) { - int i; - for(i = 0; i <= 5; i++) { - pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i); - pc->delspiritball(sd, sd->spiritball, 0); - } - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - break; - - case SR_GENTLETOUCH_CURE: - { - int heal; - - if( status->isimmune(bl) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - - heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; - status->heal(bl, heal, 0, 0); - - if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_ILLUSION, INVALID_TIMER); - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - } - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case SR_GENTLETOUCH_CHANGE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); - break; - case SR_GENTLETOUCH_REVITALIZE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv))); - break; - case SR_FLASHCOMBO: - { - const int combo[] = { - SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW - }; - int i; - - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); - - for( i = 0; i < ARRAYLENGTH(combo); i++ ) - skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL); - - break; - } - case WA_SWING_DANCE: - case WA_SYMPHONY_OF_LOVER: - case WA_MOONLIT_SERENADE: - case MI_RUSH_WINDMILL: - case MI_ECHOSONG: - if( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); - else if( sd ) { - party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case MI_HARMONIZE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); - break; - - case WM_DEADHILLHERE: - if( bl->type == BL_PC ) { - if( !status->isdead(bl) ) - break; - - if( rnd()%100 < 88 + 2 * skill_lv ) { - int heal = 0; - status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); - heal = tstatus->sp; - if ( heal <= 0 ) - heal = 1; - status->fixed_revive(bl, heal, 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status->set_sp(bl, 0, 0); - } - } - break; - - case WM_LULLABY_DEEPSLEEP: - if ( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); - else if ( sd ) { - int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5; - if ( rnd()%100 < rate ) { - flag |= BCT_PARTY|BCT_GUILD; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - } - } - break; - case WM_SIRCLEOFNATURE: - flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; - case WM_VOICEOFSIREN: - if( skill_id != WM_SIRCLEOFNATURE ) - flag &= ~BCT_SELF; - if( flag&1 ) { - sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); - } else if( sd ) { - int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2; - if ( rnd()%100 < rate ) { - flag |= BCT_PARTY|BCT_GUILD; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_SIREN, INVALID_TIMER); - } - } - break; - - case WM_GLOOMYDAY: - if ( tsc && tsc->data[type] ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - // val4 indicates caster's voice lesson level - sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case WM_SONG_OF_MANA: - case WM_DANCE_WITH_WUG: - case WM_LERADS_DEW: - case WM_UNLIMITED_HUMMING_VOICE: - { - int chorusbonus = battle->calc_chorusbonus(sd); - if( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); - else if( sd ) { - party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - } - break; - case WM_SATURDAY_NIGHT_FEVER: - { - if( flag&1 ) { - int madnesscheck = 0; - if ( sd )//Required to check if the lord of madness effect will be applied. - madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); - sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); - if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. - status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); - //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] - } else if( sd ) { - int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; - if ( rnd()%100 < rate ) { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - } - } - break; - - case WM_MELODYOFSINK: - case WM_BEYOND_OF_WARCRY: - { - int chorusbonus = battle->calc_chorusbonus(sd); - if( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); - else if( sd ) { - if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - } - } - break; - - case WM_RANDOMIZESPELL: { - int improv_skill_id = 0, improv_skill_lv, improv_idx; - do { - improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill->improvise_db[improv_idx].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); - improv_skill_lv = 4 + skill_lv; - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - - if( sd ) { - sd->state.abra_flag = 2; - sd->skillitem = improv_skill_id; - sd->skillitemlv = improv_skill_lv; - clif->item_skill(sd, improv_skill_id, improv_skill_lv); - } else { - struct unit_data *ud = unit->bl2ud(src); - int inf = skill->get_inf(improv_skill_id); - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); - } else { - int target_id = 0; - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { - bl = map->id2bl(target_id); - if (!bl) bl = src; - unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); - } else - unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); - } - } - } - break; - - - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if( sd ) - { - short x, y; // Destiny position. - unsigned short map_index; - - if( skill_id == RETURN_TO_ELDICASTES) { - x = 198; - y = 187; - map_index = mapindex->name2id(MAP_DICASTES); - } else { - x = 44; - y = 151; - map_index = mapindex->name2id(MAP_MORA); - } - - if(!map_index) { - //Given map not found? - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - pc->setpos(sd, map_index, x, y, CLR_TELEPORT); - } - break; - - case GM_SANDMAN: - if( tsc ) { - if( tsc->opt1 == OPT1_SLEEP ) - tsc->opt1 = 0; - else - tsc->opt1 = OPT1_SLEEP; - clif->changeoption(bl); - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - } - break; - - case SO_ARRULLO: - { - // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] % - int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; - rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); - } - break; - - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - if( sd ) { - int elemental_class = skill->get_elemental_type(skill_id,skill_lv); - - // Remove previous elemental first. - if( sd->ed ) - elemental->delete(sd->ed,0); - - // Summoning the new one. - if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SO_EL_CONTROL: - if( sd ) { - int mode = EL_MODE_PASSIVE; // Standard mode. - - if( !sd->ed ) break; - - if( skill_lv == 4 ) {// At level 4 delete elementals. - elemental->delete(sd->ed, 0); - break; - } - switch( skill_lv ) {// Select mode based on skill level used. - case 2: mode = EL_MODE_ASSIST; break; - case 3: mode = EL_MODE_AGGRESSIVE; break; - } - if( !elemental->change_mode(sd->ed,mode) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SO_EL_ACTION: - if( sd ) { - int duration = 3000; - if( !sd->ed ) - break; - - switch(sd->ed->db->class_){ - case 2115:case 2124: - case 2118:case 2121: - duration = 6000; - break; - case 2116:case 2119: - case 2122:case 2125: - duration = 9000; - break; - } - - sd->skill_id_old = skill_id; - elemental->action(sd->ed, bl, tick); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - - skill->blockpc_start(sd, skill_id, duration); - } - break; - - case SO_EL_CURE: - if( sd ) { - struct elemental_data *ed = sd->ed; - int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; - int e_hp, e_sp; - - if( !ed ) break; - if( !status->charge(&sd->bl,s_hp,s_sp) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - e_hp = ed->battle_status.max_hp * 10 / 100; - e_sp = ed->battle_status.max_sp * 10 / 100; - status->heal(&ed->bl,e_hp,e_sp,3); - clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); - } - break; - - case GN_CHANGEMATERIAL: - case SO_EL_ANALYSIS: - if( sd ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - clif->skill_itemlistwindow(sd,skill_id,skill_lv); - } - break; - - case GN_BLOOD_SUCKER: - { - struct status_change *sc = status->get_sc(src); - - if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { - if( tsc && tsc->data[type] ){ - (sc->bs_counter)--; - status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - (sc->bs_counter)++; - } else if( sd ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - } - break; - - case GN_MANDRAGORA: - if( flag&1 ) { - int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; - if ( chance < 10 ) - chance = 10;//Minimal chance is 10%. - if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); - } - } else if ( sd ) { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(bl, src, skill_id, skill_lv, 1); - } - break; - - case GN_SLINGITEM: - if( sd ) { - short ammo_id; - int equip_idx = sd->equip_index[EQI_AMMO]; - if( equip_idx <= 0 ) - break; // No ammo. - ammo_id = sd->inventory_data[equip_idx]->nameid; - if( ammo_id <= 0 ) - break; - sd->itemid = ammo_id; - if( itemdb_is_GNbomb(ammo_id) ) { - if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. - if( ammo_id == ITEMID_PINEAPPLE_BOMB ) - map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); - } else //Otherwise, it fails, shows animation and removes items. - clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); - } else if( itemdb_is_GNthrowable(ammo_id) ) { - struct script_code *scriptroot = sd->inventory_data[equip_idx]->script; - if( !scriptroot ) - break; - if( dstsd ) - script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); - else - script->run(scriptroot,0,src->id,0); - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. - break; - - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - if( sd ) { - int qty = 1; - sd->skill_id_old = skill_id; - sd->skill_lv_old = skill_lv; - if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) - qty = 10; - clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case EL_CIRCLE_OF_FIRE: - case EL_PYROTECHNIC: - case EL_HEATER: - case EL_TROPIC: - case EL_AQUAPLAY: - case EL_COOLER: - case EL_CHILLY_AIR: - case EL_GUST: - case EL_BLAST: - case EL_WILD_STORM: - case EL_PETROLOGY: - case EL_CURSED_SOIL: - case EL_UPHEAVAL: - case EL_FIRE_CLOAK: - case EL_WATER_DROP: - case EL_WIND_CURTAIN: - case EL_SOLID_SKIN: - case EL_STONE_SHIELD: - case EL_WIND_STEP: - { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - sc_type type2 = type-1; - struct status_change *sc = status->get_sc(&ele->bl); - - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } else { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. - skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); - sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - } - } - } - break; - - case EL_FIRE_MANTLE: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); - break; - - case EL_WATER_SCREEN: - { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - struct status_change *sc = status->get_sc(&ele->bl); - sc_type type2 = type-1; - - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } else { - // This not heals at the end. - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); - } - } - } - break; - - case KO_KAHU_ENTEN: - case KO_HYOUHU_HUBUKI: - case KO_KAZEHU_SEIRAN: - case KO_DOHU_KOUKAI: - if(sd) { - int i; - int ttype = skill->get_ele(skill_id, skill_lv); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i); - if( i < SPIRITS_TYPE_SPHERE ) - pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one. - pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype); - } - break; - - case KO_ZANZOU: - if(sd) { - struct mob_data *summon_md; - - summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE); - if( summon_md ) { - summon_md->master_id = src->id; - summon_md->special_state.ai = AI_ZANZOU; - if( summon_md->deletetimer != INVALID_TIMER ) - timer->delete(summon_md->deletetimer, mob->timer_delete); - summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); - mob->spawn( summon_md ); - pc->setinvincibletimer(sd,500);// unlock target lock - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); - } - } - break; - - case KO_KYOUGAKU: - if (!map_flag_vs(src->m) || !dstsd) { - if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); - break; - } else { - int time; - int rate = 45+ 5*skill_lv - status_get_int(bl)/10; - if (rate < 5) rate = 5; - - time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20; - sc_start(src,bl, type, rate, skill_lv, time); - } - break; - - case KO_JYUSATSU: - if( dstsd && tsc && !tsc->data[type] - && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) - ) { - clif->skill_nodamage(src, bl, skill_id, skill_lv, - status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID)); - status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); - if( status->get_lv(bl) <= status->get_lv(src) ) - status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE); - } else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - - case KO_GENWAKU: - if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { - int x = src->x, y = src->y; - if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%. - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - - if (unit->movepos(src, bl->x, bl->y, 0, 0)) { - clif->skill_nodamage(src, src, skill_id, skill_lv, 1); - clif->slide(src, bl->x, bl->y) ; - sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); - if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) - { - if( dstsd && pc_issit(dstsd) ) - pc->setstand(dstsd); - clif->slide(bl, x, y) ; - sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); - } - } - } - break; - - case OB_AKAITSUKI: - case OB_OBOROGENSOU: - if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. - || is_boss(bl) ) ){ // Does not work on Boss monsters. - clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0); - break; - } - case KO_IZAYOI: - case OB_ZANGETSU: - case KG_KYOMU: - case KG_KAGEMUSYA: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - - case KG_KAGEHUMI: - if( flag&1 ){ - if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || - tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || - tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ - sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - } - if( skill->area_temp[2] == 1 ){ - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - } - } else { - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); - } - break; - - case MH_LIGHT_OF_REGENE: - if( hd && battle->get_master(src) ) { - hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850 - clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info - sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - } - break; - - case MH_OVERED_BOOST: - if ( hd && battle->get_master(src) ) { - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - } - break; - - case MH_SILENT_BREEZE: - { - const enum sc_type scs[] = { - SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION - }; - int heal; - if(tsc){ - int i; - for (i = 0; i < ARRAYLENGTH(scs); i++) { - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - } - heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl)); - status->heal(bl, heal, 0, 0); - clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1)); - status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - } - break; - - case MH_GRANITIC_ARMOR: - case MH_PYROCLASTIC: - if( hd ){ - struct block_list *s_bl = battle->get_master(src); - - if(s_bl) - sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - - sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); - - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - - case MH_MAGMA_FLOW: - case MH_PAIN_KILLER: - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - break; - case MH_SUMMON_LEGION: - { - int summons[5] = {1004, 1303, 1303, 1994, 1994}; - int qty[5] = {3 , 3 , 4 , 4 , 5}; - struct mob_data *summon_md; - int i, dummy = 0; - - i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy); - if(i >= qty[skill_lv-1]) - break; - - for(i=0; i<qty[skill_lv - 1]; i++){ //easy way - summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); - if (summon_md) { - summon_md->master_id = src->id; - if (summon_md->deletetimer != INVALID_TIMER) - timer->delete(summon_md->deletetimer, mob->timer_delete); - summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); - mob->spawn(summon_md); //Now it is ready for spawning. - sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); - } - } - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */ - break; - default: - ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->freeblock_unlock(); - return 1; - } - - if(skill_id != SR_CURSEDCIRCLE) { - struct status_change *sc = status->get_sc(src); - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - } - - if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] - mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) - mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); - } - - if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded - sd->canskill_tick = timer->gettick(); - - if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. - battle->consume_ammo(sd, skill_id, skill_lv); - } - skill->onskillusage(sd, bl, skill_id, tick); - // perform skill requirement consumption - if( skill_id != NC_SELFDESTRUCTION ) - skill->consume_requirement(sd,skill_id,skill_lv,2); - } - - map->freeblock_unlock(); - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { - struct block_list* src = map->id2bl(id); - int maxcount; - struct map_session_data *sd; - struct unit_data *ud = unit->bl2ud(src); - struct mob_data *md; - - nullpo_ret(ud); - - sd = BL_CAST(BL_PC , src); - md = BL_CAST(BL_MOB, src); - - if( src->prev == NULL ) { - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if( ud->skilltimer != tid ) - { - ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) - {// restore original walk speed - ud->skilltimer = INVALID_TIMER; - status_calc_bl(&sd->bl, SCB_SPEED); - } - ud->skilltimer = INVALID_TIMER; - - do { - if( status->isdead(src) ) - break; - - if( !(src->type&battle_config.skill_reiteration) && - skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION && - skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) - ) - { - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if( src->type&battle_config.skill_nofootset && - skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET && - skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) - ) - { - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if( src->type&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0 - ) { - int i; - for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) { - if(ud->skillunit[i]->skill_id == ud->skill_id) - maxcount--; - } - if( maxcount == 0 ) - { - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - - if(tid != INVALID_TIMER) { - //Avoid double checks on instant cast skills. [Skotlex] - if (!status->check_skilluse(src, NULL, ud->skill_id, 1)) - break; - if(battle_config.skill_add_range && - !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { - if (sd && battle_config.skill_out_range_consume) //Consume items anyway. - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); - break; - } - } - - if( sd ) - { - if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) { - if( ud->skill_id == SA_LANDPROTECTOR ) - clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick); - break; - }else - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); - } - - if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) - break; - - if(md) { - md->last_thinktime=tick +MIN_MOBTHINKTIME; - if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) - clif->emotion(src, md->db->skill[md->skill_idx].emotion); - } - - if(battle_config.skill_log && battle_config.skill_log&src->type) - ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", - src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); - - if (ud->walktimer != INVALID_TIMER) - unit->stop_walking(src,1); - - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); - if (sd) { //Cooldown application - int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); - for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. - if (sd->skillcooldown[i].id == ud->skill_id){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - if(cooldown) - skill->blockpc_start(sd, ud->skill_id, cooldown); - } - if( battle_config.display_status_timers && sd ) - clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); -#if 0 - if (sd) { - switch (ud->skill_id) { - case ????: - sd->canequip_tick = tick + ????; - break; - } - } -#endif // 0 - unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); - status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses - map->freeblock_lock(); - skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); - - if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] - sd->skillitem = sd->skillitemlv = 0; - - if (ud->skilltimer == INVALID_TIMER) { - if (md) md->skill_idx = -1; - else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' - ud->skill_lv = ud->skillx = ud->skilly = 0; - } - - map->freeblock_unlock(); - return 1; - } while(0); - - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick; - ud->skill_id = ud->skill_lv = 0; - if(sd) - sd->skillitem = sd->skillitemlv = 0; - else if(md) - md->skill_idx = -1; - return 0; - -} -static int check_npc_chaospanic(struct block_list* bl, va_list args) { - TBL_NPC* nd = (TBL_NPC*)bl; - - if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) - return 0; - - return 1; -} -/* skill count without self */ -static int skill_count_wos(struct block_list *bl,va_list ap) { - struct block_list* src = va_arg(ap, struct block_list*); - if( src->id != bl->id ) { - return 1; - } - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { - nullpo_ret(sd); - -//Simplify skill_failed code. -#define skill_failed(sd) ( (sd)->menuskill_id = (sd)->menuskill_val = 0 ) - if(skill_id != sd->menuskill_id) - return 0; - - if( sd->bl.prev == NULL || pc_isdead(sd) ) { - skill_failed(sd); - return 0; - } - - if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) { - skill_failed(sd); - return 0; - } - if(sd->sc.count && ( - sd->sc.data[SC_SILENCE] || - sd->sc.data[SC_ROKISWEIL] || - sd->sc.data[SC_AUTOCOUNTER] || - sd->sc.data[SC_STEELBODY] || - (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) || - sd->sc.data[SC_BERSERK] || - sd->sc.data[SC_BASILICA] || - sd->sc.data[SC_MARIONETTE_MASTER] || - sd->sc.data[SC_WHITEIMPRISON] || - (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) || - (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) || - sd->sc.data[SC_OBLIVIONCURSE] || - sd->sc.data[SC__MANHOLE] || - (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH - )) { - skill_failed(sd); - return 0; - } - - pc_stop_attack(sd); - - if(battle_config.skill_log && battle_config.skill_log&BL_PC) - ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname); - - if(strcmp(mapname,"cancel")==0) { - skill_failed(sd); - return 0; - } - - switch(skill_id) { - case AL_TELEPORT: - // The storage window is closed automatically by the client when there's - // any kind of map change, so we need to restore it automatically - // issue: 8027 - if(strcmp(mapname,"Random")==0) - pc->randomwarp(sd,CLR_TELEPORT); - else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. - pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); - - clif->refresh_storagewindow(sd); - break; - - case AL_WARP: - { - const struct point *p[4]; - struct skill_unit_group *group; - int i, lv, wx, wy; - int maxcount=0; - int x,y; - unsigned short map_index; - - map_index = mapindex->name2id(mapname); - if(!map_index) { //Given map not found? - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - skill_failed(sd); - return 0; - } - p[0] = &sd->status.save_point; - p[1] = &sd->status.memo_point[0]; - p[2] = &sd->status.memo_point[1]; - p[3] = &sd->status.memo_point[2]; - - if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) { - for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { - if(sd->ud.skillunit[i]->skill_id == skill_id) - maxcount--; - } - if(!maxcount) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - skill_failed(sd); - return 0; - } - } - - lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id); - wx = sd->menuskill_val>>16; - wy = sd->menuskill_val&0xffff; - - if( lv <= 0 ) return 0; - if( lv > 4 ) lv = 4; // crash prevention - - // check if the chosen map exists in the memo list - ARR_FIND( 0, lv, i, map_index == p[i]->map ); - if( i < lv ) { - x=p[i]->x; - y=p[i]->y; - } else { - skill_failed(sd); - return 0; - } - - if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv... - skill_failed(sd); - return 0; - } - - skill->consume_requirement(sd,sd->menuskill_id,lv,2); - sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] - - if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { - skill_failed(sd); - return 0; - } - - group->val1 = (group->val1<<16)|(short)0; - // record the destination coordinates - group->val2 = (x<<16)|y; - group->val3 = map_index; - } - break; - } - - sd->menuskill_id = sd->menuskill_val = 0; - return 0; -#undef skill_failed -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct map_session_data* sd; - struct status_change* sc; - struct status_change_entry *sce; - struct skill_unit_group* sg; - enum sc_type type; - int r; - - //if(skill_lv <= 0) return 0; - if(skill_id > 0 && !skill_lv) return 0; // [Celest] - - nullpo_ret(src); - - if(status->isdead(src)) - return 0; - - sd = BL_CAST(BL_PC, src); - - sc = status->get_sc(src); - type = status->skill2sc(skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - switch (skill_id) { //Skill effect. - case WZ_METEOR: - case MO_BODYRELOCATION: - case CR_CULTIVATION: - case HW_GANBANTEIN: - case LG_EARTHDRIVE: - case SC_ESCAPE: - break; //Effect is displayed on respective switch case. - default: - if(skill->get_inf(skill_id)&INF_SELF_SKILL) - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - else - clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - } - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill->toggle_magicpower(src, skill_id); - - switch(skill_id) { - case PR_BENEDICTIO: - r = skill->get_splash(skill_id, skill_lv); - skill->area_temp[1] = src->id; - map->foreachinarea(skill->area_sub, - src->m, x-r, y-r, x+r, y+r, BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - map->foreachinarea(skill->area_sub, - src->m, x-r, y-r, x+r, y+r, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - break; - - case BS_HAMMERFALL: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, - src->m, x-r, y-r, x+r, y+r, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, - skill->castend_nodamage_id); - break; - - case HT_DETECTING: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(status->change_timer_sub, - src->m, x-r, y-r, x+r,y+r,BL_CHAR, - src,NULL,SC_SIGHT,tick); - if(battle_config.traps_setting&1) - map->foreachinarea(skill_reveal_trap, - src->m, x-r, y-r, x+r, y+r, BL_SKILL); - break; - - case SR_RIDEINLIGHTNING: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - break; - - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - //Does not consumes if the skill is already active. [Skotlex] - if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) - { - if (sg->limit - DIFF_TICK(timer->gettick(), sg->tick) > 0) { - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - return 0; // not to consume items - } else - sg->limit = 0; //Disable it. - } - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - - case SC_CHAOSPANIC: - case SC_MAELSTROM: - if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - - case MG_SAFETYWALL: - { - int alive = 1; - if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) { - skill->unitsetting(src, skill_id, skill_lv, x, y, 0); - return 0; // Don't consume gems if cast on LP - } - } - case MG_FIREWALL: - case MG_THUNDERSTORM: - - case AL_PNEUMA: - case WZ_FIREPILLAR: - case WZ_QUAGMIRE: - case WZ_VERMILION: - case WZ_STORMGUST: - case WZ_HEAVENDRIVE: - case PR_SANCTUARY: - case PR_MAGNUS: - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case AS_VENOMDUST: - case AM_DEMONSTRATION: - case PF_FOGWALL: - case PF_SPIDERWEB: - case HT_TALKIEBOX: - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - case AC_SHOWER: //Ground-placed skill implementation. - case MA_SHOWER: - case SA_LANDPROTECTOR: - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_UGLYDANCE: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - case CG_MOONLIT: - case GS_DESPERADO: - case NJ_KAENSIN: - case NJ_BAKUENRYU: - case NJ_SUITON: - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case NJ_KAMAITACHI: - #ifdef RENEWAL - case NJ_HUUMA: - #endif - case NPC_EVILLAND: - case WL_COMET: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case SC_MANHOLE: - case SC_DIMENSIONDOOR: - case SC_BLOODYLUST: - case WM_REVERBERATION: - case WM_SEVERE_RAINSTORM: - case WM_POEMOFNETHERWORLD: - case SO_PSYCHIC_WAVE: - case SO_VACUUM_EXTREME: - case GN_WALLOFTHORN: - case GN_THORNS_TRAP: - case GN_DEMONIC_FIRE: - case GN_HELLS_PLANT: - case GN_FIRE_EXPANSION_SMOKE_POWDER: - case GN_FIRE_EXPANSION_TEAR_GAS: - case SO_EARTHGRAVE: - case SO_DIAMONDDUST: - case SO_FIRE_INSIGNIA: - case SO_WATER_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - case KO_HUUMARANKA: - case KO_MUCHANAGE: - case KO_BAKURETSU: - case KO_ZENKAI: - case MH_LAVA_SLIDE: - case MH_VOLCANIC_ASH: - case MH_POISON_MIST: - case MH_STEINWAND: - case NC_MAGMA_ERUPTION: - case SO_ELEMENTAL_SHIELD: - case RL_B_TRAP: - case MH_XENO_SLASHER: - flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). - case GS_GROUNDDRIFT: //Ammo should be deleted right away. - if ( skill_id == WM_SEVERE_RAINSTORM ) - sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv)); - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - case WZ_ICEWALL: - flag |= 1; - if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true); - break; - case RG_GRAFFITI: - skill->clear_unitgroup(src); - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - flag|=1; - break; - case HP_BASILICA: - if( sc->data[SC_BASILICA] ) - status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica - else { // Create Basilica. Start SC on caster. Unit timer start SC on others. - if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - return 1; - } - - skill->clear_unitgroup(src); - if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); - flag|=1; - } - break; - case CG_HERMODE: - skill->clear_unitgroup(src); - if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,src,SC_DANCING,100, - skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - case RG_CLEANER: // [Valaris] - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL); - break; - - case SO_WARMER: - flag|= 8; - case SO_CLOUD_KILL: - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - - case WZ_METEOR: - { - int area = skill->get_splash(skill_id, skill_lv); - short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - int i; - - for( i = 0; i < 2 + (skill_lv>>1); i++ ) { - // Creates a random Cell in the Splash Area - tmpx = x - area + rnd()%(area * 2 + 1); - tmpy = y - area + rnd()%(area * 2 + 1); - - if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) - && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR)) - clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); - - if( i > 0 ) - skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); - - x1 = tmpx; - y1 = tmpy; - } - - skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); - } - break; - - case AL_WARP: - if(sd) - { - clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, - (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, - (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, - (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 - ); - } - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - return 0; // not to consume item. - - case MO_BODYRELOCATION: - if (unit->movepos(src, x, y, 1, 1)) { - #if PACKETVER >= 20111005 - clif->snap(src, src->x, src->y); - #else - clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); - #endif - if (sd) - skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000); - } - break; - case NJ_SHADOWJUMP: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. - unit->movepos(src, x, y, 1, 0); - clif->slide(src,x,y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - case AM_SPHEREMINE: - case AM_CANNIBALIZE: - { - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; - struct mob_data *md; - - // Correct info, don't change any of this! [Celest] - md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); - if (md) { - md->master_id = src->id; - md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); - mob->spawn (md); //Now it is ready for spawning. - } - } - break; - - // Slim Pitcher [Celest] - case CR_SLIMPITCHER: - if (sd) { - int i = skill_lv%11 - 1; - int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); - if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0 - || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] - ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - script->potion_flag = 1; - script->potion_hp = 0; - script->potion_sp = 0; - script->run(sd->inventory_data[j]->script,0,sd->bl.id,0); - script->potion_flag = 0; - //Apply skill bonuses - i = pc->checkskill(sd,CR_SLIMPITCHER)*10 - + pc->checkskill(sd,AM_POTIONPITCHER)*10 - + pc->checkskill(sd,AM_LEARNINGPOTION)*5 - + pc->skillheal_bonus(sd, skill_id); - - script->potion_hp = script->potion_hp * (100+i)/100; - script->potion_sp = script->potion_sp * (100+i)/100; - - if(script->potion_hp > 0 || script->potion_sp > 0) { - i = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); - } - } else { - int i = skill_lv%11 - 1; - struct item_data *item; - i = skill->db[skill_id].itemid[i]; - item = itemdb->search(i); - script->potion_flag = 1; - script->potion_hp = 0; - script->potion_sp = 0; - script->run(item->script,0,src->id,0); - script->potion_flag = 0; - i = skill->get_max(CR_SLIMPITCHER)*10; - - script->potion_hp = script->potion_hp * (100+i)/100; - script->potion_sp = script->potion_sp * (100+i)/100; - - if(script->potion_hp > 0 || script->potion_sp > 0) { - i = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); - } - } - break; - - case HW_GANBANTEIN: - if (rnd()%100 < 80) { - int dummy = 1; - clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src); - } else { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - - case HW_GRAVITATION: - if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - - // Plant Cultivation [Celest] - case CR_CULTIVATION: - if (sd) { - if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - if (rnd()%100 < 50) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } else { - TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); - int i; - if (!md) break; - if ((i = skill->get_time(skill_id, skill_lv)) > 0) - { - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0); - } - mob->spawn (md); - } - } - break; - - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - skill->clear_unitgroup(src); - if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) - sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - - case PA_GOSPEL: - if (sce && sce->val4 == BCT_SELF) { - status_change_end(src, SC_GOSPEL, INVALID_TIMER); - return 0; - } else { - sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); - if (!sg) break; - if (sce) - status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - status->change_clear_buffs(src,3); - sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); - clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet - } - break; - case NJ_TATAMIGAESHI: - if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) - sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case AM_RESURRECTHOMUN: // [orn] - if (sd) { - if (!homun->ressurect(sd, 20*skill_lv, x, y)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - break; - - case RK_WINDCUTTER: - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - case NC_COLDSLOWER: - case RK_DRAGONBREATH: - case RK_DRAGONBREATH_WATER: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - case WM_GREAT_ECHO: - case WM_SOUND_OF_DESTRUCTION: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - - case WM_LULLABY_DEEPSLEEP: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); - break; - - case WM_VOICEOFSIREN: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); - break; - case SO_ARRULLO: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - break; - /** - * Guilotine Cross - **/ - case GC_POISONSMOKE: - if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); - return 0; - } - clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - skill->unitsetting(src, skill_id, skill_lv, x, y, flag); - //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. - break; - /** - * Arch Bishop - **/ - case AB_EPICLESIS: - if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { - r = sg->unit->range; - map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); - } - break; - - case WL_EARTHSTRAIN: - { - int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y); - int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting - - for( i = 1; i <= wave; i++ ) - { - switch( dir ){ - case 0: case 1: case 7: sy = y + i; break; - case 3: case 4: case 5: sy = y - i; break; - case 2: sx = x - i; break; - case 6: sx = x + i; break; - } - skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); - } - } - break; - /** - * Ranger - **/ - case RA_DETONATOR: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - /** - * Mechanic - **/ - case NC_NEUTRALBARRIER: - case NC_STEALTHFIELD: - skill->clear_unitgroup(src); // To remove previous skills - cannot used combined - if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); - if( sd ) pc->overheat(sd,1); - } - break; - - case NC_SILVERSNIPER: - { - int class_ = 2042; - struct mob_data *md; - - md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); - if( md ) { - md->master_id = src->id; - md->special_state.ai = AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); - mob->spawn( md ); - } - } - break; - - case NC_MAGICDECOY: - if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y); - break; - - case SC_FEINTBOMB: - skill->unitsetting(src, skill_id, skill_lv, x, y, 0); // Set bomb on current Position - clif->skill_nodamage(src, src, skill_id, skill_lv, 1); - if( skill->blown(src, src, 3 * skill_lv, unit->getdir(src), 0) && sc) { - sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB)); - } - break; - - case SC_ESCAPE: - clif->skill_nodamage(src,src,skill_id,-1,1); - skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2); - skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); - break; - - case LG_OVERBRAND: - skill->area_temp[1] = 0; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR, - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag); - break; - - case LG_BANDING: - if( sc && sc->data[SC_BANDING] ) - status_change_end(src,SC_BANDING,INVALID_TIMER); - else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); - if( sd ) pc->banding(sd,skill_lv); - } - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - break; - - case LG_RAYOFGENESIS: - if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - } else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - break; - - case WM_DOMINION_IMPULSE: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL); - break; - - case GN_CRAZYWEED: - { - int area = skill->get_splash(skill_id, skill_lv); - - for( r = 0; r < 3 + (skill_lv>>1); r++ ) { - // Creates a random Cell in the Splash Area - int tmpx = x - area + rnd()%(area * 2 + 1); - int tmpy = y - area + rnd()%(area * 2 + 1); - - skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0); - } - } - break; - - case GN_FIRE_EXPANSION: { - int i; - int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo. - struct unit_data *ud = unit->bl2ud(src); - - if( !ud ) break; - - for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { - if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && - distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) { - switch( skill_lv ) { - case 3: - ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; - clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); - break; - case 4: - ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; - clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); - break; - case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted. - if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 ) - aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION); - map->foreachinarea(skill->area_sub, src->m, - ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2, - ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR, - src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); - skill->delunit(ud->skillunit[i]->unit); - break; - default: - ud->skillunit[i]->unit->val2 = skill_lv; - ud->skillunit[i]->unit->group->val2 = skill_lv; - break; - } - } - } - } - break; - - case SO_FIREWALK: - case SO_ELECTRICWALK: - if( sc && sc->data[type] ) - status_change_end(src,type,INVALID_TIMER); - clif->skill_nodamage(src, src ,skill_id, skill_lv, - sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - - case KO_MAKIBISHI: - { - int i; - for( i = 0; i < (skill_lv+2); i++ ) { - x = src->x - 1 + rnd()%3; - y = src->y - 1 + rnd()%3; - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - } - } - break; - - default: - ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); - return 1; - } - - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - - if( sd ) {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = timer->gettick(); - - if( sd->state.arrow_atk && !(flag&1) ) { - // consume arrow if this is a ground skill - battle->consume_ammo(sd, skill_id, skill_lv); - } - - // perform skill requirement consumption - skill->consume_requirement(sd,skill_id,skill_lv,2); - } - - return 0; -} - -/// transforms 'target' skill unit into dissonance (if conditions are met) -int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { - struct skill_unit* target = (struct skill_unit*)bl; - struct skill_unit* src = va_arg(ap, struct skill_unit*); - int flag = va_arg(ap, int); - - if (src == target) - return 0; - if (!target->group || !(target->group->state.song_dance&0x1)) - return 0; - if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. - return 0; - - if (flag) //Set dissonance - target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. - else //Remove dissonance - target->val2 &= ~UF_ENSEMBLE; - - clif->getareachar_skillunit(&target->bl,target,AREA); //Update look of affected cell. - - return 1; -} - -//Does the song/dance overlapping -> dissonance check. [Skotlex] -//When flag is 0, this unit is about to be removed, cancel the dissonance effect -//When 1, this unit has been positioned, so start the cancel effect. -int skill_dance_overlap(struct skill_unit* su, int flag) { - if (!su || !su->group || !(su->group->state.song_dance&0x1)) - return 0; - - if (su->val1 != su->group->skill_id) { - //Reset state - su->val1 = su->group->skill_id; - su->val2 &= ~UF_ENSEMBLE; - } - - return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); -} - -/** - * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. - * This function is safe to call even when the unit or the group were freed by other function - * previously. - * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE) - * @param flag 0 Convert - * @param flag 1 Revert - * @retval true success - **/ -bool skill_dance_switch(struct skill_unit* su, int flag) { - static int prevflag = 1; // by default the backup is empty - static struct skill_unit_group backup; - struct skill_unit_group* group; - - if( su == NULL || (group = su->group) == NULL ) - return false; - - // val2&UF_ENSEMBLE is a hack to indicate dissonance - if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) - return false; - - if( flag == prevflag ) { - // protection against attempts to read an empty backup / write to a full backup - ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", - flag ? "read an empty backup" : "write to a full backup", - group->skill_id, group->skill_lv, group->src_id); - return false; - } - prevflag = flag; - - if( !flag ) { - //Transform - uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; - - // backup - backup.skill_id = group->skill_id; - backup.skill_lv = group->skill_lv; - backup.unit_id = group->unit_id; - backup.target_flag = group->target_flag; - backup.bl_flag = group->bl_flag; - backup.interval = group->interval; - - // replace - group->skill_id = skill_id; - group->skill_lv = 1; - group->unit_id = skill->get_unit_id(skill_id,0); - group->target_flag = skill->get_unit_target(skill_id); - group->bl_flag = skill->get_unit_bl_target(skill_id); - group->interval = skill->get_unit_interval(skill_id); - } else { - //Restore - group->skill_id = backup.skill_id; - group->skill_lv = backup.skill_lv; - group->unit_id = backup.unit_id; - group->target_flag = backup.target_flag; - group->bl_flag = backup.bl_flag; - group->interval = backup.interval; - } - - return true; -} -/*========================================== - * Initializes and sets a ground skill. - * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) - *------------------------------------------*/ -struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { - struct skill_unit_group *group; - int i,limit,val1=0,val2=0,val3=0; - int target,interval,range,unit_flag,req_item=0; - struct s_skill_unit_layout *layout; - struct map_session_data *sd; - struct status_data *st; - struct status_change *sc; - int active_flag=1; - int subunt=0; - - nullpo_retr(NULL, src); - - limit = skill->get_time(skill_id,skill_lv); - range = skill->get_unit_range(skill_id,skill_lv); - interval = skill->get_unit_interval(skill_id); - target = skill->get_unit_target(skill_id); - unit_flag = skill->get_unit_flag(skill_id); - layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); - - if( map->list[src->m].unit_count ) { - ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id ); - - if( i < map->list[src->m].unit_count ) { - limit = limit * map->list[src->m].units[i]->modifier / 100; - } - } - - sd = BL_CAST(BL_PC, src); - st = status->get_status_data(src); - sc = status->get_sc(src); // for traps, firewall and fogwall - celest - - switch( skill_id ) { - case SO_ELEMENTAL_SHIELD: - val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; - break; - case MH_STEINWAND: - val2 = 4 + skill_lv; //nb of attack blocked - break; - case MG_SAFETYWALL: - #ifdef RENEWAL - /** - * According to data provided in RE, SW life is equal to 3 times caster's health - **/ - val2 = status_get_max_hp(src) * 3; - #else - val2 = skill_lv+1; - #endif - break; - case MG_FIREWALL: - if(sc && sc->data[SC_VIOLENTGALE]) - limit = limit*3/2; - val2=4+skill_lv; - break; - - case AL_WARP: - val1=skill_lv+6; - if(!(flag&1)) { - limit=2000; - } else { // previous implementation (not used anymore) - //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] - if( src->type != BL_SKILL ) return NULL; - group = ((TBL_SKILL*)src)->group; - src = map->id2bl(group->src_id); - if( !src ) return NULL; - val2 = group->val2; //Copy the (x,y) position you warp to - val3 = group->val3; //as well as the mapindex to warp to. - } - break; - case HP_BASILICA: - val1 = src->id; // Store caster id. - break; - - case PR_SANCTUARY: - case NPC_EVILLAND: - val1=(skill_lv+3)*2; - break; - - case WZ_FIREPILLAR: - if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) - return NULL; - if((flag&1)!=0) - limit=1000; - val1=skill_lv+2; - break; - case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] - case AM_DEMONSTRATION: - case GN_HELLS_PLANT: - if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) - return NULL; - if (map_flag_vs(src->m) && battle_config.vs_traps_bctall - && (src->type&battle_config.vs_traps_bctall)) - target = BCT_ALL; - break; - case HT_ANKLESNARE: - if( flag&2 ) - val3 = SC_ESCAPE; - case HT_SHOCKWAVE: - val1=skill_lv*15+10; - case HT_SANDMAN: - case MA_SANDMAN: - case HT_CLAYMORETRAP: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - /** - * Ranger - **/ - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - { - struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv); - ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); - if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) - req_item = req.itemid[i]; - if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground ) - limit *= 4; // longer trap times in WOE [celest] - if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) - target = BCT_ALL; - } - break; - - case SA_LANDPROTECTOR: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - { - struct skill_unit_group *old_sg; - if ((old_sg = skill->locate_element_field(src)) != NULL) { - //HelloKitty confirmed that these are interchangeable, - //so you can change element and not consume gemstones. - if (( old_sg->skill_id == SA_VOLCANO - || old_sg->skill_id == SA_DELUGE - || old_sg->skill_id == SA_VIOLENTGALE - ) - && old_sg->limit > 0 - ) { - //Use the previous limit (minus the elapsed time) [Skotlex] - limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); - if (limit < 0) //This can happen... - limit = skill->get_time(skill_id,skill_lv); - } - skill->clear_group(src,1); - } - break; - } - - case BA_DISSONANCE: - case DC_UGLYDANCE: - val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] - break; - case BA_WHISTLE: - val1 = skill_lv +st->agi/10; // Flee increase - val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase - if(sd){ - val1 += pc->checkskill(sd,BA_MUSICALLESSON); - val2 += pc->checkskill(sd,BA_MUSICALLESSON); - } - break; - case DC_HUMMING: - val1 = 2*skill_lv+st->dex/10; // Hit increase - #ifdef RENEWAL - val1 *= 2; - #endif - if(sd) - val1 += pc->checkskill(sd,DC_DANCINGLESSON); - break; - case BA_POEMBRAGI: - val1 = 3*skill_lv+st->dex/10; // Casting time reduction - //For some reason at level 10 the base delay reduction is 50%. - val2 = (skill_lv<10?3*skill_lv:50)+st->int_/5; // After-cast delay reduction - if(sd){ - val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON); - val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON); - } - break; - case DC_DONTFORGETME: -#ifdef RENEWAL - val1 = st->dex/10 + 3*skill_lv; // ASPD decrease - val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment. -#else - val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease - val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. -#endif - if(sd){ - val1 += pc->checkskill(sd,DC_DANCINGLESSON); - val2 += pc->checkskill(sd,DC_DANCINGLESSON); - } - break; - case BA_APPLEIDUN: - val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase - if(sd) - val1 += pc->checkskill(sd,BA_MUSICALLESSON); - break; - case DC_SERVICEFORYOU: - val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase - val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction - if(sd){ - val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; - val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; - } - break; - case BA_ASSASSINCROSS: - if(sd) - val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2; -#ifdef RENEWAL - // This formula was taken from a RE calculator - // and the changes published on irowiki - // Luckily, official tests show it's the right one - val1 += skill_lv + (st->agi/20); -#else - val1 += 10 + skill_lv + (st->agi/10); // ASPD increase - val1 *= 10; // ASPD works with 1000 as 100% -#endif - break; - case DC_FORTUNEKISS: - val1 = 10+skill_lv+(st->luk/10); // Critical increase - if(sd) - val1 += pc->checkskill(sd,DC_DANCINGLESSON); - val1*=10; //Because every 10 crit is an actual cri point. - break; - case BD_DRUMBATTLEFIELD: - #ifdef RENEWAL - val1 = (skill_lv+5)*25; //Watk increase - val2 = skill_lv*10; //Def increase - #else - val1 = (skill_lv+1)*25; //Watk increase - val2 = (skill_lv+1)*2; //Def increase - #endif - break; - case BD_RINGNIBELUNGEN: - val1 = (skill_lv+2)*25; //Watk increase - break; - case BD_RICHMANKIM: - val1 = 25 + 11*skill_lv; //Exp increase bonus. - break; - case BD_SIEGFRIED: - val1 = 55 + skill_lv*5; //Elemental Resistance - val2 = skill_lv*10; //Status ailment resistance - break; - case WE_CALLPARTNER: - if (sd) val1 = sd->status.partner_id; - break; - case WE_CALLPARENT: - if (sd) { - val1 = sd->status.father; - val2 = sd->status.mother; - } - break; - case WE_CALLBABY: - if (sd) val1 = sd->status.child; - break; - case NJ_KAENSIN: - skill->clear_group(src, 1); //Delete previous Kaensins/Suitons - val2 = (skill_lv+1)/2 + 4; - break; - case NJ_SUITON: - skill->clear_group(src, 1); - break; - - case GS_GROUNDDRIFT: - { - int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; - - val1 = st->rhw.ele; - if (!val1) - val1=element[rnd()%5]; - - switch (val1) - { - case ELE_FIRE: - subunt++; - case ELE_WATER: - subunt++; - case ELE_POISON: - subunt++; - case ELE_DARK: - subunt++; - case ELE_WIND: - break; - default: - subunt=rnd()%5; - break; - } - - break; - } - case GC_POISONSMOKE: - if( !(sc && sc->data[SC_POISONINGWEAPON]) ) - return NULL; - val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison - val3 = sc->data[SC_POISONINGWEAPON]->val1; - limit = 4000 + 2000 * skill_lv; - break; - case GD_LEADERSHIP: - case GD_GLORYWOUNDS: - case GD_SOULCOLD: - case GD_HAWKEYES: - limit = 1000000;//it doesn't matter - break; - case WL_COMET: - if( sc ) { - sc->comet_x = x; - sc->comet_y = y; - } - break; - case LG_BANDING: - limit = -1; - break; - case WM_REVERBERATION: - if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) - target = BCT_ALL; - val1 = skill_lv + 1; - val2 = 1; - case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. - case SO_WATER_INSIGNIA: - case SO_FIRE_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) - return NULL; - break; - case SO_CLOUD_KILL: - skill->clear_group(src, 4); - break; - case SO_WARMER: - skill->clear_group(src, 8); - break; - case SO_VACUUM_EXTREME: - val1 = x; - val2 = y; - break; - case GN_WALLOFTHORN: - if( flag&1 ) - limit = 3000; - val3 = (x<<16)|y; - break; - case KO_ZENKAI: - if( sd ){ - ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); - if( i < SPIRITS_TYPE_SPHERE ){ - val1 = sd->spiritcharm[i]; // no. of aura - val2 = i; // aura type - limit += val1 * 1000; - subunt = i - 1; - pc->del_charm(sd, sd->spiritcharm[i], i); - } - } - break; - } - - nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval)); - group->val1=val1; - group->val2=val2; - group->val3=val3; - group->target_flag=target; - group->bl_flag= skill->get_unit_bl_target(skill_id); - group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. - group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet - group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; - group->item_id = req_item; - //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] - if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) - active_flag = 0; - - if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ - group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); - if (sd) - safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); - else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] - safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); - } - - if (group->state.song_dance) { - if(sd){ - sd->skill_id_dance = skill_id; - sd->skill_lv_dance = skill_lv; - } - if ( - sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, - (group->state.song_dance&2?BCT_SELF:0), limit+1000) && - sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! - ) - skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); - } - - limit = group->limit; - for( i = 0; i < layout->count; i++ ) { - struct skill_unit *su; - int ux = x + layout->dx[i]; - int uy = y + layout->dy[i]; - int alive = 1; - val1 = skill_lv; - val2 = 0; - - if( !group->state.song_dance && !map->getcell(src->m,ux,uy,CELL_CHKREACH) ) - continue; // don't place skill units on walls (except for songs/dances/encores) - if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) - continue; // no path between cell and center of casting. - - switch( skill_id ) { - case MG_FIREWALL: - case NJ_KAENSIN: - val2=group->val2; - break; - case WZ_ICEWALL: - val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; - val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE); - break; - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_TALKIEBOX: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_CLAYMORETRAP: - case HT_BLASTMINE: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - val1 = 3500; - break; - case GS_DESPERADO: - val1 = abs(layout->dx[i]); - val2 = abs(layout->dy[i]); - if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals - if (val2 > val1) val1 = val2; - if (val1) val1--; - val1 = 36 -12*val1; - } else //Diagonal edges - val1 = 28 -4*val1 -4*val2; - if (val1 < 1) val1 = 1; - val2 = 0; - break; - case GN_WALLOFTHORN: - val1 = 2000 + 2000 * skill_lv; - val2 = src->id; - break; - default: - if (group->state.song_dance&0x1) - val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance - break; - } - if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) - val2 |= UF_RANGEDSINGLEUNIT; // center. - - map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); - if( !alive ) - continue; - - nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); - su->limit=limit; - su->range=range; - - if (skill_id == PF_FOGWALL && alive == 2) { - //Double duration of cells on top of Deluge/Suiton - su->limit *= 2; - group->limit = su->limit; - } - - // execute on all targets standing on this cell - if (range==0 && active_flag) - map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); - } - - if (!group->alive_count) { - //No cells? Something that was blocked completely by Land Protector? - skill->del_unitgroup(group,ALC_MARK); - return NULL; - } - - //success, unit created. - switch( skill_id ) { - case NJ_TATAMIGAESHI: //Store number of tiles. - group->val1 = group->alive_count; - break; - } - - return group; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) { - struct skill_unit_group *sg; - struct block_list *ss; - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - uint16 skill_id; - - nullpo_ret(src); - nullpo_ret(bl); - - if(bl->prev==NULL || !src->alive || status->isdead(bl)) - return 0; - - nullpo_ret(sg=src->group); - nullpo_ret(ss=map->id2bl(sg->src_id)); - - if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) - return 0; //AoE skills are ineffective. [Skotlex] - sc = status->get_sc(bl); - - if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) - return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] - - if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) - status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); - - if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) ) - return 0; - - type = status->skill2sc(sg->skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. - switch (sg->unit_id) { - case UNT_SPIDERWEB: - if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) { - // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] - sc->data[SC_SPIDERWEB]->val2++; - break; - } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { - int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) { - const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK32(td->tick, tick); - map->moveblock(bl, src->bl.x, src->bl.y, tick); - clif->fixpos(bl); - sg->val2 = bl->id; - } - else - sec = 3000; //Couldn't trap it? - sg->limit = DIFF_TICK32(tick,sg->tick)+sec; - } - break; - case UNT_SAFETYWALL: - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); - break; - case UNT_BLOODYLUST: - if (sg->src_id == bl->id) - break; //Does not affect the caster. - if (bl->type == BL_MOB) - break; //Does not affect the caster. - if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) - sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); - break; - case UNT_PNEUMA: - case UNT_CHAOSPANIC: - case UNT_MAELSTROM: - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - - case UNT_WARP_WAITING: { - int working = sg->val1&0xffff; - - if(bl->type==BL_PC && !working){ - struct map_session_data *sd = (struct map_session_data *)bl; - if((!sd->chatID || battle_config.chat_warpportal) - && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) - { - int x = sg->val2>>16; - int y = sg->val2&0xffff; - int count = sg->val1>>16; - unsigned short m = sg->val3; - - if( --count <= 0 ) - skill->del_unitgroup(sg,ALC_MARK); - - if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) - working = 1;/* we break it because officials break it, lovely stuff. */ - - sg->val1 = (count<<16)|working; - - pc->setpos(sd,m,x,y,CLR_TELEPORT); - } - } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { - int16 m = map->mapindex2mapid(sg->val3); - if (m < 0) break; //Map not available on this map-server. - unit->warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); - } - } - break; - - case UNT_QUAGMIRE: - if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - - case UNT_VOLCANO: - case UNT_DELUGE: - case UNT_VIOLENTGALE: - if(!sce) - sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); - break; - - case UNT_SUITON: - if(!sce) - sc_start4(ss,bl,type,100,sg->skill_lv, - map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. - 0,0,sg->limit); - break; - - case UNT_HERMODE: - if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) - status->change_clear_buffs(bl,1); //Should dispell only allies. - case UNT_RICHMANKIM: - case UNT_ETERNALCHAOS: - case UNT_DRUMBATTLEFIELD: - case UNT_RINGNIBELUNGEN: - case UNT_ROKISWEIL: - case UNT_INTOABYSS: - case UNT_SIEGFRIED: - //Needed to check when a dancer/bard leaves their ensemble area. - if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - return skill_id; - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); - break; - case UNT_APPLEIDUN: - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_POEMBRAGI: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - return 0; - - if (!sc) return 0; - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); - else if (battle_config.song_timer_reset && sce->val4 == 1) { - //Readjust timers since the effect will not last long. - sce->val4 = 0; - timer->delete(sce->timer, status->change_timer); - sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); - } - - break; - - case UNT_FOGWALL: - if (!sce) - { - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); - if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) - skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); - } - break; - - case UNT_GRAVITATION: - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); - break; - -#if 0 // officially, icewall has no problems existing on occupied cells [ultramage] - case UNT_ICEWALL: //Destroy the cell. [Skotlex] - src->val1 = 0; - if(src->limit + sg->tick > tick + 700) - src->limit = DIFF_TICK32(tick+700,sg->tick); - break; -#endif // 0 - - case UNT_MOONLIT: - //Knockback out of area if affected char isn't in Moonlit effect - if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) - break; - if (ss == bl) //Also needed to prevent infinite loop crash. - break; - skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); - break; - - case UNT_WALLOFTHORN: - if( status_get_mode(bl)&MD_BOSS ) - break; // iRO Wiki says that this skill don't affect to Boss monsters. - if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 ) - skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - break; - - case UNT_REVERBERATION: - if (sg->src_id == bl->id) - break; //Does not affect the caster. - clif->changetraplook(&src->bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - sg->unit_id = UNT_USED_TRAPS; - sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; - break; - - case UNT_VOLCANIC_ASH: - if (!sce) - sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); - break; - - case UNT_GD_LEADERSHIP: - case UNT_GD_GLORYWOUNDS: - case UNT_GD_SOULCOLD: - case UNT_GD_HAWKEYES: - if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); - break; - } - return skill_id; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) { - struct skill_unit_group *sg; - struct block_list *ss; - TBL_PC* tsd; - struct status_data *tstatus; - struct status_change *tsc, *ssc; - struct skill_unit_group_tickset *ts; - enum sc_type type; - uint16 skill_id; - int diff=0; - - nullpo_ret(src); - nullpo_ret(bl); - - if (bl->prev==NULL || !src->alive || status->isdead(bl)) - return 0; - - nullpo_ret(sg=src->group); - nullpo_ret(ss=map->id2bl(sg->src_id)); - tsd = BL_CAST(BL_PC, bl); - tsc = status->get_sc(bl); - ssc = status->get_sc(ss); // Status Effects for Unit caster. - - // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] - if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) - return 0; - - tstatus = status->get_status_data(bl); - type = status->skill2sc(sg->skill_id); - skill_id = sg->skill_id; - - if ( tsc && tsc->data[SC_HOVERING] ) { - switch ( skill_id ) { - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_FLASHER: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HW_GRAVITATION: - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case NJ_SUITON: - return 0; - } - } - - if (sg->interval == -1) { - switch (sg->unit_id) { - case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. - case UNT_FIREPILLAR_ACTIVE: - case UNT_ELECTRICSHOCKER: - case UNT_MANHOLE: - return 0; - default: - ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); - return 0; - } - } - - if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) { - //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] - diff = DIFF_TICK32(tick,ts->tick); - if (diff < 0) - return 0; - ts->tick = tick+sg->interval; - - if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) - ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1); - } - - switch (sg->unit_id) { - case UNT_FIREWALL: - case UNT_KAEN: { - int count=0; - const int x = bl->x, y = bl->y; - - if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) ) - break; - - //Take into account these hit more times than the timer interval can handle. - do - skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); - while(--src->val2 && x == bl->x && y == bl->y - && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl)); - - if (src->val2<=0) - skill->delunit(src); - } - break; - - case UNT_SANCTUARY: - if( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON ) - { //Only damage enemies with offensive Sanctuary. [Skotlex] - if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) ) - sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate] - } else { - int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); - struct mob_data *md = BL_CAST(BL_MOB, bl); -#ifdef RENEWAL - if( md && md->class_ == MOBID_EMPERIUM ) - break; -#endif - if( md && mob_is_battleground(md) ) - break; - if( tstatus->hp >= tstatus->max_hp ) - break; - if( status->isimmune(bl) ) - heal = 0; - clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - status->heal(bl, heal, 0, 0); - if( diff >= 500 ) - sg->val1--; - } - if( sg->val1 <= 0 ) - skill->del_unitgroup(sg,ALC_MARK); - break; - - case UNT_EVILLAND: - //Will heal demon and undead element monsters, but not players. - if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { - //Damage enemies - if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) - skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - } else { - int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); - if (tstatus->hp >= tstatus->max_hp) - break; - if (status->isimmune(bl)) - heal = 0; - clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status->heal(bl, heal, 0, 0); - } - break; - - case UNT_MAGNUS: - if (!battle->check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) - break; - skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_DUMMYSKILL: - switch (sg->skill_id) { - case SG_SUN_WARM: //SG skills [Komurka] - case SG_MOON_WARM: - case SG_STAR_WARM: - { - int count = 0; - const int x = bl->x, y = bl->y; - - map->freeblock_lock(); - //If target isn't knocked back it should hit every "interval" ms [Playtester] - do { - if( bl->type == BL_PC ) - status_zap(bl, 0, 15); // sp damage to players - else if( status->charge(ss, 0, 2) ) { // mobs - // costs 2 SP per hit - if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) - status->charge(ss, 0, 8); //costs additional 8 SP if miss - } else { // mobs - //should end when out of sp. - sg->limit = DIFF_TICK32(tick,sg->tick); - break; - } - } while( x == bl->x && y == bl->y && sg->alive_count - && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); - map->freeblock_unlock(); - } - break; - /** - * The storm gust counter was dropped in renewal - **/ - #ifndef RENEWAL - case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. - if (tsc) - tsc->sg_counter++; //SG hit counter. - if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) - tsc->sg_counter=0; //Attack absorbed. - break; - #endif - case GS_DESPERADO: - if (rnd()%100 < src->val1) - skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - default: - skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - } - break; - - case UNT_FIREPILLAR_WAITING: - skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); - skill->delunit(src); - break; - - case UNT_SKIDTRAP: - { - skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); - sg->unit_id = UNT_USED_TRAPS; - clif->changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit=DIFF_TICK32(tick,sg->tick)+1500; - } - break; - - case UNT_ANKLESNARE: - case UNT_MANHOLE: - if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { - int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) { - const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK32(td->tick, tick); - if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) { - unit->movepos(bl, src->bl.x, src->bl.y, 0, 0); - clif->fixpos(bl); - } - sg->val2 = bl->id; - } else - sec = 3000; //Couldn't trap it? - if( sg->unit_id == UNT_ANKLESNARE ) { - clif->skillunit_update(&src->bl); - /** - * If you're snared from a trap that was invisible this makes the trap be - * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") - * bugreport:3961 - **/ - clif->changetraplook(&src->bl, UNT_ANKLESNARE); - } - sg->limit = DIFF_TICK32(tick,sg->tick)+sec; - sg->interval = -1; - src->range = 0; - } - break; - - case UNT_ELECTRICSHOCKER: - if( bl->id != ss->id ) { - if( status_get_mode(bl)&MD_BOSS ) - break; - if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) { - map->moveblock(bl, src->bl.x, src->bl.y, tick); - clif->fixpos(bl); - - } - - map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); - sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. - } - break; - - case UNT_VENOMDUST: - if(tsc && !tsc->data[type]) - status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE); - break; - - - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - if( bl->type == BL_PC )// it won't work on players - break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - case UNT_CLUSTERBOMB: - if( bl->id == ss->id )// it won't trigger on caster - break; - case UNT_LANDMINE: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_FIREPILLAR_ACTIVE: - case UNT_CLAYMORETRAP: - if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP ) - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick); - else - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) - clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - sg->limit=DIFF_TICK32(tick,sg->tick)+1500 + - (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. - sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. - break; - - case UNT_TALKIEBOX: - if (sg->src_id == bl->id) - break; - if (sg->val2 == 0){ - clif->talkiebox(&src->bl, sg->valstr); - sg->unit_id = UNT_USED_TRAPS; - clif->changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; - sg->val2 = -1; - } - break; - - case UNT_LULLABY: - if (ss->id == bl->id) - break; - skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); - break; - - case UNT_UGLYDANCE: - if (ss->id != bl->id) - skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); - break; - - case UNT_DISSONANCE: - skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - break; - - case UNT_APPLEIDUN: //Apple of Idun [Skotlex] - { - int heal; -#ifdef RENEWAL - struct mob_data *md = BL_CAST(BL_MOB, bl); - if (md && md->class_ == MOBID_EMPERIUM) - break; -#endif - if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)) - break; - - heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); - if( tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status->heal(bl, heal, 0, 0); - - if (!battle_config.song_timer_reset) - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); - } - break; - case UNT_POEMBRAGI: - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (battle_config.song_timer_reset - || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1) - || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - ) - break; - - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); - break; - case UNT_TATAMIGAESHI: - case UNT_DEMONSTRATION: - skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_GOSPEL: - if (rnd()%100 > sg->skill_lv*10 || ss == bl) - break; - if (battle->check_target(ss,bl,BCT_PARTY)>0) - { // Support Effect only on party, not guild - int heal; - int i = rnd()%13; // Positive buff count - int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration - switch (i) { - case 0: // Heal 1~9999 HP - heal = rnd() %9999+1; - clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); - status->heal(bl,heal,0,0); - break; - case 1: // End all negative status - status->change_clear_buffs(bl,2); - if (tsd) clif->gospel_info(tsd, 0x15); - break; - case 2: // Immunity to all status - sc_start(ss,bl,SC_SCRESIST,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x16); - break; - case 3: // MaxHP +100% - sc_start(ss,bl,SC_INCMHPRATE,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x17); - break; - case 4: // MaxSP +100% - sc_start(ss,bl,SC_INCMSPRATE,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x18); - break; - case 5: // All stats +20 - sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); - if (tsd) clif->gospel_info(tsd, 0x19); - break; - case 6: // Level 10 Blessing - sc_start(ss,bl,SC_BLESSING,100,10,time); - break; - case 7: // Level 10 Increase AGI - sc_start(ss,bl,SC_INC_AGI,100,10,time); - break; - case 8: // Enchant weapon with Holy element - sc_start(ss,bl,SC_ASPERSIO,100,1,time); - if (tsd) clif->gospel_info(tsd, 0x1c); - break; - case 9: // Enchant armor with Holy element - sc_start(ss,bl,SC_BENEDICTIO,100,1,time); - if (tsd) clif->gospel_info(tsd, 0x1d); - break; - case 10: // DEF +25% - sc_start(ss,bl,SC_INCDEFRATE,100,25,time); - if (tsd) clif->gospel_info(tsd, 0x1e); - break; - case 11: // ATK +100% - sc_start(ss,bl,SC_INCATKRATE,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x1f); - break; - case 12: // HIT/Flee +50 - sc_start(ss,bl,SC_INCHIT,100,50,time); - sc_start(ss,bl,SC_INCFLEE,100,50,time); - if (tsd) clif->gospel_info(tsd, 0x20); - break; - } - } - else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) - { // Offensive Effect - int i = rnd()%9; // Negative buff count - int time = skill->get_time2(sg->skill_id, sg->skill_lv); - switch (i) - { - case 0: // Deal 1~9999 damage - skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - case 1: // Curse - sc_start(ss,bl,SC_CURSE,100,1,time); - break; - case 2: // Blind - sc_start(ss,bl,SC_BLIND,100,1,time); - break; - case 3: // Poison - sc_start(ss,bl,SC_POISON,100,1,time); - break; - case 4: // Level 10 Provoke - sc_start(ss,bl,SC_PROVOKE,100,10,time); - break; - case 5: // DEF -100% - sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); - break; - case 6: // ATK -100% - sc_start(ss,bl,SC_INCATKRATE,100,-100,time); - break; - case 7: // Flee -100% - sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); - break; - case 8: // Speed/ASPD -25% - sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); - break; - } - } - break; - - case UNT_BASILICA: - { - int i = battle->check_target(&src->bl, bl, BCT_ENEMY); - if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) - { // knock-back any enemy except Boss - skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0); - clif->fixpos(bl); - } - - if( sg->src_id != bl->id && i <= 0 ) - sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); - } - break; - - case UNT_GRAVITATION: - case UNT_EARTHSTRAIN: - case UNT_FIREWALK: - case UNT_ELECTRICWALK: - case UNT_PSYCHIC_WAVE: - case UNT_MAGMA_ERUPTION: - case UNT_MAKIBISHI: - skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: - map->foreachinrange(skill->trap_splash,&src->bl, - skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, - &src->bl,tick); - sg->unit_id = UNT_USED_TRAPS; - //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); - sg->limit=DIFF_TICK32(tick,sg->tick)+1500; - break; - /** - * 3rd stuff - **/ - case UNT_POISONSMOKE: - if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { - short rate = 100; - if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] - rate = 100 - tstatus->int_ * 4 / 5 ; - sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); - } - break; - - case UNT_EPICLESIS: - if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { - if( ++sg->val2 % 3 == 0 ) { - int hp, sp; - switch( sg->skill_lv ) { - case 1: case 2: hp = 3; sp = 2; break; - case 3: case 4: hp = 4; sp = 3; break; - case 5: default: hp = 5; sp = 4; break; - } - hp = tstatus->max_hp * hp / 100; - sp = tstatus->max_sp * sp / 100; - status->heal(bl, hp, sp, 2); - sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); - } - // Reveal hidden players every 5 seconds. - if( sg->val2 % 5 == 0 ) { - // TODO: check if other hidden status can be removed. - status_change_end(bl,SC_HIDING,INVALID_TIMER); - status_change_end(bl,SC_CLOAKING,INVALID_TIMER); - status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); - } - } - /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] - else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) ) - skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ - break; - - case UNT_STEALTHFIELD: - if( bl->id == sg->src_id ) - break; // Don't work on Self (video shows that) - case UNT_NEUTRALBARRIER: - sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); - break; - - case UNT_DIMENSIONDOOR: - if( tsd && !map->list[bl->m].flag.noteleport ) - pc->randomwarp(tsd,3); - else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) - unit->warp(bl,-1,-1,-1,3); - break; - - case UNT_REVERBERATION: - clif->changetraplook(&src->bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - sg->limit = DIFF_TICK32(tick,sg->tick)+1500; - sg->unit_id = UNT_USED_TRAPS; - break; - - case UNT_SEVERE_RAINSTORM: - if( battle->check_target(&src->bl, bl, BCT_ENEMY)) - skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); - break; - case UNT_NETHERWORLD: - if( !(status_get_mode(bl)&MD_BOSS)) { - if( !(tsc && tsc->data[type]) ){ - sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); - } - } - break; - case UNT_THORNS_TRAP: - if( tsc ) { - if( !sg->val2 ) { - int sec = skill->get_time2(sg->skill_id, sg->skill_lv); - if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { - const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK32(td->tick, tick); - ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] - clif->fixpos(bl); - sg->val2 = bl->id; - } else - sec = 3000; // Couldn't trap it? - sg->limit = DIFF_TICK32(tick, sg->tick) + sec; - } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 ) - skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); - } - break; - - case UNT_DEMONIC_FIRE: { - TBL_PC* sd = BL_CAST(BL_PC, ss); - switch( sg->val2 ) { - case 1: - case 2: - default: - sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, - skill->get_time2(sg->skill_id, sg->skill_lv)); - skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, - sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); - break; - case 3: - skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, - CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); - break; - - } - } - break; - - case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000); - break; - - case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000); - break; - - case UNT_HELLS_PLANT: - if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ) - skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); - if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them - sg->limit = DIFF_TICK32(tick, sg->tick) + 100; - break; - - case UNT_CLOUD_KILL: - if(tsc && !tsc->data[type]) - status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE); - skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_WARMER: - { - // It has effect on everything, including monsters, undead property and demon - int hp = 0; - if( ssc && ssc->data[SC_HEATER_OPTION] ) - hp = tstatus->max_hp * 3 * sg->skill_lv / 100; - else - hp = tstatus->max_hp * sg->skill_lv / 100; - status->heal(bl, hp, 0, 0); - if( tstatus->hp != tstatus->max_hp ) - clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); - if( tsc && tsc->data[SC_AKAITSUKI] && hp ) - hp = ~hp + 1; - status->heal(bl, hp, 0, 0); - sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); - } - break; - case UNT_FIRE_INSIGNIA: - case UNT_WATER_INSIGNIA: - case UNT_WIND_INSIGNIA: - case UNT_EARTH_INSIGNIA: - case UNT_ZEPHYR: - sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); - if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { - int hp = tstatus->max_hp / 100; //+1% each 5s - if ((sg->val3) % 5) { //each 5s - if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { - status->heal(bl, hp, 0, 2); - } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) - || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) - || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) - || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) - ) { - status->heal(bl, -hp, 0, 0); - } - } - sg->val3++; //timer - if (sg->val3 > 5) sg->val3 = 0; - } - break; - - case UNT_VACUUM_EXTREME: - if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) { - return 0; - } else { - sg->limit -= 100 * tstatus->str/20; - sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); - - if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) { - if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) { - clif->slide(bl, sg->val1, sg->val2); - clif->fixpos(bl); - } - } - } - break; - - case UNT_FIRE_MANTLE: - if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) - skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_ZENKAI_WATER: - case UNT_ZENKAI_LAND: - case UNT_ZENKAI_FIRE: - case UNT_ZENKAI_WIND: - if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ - switch( sg->unit_id ){ - case UNT_ZENKAI_WATER: - sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_LAND: - sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_FIRE: - sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_WIND: - sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - } - }else - sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - - case UNT_LAVA_SLIDE: - skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - if(++sg->val1 > 4) //after 5 stop hit and destroy me - sg->limit = DIFF_TICK32(tick, sg->tick); - break; - - case UNT_POISON_MIST: - skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, - skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - } - - if (bl->type == BL_MOB && ss != bl) - mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); - - return skill_id; -} -/*========================================== - * Triggered when a char steps out of a skill cell - *------------------------------------------*/ -int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) { - struct skill_unit_group *sg; - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - - nullpo_ret(src); - nullpo_ret(bl); - nullpo_ret(sg=src->group); - sc = status->get_sc(bl); - type = status->skill2sc(sg->skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - if( bl->prev == NULL - || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) - ) //Need to delete the trap if the source died. - return 0; - - switch(sg->unit_id){ - case UNT_SAFETYWALL: - case UNT_PNEUMA: - case UNT_NEUTRALBARRIER: - case UNT_STEALTHFIELD: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - - case UNT_BASILICA: - if( sce && sce->val4 == src->bl.id ) - status_change_end(bl, type, INVALID_TIMER); - break; - case UNT_HERMODE: - //Clear Hermode if the owner moved. - if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) - status_change_end(bl, type, INVALID_TIMER); - break; - - case UNT_THORNS_TRAP: - case UNT_SPIDERWEB: - { - struct block_list *target = map->id2bl(sg->val2); - if (target && target==bl) { - if (sce && sce->val3 == sg->group_id) - status_change_end(bl, type, INVALID_TIMER); - sg->limit = DIFF_TICK32(tick,sg->tick)+1000; - } - } - break; - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_POEMBRAGI: - case UNT_APPLEIDUN: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - return -1; - } - return sg->skill_id; -} - -/*========================================== - * Triggered when a char steps out of a skill group (entirely) [Skotlex] - *------------------------------------------*/ -int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - - sc = status->get_sc(bl); - if (sc && !sc->count) - sc = NULL; - - type = status->skill2sc(skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - switch (skill_id) { - case WZ_QUAGMIRE: - if (bl->type==BL_MOB) - break; - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { - //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] - //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. - //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, - //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble - //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel - //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - case MH_STEINWAND: - case MG_SAFETYWALL: - case AL_PNEUMA: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - case CG_HERMODE: - case HW_GRAVITATION: - case NJ_SUITON: - case SC_MAELSTROM: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - case SO_ELEMENTAL_SHIELD: - case SC_BLOODYLUST: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - case SO_FIRE_INSIGNIA: - case SO_WATER_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if (sce && bl->type != BL_ELEM) - status_change_end(bl, type, INVALID_TIMER); - break; - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - if ((battle_config.song_timer_reset && sce) // athena style - || (!battle_config.song_timer_reset && sce && sce->val4 != 1) - ) { - timer->delete(sce->timer, status->change_timer); - //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... - //not possible on our current implementation. - sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. - sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); - } - break; - case PF_FOGWALL: - if (sce) { - status_change_end(bl, type, INVALID_TIMER); - if ((sce=sc->data[SC_BLIND])) { - if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] - status_change_end(bl, SC_BLIND, INVALID_TIMER); - else { - timer->delete(sce->timer, status->change_timer); - sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); - } - } - } - break; - case GD_LEADERSHIP: - case GD_GLORYWOUNDS: - case GD_SOULCOLD: - case GD_HAWKEYES: - if( !(sce && sce->val4) ) - status_change_end(bl, type, INVALID_TIMER); - break; - } - - return skill_id; -} - -/*========================================== - * Invoked when a unit cell has been placed/removed/deleted. - * flag values: - * flag&1: Invoke onplace function (otherwise invoke onout) - * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) - *------------------------------------------*/ -int skill_unit_effect(struct block_list* bl, va_list ap) { - struct skill_unit* su = va_arg(ap,struct skill_unit*); - struct skill_unit_group* group = su->group; - int64 tick = va_arg(ap,int64); - unsigned int flag = va_arg(ap,unsigned int); - uint16 skill_id; - bool dissonance; - - if( (!su->alive && !(flag&4)) || bl->prev == NULL ) - return 0; - - nullpo_ret(group); - - dissonance = skill->dance_switch(su, 0); - - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = group->skill_id; - //Target-type check. - if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) { - if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) - skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. - } else { - if( flag&1 ) - skill->unit_onplace(su,bl,tick); - else if (skill->unit_onout(su,bl,tick) == -1) - return 0; // Don't let a Bard/Dancer update their own song timer - - if( flag&4 ) - skill->unit_onleft(skill_id, bl, tick); - } - - if( dissonance ) skill->dance_switch(su, 1); - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) { - struct skill_unit_group *sg; - - nullpo_ret(src); - nullpo_ret(sg=src->group); - - switch( sg->unit_id ) { - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_CLAYMORETRAP: - case UNT_FREEZINGTRAP: - case UNT_TALKIEBOX: - case UNT_ANKLESNARE: - case UNT_ICEWALL: - case UNT_WALLOFTHORN: - src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); - break; - case UNT_REVERBERATION: - src->val1--; - break; - default: - damage = 0; - break; - } - return (int)cap_value(damage,INT_MIN,INT_MAX); -} - -/*========================================== - * - *------------------------------------------*/ -int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { - int *c, skill_id; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *tsd; - int *p_sd; //Contains the list of characters found. - - nullpo_ret(bl); - nullpo_ret(tsd=(struct map_session_data*)bl); - nullpo_ret(src=va_arg(ap,struct block_list *)); - nullpo_ret(sd=(struct map_session_data*)src); - - c=va_arg(ap,int *); - p_sd = va_arg(ap, int *); - skill_id = va_arg(ap,int); - - if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) ) - return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] - - if (bl == src) - return 0; - - if(pc_isdead(tsd)) - return 0; - - if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING )) - return 0; - - if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) { - if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - } else { - - switch(skill_id) { - case PR_BENEDICTIO: { - uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); - dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. - if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. - && sd->status.sp >= 10) - p_sd[(*c)++]=tsd->bl.id; - return 1; - } - case AB_ADORAMUS: - // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster - if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - case WL_COMET: - // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster - if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - case LG_RAYOFGENESIS: - if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && - tsd->sc.data[SC_BANDING] ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] - { - uint16 skill_lv; - if(pc_issit(tsd) || !unit->can_move(&tsd->bl)) - return 0; - if (sd->status.sex != tsd->status.sex && - (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && - (skill_lv = pc->checkskill(tsd, skill_id)) > 0 && - (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && - sd->status.party_id && tsd->status.party_id && - sd->status.party_id == tsd->status.party_id && - !tsd->sc.data[SC_DANCING]) - { - p_sd[(*c)++]=tsd->bl.id; - return skill_lv; - } else { - return 0; - } - } - break; - } - - } - return 0; -} - -/*========================================== - * Checks and stores partners for ensemble skills [Skotlex] - *------------------------------------------*/ -int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) { - static int c=0; - static int p_sd[2] = { 0, 0 }; - int i; - bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ); - - if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) - return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. - - if (cast_flag) { - //Execute the skill on the partners. - struct map_session_data* tsd; - switch (skill_id) { - case PR_BENEDICTIO: - for (i = 0; i < c; i++) { - if ((tsd = map->id2sd(p_sd[i])) != NULL) - status->charge(&tsd->bl, 0, 10); - } - return c; - case AB_ADORAMUS: - if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) { - i = 2 * (*skill_lv); - status->charge(&tsd->bl, 0, i); - } - break; - default: //Warning: Assuming Ensemble skills here (for speed) - if( is_chorus ) - break;//Chorus skills are not to be parsed as ensambles - if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { - sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; - sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); - clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); - tsd->skill_id_dance = skill_id; - tsd->skill_lv_dance = *skill_lv; - } - return c; - } - } - - //Else: new search for partners. - c = 0; - memset (p_sd, 0, sizeof(p_sd)); - if( is_chorus ) - i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); - else - i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); - - if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. - *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. - return c; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { - int *c,src_id,mob_class,skill_id; - struct mob_data *md; - - md=(struct mob_data*)bl; - src_id=va_arg(ap,int); - mob_class=va_arg(ap,int); - skill_id=va_arg(ap,int); - c=va_arg(ap,int *); - if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) - return 0; //Non alchemist summoned mobs have nothing to do here. - if(md->class_==mob_class) - (*c)++; - - return 1; -} - -/*========================================== - * Determines if a given skill should be made to consume ammo - * when used by the player. [Skotlex] - *------------------------------------------*/ -int skill_isammotype (struct map_session_data *sd, int skill_id) -{ - return ( - battle_config.arrow_decrement==2 && - (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && - skill_id != HT_PHANTASMIC && - skill->get_type(skill_id) == BF_WEAPON && - !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && - !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. - ); -} - -/** - * Checks whether a skill can be used in combos or not - **/ -bool skill_is_combo( int skill_id ) -{ - switch( skill_id ) - { - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - case MO_EXTREMITYFIST: - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - case TK_JUMPKICK: - case HT_POWER: - case GC_COUNTERSLASH: - case GC_WEAPONCRUSH: - case SR_FALLENEMPIRE: - case SR_DRAGONCOMBO: - case SR_TIGERCANNON: - case SR_GATEOFHELL: - return true; - } - return false; -} - -int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct status_data *st; - struct status_change *sc; - struct skill_condition require; - - nullpo_ret(sd); - - if (sd->chatID) return 0; - - if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) { - //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] - sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. - sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. - return 1; - } - - switch( sd->menuskill_id ) { - case AM_PHARMACY: - switch( skill_id ) { - case AM_PHARMACY: - case AC_MAKINGARROW: - case BS_REPAIRWEAPON: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - return 0; - } - break; - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - case GN_CHANGEMATERIAL: - if( sd->menuskill_id != skill_id ) - return 0; - break; - } - st = &sd->battle_status; - sc = &sd->sc; - if( !sc->count ) - sc = NULL; - - if( sd->skillitem == skill_id ) { - if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] - sd->state.abra_flag = 0; - else { - int i; - // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] - if( (i = sd->itemindex) == -1 || - sd->status.inventory[i].nameid != sd->itemid || - sd->inventory_data[i] == NULL || - !sd->inventory_data[i]->flag.delay_consume || - sd->status.inventory[i].amount < 1 - ) { - //Something went wrong, item exploit? - sd->itemid = sd->itemindex = -1; - return 0; - } - //Consume - sd->itemid = sd->itemindex = -1; - if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] - ; //Do not consume item. - else if( sd->status.inventory[i].expire_time == 0 ) - pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration - } - return 1; - } - - if( pc_is90overweight(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); - return 0; - } - - if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) - return 0; - - switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case TF_HIDING: - case AS_CLOAKING: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case CR_DEFENDER: - case ML_DEFENDER: - case ST_CHASEWALK: - case PA_GOSPEL: - case CR_SHRINK: - case TK_RUN: - case GS_GATLINGFEVER: - case TK_READYCOUNTER: - case TK_READYDOWN: - case TK_READYSTORM: - case TK_READYTURN: - case SG_FUSION: - case RA_WUGDASH: - case KO_YAMIKUMO: - if( sc && sc->data[status->skill2sc(skill_id)] ) - return 1; - } - - // Check the skills that can be used while mounted on a warg - if( pc_isridingwug(sd) ) { - switch( skill_id ) { - // Hunter skills - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - // Ranger skills - case RA_DETONATOR: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case RA_WUGDASH: - case RA_WUGRIDER: - case RA_WUGSTRIKE: - // Other - case BS_GREED: - case ALL_FULL_THROTTLE: - break; - default: // in official there is no message. - return 0; - } - - } - - // Check the skills that can be used whiled using mado - if( pc_ismadogear(sd) ) { - switch ( skill_id ) { - case BS_GREED: - case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: - case NC_VULCANARM: - case NC_FLAMELAUNCHER: - case NC_COLDSLOWER: - case NC_ARMSCANNON: - case NC_ACCELERATION: - case NC_HOVERING: - case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: - case NC_SELFDESTRUCTION: - case NC_SHAPESHIFT: - case NC_EMERGENCYCOOL: - case NC_INFRAREDSCAN: - case NC_ANALYZE: - case NC_MAGNETICFIELD: - case NC_NEUTRALBARRIER: - case NC_STEALTHFIELD: - case NC_REPAIR: - case NC_AXEBOOMERANG: - case NC_POWERSWING: - case NC_AXETORNADO: - case NC_SILVERSNIPER: - case NC_MAGICDECOY: - case NC_DISJOINT: - case NC_MAGMA_ERUPTION: - case ALL_FULL_THROTTLE: - case NC_MAGMA_ERUPTION_DOTDAMAGE: - break; - default: - return 0; - } - } - - if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) - return 0; - - require = skill->get_requirement(sd,skill_id,skill_lv); - - //Can only update state when weapon/arrow info is checked. - sd->state.arrow_atk = require.ammo?1:0; - - // perform skill-specific checks (and actions) - switch( skill_id ) { - case SO_SPELLFIST: - if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case SA_CASTCANCEL: - if(sd->ud.skilltimer == INVALID_TIMER) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AL_WARP: - if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] - char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP)); - clif->message(sd->fd, output); //"Duel: Can't use %s in duel." - return 0; - } - break; - case MO_CALLSPIRITS: - if(sc && sc->data[SC_RAISINGDRAGON]) - skill_lv += sc->data[SC_RAISINGDRAGON]->val1; - if(sd->spiritball >= skill_lv) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case MO_FINGEROFFENSIVE: - case GS_FLING: - case SR_RAMPAGEBLASTER: - case SR_RIDEINLIGHTNING: - if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) - sd->spiritball_old = require.spiritball = sd->spiritball; - else - sd->spiritball_old = require.spiritball; - break; - case MO_CHAINCOMBO: - if(!sc) - return 0; - if(sc->data[SC_BLADESTOP]) - break; - if( sc && sc->data[SC_COMBOATTACK] ) { - if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); - } - return 0; - case MO_COMBOFINISH: - if(!sc) - return 0; - if( sc && sc->data[SC_COMBOATTACK] ) { - if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); - } - return 0; - case CH_TIGERFIST: - if(!sc) - return 0; - if( sc && sc->data[SC_COMBOATTACK] ) { - if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); - } - return 0; - case CH_CHAINCRUSH: - if(!sc) - return 0; - if( sc && sc->data[SC_COMBOATTACK] ) { - if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); - } - return 0; - case MO_EXTREMITYFIST: -#if 0 //To disable Asura during the 5 min skill block uncomment this block... - if(sc && sc->data[SC_EXTREMITYFIST]) - return 0; -#endif // 0 - if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER])) - break; - if (sc && sc->data[SC_COMBOATTACK]) { - switch(sc->data[SC_COMBOATTACK]->val1) { - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - break; - default: - return 0; - } - } else if (!unit->can_move(&sd->bl)) { - //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case TK_MISSION: - if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { - // Cannot be used by Non-Taekwon classes - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case TK_READYCOUNTER: - case TK_READYDOWN: - case TK_READYSTORM: - case TK_READYTURN: - case TK_JUMPKICK: - if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { - // Soul Linkers cannot use this skill - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - return 0; //Anti-Soul Linker check in case you job-changed with Stances active. - if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) - return 0; //Combo needs to be ready - - if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain - //Do not repeat a kick. - if (sc->data[SC_COMBOATTACK]->val3 != skill_id) - break; - status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); - return 0; - } - if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { - //Cancel combo wait. - unit->cancel_combo(&sd->bl); - return 0; - } - break; //Combo ready. - case BD_ADAPTATION: - { - int time; - if(!(sc && sc->data[SC_DANCING])) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - time = 1000*(sc->data[SC_DANCING]->val3>>16); - if (skill->get_time( - (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID - (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV - - time < skill->get_time2(skill_id,skill_lv)) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - - case PR_BENEDICTIO: - if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case SL_SMA: - if(!(sc && sc->data[SC_SMA_READY])) - return 0; - break; - - case HT_POWER: - if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)) - return 0; - break; - - case CG_HERMODE: - if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] - { - int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1; - int size = range*2+1; - for (i=0;i<size*size;i++) { - x = sd->bl.x+(i%size-range); - y = sd->bl.y+(i/size-range); - if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - } - break; - case PR_REDEMPTIO: - { - int exp; - if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) || - ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. - return 0; - } - break; - } - case AM_TWILIGHT2: - case AM_TWILIGHT3: - if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv)) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - if (sc && sc->data[SC_MIRACLE]) - break; - if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m) - break; - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - break; - case SG_SUN_COMFORT: - case SG_MOON_COMFORT: - case SG_STAR_COMFORT: - if (sc && sc->data[SC_MIRACLE]) - break; - if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m && - (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func())) - break; - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - case SG_FUSION: - if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) - break; - //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] - //Only invoke on skill begin cast (instant cast skill). [Kevin] - if( require.sp > 0 ) { - if (st->sp < (unsigned int)require.sp) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); - else - status_zap(&sd->bl, 0, require.sp); - } - return 0; - case GD_BATTLEORDER: - case GD_REGENERATION: - case GD_RESTORE: - if (!map_flag_gvg2(sd->bl.m)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case GD_EMERGENCYCALL: - // other checks were already done in skillnotok() - if (!sd->status.guild_id || !sd->state.gmaster_flag) - return 0; - break; - - case GS_GLITTERING: - if(sd->spiritball >= 10) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case NJ_ISSEN: -#ifdef RENEWAL - if (st->hp < (st->hp/100)) { -#else - if (st->hp < 2) { -#endif - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case NJ_BUNSINJYUTSU: - if (!(sc && sc->data[SC_NJ_NEN])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - if(sd->status.zeny < require.zeny) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); - return 0; - } - break; - case PF_HPCONVERSION: - if (st->sp == st->max_sp) - return 0; //Unusable when at full SP. - break; - case AM_CALLHOMUN: //Can't summon if a hom is already out - if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% - if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - { - int count = 0, i; - for( i = 0; i < MAX_INVENTORY; i ++ ) - if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) - count += sd->status.inventory[i].amount; - if( count >= 3 ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); - return 0; - } - } - break; - - case AB_ADORAMUS: - /** - * Warlock - **/ - case WL_COMET: - { - int idx; - - if( !require.itemid[0] ) // issue: 7935 - break; - if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 - && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND - || sd->status.inventory[idx].amount < require.amount[0]) - ) { - //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - } - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - case WL_TETRAVORTEX: - case WL_RELEASE: - { - int j, i = 0; - for(j = SC_SUMMON1; j <= SC_SUMMON5; j++) - if( sc && sc->data[j] ) - i++; - - switch(skill_id){ - case WL_TETRAVORTEX: - if( i < 4 ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - return 0; - } - break; - case WL_RELEASE: - for(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--) - if( sc && sc->data[j] ) - i++; - if( i == 0 ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); - return 0; - } - break; - default: - if( i == 5 ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); - return 0; - } - } - } - break; - /** - * Guilotine Cross - **/ - case GC_HALLUCINATIONWALK: - if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case GC_COUNTERSLASH: - case GC_WEAPONCRUSH: - if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); - return 0; - } - break; - /** - * Ranger - **/ - case RA_WUGMASTERY: - if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) { - clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0); - return 0; - } - break; - case RA_WUGSTRIKE: - if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - return 0; - } - break; - case RA_WUGRIDER: - if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - return 0; - } - break; - case RA_WUGDASH: - if(!pc_isridingwug(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - return 0; - } - break; - /** - * Royal Guard - **/ - case LG_BANDING: - if( sc && sc->data[SC_INSPIRATION] ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case LG_PRESTIGE: - if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case LG_RAYOFGENESIS: - case LG_HESPERUSLIT: - if( sc && sc->data[SC_INSPIRATION] ) - return 1; // Don't check for partner. - if( !(sc && sc->data[SC_BANDING]) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - return 0; - } - if( sc->data[SC_BANDING] && - sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) ) - return 0; // Just fails, no msg here. - break; - case SR_FALLENEMPIRE: - if( sc && sc->data[SC_COMBOATTACK] ) { - if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO); - } - return 0; - case SR_CRESCENTELBOW: - if( sc && sc->data[SC_CRESCENTELBOW] ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); - return 0; - } - break; - case SR_CURSEDCIRCLE: - if (map_flag_gvg2(sd->bl.m)) { - if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, - MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { - char output[128]; - sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */ - clif->colormes(sd->fd, COLOR_RED, output); - return 0; - } - } - if( sd->spiritball > 0 ) - sd->spiritball_old = require.spiritball = sd->spiritball; - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SR_GATEOFHELL: - if( sd->spiritball > 0 ) - sd->spiritball_old = require.spiritball; - break; - case SC_MANHOLE: - case SC_DIMENSIONDOOR: - if( sc && sc->data[SC_MAGNETICFIELD] ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case WM_GREAT_ECHO: { - int count; - count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0); - if( count < 1 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); - return 0; - } else - require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. - } - break; - case NC_PILEBUNKER: - if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case NC_HOVERING: - if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) || - ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER )); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SO_FIREWALK: - case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. - if( sc && sc->data[SC_PROPERTYWALK] && - sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SO_EL_CONTROL: - if( !sd->status.ele_id || !sd->ed ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); - return 0; - } - break; - case RETURN_TO_ELDICASTES: - if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case CR_REFLECTSHIELD: - if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case KO_KAHU_ENTEN: - case KO_HYOUHU_HUBUKI: - case KO_KAZEHU_SEIRAN: - case KO_DOHU_KOUKAI: - { - int ttype = skill->get_ele(skill_id, skill_lv); - if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){ - clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); - return 0; - } - } - break; - case KO_KAIHOU: - case KO_ZENKAI: - { - int i; - ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); - if( i >= SPIRITS_TYPE_SPHERE ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); - return 0; - } - } - break; - } - - switch(require.state) { - case ST_HIDING: - if(!(sc && sc->option&OPTION_HIDE)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_CLOAKING: - if(!pc_iscloaking(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_HIDDEN: - if(!pc_ishiding(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_RIDING: - if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_FALCON: - if(!pc_isfalcon(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_CARTBOOST: - if(!(sc && sc->data[SC_CARTBOOST])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_CART: - if(!pc_iscarton(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); - return 0; - } - break; - case ST_SHIELD: - if(sd->status.shield <= 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_SIGHT: - if(!(sc && sc->data[SC_SIGHT])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_EXPLOSIONSPIRITS: - if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0); - return 0; - } - break; - case ST_RECOV_WEIGHT_RATE: - if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_MOVE_ENABLE: - if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) - sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] - - if (!unit->can_move(&sd->bl)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_WATER: - if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) - break; - if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) - break; - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - case ST_RIDINGDRAGON: - if( !pc_isridingdragon(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); - return 0; - } - break; - case ST_WUG: - if( !pc_iswug(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_RIDINGWUG: - if( !pc_isridingwug(sd) ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_MADO: - if( !pc_ismadogear(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); - return 0; - } - break; - case ST_ELEMENTALSPIRIT: - if(!sd->ed) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); - return 0; - } - break; - case ST_POISONINGWEAPON: - if (!(sc && sc->data[SC_POISONINGWEAPON])) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); - return 0; - } - break; - case ST_ROLLINGCUTTER: - if (!(sc && sc->data[SC_ROLLINGCUTTER])) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0); - return 0; - } - break; - case ST_MH_FIGHTING: - if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_MH_GRAPPLING: - if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_PECO: - if (!pc_isridingpeco(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - } - - if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) { - //mhp is the max-hp-requirement, that is, - //you must have this % or less of HP to cast it. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - return 0; - } - - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - - if( require.sp > 0 && st->sp < (unsigned int)require.sp) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); - return 0; - } - - if( require.zeny > 0 && sd->status.zeny < require.zeny ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); - return 0; - } - - if( require.spiritball > 0 && sd->spiritball < require.spiritball) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball); - return 0; - } - -#if 0 - // There's no need to check if the skill is part of a combo if it's - // already been checked before, see unit_skilluse_id2 [Panikon] - // Note that if this check is read part of issue:8047 will reappear! - if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) - return 0; -#endif // 0 - - return 1; -} - -int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct skill_condition require; - struct status_data *st; - int i; - int index[MAX_SKILL_ITEM_REQUIRE]; - - nullpo_ret(sd); - - if( sd->chatID ) - return 0; - - if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { - //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] - sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. - sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. - return 1; - } - - switch( sd->menuskill_id ) { // Cast start or cast end?? - case AM_PHARMACY: - switch( skill_id ) { - case AM_PHARMACY: - case AC_MAKINGARROW: - case BS_REPAIRWEAPON: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - return 0; - } - break; - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - case GN_CHANGEMATERIAL: - if( sd->menuskill_id != skill_id ) - return 0; - break; - } - /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ -#if 0 - if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus) - return 1; -#endif - if( sd->skillitem == skill_id ) - return 1; - if( pc_is90overweight(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); - return 0; - } - - // perform skill-specific checks (and actions) - switch( skill_id ) { - case PR_BENEDICTIO: - skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); - break; - case AM_CANNIBALIZE: - case AM_SPHEREMINE: { - int c=0; - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); - int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; - if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { - i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); - if( c >= maxcount - || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2) - ) { - //Fails when: exceed max limit. There are other plant types already out. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - } - case NC_SILVERSNIPER: - case NC_MAGICDECOY: { - int c = 0, j; - int maxcount = skill->get_maxcount(skill_id,skill_lv); - int mob_class = 2042; - if( skill_id == NC_MAGICDECOY ) - mob_class = 2043; - - if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { - if( skill_id == NC_MAGICDECOY ) { - for( j = mob_class; j <= 2046; j++ ) - map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); - } else - map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); - if( c >= maxcount ) { - clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - } - break; - case KO_ZANZOU: { - int c = 0; - i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); - if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { - clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - break; - } - - st = &sd->battle_status; - - require = skill->get_requirement(sd,skill_id,skill_lv); - - if( require.hp > 0 && st->hp <= (unsigned int)require.hp) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - return 0; - } - - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - - if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. - if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { - if( require.ammo&1<<8 ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0); - else - clif->arrow_fail(sd,0); - return 0; - } else if( sd->status.inventory[i].amount < require.ammo_qty ) { - char e_msg[100]; - sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.", - skill->get_desc(skill_id), - require.ammo_qty, - itemdb_jname(sd->status.inventory[i].nameid)); - clif->colormes(sd->fd,COLOR_RED,e_msg); - return 0; - } - if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message - //which is the closest we have to wrong ammo type. [Skotlex] - clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] - //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - } - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { - if( !require.itemid[i] ) - continue; - index[i] = pc->search_inventory(sd,require.itemid[i]); - if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) { - useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM; - switch( skill_id ){ - case NC_SILVERSNIPER: - case NC_MAGICDECOY: - cause = USESKILL_FAIL_STUFF_INSUFFICIENT; - break; - default: - switch(require.itemid[i]){ - case ITEMID_RED_GEMSTONE: - cause = USESKILL_FAIL_REDJAMSTONE; break; - case ITEMID_BLUE_GEMSTONE: - cause = USESKILL_FAIL_BLUEJAMSTONE; break; - case ITEMID_HOLY_WATER: - cause = USESKILL_FAIL_HOLYWATER; break; - case ITEMID_ANCILLA: - cause = USESKILL_FAIL_ANCILLA; break; - case ITEMID_ACCELERATOR: - case ITEMID_HOVERING_BOOSTER: - case ITEMID_SUICIDAL_DEVICE: - case ITEMID_SHAPE_SHIFTER: - case ITEMID_COOLING_DEVICE: - case ITEMID_MAGNETIC_FIELD_GENERATOR: - case ITEMID_BARRIER_BUILDER: - case ITEMID_CAMOUFLAGE_GENERATOR: - case ITEMID_REPAIR_KIT: - case ITEMID_MONKEY_SPANNER: - cause = USESKILL_FAIL_NEED_EQUIPMENT; - default: - clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16)); - return 0; - } - } - clif->skill_fail(sd, skill_id, cause, 0); - return 0; - } - } - - return 1; -} - -// type&2: consume items (after skill was used) -// type&1: consume the others (before skill was used) -int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { - struct skill_condition req; - - nullpo_ret(sd); - - req = skill->get_requirement(sd,skill_id,skill_lv); - - if( type&1 ) { - - switch( skill_id ) { - case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] - case MC_IDENTIFY: - req.sp = 0; - break; - default: - if( sd->state.autocast ) - req.sp = 0; - break; - } - - if(req.hp || req.sp) - status_zap(&sd->bl, req.hp, req.sp); - - if(req.spiritball > 0) - pc->delspiritball(sd,req.spiritball,0); - - if(req.zeny > 0) - { - if( skill_id == NJ_ZENYNAGE ) - req.zeny = 0; //Zeny is reduced on skill->attack. - if( sd->status.zeny < req.zeny ) - req.zeny = sd->status.zeny; - pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL); - } - } - - if( type&2 ) - { - struct status_change *sc = &sd->sc; - int n,i; - - if( !sc->count ) - sc = NULL; - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) - { - if( !req.itemid[i] ) - continue; - - if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) - continue; //Gemstones are checked, but not subtracted from inventory. - - switch( skill_id ){ - case SA_SEISMICWEAPON: - if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) - continue; - break; - case SA_FLAMELAUNCHER: - case SA_VOLCANO: - if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) - continue; - break; - case SA_FROSTWEAPON: - case SA_DELUGE: - if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) - continue; - break; - case SA_LIGHTNINGLOADER: - case SA_VIOLENTGALE: - if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) - continue; - break; - } - - if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND) - pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); - } - } - - return 1; -} - -struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct skill_condition req; - struct status_data *st; - struct status_change *sc; - int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; - uint16 idx; - - memset(&req,0,sizeof(req)); - - if( !sd ) - return req; -#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ - if( sd->state.abra_flag ) -#else // not 0 - if( sd->skillitem == skill_id ) -#endif // 0 - return req; // Hocus-Pocus don't have requirements. - - sc = &sd->sc; - if( !sc->count ) - sc = NULL; - - switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case TF_HIDING: - case AS_CLOAKING: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case CR_DEFENDER: - case ML_DEFENDER: - case ST_CHASEWALK: - case PA_GOSPEL: - case CR_SHRINK: - case TK_RUN: - case GS_GATLINGFEVER: - case TK_READYCOUNTER: - case TK_READYDOWN: - case TK_READYSTORM: - case TK_READYTURN: - case SG_FUSION: - case KO_YAMIKUMO: - if( sc && sc->data[status->skill2sc(skill_id)] ) - return req; - } - - idx = skill->get_index(skill_id); - if( idx == 0 ) // invalid skill id - return req; - if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) - return req; - - st = &sd->battle_status; - - req.hp = skill->db[idx].hp[skill_lv-1]; - hp_rate = skill->db[idx].hp_rate[skill_lv-1]; - if(hp_rate > 0) - req.hp += (st->hp * hp_rate)/100; - else - req.hp += (st->max_hp * (-hp_rate))/100; - - req.sp = skill->db[idx].sp[skill_lv-1]; - if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) - req.sp /= 2; - sp_rate = skill->db[idx].sp_rate[skill_lv-1]; - if(sp_rate > 0) - req.sp += (st->sp * sp_rate)/100; - else - req.sp += (st->max_sp * (-sp_rate))/100; - if( sd->dsprate != 100 ) - req.sp = req.sp * sd->dsprate / 100; - - ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id); - if( i < ARRAYLENGTH(sd->skillusesprate) ) - sp_skill_rate_bonus += sd->skillusesprate[i].val; - ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); - if( i < ARRAYLENGTH(sd->skillusesp) ) - req.sp -= sd->skillusesp[i].val; - - req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); - - if( sc ) { - if( sc->data[SC__LAZINESS] ) - req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; - if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) - req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; - if( sc->data[SC_RECOGNIZEDSPELL] ) - req.sp += req.sp / 4; - if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) - req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; - } - - req.zeny = skill->db[idx].zeny[skill_lv-1]; - - if( sc && sc->data[SC__UNLUCKY] ) - req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; - - req.spiritball = skill->db[idx].spiritball[skill_lv-1]; - - req.state = skill->db[idx].state; - - req.mhp = skill->db[idx].mhp[skill_lv-1]; - - req.weapon = skill->db[idx].weapon; - - req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; - if (req.ammo_qty) - req.ammo = skill->db[idx].ammo; - - if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { - //Assume this skill is using the weapon, therefore it requires arrows. - req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. - req.ammo_qty = 1; - } - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { - if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) - continue; - - switch( skill_id ) { - case AM_CALLHOMUN: - if (sd->status.hom_id) //Don't delete items when hom is already out. - continue; - break; - case NC_SHAPESHIFT: - if( i < 4 ) - continue; - break; - case WZ_FIREPILLAR: // celest - if (skill_lv <= 5) // no gems required at level 1-5 - continue; - break; - case AB_ADORAMUS: - if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) - continue; - break; - case WL_COMET: - if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) - continue; - break; - case GN_FIRE_EXPANSION: - if( i < 5 ) - continue; - break; - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - case SO_WATER_INSIGNIA: - case SO_FIRE_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if( i < 3 ) - continue; - break; - } - - req.itemid[i] = skill->db[idx].itemid[i]; - req.amount[i] = skill->db[idx].amount[i]; - - if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { - if (sd->special_state.no_gemstone) { - // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] - if( skill_id != SA_ABRACADABRA ) - req.itemid[i] = req.amount[i] = 0; - else if( --req.amount[i] < 1 ) - req.amount[i] = 1; // Hocus Pocus always use at least 1 gem - } - if(sc && sc->data[SC_INTOABYSS]) - { - if( skill_id != SA_ABRACADABRA ) - req.itemid[i] = req.amount[i] = 0; - else if( --req.amount[i] < 1 ) - req.amount[i] = 1; // Hocus Pocus always use at least 1 gem - } - } - if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){ - int16 item_index; - if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND - || sd->status.inventory[item_index].amount < req.amount[i] - ) { - req.itemid[i] = ITEMID_TRAP_ALLOY; - req.amount[i] = 1; - } - break; - } - } - - /* requirements are level-dependent */ - switch( skill_id ) { - case NC_SHAPESHIFT: - case GN_FIRE_EXPANSION: - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - case SO_WATER_INSIGNIA: - case SO_FIRE_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; - req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; - break; - } - if (skill_id == NC_REPAIR) { - switch(skill_lv) { - case 1: - case 2: - req.itemid[1] = ITEMID_REPAIR_A; - break; - case 3: - case 4: - req.itemid[1] = ITEMID_REPAIR_B; - break; - case 5: - req.itemid[1] = ITEMID_REPAIR_C; - break; - } - req.amount[1] = 1; - } - - // Check for cost reductions due to skills & SCs - switch(skill_id) { - case MC_MAMMONITE: - if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0) - req.zeny -= req.zeny*10/100; - break; - case AL_HOLYLIGHT: - if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST) - req.sp *= 5; - break; - case SL_SMA: - case SL_STUN: - case SL_STIN: - { - int kaina_lv = pc->checkskill(sd,SL_KAINA); - - if(kaina_lv==0 || sd->status.base_level<70) - break; - if(sd->status.base_level>=90) - req.sp -= req.sp*7*kaina_lv/100; - else if(sd->status.base_level>=80) - req.sp -= req.sp*5*kaina_lv/100; - else if(sd->status.base_level>=70) - req.sp -= req.sp*3*kaina_lv/100; - } - break; - case MO_TRIPLEATTACK: - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) - req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. - break; - case MO_BODYRELOCATION: - if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) - req.spiritball = 0; - break; - case MO_EXTREMITYFIST: - if( sc ) - { - if( sc->data[SC_BLADESTOP] ) - req.spiritball--; - else if( sc->data[SC_COMBOATTACK] ) - { - switch( sc->data[SC_COMBOATTACK]->val1 ) - { - case MO_COMBOFINISH: - req.spiritball = 4; - break; - case CH_TIGERFIST: - req.spiritball = 3; - break; - case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. - req.spiritball = sd->spiritball?sd->spiritball:1; - break; - } - }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5) - req.spiritball = sd->spiritball; // must consume all regardless of the amount required - } - break; - case SR_RAMPAGEBLASTER: - req.spiritball = sd->spiritball?sd->spiritball:15; - break; - case SR_GATEOFHELL: - if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) - req.sp -= req.sp * 10 / 100; - break; - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - { - int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY); - if (spirit_sympathy) - req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100; - } - break; - case SO_PSYCHIC_WAVE: - if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) - req.sp += req.sp * 150 / 100; - break; - } - - return req; -} - -/*========================================== - * Does cast-time reductions based on dex, item bonuses and config setting - *------------------------------------------*/ -int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { - int time = skill->get_cast(skill_id, skill_lv); - - nullpo_ret(bl); -#ifndef RENEWAL_CAST - { - struct map_session_data *sd; - - sd = BL_CAST(BL_PC, bl); - - // calculate base cast time (reduced by dex) - if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) { - int scale = battle_config.castrate_dex_scale - status_get_dex(bl); - if( scale > 0 ) // not instant cast - time = time * scale / battle_config.castrate_dex_scale; - else - return 0; // instant cast - } - - // calculate cast time reduced by item/card bonuses - if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd ) - { - int i; - if( sd->castrate != 100 ) - time = time * sd->castrate / 100; - for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) - { - if( sd->skillcast[i].id == skill_id ) - { - time+= time * sd->skillcast[i].val / 100; - break; - } - } - } - - } -#endif - // config cast time multiplier - if (battle_config.cast_rate != 100) - time = time * battle_config.cast_rate / 100; - // return final cast time - time = max(time, 0); - - //ShowInfo("Castime castfix = %d\n",time); - return time; -} - -/*========================================== - * Does cast-time reductions based on sc data. - *------------------------------------------*/ -int skill_castfix_sc (struct block_list *bl, int time) { - struct status_change *sc = status->get_sc(bl); - - if( time < 0 ) - return 0; - - if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. - return time; - - if (sc && sc->count) { - if (sc->data[SC_SLOWCAST]) - time += time * sc->data[SC_SLOWCAST]->val2 / 100; - if (sc->data[SC_NEEDLE_OF_PARALYZE]) - time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; - if (sc->data[SC_SUFFRAGIUM]) { - time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; - status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); - } - if (sc->data[SC_MEMORIZE]) { - time>>=1; - if ((--sc->data[SC_MEMORIZE]->val2) <= 0) - status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); - } - if (sc->data[SC_POEMBRAGI]) - time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; - if (sc->data[SC_IZAYOI]) - time -= time * 50 / 100; - } - time = max(time, 0); - - //ShowInfo("Castime castfix_sc = %d\n",time); - return time; -} -int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { -#ifdef RENEWAL_CAST - struct status_change *sc = status->get_sc(bl); - struct map_session_data *sd = BL_CAST(BL_PC,bl); - int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; - - if( time < 0 ) - return 0; - - if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. - return (int)time; - - if( fixed == 0 ){ - fixed = (int)time * 20 / 100; // fixed time - time = time * 80 / 100; // variable time - }else if( fixed < 0 ) // no fixed cast time - fixed = 0; - - if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. - if( sd->bonus.varcastrate < 0 ) - VARCAST_REDUCTION(sd->bonus.varcastrate); - if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast - time += sd->bonus.add_varcast; - if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast - fixed += sd->bonus.add_fixcast; - for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) - if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast - fixed += sd->skillfixcast[i].val; - break; - } - for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) - if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast - time += sd->skillvarcast[i].val; - break; - } - for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) - if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate - if( (i=sd->skillcast[i].val) < 0) - VARCAST_REDUCTION(i); - break; - } - for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) - if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate - fixcast_r = sd->skillfixcastrate[i].val; - break; - } - } - - if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { - // All variable cast additive bonuses must come first - if (sc->data[SC_SLOWCAST]) - VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); - if (sc->data[SC_FROSTMISTY]) - VARCAST_REDUCTION(-15); - - // Variable cast reduction bonuses - if (sc->data[SC_SUFFRAGIUM]) { - VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); - status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); - } - if (sc->data[SC_MEMORIZE]) { - VARCAST_REDUCTION(50); - if ((--sc->data[SC_MEMORIZE]->val2) <= 0) - status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); - } - if (sc->data[SC_POEMBRAGI]) - VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); - if (sc->data[SC_IZAYOI]) - VARCAST_REDUCTION(50); - if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER)) - VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. - if (sc->data[SC_TELEKINESIS_INTENSE]) - VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); - if (sc->data[SC_SOULLINK]){ - if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) - switch(skill_id){ - case WZ_FIREPILLAR: - if(skill_lv < 5) - break; - case HW_GRAVITATION: - case MG_SAFETYWALL: - case MG_STONECURSE: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - VARCAST_REDUCTION(50); - } - } - // Fixed cast reduction bonuses - if( sc->data[SC__LAZINESS] ) - fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); - if( sc->data[SC_DANCE_WITH_WUG]) - fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); - if( sc->data[SC_SECRAMENT] ) - fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); - if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) - fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % - // Fixed cast non percentage bonuses - if( sc->data[SC_MANDRAGORA] ) - fixed += sc->data[SC_MANDRAGORA]->val1 * 500; - if( sc->data[SC_IZAYOI] ) - fixed = 0; - if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) - fixed -= 1000; - } - - if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ - VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); - fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); - for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) - if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate - if( (i=sd->skillcast[i].val) > 0) - VARCAST_REDUCTION(i); - break; - } - } - - if( varcast_r < 0 ) // now compute overall factors - time = time * (1 - (float)varcast_r / 100); - if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point - time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; - // underflow checking/capping - time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); -#endif - return (int)time; -} - -/*========================================== - * Does delay reductions based on dex/agi, sc data, item bonuses, ... - *------------------------------------------*/ -int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { - int delaynodex = skill->get_delaynodex(skill_id, skill_lv); - int time = skill->get_delay(skill_id, skill_lv); - struct map_session_data *sd; - struct status_change *sc = status->get_sc(bl); - - nullpo_ret(bl); - sd = BL_CAST(BL_PC, bl); - - if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL) - return 0; //Will use picked skill's delay. - - if (bl->type&battle_config.no_skill_delay) - return battle_config.min_skill_delay_limit; - - if (time < 0) - time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. - - // Delay reductions - switch (skill_id) { - //Monk combo skills have their delay reduced by agi/dex. - case MO_TRIPLEATTACK: - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); - break; - case HP_BASILICA: - if( sc && !sc->data[SC_BASILICA] ) - time = 0; // There is no Delay on Basilica creation, only on cancel - break; - default: - if (battle_config.delay_dependon_dex && !(delaynodex&1)) { - // if skill delay is allowed to be reduced by dex - int scale = battle_config.castrate_dex_scale - status_get_dex(bl); - if (scale > 0) - time = time * scale / battle_config.castrate_dex_scale; - else //To be capped later to minimum. - time = 0; - } - if (battle_config.delay_dependon_agi && !(delaynodex&1)) { - // if skill delay is allowed to be reduced by agi - int scale = battle_config.castrate_dex_scale - status_get_agi(bl); - if (scale > 0) - time = time * scale / battle_config.castrate_dex_scale; - else //To be capped later to minimum. - time = 0; - } - } - - if ( sc && sc->data[SC_SOULLINK] ) { - switch (skill_id) { - case CR_SHIELDBOOMERANG: - if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) - time /= 2; - break; - case AS_SONICBLOW: - if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) - time /= 2; - break; - } - } - - if (!(delaynodex&2)) - { - if (sc && sc->count) { - if (sc->data[SC_POEMBRAGI]) - time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; - if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND)) - time /= 2; // After Delay of Wind element spells reduced by 50%. - } - - } - - if( !(delaynodex&4) && sd && sd->delayrate != 100 ) - time = time * sd->delayrate / 100; - - if (battle_config.delay_rate != 100) - time = time * battle_config.delay_rate / 100; - - //min delay - time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] - time = max(time, battle_config.min_skill_delay_limit); - -// ShowInfo("Delay delayfix = %d\n",time); - return time; -} - -/*========================================= - * - *-----------------------------------------*/ -struct square { - int val1[5]; - int val2[5]; -}; - -void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) { - nullpo_retv(tc); - - if(dir == 0){ - tc->val1[0]=x-2; - tc->val1[1]=x-1; - tc->val1[2]=x; - tc->val1[3]=x+1; - tc->val1[4]=x+2; - tc->val2[0]= - tc->val2[1]= - tc->val2[2]= - tc->val2[3]= - tc->val2[4]=y-1; - } else if(dir==2){ - tc->val1[0]= - tc->val1[1]= - tc->val1[2]= - tc->val1[3]= - tc->val1[4]=x+1; - tc->val2[0]=y+2; - tc->val2[1]=y+1; - tc->val2[2]=y; - tc->val2[3]=y-1; - tc->val2[4]=y-2; - } else if(dir==4){ - tc->val1[0]=x-2; - tc->val1[1]=x-1; - tc->val1[2]=x; - tc->val1[3]=x+1; - tc->val1[4]=x+2; - tc->val2[0]= - tc->val2[1]= - tc->val2[2]= - tc->val2[3]= - tc->val2[4]=y+1; - } else if(dir==6){ - tc->val1[0]= - tc->val1[1]= - tc->val1[2]= - tc->val1[3]= - tc->val1[4]=x-1; - tc->val2[0]=y+2; - tc->val2[1]=y+1; - tc->val2[2]=y; - tc->val2[3]=y-1; - tc->val2[4]=y-2; - } else if(dir==1){ - tc->val1[0]=x-1; - tc->val1[1]=x; - tc->val1[2]=x+1; - tc->val1[3]=x+2; - tc->val1[4]=x+3; - tc->val2[0]=y-4; - tc->val2[1]=y-3; - tc->val2[2]=y-1; - tc->val2[3]=y; - tc->val2[4]=y+1; - } else if(dir==3){ - tc->val1[0]=x+3; - tc->val1[1]=x+2; - tc->val1[2]=x+1; - tc->val1[3]=x; - tc->val1[4]=x-1; - tc->val2[0]=y-1; - tc->val2[1]=y; - tc->val2[2]=y+1; - tc->val2[3]=y+2; - tc->val2[4]=y+3; - } else if(dir==5){ - tc->val1[0]=x+1; - tc->val1[1]=x; - tc->val1[2]=x-1; - tc->val1[3]=x-2; - tc->val1[4]=x-3; - tc->val2[0]=y+3; - tc->val2[1]=y+2; - tc->val2[2]=y+1; - tc->val2[3]=y; - tc->val2[4]=y-1; - } else if(dir==7){ - tc->val1[0]=x-3; - tc->val1[1]=x-2; - tc->val1[2]=x-1; - tc->val1[3]=x; - tc->val1[4]=x+1; - tc->val2[1]=y; - tc->val2[0]=y+1; - tc->val2[2]=y-1; - tc->val2[3]=y-2; - tc->val2[4]=y-3; - } - -} - -void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { - int c; - nullpo_retv(tc); - - for( c = 0; c < 5; c++ ) { - switch( dir ) { - case 0: tc->val2[c]+=are; break; - case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; - case 2: tc->val1[c]-=are; break; - case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; - case 4: tc->val2[c]-=are; break; - case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; - case 6: tc->val1[c]+=are; break; - case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; - } - } -} - -void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - int c,n=4; - uint8 dir = map->calc_dir(src,bl->x,bl->y); - struct square tc; - int x=bl->x,y=bl->y; - skill->brandishspear_first(&tc,dir,x,y); - skill->brandishspear_dir(&tc,dir,4); - skill->area_temp[1] = bl->id; - - if(skill_lv > 9){ - for(c=1;c<4;c++){ - map->foreachincell(skill->area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, - skill->castend_damage_id); - } - } - if(skill_lv > 6){ - skill->brandishspear_dir(&tc,dir,-1); - n--; - } else { - skill->brandishspear_dir(&tc,dir,-2); - n-=2; - } - - if(skill_lv > 3){ - for(c=0;c<5;c++){ - map->foreachincell(skill->area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, - skill->castend_damage_id); - if(skill_lv > 6 && n==3 && c==4) { - skill->brandishspear_dir(&tc,dir,-1); - n--;c=-1; - } - } - } - for(c=0;c<10;c++){ - if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); - map->foreachincell(skill->area_sub, - bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - } -} - -/*========================================== - * Weapon Repair [Celest/DracoRPG] - *------------------------------------------*/ -void skill_repairweapon (struct map_session_data *sd, int idx) { - int material; - int materials[4] = { - ITEMID_IRON_ORE, - ITEMID_IRON, - ITEMID_STEEL, - ITEMID_ORIDECON_STONE, - }; - struct item *item; - struct map_session_data *target_sd; - - nullpo_retv(sd); - - if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed.... - return; - - if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) - return; - if( idx < 0 || idx >= MAX_INVENTORY ) - return; //Invalid index?? - - item = &target_sd->status.inventory[idx]; - if( item->nameid <= 0 || item->attribute == 0 ) - return; //Again invalid item.... - - if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){ - clif->item_repaireffect(sd,idx,1); - return; - } - - if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) - material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon - else - material = materials[2]; // Armors consume 1 Steel - if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) { - clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); - return; - } - - clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); - - item->attribute = 0;/* clear broken state */ - - clif->equiplist(target_sd); - - pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); - - clif->item_repaireffect(sd,idx,0); - - if( sd != target_sd ) - clif->item_repaireffect(target_sd,idx,0); -} - -/*========================================== - * Item Appraisal - *------------------------------------------*/ -void skill_identify (struct map_session_data *sd, int idx) -{ - int flag=1; - - nullpo_retv(sd); - sd->state.workinprogress = 0; - if(idx >= 0 && idx < MAX_INVENTORY) { - if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ - flag=0; - sd->status.inventory[idx].identify=1; - } - } - clif->item_identified(sd,idx,flag); -} - -/*========================================== - * Weapon Refine [Celest] - *------------------------------------------*/ -void skill_weaponrefine (struct map_session_data *sd, int idx) -{ - nullpo_retv(sd); - - if (idx >= 0 && idx < MAX_INVENTORY) - { - int i = 0, ep = 0, per; - int material[5] = { - 0, - ITEMID_PHRACON, - ITEMID_EMVERETARCON, - ITEMID_ORIDECON, - ITEMID_ORIDECON, - }; - struct item *item; - struct item_data *ditem = sd->inventory_data[idx]; - item = &sd->status.inventory[idx]; - - if(item->nameid > 0 && ditem->type == IT_WEAPON) - { - if( ditem->flag.no_refine ) { - // if the item isn't refinable - clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); - return; - } - if( item->refine >= sd->menuskill_val || item->refine >= 10 ){ - clif->upgrademessage(sd->fd, 2, item->nameid); - return; - } - if ((i = pc->search_inventory(sd, material[ditem->wlv])) == INDEX_NOT_FOUND) { - clif->upgrademessage(sd->fd, 3, material[ditem->wlv]); - return; - } - - per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; - - // Aegis leaked formula. [malufett] - if( sd->status.class_ == JOB_MECHANIC_T ) - per += 100; - else - per += 5 * ((signed int)sd->status.job_level - 50); - - pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); - if (per > rnd() % 1000) { - logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem); - item->refine++; - logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem); - if(item->equip) { - ep = item->equip; - pc->unequipitem(sd,idx,3); - } - clif->delitem(sd,idx,1,0); - clif->upgrademessage(sd->fd, 0,item->nameid); - clif->inventorylist(sd); - clif->refine(sd->fd,0,idx,item->refine); - if (ep) - pc->equipitem(sd,idx,ep); - clif->misceffect(&sd->bl,3); - if(item->refine == 10 && - item->card[0] == CARD0_FORGE && - (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) - { // Fame point system [DracoRPG] - switch(ditem->wlv){ - case 1: - pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point - break; - case 2: - pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point - break; - case 3: - pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point - break; - } - } - } else { - item->refine = 0; - if(item->equip) - pc->unequipitem(sd,idx,3); - clif->refine(sd->fd,1,idx,item->refine); - pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER); - clif->misceffect(&sd->bl,2); - clif->emotion(&sd->bl, E_OMG); - } - } - } -} - -/*========================================== - * - *------------------------------------------*/ -int skill_autospell (struct map_session_data *sd, uint16 skill_id) -{ - uint16 skill_lv; - int maxlv=1,lv; - - nullpo_ret(sd); - - skill_lv = sd->menuskill_val; - lv=pc->checkskill(sd,skill_id); - - if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] - - if(skill_id==MG_NAPALMBEAT) maxlv=3; - else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ - if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE) - maxlv =10; //Soul Linker bonus. [Skotlex] - else if(skill_lv==2) maxlv=1; - else if(skill_lv==3) maxlv=2; - else if(skill_lv>=4) maxlv=3; - } - else if(skill_id==MG_SOULSTRIKE){ - if(skill_lv==5) maxlv=1; - else if(skill_lv==6) maxlv=2; - else if(skill_lv>=7) maxlv=3; - } - else if(skill_id==MG_FIREBALL){ - if(skill_lv==8) maxlv=1; - else if(skill_lv>=9) maxlv=2; - } - else if(skill_id==MG_FROSTDIVER) maxlv=1; - else return 0; - - if(maxlv > lv) - maxlv = lv; - - sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, - skill->get_time(SA_AUTOSPELL,skill_lv)); - return 0; -} - -/*========================================== - * Sitting skills functions. - *------------------------------------------*/ -int skill_sit_count (struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; - - if(!pc_issit(sd)) - return 0; - - if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) - return 1; - - if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0)) - return 1; - - return 0; -} - -int skill_sit_in (struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - - sd=(struct map_session_data*)bl; - - if(!pc_issit(sd)) - return 0; - - if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) - sd->state.gangsterparadise=1; - - if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { - sd->state.rest=1; - status->calc_regen(bl, &sd->battle_status, &sd->regen); - status->calc_regen_rate(bl, &sd->regen, &sd->sc); - } - - return 0; -} - -int skill_sit_out (struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; - if(sd->state.gangsterparadise && type&1) - sd->state.gangsterparadise=0; - if(sd->state.rest && type&2) { - sd->state.rest=0; - status->calc_regen(bl, &sd->battle_status, &sd->regen); - status->calc_regen_rate(bl, &sd->regen, &sd->sc); - } - return 0; -} - -int skill_sit (struct map_session_data *sd, int type) -{ - int flag = 0; - int range = 0, lv; - nullpo_ret(sd); - - - if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) { - flag|=1; - range = skill->get_splash(RG_GANGSTER, lv); - } - if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) { - flag|=2; - range = skill->get_splash(TK_HPTIME, lv); - } - else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) { - flag|=2; - range = skill->get_splash(TK_SPTIME, lv); - } - - if( type ) { - clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0); - } else { - clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); - } - - if (!flag) return 0; - - if(type) { - if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1) - map->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag); - } else { - if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2) - map->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag); - } - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_frostjoke_scream(struct block_list *bl, va_list ap) { - struct block_list *src; - uint16 skill_id,skill_lv; - int64 tick; - - nullpo_ret(bl); - nullpo_ret(src=va_arg(ap,struct block_list*)); - - skill_id=va_arg(ap,int); - skill_lv=va_arg(ap,int); - if(!skill_lv) return 0; - tick=va_arg(ap,int64); - - if (src == bl || status->isdead(bl)) - return 0; - if (bl->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)bl; - if (sd && (pc_isinvisible(sd) || pc_ismadogear(sd))) - return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] - } - //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] - if(battle->check_target(src,bl,BCT_ENEMY) > 0) - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); - else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { - int range = skill->get_unit_range(skill_id,skill_lv); - int x,y; - - for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) - for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) - map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag); -} - -/*========================================== - * - *------------------------------------------*/ -int skill_attack_area(struct block_list *bl, va_list ap) { - struct block_list *src,*dsrc; - int atk_type,skill_id,skill_lv,flag,type; - int64 tick; - - if(status->isdead(bl)) - return 0; - - atk_type = va_arg(ap,int); - src = va_arg(ap,struct block_list*); - dsrc = va_arg(ap,struct block_list*); - skill_id = va_arg(ap,int); - skill_lv = va_arg(ap,int); - tick = va_arg(ap,int64); - flag = va_arg(ap,int); - type = va_arg(ap,int); - - - if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - - if( battle->check_target(dsrc,bl,type) <= 0 - || !status->check_skilluse(NULL, bl, skill_id, 2)) - return 0; - - - switch (skill_id) { - case WZ_FROSTNOVA: //Skills that don't require the animation to be removed - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - default: - //Area-splash, disable skill animation. - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - } -} -/*========================================== - * - *------------------------------------------*/ -int skill_clear_group (struct block_list *bl, int flag) -{ - struct unit_data *ud = unit->bl2ud(bl); - struct skill_unit_group *group[MAX_SKILLUNITGROUP]; - int i, count=0; - - nullpo_ret(bl); - if (!ud) return 0; - - //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] - for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { - switch (ud->skillunit[i]->skill_id) { - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case NJ_SUITON: - case NJ_KAENSIN: - if (flag&1) - group[count++]= ud->skillunit[i]; - break; - case SO_CLOUD_KILL: - if( flag&4 ) - group[count++]= ud->skillunit[i]; - break; - case SO_WARMER: - if( flag&8 ) - group[count++]= ud->skillunit[i]; - break; - default: - if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) - group[count++]= ud->skillunit[i]; - break; - } - - } - for (i=0;i<count;i++) - skill->del_unitgroup(group[i],ALC_MARK); - return count; -} - -/*========================================== - * Returns the first element field found [Skotlex] - *------------------------------------------*/ -struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { - struct unit_data *ud = unit->bl2ud(bl); - int i; - nullpo_ret(bl); - if (!ud) return NULL; - - for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { - switch (ud->skillunit[i]->skill_id) { - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case NJ_SUITON: - case SO_CLOUD_KILL: - case SO_WARMER: - return ud->skillunit[i]; - } - } - return NULL; -} - -// for graffiti cleaner [Valaris] -int skill_graffitiremover (struct block_list *bl, va_list ap) { - struct skill_unit *su=NULL; - - nullpo_ret(bl); - nullpo_ret(ap); - - if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) - return 0; - - if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) - skill->delunit(su); - - return 0; -} - -int skill_greed (struct block_list *bl, va_list ap) { - struct block_list *src; - struct map_session_data *sd=NULL; - struct flooritem_data *fitem=NULL; - - nullpo_ret(bl); - nullpo_ret(src = va_arg(ap, struct block_list *)); - - if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) - pc->takeitem(sd, fitem); - - return 0; -} -//For Ranger's Detonator [Jobbie/3CeAM] -int skill_detonator(struct block_list *bl, va_list ap) { - struct skill_unit *su=NULL; - struct block_list *src; - int unit_id; - - nullpo_ret(bl); - nullpo_ret(ap); - src = va_arg(ap,struct block_list *); - - if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) - return 0; - if( su->group->src_id != src->id ) - return 0; - - unit_id = su->group->unit_id; - switch( unit_id ) { - //List of Hunter and Ranger Traps that can be detonate. - case UNT_BLASTMINE: - case UNT_SANDMAN: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - case UNT_CLUSTERBOMB: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - switch(unit_id) { - case UNT_TALKIEBOX: - clif->talkiebox(bl,su->group->valstr); - su->group->val2 = -1; - break; - case UNT_CLAYMORETRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); - break; - default: - map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); - } - clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + - (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); - su->group->unit_id = UNT_USED_TRAPS; - break; - } - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_cell_overlap(struct block_list *bl, va_list ap) { - uint16 skill_id; - int *alive; - struct skill_unit *su; - - skill_id = va_arg(ap,int); - alive = va_arg(ap,int *); - su = (struct skill_unit *)bl; - - if( su == NULL || su->group == NULL || (*alive) == 0 ) - return 0; - - if( su->group->state.guildaura ) /* guild auras are not canceled! */ - return 0; - - switch (skill_id) { - case SA_LANDPROTECTOR: - if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] - (*alive) = 0; - skill->delunit(su); - return 1; - } - if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps - skill->delunit(su); - return 1; - } - break; - case HW_GANBANTEIN: - case LG_EARTHDRIVE: - case GN_CRAZYWEED_ATK: - if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. - skill->delunit(su); - return 1; - } - break; - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: -// The official implementation makes them fail to appear when casted on top of ANYTHING -// but I wonder if they didn't actually meant to fail when casted on top of each other? -// hence, I leave the alternate implementation here, commented. [Skotlex] - if (su->range <= 0) { - (*alive) = 0; - return 1; - } -/* - switch (su->group->skill_id) { - //These cannot override each other. - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - (*alive) = 0; - return 1; - } -*/ - break; - case PF_FOGWALL: - switch(su->group->skill_id) { - case SA_VOLCANO: //Can't be placed on top of these - case SA_VIOLENTGALE: - (*alive) = 0; - return 1; - case SA_DELUGE: - case NJ_SUITON: - //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] - (*alive) = 2; - break; - } - break; - case WZ_ICEWALL: - case HP_BASILICA: - if (su->group->skill_id == skill_id) { - //These can't be placed on top of themselves (duration can't be refreshed) - (*alive) = 0; - return 1; - } - break; - } - - if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { - //It deletes everything except songs/dances/traps - (*alive) = 0; - return 1; - } - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) -{ - struct mob_data* md; - struct unit_data*ud = unit->bl2ud(bl); - struct block_list *from_bl; - struct block_list *to_bl; - md = (struct mob_data*)bl; - from_bl = va_arg(ap,struct block_list *); - to_bl = va_arg(ap,struct block_list *); - - if(ud && ud->target == from_bl->id) - ud->target = to_bl->id; - - if(md->bl.type == BL_MOB && md->target_id == from_bl->id) - md->target_id = to_bl->id; - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_trap_splash(struct block_list *bl, va_list ap) { - struct block_list *src; - int64 tick; - struct skill_unit *src_su; - struct skill_unit_group *sg; - struct block_list *ss; - src = va_arg(ap,struct block_list *); - src_su = (struct skill_unit *)src; - tick = va_arg(ap,int64); - - if( !src_su->alive || bl->prev == NULL ) - return 0; - - nullpo_ret(sg = src_su->group); - nullpo_ret(ss = map->id2bl(sg->src_id)); - - if(battle->check_target(src,bl,sg->target_flag) <= 0) - return 0; - - switch(sg->unit_id){ - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); - break; - case UNT_GROUNDDRIFT_WIND: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_DARK: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_POISON: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_WATER: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_FIRE: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0); - break; - case UNT_ELECTRICSHOCKER: - clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); - break; - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - if( bl->type != BL_PC && !is_boss(bl) ) - sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); - break; - case UNT_REVERBERATION: - if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { - skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); - skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); - } - break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - if( src->id == bl->id ) break; - if( bl->type == BL_SKILL ){ - struct skill_unit *su = (struct skill_unit *)bl; - if( su->group->unit_id == UNT_USED_TRAPS ) - break; - } - case UNT_CLUSTERBOMB: - if( ss != bl ) - skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); - break; - case UNT_CLAYMORETRAP: - if( src->id == bl->id ) break; - if( bl->type == BL_SKILL ){ - struct skill_unit *su = (struct skill_unit *)bl; - switch( su->group->unit_id ){ - case UNT_CLAYMORETRAP: - case UNT_LANDMINE: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500; - su->group->unit_id = UNT_USED_TRAPS; - } - break; - } - default: - skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - } - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_enchant_elemental_end (struct block_list *bl, int type) { - struct status_change *sc; - const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS }; - int i; - nullpo_ret(bl); - nullpo_ret(sc = status->get_sc(bl)); - - if (!sc->count) return 0; - - for (i = 0; i < ARRAYLENGTH(scs); i++) - if (type != scs[i] && sc->data[scs[i]]) - status_change_end(bl, scs[i], INVALID_TIMER); - - return 0; -} - -bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) -{ - static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; - static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; - bool wall = true; - - if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) - || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) - ) { - //Check for walls. - int i; - ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); - if( i == 8 ) - wall = false; - } - - if( sce ) { - if( !wall ) { - if( sce->val1 < 3 ) //End cloaking. - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - else if( sce->val4&1 ) { //Remove wall bonus - sce->val4&=~1; - status_calc_bl(bl,SCB_SPEED); - } - } else { - if( !(sce->val4&1) ) { //Add wall speed bonus - sce->val4|=1; - status_calc_bl(bl,SCB_SPEED); - } - } - } - - return wall; -} - -/** - * Verifies if an user can use SC_CLOAKING - **/ -bool skill_can_cloak(struct map_session_data *sd) { - nullpo_retr(false, sd); - - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL)) - if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL)) - return false; - - return true; -} - -/** - * Verifies if an user can still be cloaked (AS_CLOAKING) - * Is called via map->foreachinrange when any kind of wall disapears - **/ -int skill_check_cloaking_end(struct block_list *bl, va_list ap) { - TBL_PC *sd = BL_CAST(BL_PC, bl); - - if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd)) - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - - return 0; -} - -bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) -{ - static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; - static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; - bool wall = true; - - if( bl->type == BL_PC ) { //Check for walls. - int i; - ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); - if( i == 8 ) - wall = false; - } - - if( sce ) { - if( !wall ) { - if( sce->val1 < 3 ) //End camouflage. - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - else if( sce->val3&1 ) { //Remove wall bonus - sce->val3&=~1; - status_calc_bl(bl,SCB_SPEED); - } - } - } - - return wall; -} - -bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ - struct status_change *sc; - struct block_list *src; - - nullpo_retr(false, bl); - - sc = status->get_sc(bl); - - if( sc && sc->data[SC__SHADOWFORM] && damage ) { - src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); - - if( !src || src->m != bl->m ) { - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - return false; - } - - if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){ - if( src->type == BL_PC ) - ((TBL_PC*)src)->shadowform_id = 0; - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - return false; - } - - status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0); - - /* because damage can cancel it */ - if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - if( src->type == BL_PC ) - ((TBL_PC*)src)->shadowform_id = 0; - } - return true; - } - return false; -} -/*========================================== - * - *------------------------------------------*/ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { - struct skill_unit *su; - - nullpo_retr(NULL, group); - nullpo_retr(NULL, group->unit); // crash-protection against poor coding - nullpo_retr(NULL, su=&group->unit[idx]); - - if(!su->alive) - group->alive_count++; - - su->bl.id=map->get_new_object_id(); - su->bl.type=BL_SKILL; - su->bl.m=group->map; - su->bl.x=x; - su->bl.y=y; - su->group=group; - su->alive=1; - su->val1=val1; - su->val2=val2; - - idb_put(skill->unit_db, su->bl.id, su); - map->addiddb(&su->bl); - map->addblock(&su->bl); - - // perform oninit actions - switch (group->skill_id) { - case WZ_ICEWALL: - map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); - clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); - skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - break; - case SA_LANDPROTECTOR: - skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); - break; - case HP_BASILICA: - skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); - break; - default: - if (group->state.song_dance&0x1) //Check for dissonance. - skill->dance_overlap(su, 1); - break; - } - - clif->getareachar_skillunit(&su->bl,su,AREA); - - return su; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_delunit (struct skill_unit* su) { - struct skill_unit_group *group; - - nullpo_ret(su); - if( !su->alive ) - return 0; - su->alive=0; - - nullpo_ret(group=su->group); - - if( group->state.song_dance&0x1 ) //Cancel dissonance effect. - skill->dance_overlap(su, 0); - - // invoke onout event - if( !su->range ) - map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4); - - // perform ondelete actions - switch (group->skill_id) { - case HT_ANKLESNARE: - { - struct block_list* target = map->id2bl(group->val2); - if( target ) - status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); - } - break; - case WZ_ICEWALL: - map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false); - map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); - clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug - skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); - // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be - // checked again when a wall disapears! issue:8182 [Panikon] - map->foreachinarea(skill->check_cloaking_end, su->bl.m, - // Use 3x3 area to check for users near cell - su->bl.x - 1, su->bl.y - 1, - su->bl.x + 1, su->bl.x + 1, - BL_PC); - break; - case SA_LANDPROTECTOR: - skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); - break; - case HP_BASILICA: - skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); - break; - case RA_ELECTRICSHOCKER: { - struct block_list* target = map->id2bl(group->val2); - if( target ) - status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); - } - break; - case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) - if( group->val2 ) { // Someone Trapped - struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); - if( tsc && tsc->data[SC__MANHOLE] ) - tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID - } - break; - } - - clif->skill_delunit(su); - - su->group=NULL; - map->delblock(&su->bl); // don't free yet - map->deliddb(&su->bl); - idb_remove(skill->unit_db, su->bl.id); - if(--group->alive_count==0) - skill->del_unitgroup(group,ALC_MARK); - - return 0; -} -/*========================================== - * - *------------------------------------------*/ -/// Returns the target skill_unit_group or NULL if not found. -struct skill_unit_group* skill_id2group(int group_id) -{ - return (struct skill_unit_group*)idb_get(skill->group_db, group_id); -} - -/// Returns a new group_id that isn't being used in skill->group_db. -/// Fatal error if nothing is available. -int skill_get_new_group_id(void) -{ - if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) - return skill->unit_group_newid++;// available - {// find next id - int base_id = skill->unit_group_newid; - while( base_id != ++skill->unit_group_newid ) - { - if( skill->unit_group_newid < MAX_SKILL_DB ) - skill->unit_group_newid = MAX_SKILL_DB; - if( skill->id2group(skill->unit_group_newid) == NULL ) - return skill->unit_group_newid++;// available - } - // full loop, nothing available - ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); - exit(1); - } -} - -struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) -{ - struct unit_data* ud = unit->bl2ud( src ); - struct skill_unit_group* group; - int i; - - if(!(skill_id && skill_lv)) return 0; - - nullpo_retr(NULL, src); - nullpo_retr(NULL, ud); - - // find a free spot to store the new unit group - ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); - if(i == MAX_SKILLUNITGROUP) { - // array is full, make room by discarding oldest group - int j=0; - int64 maxdiff = 0, x, tick = timer->gettick(); - for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { - maxdiff = x; - j = i; - } - skill->del_unitgroup(ud->skillunit[j],ALC_MARK); - //Since elements must have shifted, we use the last slot. - i = MAX_SKILLUNITGROUP-1; - } - - group = ers_alloc(skill->unit_ers, struct skill_unit_group); - group->src_id = src->id; - group->party_id = status->get_party_id(src); - group->guild_id = status->get_guild_id(src); - group->bg_id = bg->team_get_id(src); - group->group_id = skill->get_new_group_id(); - group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); - group->unit_count = count; - group->alive_count = 0; - group->val1 = 0; - group->val2 = 0; - group->val3 = 0; - group->skill_id = skill_id; - group->skill_lv = skill_lv; - group->unit_id = unit_id; - group->map = src->m; - group->limit = limit; - group->interval = interval; - group->tick = timer->gettick(); - group->valstr = NULL; - - ud->skillunit[i] = group; - - if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] - group->tick += 1500; - - idb_put(skill->group_db, group->group_id, group); - return group; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) { - struct block_list* src; - struct unit_data *ud; - int i,j; - - if( group == NULL ) { - ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); - return 0; - } - - src=map->id2bl(group->src_id); - ud = unit->bl2ud(src); - if(!src || !ud) { - ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); - return 0; - } - - if( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { - switch( group->skill_id ) { - case BA_DISSONANCE: - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_UGLYDANCE: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); - break; - } - } - - if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { - struct status_change* sc = status->get_sc(src); - if (sc && sc->data[SC_DANCING]) - { - sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] - status_change_end(src, SC_DANCING, INVALID_TIMER); - } - } - - // end Gospel's status change on 'src' - // (needs to be done when the group is deleted by other means than skill deactivation) - if (group->unit_id == UNT_GOSPEL) { - struct status_change *sc = status->get_sc(src); - if(sc && sc->data[SC_GOSPEL]) { - sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] - status_change_end(src, SC_GOSPEL, INVALID_TIMER); - } - } - - switch( group->skill_id ) { - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { - sc->data[SC_WARM]->val4 = 0; - status_change_end(src, SC_WARM, INVALID_TIMER); - } - } - break; - case NC_NEUTRALBARRIER: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { - sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; - status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); - } - } - break; - case NC_STEALTHFIELD: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { - sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; - status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); - } - } - break; - case LG_BANDING: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { - sc->data[SC_BANDING]->val4 = 0; - status_change_end(src,SC_BANDING,INVALID_TIMER); - } - } - break; - } - - if (src->type==BL_PC && group->state.ammo_consume) - battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); - - group->alive_count=0; - - // remove all unit cells - if(group->unit != NULL) - for( i = 0; i < group->unit_count; i++ ) - skill->delunit(&group->unit[i]); - - // clear Talkie-box string - if( group->valstr != NULL ) { - aFree(group->valstr); - group->valstr = NULL; - } - - idb_remove(skill->group_db, group->group_id); - map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) - group->unit=NULL; - group->group_id=0; - group->unit_count=0; - - // locate this group, swap with the last entry and delete it - ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group ); - ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--; - if( i < MAX_SKILLUNITGROUP ) { - ud->skillunit[i] = ud->skillunit[j]; - ud->skillunit[j] = NULL; - ers_free(skill->unit_ers, group); - } else - ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); - - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_clear_unitgroup (struct block_list *src) -{ - struct unit_data *ud = unit->bl2ud(src); - - nullpo_ret(ud); - - while (ud->skillunit[0]) - skill->del_unitgroup(ud->skillunit[0],ALC_MARK); - - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { - int i,j=-1,k,s,id; - struct unit_data *ud; - struct skill_unit_group_tickset *set; - - nullpo_ret(bl); - if (group->interval==-1) - return NULL; - - ud = unit->bl2ud(bl); - if (!ud) return NULL; - - set = ud->skillunittick; - - if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP) - id = s = group->skill_id; - else - id = s = group->group_id; - - for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { - k = (i+s) % MAX_SKILLUNITGROUPTICKSET; - if (set[k].id == id) - return &set[k]; - else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) - j=k; - } - - if (j == -1) { - ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type); - j = id % MAX_SKILLUNITGROUPTICKSET; - } - - set[j].id = id; - set[j].tick = tick; - return &set[j]; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) { - struct skill_unit* su = va_arg(ap,struct skill_unit *); - struct skill_unit_group* group = su->group; - int64 tick = va_arg(ap,int64); - - if( !su->alive || bl->prev == NULL ) - return 0; - - nullpo_ret(group); - - if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) ) - return 0; //AoE skills are ineffective. [Skotlex] - - if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) - return 0; - - skill->unit_onplace_timer(su,bl,tick); - - return 1; -} - -/** - * @see DBApply - */ -int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { - struct skill_unit* su = DB->data2ptr(data); - struct skill_unit_group* group = su->group; - int64 tick = va_arg(ap,int64); - bool dissonance; - struct block_list* bl = &su->bl; - - if( !su->alive ) - return 0; - - nullpo_ret(group); - - // check for expiration - if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { - // skill unit expired (inlined from skill_unit_onlimit()) - switch( group->unit_id ) { - case UNT_BLASTMINE: -#ifdef RENEWAL - case UNT_CLAYMORETRAP: -#endif - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: - group->unit_id = UNT_USED_TRAPS; - //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); - group->limit=DIFF_TICK32(tick+1500,group->tick); - su->limit=DIFF_TICK32(tick+1500,group->tick); - break; - - case UNT_ANKLESNARE: - case UNT_ELECTRICSHOCKER: - if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { - // Used Trap don't returns back to item - skill->delunit(su); - break; - } - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: -#ifndef RENEWAL - case UNT_CLAYMORETRAP: -#endif - case UNT_TALKIEBOX: - case UNT_CLUSTERBOMB: - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - - { - struct block_list* src; - if( su->val1 > 0 && (src = map->id2bl(group->src_id)) != NULL && src->type == BL_PC ) { - // revert unit back into a trap - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; - item_tmp.identify = 1; - map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); - } - skill->delunit(su); - } - break; - - case UNT_WARP_ACTIVE: - // warp portal opens (morph to a UNT_WARP_WAITING cell) - group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING - clif->changelook(&su->bl, LOOK_BASE, group->unit_id); - // restart timers - group->limit = skill->get_time(group->skill_id,group->skill_lv); - su->limit = skill->get_time(group->skill_id,group->skill_lv); - // apply effect to all units standing on it - map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); - break; - - case UNT_CALLFAMILY: - { - struct map_session_data *sd = NULL; - if(group->val1) { - sd = map->charid2sd(group->val1); - group->val1 = 0; - if (sd && !map->list[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); - } - if(group->val2) { - sd = map->charid2sd(group->val2); - group->val2 = 0; - if (sd && !map->list[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); - } - skill->delunit(su); - } - break; - - case UNT_REVERBERATION: - if( su->val1 <= 0 ) { // If it was deactivated. - skill->delunit(su); - break; - } - clif->changetraplook(bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK32(tick,group->tick)+1500; - su->limit = DIFF_TICK32(tick,group->tick)+1500; - group->unit_id = UNT_USED_TRAPS; - break; - - case UNT_FEINTBOMB: { - struct block_list *src = map->id2bl(group->src_id); - if( src ) { - map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); - status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); - } - skill->delunit(su); - break; - } - - case UNT_BANDING: - { - struct block_list *src = map->id2bl(group->src_id); - struct status_change *sc; - if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { - skill->delunit(su); - break; - } - // This unit isn't removed while SC_BANDING is active. - group->limit = DIFF_TICK32(tick+group->interval,group->tick); - su->limit = DIFF_TICK32(tick+group->interval,group->tick); - } - break; - - default: - skill->delunit(su); - } - } else {// skill unit is still active - switch( group->unit_id ) { - case UNT_ICEWALL: - // icewall loses 50 hp every second - su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp - if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) - su->limit = DIFF_TICK32(tick+700,group->tick); - break; - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_CLAYMORETRAP: - case UNT_FREEZINGTRAP: - case UNT_TALKIEBOX: - case UNT_ANKLESNARE: - if( su->val1 <= 0 ) { - if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) - skill->delunit(su); - else { - clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - group->limit = DIFF_TICK32(tick, group->tick) + 1500; - group->unit_id = UNT_USED_TRAPS; - } - } - break; - case UNT_REVERBERATION: - if( su->val1 <= 0 ) - su->limit = DIFF_TICK32(tick + 700,group->tick); - break; - case UNT_WALLOFTHORN: - if( su->val1 <= 0 ) { - group->unit_id = UNT_USED_TRAPS; - group->limit = DIFF_TICK32(tick, group->tick) + 1500; - } - break; - } - } - - // useless check for !group ? - //Don't continue if unit or even group is expired and has been deleted. - if( !group || !su->alive ) - return 0; - - dissonance = skill->dance_switch(su, 0); - - if( su->range >= 0 && group->interval != -1 ) { - if( battle_config.skill_wall_check ) - map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); - else - map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); - - if(su->range == -1) //Unit disabled, but it should not be deleted yet. - group->unit_id = UNT_USED_TRAPS; - else if( group->unit_id == UNT_TATAMIGAESHI ) { - su->range = -1; //Disable processed cell. - if (--group->val1 <= 0) { // number of live cells - //All tiles were processed, disable skill. - group->target_flag=BCT_NOONE; - group->bl_flag= BL_NUL; - } - } - } - - if( dissonance ) skill->dance_switch(su, 1); - - return 0; -} -/*========================================== - * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. - *------------------------------------------*/ -int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { - map->freeblock_lock(); - - skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); - - map->freeblock_unlock(); - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_move_sub(struct block_list* bl, va_list ap) { - struct skill_unit* su = (struct skill_unit *)bl; - struct skill_unit_group* group = su->group; - - struct block_list* target = va_arg(ap,struct block_list*); - int64 tick = va_arg(ap,int64); - int flag = va_arg(ap,int); - - bool dissonance; - uint16 skill_id; - int i; - - nullpo_ret(group); - - if( !su->alive || target->prev == NULL ) - return 0; - - if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) - return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] - - dissonance = skill->dance_switch(su, 0); - - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = su->group->skill_id; - - if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411 - //Non-dualmode unit skills with a timer don't trigger when walking, so just return - if( dissonance ) skill->dance_switch(su, 1); - return 0; - } - - //Target-type check. - if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) { - if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] - if( flag&1 ) { - if( flag&2 ) { //Clear this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = 0; - } - } else { - if( flag&2 ) { //Store this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = skill_id; - else - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); - } - - } - - if( flag&4 ) - skill->unit_onleft(skill_id,target,tick); - } - - if( dissonance ) skill->dance_switch(su, 1); - - return 0; - } else { - if( flag&1 ) { - int result = skill->unit_onplace(su,target,tick); - if( flag&2 && result ) { //Clear skill ids we have stored in onout. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = 0; - } - } else { - int result = skill->unit_onout(su,target,tick); - if( flag&2 && result ) { //Store this unit id. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = skill_id; - else - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); - } - } - - if( dissonance ) skill->dance_switch(su, 1); - - if( flag&4 ) - skill->unit_onleft(skill_id,target,tick); - - return 1; - } -} - -/*========================================== - * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) - * Flag values: - * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) - * flag&2: this function is being invoked twice as a bl moves, store in memory the affected - * units to figure out when they have left a group. - * flag&4: Force a onleft event (triggered when the bl is killed, for example) - *------------------------------------------*/ -int skill_unit_move(struct block_list *bl, int64 tick, int flag) { - nullpo_ret(bl); - - if( bl->prev == NULL ) - return 0; - - if( flag&2 && !(flag&1) ) { //Onout, clear data - memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); - } - - map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); - - if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left. - int i; - for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ ) - if( skill->unit_temp[i] ) - skill->unit_onleft(skill->unit_temp[i], bl, tick); - } - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) { - int i,j; - int64 tick = timer->gettick(); - int *m_flag; - struct skill_unit *su1; - struct skill_unit *su2; - - if (group == NULL) - return 0; - if (group->unit_count<=0) - return 0; - if (group->unit==NULL) - return 0; - - if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE) - return 0; //Ensembles may not be moved around. - - if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) - return 0; //Icewalls and Wall of Thorns don't get knocked back - - m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); - // m_flag: - // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) - // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) - // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) - // 3: Both 1+2. - for(i=0;i<group->unit_count;i++) { - su1=&group->unit[i]; - if (!su1->alive || su1->bl.m!=m) - continue; - for(j=0;j<group->unit_count;j++) { - su2=&group->unit[j]; - if (!su2->alive) - continue; - if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { - m_flag[i] |= 0x1; - } - if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { - m_flag[i] |= 0x2; - } - } - } - j = 0; - for (i=0;i<group->unit_count;i++) { - su1=&group->unit[i]; - if (!su1->alive) - continue; - if (!(m_flag[i]&0x2)) { - if (group->state.song_dance&0x1) //Cancel dissonance effect. - skill->dance_overlap(su1, 0); - map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,4); - } - //Move Cell using "smart" criteria (avoid useless moving around) - switch(m_flag[i]) { - case 0: - //Cell moves independently, safely move it. - map->moveblock(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick); - break; - case 1: - //Cell moves unto another cell, look for a replacement cell that won't collide - //and has no cell moving into it (flag == 2) - for(;j<group->unit_count;j++) { - if(m_flag[j]!=2 || !group->unit[j].alive) - continue; - //Move to where this cell would had moved. - su2 = &group->unit[j]; - map->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick); - j++; //Skip this cell as we have used it. - break; - } - break; - case 2: - case 3: - break; //Don't move the cell as a cell will end on this tile anyway. - } - if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 - if (group->state.song_dance&0x1) //Check for dissonance effect. - skill->dance_overlap(su1, 1); - clif->getareachar_skillunit(&su1->bl,su1,AREA); - map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); - } - } - aFree(m_flag); - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) -{ - int i,j; - - nullpo_ret(sd); - - if(nameid<=0) - return 0; - - for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if(skill->produce_db[i].nameid == nameid ){ - if((j=skill->produce_db[i].req_skill)>0 && - pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) - continue; // must iterate again to check other skills that produce it. [malufett] - if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) - continue; // special case - break; - } - } - - if( i >= MAX_SKILL_PRODUCE_DB ) - return 0; - - if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) - {// cannot carry the produced stuff - return 0; - } - - if(trigger>=0){ - if(trigger>20) { // Non-weapon, non-food item (itemlv must match) - if(skill->produce_db[i].itemlv!=trigger) - return 0; - } else if(trigger>10) { // Food (any item level between 10 and 20 will do) - if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) - return 0; - } else { // Weapon (itemlv must be higher or equal) - if(skill->produce_db[i].itemlv>trigger) - return 0; - } - } - - for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ - int id,x,y; - if( (id=skill->produce_db[i].mat_id[j]) <= 0 ) - continue; - if (skill->produce_db[i].mat_amount[j] <= 0) { - if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) - return 0; - } else { - for(y=0,x=0;y<MAX_INVENTORY;y++) - if( sd->status.inventory[y].nameid == id ) - x+=sd->status.inventory[y].amount; - if(x<qty*skill->produce_db[i].mat_amount[j]) - return 0; - } - } - return i+1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { - int slot[3]; - int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; - int num = -1; // exclude the recipe - struct status_data *st; - struct item_data* data; - - nullpo_ret(sd); - st = status->get_status_data(&sd->bl); - - if( sd->skill_id_old == skill_id ) - skill_lv = sd->skill_lv_old; - - if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) ) - return 0; - idx--; - - if (qty < 1) - qty = 1; - - if (!skill_id) //A skill can be specified for some override cases. - skill_id = skill->produce_db[idx].req_skill; - - if( skill_id == GC_RESEARCHNEWPOISON ) - skill_id = GC_CREATENEWPOISON; - - slot[0]=slot1; - slot[1]=slot2; - slot[2]=slot3; - - for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! - int j; - if( slot[i]<=0 ) - continue; - j = pc->search_inventory(sd,slot[i]); - if (j == INDEX_NOT_FOUND) - continue; - if( slot[i]==ITEMID_STAR_CRUMB ) { - pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); - sc++; - } - if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) { - static const int ele_table[4]={3,1,4,2}; - pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); - ele=ele_table[slot[i]-994]; - } - } - - if( skill_id == RK_RUNEMASTERY ) { - int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id); - data = itemdb->search(nameid); - - if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3; - else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2; - else temp_qty = 1; - - if (data->stack.inventory) { - for( i = 0; i < MAX_INVENTORY; i++ ) { - if( sd->status.inventory[i].nameid == nameid ) { - if( sd->status.inventory[i].amount >= data->stack.amount ) { - clif->msgtable(sd->fd,0x61b); - return 0; - } else { - /** - * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. - **/ - if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) - temp_qty = data->stack.amount - sd->status.inventory[i].amount; - } - break; - } - } - } - qty = temp_qty; - } - - for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ - int j,id,x; - if( (id=skill->produce_db[idx].mat_id[i]) <= 0 ) - continue; - num++; - x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; - do{ - int y=0; - j = pc->search_inventory(sd,id); - - if (j != INDEX_NOT_FOUND) { - y = sd->status.inventory[j].amount; - if(y>x)y=x; - pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); - } else - ShowError("skill_produce_mix: material item error\n"); - - x-=y; - }while( j>=0 && x>0 ); - } - - if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) - wlv = itemdb_wlv(nameid); - if(!equip) { - switch(skill_id){ - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] - i = pc->checkskill(sd,skill_id); - make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance - switch(nameid){ - case ITEMID_IRON: - make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 - break; - case ITEMID_STEEL: - make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 - break; - case ITEMID_STAR_CRUMB: - make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] - break; - default: // Enchanted Stones - make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 - break; - } - break; - case ASC_CDP: - make_per = (2000 + 40*st->dex + 20*st->luk); - break; - case AL_HOLYWATER: - /** - * Arch Bishop - **/ - case AB_ANCILLA: - make_per = 100000; //100% success - break; - case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50 - + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 - + (st->int_/2)*10 + st->dex*10+st->luk*10; - if(homun_alive(sd->hd)) {//Player got a homun - int skill2_lv; - if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change - make_per += skill2_lv*100; //+1% bonus per level - } - switch(nameid){ - case ITEMID_RED_POTION: - case ITEMID_YELLOW_POTION: - case ITEMID_WHITE_POTION: - make_per += (1+rnd()%100)*10 + 2000; - break; - case ITEMID_ALCHOL: - make_per += (1+rnd()%100)*10 + 1000; - break; - case ITEMID_FIRE_BOTTLE: - case ITEMID_ACID_BOTTLE: - case ITEMID_MENEATER_PLANT_BOTTLE: - case ITEMID_MINI_BOTTLE: - make_per += (1+rnd()%100)*10; - break; - case ITEMID_YELLOW_SLIM_POTION: - make_per -= (1+rnd()%50)*10; - break; - case ITEMID_WHITE_SLIM_POTION: - case ITEMID_COATING_BOTTLE: - make_per -= (1+rnd()%100)*10; - break; - //Common items, receive no bonus or penalty, listed just because they are commonly produced - case ITEMID_BLUE_POTION: - case ITEMID_RED_SLIM_POTION: - case ITEMID_ANODYNE: - case ITEMID_ALOEBERA: - default: - break; - } - if(battle_config.pp_rate != 100) - make_per = make_per * battle_config.pp_rate / 100; - break; - case SA_CREATECON: // Elemental Converter Creation - make_per = 100000; // should be 100% success rate - break; - /** - * Rune Knight - **/ - case RK_RUNEMASTERY: - { - int A = 5100 + 200 * pc->checkskill(sd, skill_id); - int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level); - int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() - int D = 2500; - switch (nameid) { //rune rank it_diff 9 craftable rune - case ITEMID_RAIDO: - case ITEMID_THURISAZ: - case ITEMID_HAGALAZ: - case ITEMID_OTHILA: - D -= 500; //Rank C - case ITEMID_ISA: - case ITEMID_WYRD: - D -= 500; //Rank B - case ITEMID_NAUTHIZ: - case ITEMID_URUZ: - D -= 500; //Rank A - case ITEMID_BERKANA: - case ITEMID_LUX_ANIMA: - D -= 500; //Rank S - } - make_per = A + B + C - D; - break; - } - /** - * Guilotine Cross - **/ - case GC_CREATENEWPOISON: - { - const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; - const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; - int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); - qty = min[lv] + rnd()%(max[lv] - min[lv]); - make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; - } - break; - case GN_CHANGEMATERIAL: - for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill->changematerial_db[i].itemid == nameid ){ - make_per = skill->changematerial_db[i].rate * 10; - break; - } - break; - case GN_S_PHARMACY: - { - int difficulty = 0; - - difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) - - make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + - (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) - - switch(nameid){// difficulty factor - case ITEMID_HP_INCREASE_POTIONS: - case ITEMID_SP_INCREASE_POTIONS: - case ITEMID_ENRICH_WHITE_POTIONZ: - difficulty += 10; - break; - case ITEMID_BOMB_MUSHROOM_SPORE: - case ITEMID_SP_INCREASE_POTIONM: - difficulty += 15; - break; - case ITEMID_BANANA_BOMB: - case ITEMID_HP_INCREASE_POTIONM: - case ITEMID_SP_INCREASE_POTIONL: - case ITEMID_VITATA500: - difficulty += 20; - break; - case ITEMID_SEED_OF_HORNY_PLANT: - case ITEMID_BLOODSUCK_PLANT_SEED: - case ITEMID_ENRICH_CELERMINE_JUICE: - difficulty += 30; - break; - case ITEMID_HP_INCREASE_POTIONL: - case ITEMID_CURE_FREE: - difficulty += 40; - break; - } - - if( make_per >= 400 && make_per > difficulty) - qty = 10; - else if( make_per >= 300 && make_per > difficulty) - qty = 7; - else if( make_per >= 100 && make_per > difficulty) - qty = 6; - else if( make_per >= 1 && make_per > difficulty) - qty = 5; - else - qty = 4; - make_per = 10000; - } - break; - case GN_MAKEBOMB: - case GN_MIX_COOKING: - { - int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) - - make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) - qty = ~(5 + rnd()%5) + 1; - - switch(nameid){// difficulty factor - case ITEMID_APPLE_BOMB: - difficulty += 5; - break; - case ITEMID_COCONUT_BOMB: - case ITEMID_MELON_BOMB: - difficulty += 10; - break; - case ITEMID_SAVAGE_BBQ: - case ITEMID_WUG_BLOOD_COCKTAIL: - case ITEMID_MINOR_BRISKET: - case ITEMID_SIROMA_ICETEA: - case ITEMID_DROCERA_HERB_STEW: - case ITEMID_PETTI_TAIL_NOODLE: - case ITEMID_PINEAPPLE_BOMB: - difficulty += 15; - break; - case ITEMID_BANANA_BOMB: - difficulty += 20; - break; - } - - if( make_per >= 30 && make_per > difficulty) - qty = 10 + rnd()%2; - else if( make_per >= 10 && make_per > difficulty) - qty = 10; - else if( make_per == 10 && make_per > difficulty) - qty = 8; - else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) - ;// Food/Bomb creation fails. - else if( make_per >= 30 && make_per < difficulty) - qty = 5; - - if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ - qty = ~qty + 1; - make_per = 0; - }else - make_per = 10000; - qty = (skill_lv > 1 ? qty : 1); - } - break; - default: - if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { - //Assume Cooking Dish - if (sd->menuskill_val >= 15) //Legendary Cooking Set. - make_per = 10000; //100% Success - else - make_per = 1200 * (sd->menuskill_val - 10) - + 20 * (sd->status.base_level + 1) - + 20 * (st->dex + 1) - + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - - 400 * (skill->produce_db[idx].itemlv - 11 + 1) - - 10 * (100 - st->luk + 1) - - 500 * (num - 1) - - 100 * (rnd()%4 + 1); - break; - } - make_per = 5000; - break; - } - } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] - make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->luk*10; // Base - make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 - make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 - make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 - if (pc->search_inventory(sd,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND) - make_per+= 1000; // +10 - else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND) - make_per+= 500; // +5 - else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND) - make_per+= 300; // +3 - else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND) - make_per+= 0; // +0? - if(battle_config.wp_rate != 100) - make_per = make_per * battle_config.wp_rate / 100; - } - - if (sd->class_&JOBL_BABY) //if it's a Baby Class - make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) - - if(make_per < 1) make_per = 1; - - - if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. - struct item tmp_item; - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid=nameid; - tmp_item.amount=1; - tmp_item.identify=1; - if(equip){ - tmp_item.card[0]=CARD0_FORGE; - tmp_item.card[1]=((sc*5)<<8)+ele; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } else { - //Flag is only used on the end, so it can be used here. [Skotlex] - switch (skill_id) { - case BS_DAGGER: - case BS_SWORD: - case BS_TWOHANDSWORD: - case BS_AXE: - case BS_MACE: - case BS_KNUCKLE: - case BS_SPEAR: - flag = battle_config.produce_item_name_input&0x1; - break; - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - flag = battle_config.produce_item_name_input&0x2; - break; - case AL_HOLYWATER: - /** - * Arch Bishop - **/ - case AB_ANCILLA: - flag = battle_config.produce_item_name_input&0x8; - break; - case ASC_CDP: - flag = battle_config.produce_item_name_input&0x10; - break; - default: - flag = battle_config.produce_item_name_input&0x80; - break; - } - if (flag) { - tmp_item.card[0]=CARD0_CREATE; - tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } - } - -#if 0 // TODO: update PICKLOG - if(log_config.produce > 0) - log_produce(sd,nameid,slot1,slot2,slot3,1); -#endif // 0 - - if(equip){ - clif->produce_effect(sd,0,nameid); - clif->misceffect(&sd->bl,3); - if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] - pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point - } else { - int fame = 0; - tmp_item.amount = 0; - - for (i=0; i< qty; i++) { - //Apply quantity modifiers. - if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ - tmp_item.amount = qty; - break; - } - if (rnd()%10000 < make_per || qty == 1) { //Success - tmp_item.amount++; - if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) - continue; - if( skill_id != AM_PHARMACY && - skill_id != AM_TWILIGHT1 && - skill_id != AM_TWILIGHT2 && - skill_id != AM_TWILIGHT3 ) - continue; - //Add fame as needed. - switch(++sd->potion_success_counter) { - case 3: - fame+=1; // Success to prepare 3 Condensed Potions in a row - break; - case 5: - fame+=3; // Success to prepare 5 Condensed Potions in a row - break; - case 7: - fame+=10; // Success to prepare 7 Condensed Potions in a row - break; - case 10: - fame+=50; // Success to prepare 10 Condensed Potions in a row - sd->potion_success_counter = 0; - break; - } - } else //Failure - sd->potion_success_counter = 0; - } - - if (fame) - pc->addfame(sd,fame); - //Visual effects and the like. - switch (skill_id) { - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - case ASC_CDP: - clif->produce_effect(sd,2,nameid); - clif->misceffect(&sd->bl,5); - break; - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - clif->produce_effect(sd,0,nameid); - clif->misceffect(&sd->bl,3); - break; - case RK_RUNEMASTERY: - case GC_CREATENEWPOISON: - clif->produce_effect(sd,2,nameid); - clif->misceffect(&sd->bl,5); - break; - default: //Those that don't require a skill? - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) - { //Cooking items. - clif->specialeffect(&sd->bl, 608, AREA); - if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); - } - break; - } - } - if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success - int j, k = 0; - for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) - if( skill->changematerial_db[i].itemid == nameid ){ - for(j=0; j<5; j++){ - if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ - tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; - if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - k++; - } - } - break; - } - if( k ){ - clif->msg_skill(sd,skill_id,0x627); - return 1; - } - } else if (tmp_item.amount) { //Success - if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) - clif->msg_skill(sd,skill_id,0x627); - return 1; - } - } - //Failure -#if 0 // TODO: update PICKLOG - if(log_config.produce) - log_produce(sd,nameid,slot1,slot2,slot3,0); -#endif // 0 - - if(equip){ - clif->produce_effect(sd,1,nameid); - clif->misceffect(&sd->bl,2); - } else { - switch (skill_id) { - case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. - status_percent_damage(NULL, &sd->bl, -25, 0, true); - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - clif->produce_effect(sd,3,nameid); - clif->misceffect(&sd->bl,6); - sd->potion_success_counter = 0; // Fame point system [DracoRPG] - break; - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - clif->produce_effect(sd,1,nameid); - clif->misceffect(&sd->bl,2); - break; - case RK_RUNEMASTERY: - case GC_CREATENEWPOISON: - clif->produce_effect(sd,3,nameid); - clif->misceffect(&sd->bl,6); - break; - case GN_MIX_COOKING: { - struct item tmp_item; - const int compensation[5] = { - ITEMID_BLACK_LUMP, - ITEMID_BLACK_HARD_LUMP, - ITEMID_VERY_HARD_LUMP, - ITEMID_BLACK_THING, - ITEMID_MYSTERIOUS_POWDER, - }; - int rate = rnd()%500; - memset(&tmp_item,0,sizeof(tmp_item)); - if( rate < 50) i = 4; - else if( rate < 100) i = 2+rnd()%1; - else if( rate < 250 ) i = 1; - else if( rate < 500 ) i = 0; - tmp_item.nameid = compensation[i]; - tmp_item.amount = qty; - tmp_item.identify = 1; - if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - clif->msg_skill(sd,skill_id,0x628); - } - break; - case GN_MAKEBOMB: - case GN_S_PHARMACY: - case GN_CHANGEMATERIAL: - clif->msg_skill(sd,skill_id,0x628); - break; - default: - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) - { //Cooking items. - clif->specialeffect(&sd->bl, 609, AREA); - if( sd->cook_mastery > 0 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); - } - } - } - return 0; -} - -int skill_arrow_create (struct map_session_data *sd, int nameid) -{ - int i,j,flag,index=-1; - struct item tmp_item; - - nullpo_ret(sd); - - if(nameid <= 0) - return 1; - - for(i=0;i<MAX_SKILL_ARROW_DB;i++) - if(nameid == skill->arrow_db[i].nameid) { - index = i; - break; - } - - if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND) - return 1; - - pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); - for(i=0;i<MAX_ARROW_RESOURCE;i++) { - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.identify = 1; - tmp_item.nameid = skill->arrow_db[index].cre_id[i]; - tmp_item.amount = skill->arrow_db[index].cre_amount[i]; - if(battle_config.produce_item_name_input&0x4) { - tmp_item.card[0]=CARD0_CREATE; - tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } - if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) - continue; - if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - - return 0; -} -int skill_poisoningweapon( struct map_session_data *sd, int nameid) { - sc_type type; - int chance, i; - nullpo_ret(sd); - if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { - clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); - return 0; - } - switch( nameid ) - { // t_lv used to take duration from skill->get_time2 - case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break; - case ITEMID_POISON_FEVER: type = SC_PYREXIA; break; - case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break; - case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break; - case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break; - case ITEMID_POISON_NUMB: type = SC_TOXIN; break; - case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break; - case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break; - default: - clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); - return 0; - } - - status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] - chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv - sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 - type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val)); - - return 0; -} - -void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { - struct status_change *sc = status->get_sc(bl); - - // non-offensive and non-magic skills do not affect the status - if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) - return; - - if (sc && sc->count && sc->data[SC_MAGICPOWER]) { - if (sc->data[SC_MAGICPOWER]->val4) { - status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); - } else { - sc->data[SC_MAGICPOWER]->val4 = 1; - status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); -#ifndef RENEWAL - if(bl->type == BL_PC){// update current display. - clif->updatestatus(((TBL_PC *)bl),SP_MATK1); - clif->updatestatus(((TBL_PC *)bl),SP_MATK2); - } -#endif - } - } -} - - -int skill_magicdecoy(struct map_session_data *sd, int nameid) { - int x, y, i, class_, skill_id; - struct mob_data *md; - nullpo_ret(sd); - skill_id = sd->menuskill_val; - - if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND - || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) - ) { - clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); - return 0; - } - - // Spawn Position - pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); - x = sd->sc.comet_x; - y = sd->sc.comet_y; - sd->sc.comet_x = sd->sc.comet_y = 0; - sd->menuskill_val = 0; - - class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045; - - - md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); - if( md ) { - md->master_id = sd->bl.id; - md->special_state.ai = AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0); - mob->spawn(md); - md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id); - } - - return 0; -} - -// Warlock Spellbooks. [LimitLine/3CeAM] -int skill_spellbook (struct map_session_data *sd, int nameid) { - int i, max_preserve, skill_id, point; - struct status_change *sc; - - nullpo_ret(sd); - - sc = status->get_sc(&sd->bl); - status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); - - for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; - if( i > SC_SPELLBOOK7 ) - { - clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); - return 0; - } - - ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item - if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; - - if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) - { // User don't know the skill - sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); - clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); - return 0; - } - - max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10; - point = skill->spellbook_db[i].point; - - if( sc && sc->data[SC_READING_SB] ) { - if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { - clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); - return 0; - } - for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] - if( !sc->data[i] ){ - sc->data[SC_READING_SB]->val2 += point; // increase points - sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); - break; - } - } - }else{ - sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); - } - - return 1; -} -int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { - int id, lv, prob, aslvl = 0, idx = 0; - nullpo_ret(sd); - - if (sd->sc.data[SC_STOP]) { - aslvl = sd->sc.data[SC_STOP]->val1; - status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); - } - - idx = skill->get_index(skill_id); - - if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || - (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { - clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); - return 0; - } - - lv = (aslvl + 1) / 2; // The level the skill will be autocasted - lv = min(lv,sd->status.skill[idx].lv); - prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. - sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); - return 0; -} -int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { - int i; - - nullpo_ret(sd); - nullpo_ret(item_list); - - if( n <= 0 ) - return 1; - - for( i = 0; i < n; i++ ) { - int nameid, add_amount, del_amount, idx, product, flag; - struct item tmp_item; - - idx = item_list[i*2+0]-2; - del_amount = item_list[i*2+1]; - - if( skill_lv == 2 ) - del_amount -= (del_amount % 10); - add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; - - if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - switch( nameid ) { - // Level 1 - case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break; - case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; - case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; - case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; - // Level 2 - case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break; - case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; - case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; - case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; - default: - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - if( skill_lv == 2 && rnd()%100 < 25 ) { - // At level 2 have a fail chance. You loose your items if it fails. - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid = product; - tmp_item.amount = add_amount; - tmp_item.identify = 1; - - if( tmp_item.amount ) { - if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - - } - - return 0; -} - -int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { - int i, j, k, c, p = 0, nameid, amount; - - nullpo_ret(sd); - nullpo_ret(item_list); - - // Search for objects that can be created. - for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { - if( skill->produce_db[i].itemlv == 26 ) { - p = 0; - do { - c = 0; - // Verification of overlap between the objects required and the list submitted. - for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { - if( skill->produce_db[i].mat_id[j] > 0 ) { - for( k = 0; k < n; k++ ) { - int idx = item_list[k*2+0]-2; - nameid = sd->status.inventory[idx].nameid; - amount = item_list[k*2+1]; - if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ - clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); - return 0; - } - if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] - && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount - c++; // match - } - } - else - break; // No more items required - } - p++; - } while(n == j && c == n); - p--; - if ( p > 0 ) { - skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); - return 1; - } - } - } - - if( p == 0) - clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623); - - return 0; -} -/** - * for Royal Guard's LG_TRAMPLE - **/ -int skill_destroy_trap(struct block_list *bl, va_list ap) { - struct skill_unit *su = (struct skill_unit *)bl; - struct skill_unit_group *sg; - int64 tick; - - nullpo_ret(su); - tick = va_arg(ap, int64); - - if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) { - switch( sg->unit_id ) { - case UNT_CLAYMORETRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); - break; - case UNT_LANDMINE: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLUSTERBOMB: - map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); - break; - } - // Traps aren't recovered. - skill->delunit(su); - } - return 0; -} -/*========================================== - * - *------------------------------------------*/ -int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { - struct map_session_data *sd = map->id2sd(id); - struct skill_cd * cd = NULL; - - if (data <= 0 || data >= MAX_SKILL) - return 0; - if (!sd || !sd->blockskill[data]) - return 0; - - if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { - int i; - - for( i = 0; i < cd->cursor; i++ ) { - if( cd->entry[i]->skidx == data ) - break; - } - - if (i == cd->cursor) { - ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data); - } else { - int cursor = 0; - - ers_free(skill->cd_entry_ers, cd->entry[i]); - - cd->entry[i] = NULL; - - for( i = 0, cursor = 0; i < cd->cursor; i++ ) { - if( !cd->entry[i] ) - continue; - if( cursor != i ) - cd->entry[cursor] = cd->entry[i]; - cursor++; - } - - if( (cd->cursor = cursor) == 0 ) { - idb_remove(skill->cd_db,sd->status.char_id); - ers_free(skill->cd_ers, cd); - } - } - } - - sd->blockskill[data] = false; - return 1; -} - -/** - * flags a singular skill as being blocked from persistent usage. - * @param sd the player the skill delay affects - * @param skill_id the skill which should be delayed - * @param tick the length of time the delay should last - * @return 0 if successful, -1 otherwise - */ -int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) { - struct skill_cd* cd = NULL; - uint16 idx = skill->get_index(skill_id); - int64 now = timer->gettick(); - - nullpo_retr (-1, sd); - - if (idx == 0) - return -1; - - if (tick < 1) { - sd->blockskill[idx] = false; - return -1; - } - - if( battle_config.display_status_timers ) - clif->skill_cooldown(sd, skill_id, tick); - - if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage - cd = ers_alloc(skill->cd_ers, struct skill_cd); - - idb_put( skill->cd_db, sd->status.char_id, cd ); - } else { - int i; - - for(i = 0; i < cd->cursor; i++) { - if( cd->entry[i] && cd->entry[i]->skidx == idx ) - break; - } - - if( i != cd->cursor ) {/* duplicate, update necessary */ - cd->entry[i]->duration = tick; -#if PACKETVER >= 20120604 - cd->entry[i]->total = tick; -#endif - cd->entry[i]->started = now; - timer->settick(cd->entry[i]->timer,now+tick); - return 0; - } - - } - - if( cd->cursor == MAX_SKILL_TREE ) { - ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); - return -1; - } - - cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); - - cd->entry[cd->cursor]->duration = tick; -#if PACKETVER >= 20120604 - cd->entry[cd->cursor]->total = tick; -#endif - cd->entry[cd->cursor]->skidx = idx; - cd->entry[cd->cursor]->skill_id = skill_id; - cd->entry[cd->cursor]->started = now; - cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); - - cd->cursor++; - - sd->blockskill[idx] = true; - return 0; -} - -int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn] - struct homun_data *hd = (TBL_HOM*)map->id2bl(id); - if (data <= 0 || data >= MAX_SKILL) - return 0; - if (hd) hd->blockskill[data] = 0; - - return 1; -} - -int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] - uint16 idx = skill->get_index(skill_id); - nullpo_retr (-1, hd); - - - if (idx == 0) - return -1; - - if (tick < 1) { - hd->blockskill[idx] = 0; - return -1; - } - hd->blockskill[idx] = 1; - return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); -} - -int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] - struct mercenary_data *md = (TBL_MER*)map->id2bl(id); - if( data <= 0 || data >= MAX_SKILL ) - return 0; - if( md ) md->blockskill[data] = 0; - - return 1; -} - -int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) -{ - uint16 idx = skill->get_index(skill_id); - nullpo_retr (-1, md); - - if (idx == 0) - return -1; - if( tick < 1 ) - { - md->blockskill[idx] = 0; - return -1; - } - md->blockskill[idx] = 1; - return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); -} -/** - * Adds a new skill unit entry for this player to recast after map load - **/ -void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { - struct skill_unit_save * sus = NULL; - - if( idb_exists(skill->usave_db,sd->status.char_id) ) { - idb_remove(skill->usave_db,sd->status.char_id); - } - - CREATE( sus, struct skill_unit_save, 1 ); - idb_put( skill->usave_db, sd->status.char_id, sus ); - - sus->skill_id = skill_id; - sus->skill_lv = skill_lv; - - return; -} -void skill_usave_trigger(struct map_session_data *sd) { - struct skill_unit_save * sus = NULL; - - if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { - return; - } - - skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); - - idb_remove(skill->usave_db,sd->status.char_id); - - return; -} -/* - * - */ -int skill_split_str (char *str, char **val, int num) { - int i; - - for( i = 0; i < num && str; i++ ) { - val[i] = str; - str = strchr(str,','); - if( str ) - *str++=0; - } - - return i; -} -/* - * - */ -int skill_split_atoi (char *str, int *val) { - int i, j, diff, step = 1; - - for (i=0; i<MAX_SKILL_LEVEL; i++) { - if (!str) break; - val[i] = atoi(str); - str = strchr(str,':'); - if (str) - *str++=0; - } - if(i==0) //No data found. - return 0; - if(i==1) { - //Single value, have the whole range have the same value. - for (; i < MAX_SKILL_LEVEL; i++) - val[i] = val[i-1]; - return i; - } - //Check for linear change with increasing steps until we reach half of the data acquired. - for (step = 1; step <= i/2; step++) { - diff = val[i-1] - val[i-step-1]; - for(j = i-1; j >= step; j--) - if ((val[j]-val[j-step]) != diff) - break; - - if (j>=step) //No match, try next step. - continue; - - for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase - val[i] = val[i-step]+diff; - if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. - { val[i] = 1; diff = 0; step = 1; } - } - return i; - } - //Okay.. we can't figure this one out, just fill out the stuff with the previous value. - for (;i<MAX_SKILL_LEVEL; i++) - val[i] = val[i-1]; - return i; -} - -/* - * - */ -void skill_init_unit_layout (void) { - int i,j,size,pos = 0; - - //when != it was already cleared during skill_defaults() no need to repeat - if( runflag == MAPSERVER_ST_RUNNING ) - memset(skill->unit_layout,0,sizeof(skill->unit_layout)); - - // standard square layouts go first - for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { - size = i*2+1; - skill->unit_layout[i].count = size*size; - for (j=0; j<size*size; j++) { - skill->unit_layout[i].dx[j] = (j%size-i); - skill->unit_layout[i].dy[j] = (j/size-i); - } - } - - // afterwards add special ones - pos = i; - for (i=0;i<MAX_SKILL_DB;i++) { - if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) - continue; - - switch (skill->db[i].nameid) { - case MG_FIREWALL: - case WZ_ICEWALL: - case WL_EARTHSTRAIN://Warlock - // these will be handled later - break; - case PR_SANCTUARY: - case NPC_EVILLAND: { - static const int dx[] = { - -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, - 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; - static const int dy[]={ - -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, - 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; - skill->unit_layout[pos].count = 21; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PR_MAGNUS: { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill->unit_layout[pos].count = 33; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case MH_POISON_MIST: - case AS_VENOMDUST: { - static const int dx[] = {-1, 0, 0, 0, 1}; - static const int dy[] = { 0,-1, 0, 1, 0}; - skill->unit_layout[pos].count = 5; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: { - static const int dx[] = { - 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, - -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, - -1, 0, 1, 2,-1, 0, 1, 0, 0}; - static const int dy[] = { - -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, - 1, 1, 1, 1, 2, 2, 2, 3, 4}; - skill->unit_layout[pos].count = 29; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PF_FOGWALL: { - static const int dx[] = { - -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { - -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; - skill->unit_layout[pos].count = 15; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PA_GOSPEL: { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, - -1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, - 3, 3, 3}; - skill->unit_layout[pos].count = 33; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case NJ_KAENSIN: { - static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; - skill->unit_layout[pos].count = 24; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case NJ_TATAMIGAESHI: { - //Level 1 (count 4, cross of 3x3) - static const int dx1[] = {-1, 1, 0, 0}; - static const int dy1[] = { 0, 0,-1, 1}; - //Level 2-3 (count 8, cross of 5x5) - static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; - static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; - //Level 4-5 (count 12, cross of 7x7 - static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; - static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; - //lv1 - j = 0; - skill->unit_layout[pos].count = 4; - memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); - memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); - skill->db[i].unit_layout_type[j] = pos; - //lv2/3 - j++; - pos++; - skill->unit_layout[pos].count = 8; - memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); - memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); - skill->db[i].unit_layout_type[j] = pos; - skill->db[i].unit_layout_type[++j] = pos; - //lv4/5 - j++; - pos++; - skill->unit_layout[pos].count = 12; - memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); - memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); - skill->db[i].unit_layout_type[j] = pos; - skill->db[i].unit_layout_type[++j] = pos; - //Fill in the rest using lv 5. - for (;j<MAX_SKILL_LEVEL;j++) - skill->db[i].unit_layout_type[j] = pos; - //Skip, this way the check below will fail and continue to the next skill. - pos++; - } - break; - case GN_WALLOFTHORN: { - static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; - static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; - skill->unit_layout[pos].count = 16; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case EL_FIRE_MANTLE: { - static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; - static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; - skill->unit_layout[pos].count = 8; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - default: - ShowError("unknown unit layout at skill %d\n",i); - break; - } - if (!skill->unit_layout[pos].count) - continue; - for (j=0;j<MAX_SKILL_LEVEL;j++) - skill->db[i].unit_layout_type[j] = pos; - pos++; - } - - // firewall and icewall have 8 layouts (direction-dependent) - skill->firewall_unit_pos = pos; - for (i=0;i<8;i++) { - if (i&1) { - skill->unit_layout[pos].count = 5; - if (i&0x2) { - int dx[] = {-1,-1, 0, 0, 1}; - int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 1, 1 ,0, 0,-1}; - int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - skill->unit_layout[pos].count = 3; - if (i%4==0) { - int dx[] = {-1, 0, 1}; - int dy[] = { 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 0, 0, 0}; - int dy[] = {-1, 0, 1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } - pos++; - } - skill->icewall_unit_pos = pos; - for (i=0;i<8;i++) { - skill->unit_layout[pos].count = 5; - if (i&1) { - if (i&0x2) { - int dx[] = {-2,-1, 0, 1, 2}; - int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 2, 1 ,0,-1,-2}; - int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - if (i%4==0) { - int dx[] = {-2,-1, 0, 1, 2}; - int dy[] = { 0, 0, 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 0, 0, 0, 0, 0}; - int dy[] = {-2,-1, 0, 1, 2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } - pos++; - } - skill->earthstrain_unit_pos = pos; - for( i = 0; i < 8; i++ ) - { // For each Direction - skill->unit_layout[pos].count = 15; - switch( i ) - { - case 0: case 1: case 3: case 4: case 5: case 7: - { - int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case 2: - case 6: - { - int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - } - pos++; - } - -} - -int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { - int inf = 0; - struct status_change *sc = status->get_sc(bl); - - if( !sc || !bl || !skill_id ) - return 0; // Can do it - - switch(type){ - case SC_STASIS: - inf = skill->get_inf2(skill_id); - if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) - return 1; // Can't do it. - switch( skill_id ) { - case NV_FIRSTAID: - case TF_HIDING: - case AS_CLOAKING: - case WZ_SIGHTRASHER: - case RG_STRIPWEAPON: - case RG_STRIPSHIELD: - case RG_STRIPARMOR: - case WZ_METEOR: - case RG_STRIPHELM: - case SC_STRIPACCESSARY: - case ST_FULLSTRIP: - case WZ_SIGHTBLASTER: - case ST_CHASEWALK: - case SC_ENERVATION: - case SC_GROOMY: - case WZ_ICEWALL: - case SC_IGNORANCE: - case SC_LAZINESS: - case SC_UNLUCKY: - case WZ_STORMGUST: - case SC_WEAKNESS: - case AL_RUWACH: - case AL_PNEUMA: - case WZ_JUPITEL: - case AL_HEAL: - case AL_BLESSING: - case AL_INCAGI: - case WZ_VERMILION: - case AL_TELEPORT: - case AL_WARP: - case AL_HOLYWATER: - case WZ_EARTHSPIKE: - case AL_HOLYLIGHT: - case PR_IMPOSITIO: - case PR_ASPERSIO: - case WZ_HEAVENDRIVE: - case PR_SANCTUARY: - case PR_STRECOVERY: - case PR_MAGNIFICAT: - case WZ_QUAGMIRE: - case ALL_RESURRECTION: - case PR_LEXDIVINA: - case PR_LEXAETERNA: - case HW_GRAVITATION: - case PR_MAGNUS: - case PR_TURNUNDEAD: - case MG_SRECOVERY: - case HW_MAGICPOWER: - case MG_SIGHT: - case MG_NAPALMBEAT: - case MG_SAFETYWALL: - case HW_GANBANTEIN: - case MG_SOULSTRIKE: - case MG_COLDBOLT: - case MG_FROSTDIVER: - case WL_DRAINLIFE: - case MG_STONECURSE: - case MG_FIREBALL: - case MG_FIREWALL: - case WL_SOULEXPANSION: - case MG_FIREBOLT: - case MG_LIGHTNINGBOLT: - case MG_THUNDERSTORM: - case MG_ENERGYCOAT: - case WL_WHITEIMPRISON: - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - case WL_SIENNAEXECRATE: - case WL_RELEASE: - case WL_EARTHSTRAIN: - case WL_RECOGNIZEDSPELL: - case WL_READING_SB: - case SA_MAGICROD: - case SA_SPELLBREAKER: - case SA_DISPELL: - case SA_FLAMELAUNCHER: - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case PF_HPCONVERSION: - case PF_SOULCHANGE: - case PF_SPIDERWEB: - case PF_FOGWALL: - case TK_RUN: - case TK_HIGHJUMP: - case TK_SEVENWIND: - case SL_KAAHI: - case SL_KAUPE: - case SL_KAITE: - - // Skills that need to be confirmed. - case SO_FIREWALK: - case SO_ELECTRICWALK: - case SO_SPELLFIST: - case SO_EARTHGRAVE: - case SO_DIAMONDDUST: - case SO_POISON_BUSTER: - case SO_PSYCHIC_WAVE: - case SO_CLOUD_KILL: - case SO_STRIKING: - case SO_WARMER: - case SO_VACUUM_EXTREME: - case SO_VARETYR_SPEAR: - case SO_ARRULLO: - return 1; // Can't do it. - } - break; - case SC_KG_KAGEHUMI: - switch(skill_id) { - case TF_HIDING: - case AS_CLOAKING: - case GC_CLOAKINGEXCEED: - case SC_SHADOWFORM: - case MI_HARMONIZE: - case CG_MARIONETTE: - case AL_TELEPORT: - case TF_BACKSLIDING: - case RA_CAMOUFLAGE: - case ST_CHASEWALK: - case GD_EMERGENCYCALL: - return 1; // needs more info - } - break; - } - - return 0; -} - -int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { - int type = 0; - - switch( skill_id ) { - case SO_SUMMON_AGNI: type = 2114; break; - case SO_SUMMON_AQUA: type = 2117; break; - case SO_SUMMON_VENTUS: type = 2120; break; - case SO_SUMMON_TERA: type = 2123; break; - } - - type += skill_lv - 1; - - return type; -} - -/** - * update stored skill cooldowns for player logout - * @param sd the affected player structure - */ -void skill_cooldown_save(struct map_session_data * sd) { - int i; - struct skill_cd* cd = NULL; - int64 now = 0; - - // always check to make sure the session properly exists - nullpo_retv(sd); - - if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character - return; - } - - now = timer->gettick(); - - // process each individual cooldown associated with the character - for( i = 0; i < cd->cursor; i++ ) { - cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); - if( cd->entry[i]->timer != INVALID_TIMER ) { - timer->delete(cd->entry[i]->timer,skill->blockpc_end); - cd->entry[i]->timer = INVALID_TIMER; - } - } -} - -/** - * reload stored skill cooldowns when a player logs in. - * @param sd the affected player structure - */ -void skill_cooldown_load(struct map_session_data * sd) { - int i; - struct skill_cd* cd = NULL; - int64 now = 0; - - // always check to make sure the session properly exists - nullpo_retv(sd); - - if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character - return; - } - - clif->cooldown_list(sd->fd,cd); - - now = timer->gettick(); - - // process each individual cooldown associated with the character - for( i = 0; i < cd->cursor; i++ ) { - cd->entry[i]->started = now; - cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx); - sd->blockskill[cd->entry[i]->skidx] = true; - } -} - -/*========================================== - * sub-function of DB reading. - * skill_db.txt - *------------------------------------------*/ -bool skill_parse_row_skilldb(char* split[], int columns, int current) { -// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description - uint16 skill_id = atoi(split[0]); - uint16 idx; - if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) - || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) - || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) - || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) { - ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id); - return false; - } - - idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->db[idx].nameid = skill_id; - skill->split_atoi(split[1],skill->db[idx].range); - skill->db[idx].hit = atoi(split[2]); - skill->db[idx].inf = atoi(split[3]); - skill->split_atoi(split[4],skill->db[idx].element); - skill->db[idx].nk = (int)strtol(split[5], NULL, 0); - skill->split_atoi(split[6],skill->db[idx].splash); - skill->db[idx].max = atoi(split[7]); - skill->split_atoi(split[8],skill->db[idx].num); - - if( strcmpi(split[9],"yes") == 0 ) - skill->db[idx].castcancel = 1; - else - skill->db[idx].castcancel = 0; - skill->db[idx].cast_def_rate = atoi(split[10]); - skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); - skill->split_atoi(split[12],skill->db[idx].maxcount); - if( strcmpi(split[13],"weapon") == 0 ) - skill->db[idx].skill_type = BF_WEAPON; - else if( strcmpi(split[13],"magic") == 0 ) - skill->db[idx].skill_type = BF_MAGIC; - else if( strcmpi(split[13],"misc") == 0 ) - skill->db[idx].skill_type = BF_MISC; - else - skill->db[idx].skill_type = 0; - skill->split_atoi(split[14],skill->db[idx].blewcount); - safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); - safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); - strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); - script->set_constant2(skill->db[idx].name,(int)skill_id,0); - - return true; -} - -bool skill_parse_row_requiredb(char* split[], int columns, int current) { -// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 - char* p; - int j; - - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->split_atoi(split[1],skill->db[idx].hp); - skill->split_atoi(split[2],skill->db[idx].mhp); - skill->split_atoi(split[3],skill->db[idx].sp); - skill->split_atoi(split[4],skill->db[idx].hp_rate); - skill->split_atoi(split[5],skill->db[idx].sp_rate); - skill->split_atoi(split[6],skill->db[idx].zeny); - - //Which weapon type are required, see doc/item_db for types - p = split[7]; - for( j = 0; j < 32; j++ ) { - int l = atoi(p); - if( l == 99 ) { // Any weapon - skill->db[idx].weapon = 0; - break; - } else - skill->db[idx].weapon |= 1<<l; - p = strchr(p,':'); - if(!p) - break; - p++; - } - - //FIXME: document this - p = split[8]; - for( j = 0; j < 32; j++ ) { - int l = atoi(p); - if( l == 99 ) { // Any ammo type - skill->db[idx].ammo = 0xFFFFFFFF; - break; - } else if( l ) // 0 stands for no requirement - skill->db[idx].ammo |= 1<<l; - p = strchr(p,':'); - if( !p ) - break; - p++; - } - skill->split_atoi(split[9],skill->db[idx].ammo_qty); - - if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; - else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; - else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; - else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; - else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; - else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; - else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; - else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; - else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; - else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; - else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; - else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; - else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; - else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; - else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; - else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; - else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; - else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; - else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; - else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; - else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; - else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; - else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; - /** - * Unknown or no state - **/ - else skill->db[idx].state = ST_NONE; - - skill->split_atoi(split[11],skill->db[idx].spiritball); - for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { - skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); - skill->db[idx].amount[j] = atoi(split[13+ 2*j]); - } - - return true; -} - -bool skill_parse_row_castdb(char* split[], int columns, int current) { -// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->split_atoi(split[1],skill->db[idx].cast); - skill->split_atoi(split[2],skill->db[idx].delay); - skill->split_atoi(split[3],skill->db[idx].walkdelay); - skill->split_atoi(split[4],skill->db[idx].upkeep_time); - skill->split_atoi(split[5],skill->db[idx].upkeep_time2); - skill->split_atoi(split[6],skill->db[idx].cooldown); -#ifdef RENEWAL_CAST - skill->split_atoi(split[7],skill->db[idx].fixed_cast); -#endif - return true; -} - -bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { -// Skill id,Cast,Delay (optional) - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->split_atoi(split[1],skill->db[idx].castnodex); - if( split[2] ) // optional column - skill->split_atoi(split[2],skill->db[idx].delaynodex); - - return true; -} - -bool skill_parse_row_unitdb(char* split[], int columns, int current) { -// ID,unit ID,unit ID 2,layout,range,interval,target,flag - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); - skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); - skill->split_atoi(split[3],skill->db[idx].unit_layout_type); - skill->split_atoi(split[4],skill->db[idx].unit_range); - skill->db[idx].unit_interval = atoi(split[5]); - - if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; - else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; - else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; - else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; - else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; - else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; - else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; - else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE; - else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16); - - skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); - - if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill->db[idx].unit_target = BCT_NOENEMY; - - //By default, target just characters. - skill->db[idx].unit_target |= BL_CHAR; - if (skill->db[idx].unit_flag&UF_NOPC) - skill->db[idx].unit_target &= ~BL_PC; - if (skill->db[idx].unit_flag&UF_NOMOB) - skill->db[idx].unit_target &= ~BL_MOB; - if (skill->db[idx].unit_flag&UF_SKILL) - skill->db[idx].unit_target |= BL_SKILL; - - return true; -} - -bool skill_parse_row_producedb(char* split[], int columns, int current) { -// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... - int x,y; - - int i = atoi(split[0]); - if( !i ) - return false; - - skill->produce_db[current].nameid = i; - skill->produce_db[current].itemlv = atoi(split[1]); - skill->produce_db[current].req_skill = atoi(split[2]); - skill->produce_db[current].req_skill_lv = atoi(split[3]); - - for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { - skill->produce_db[current].mat_id[y] = atoi(split[x]); - skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); - } - - return true; -} - -bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { -// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 - int x,y; - - int i = atoi(split[0]); - if( !i ) - return false; - - skill->arrow_db[current].nameid = i; - - for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { - skill->arrow_db[current].cre_id[y] = atoi(split[x]); - skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); - } - - return true; -} -bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { -// skill_id,PreservePoints - - uint16 skill_id = atoi(split[0]); - int points = atoi(split[1]); - int nameid = atoi(split[2]); - - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) - ShowError("spellbook_db: Invalid skill ID %d\n", skill_id); - if ( !skill->get_inf(skill_id) ) - ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id)); - if( points < 1 ) - ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); - else { - skill->spellbook_db[current].skill_id = skill_id; - skill->spellbook_db[current].point = points; - skill->spellbook_db[current].nameid = nameid; - - return true; - } - - return false; -} -bool skill_parse_row_improvisedb(char* split[], int columns, int current) { -// SkillID,Rate - uint16 skill_id = atoi(split[0]); - short j = atoi(split[1]); - - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { - ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id); - return false; - } - if ( !skill->get_inf(skill_id) ) { - ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - if( j < 1 ) { - ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - if( current >= MAX_SKILL_IMPROVISE_DB ) { - ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); - } - skill->improvise_db[current].skill_id = skill_id; - skill->improvise_db[current].per = j; // Still need confirm it. - - return true; -} -bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { -// SkillID - uint16 skill_id = atoi(split[0]); - - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { - ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); - return false; - } - if ( !skill->get_inf(skill_id) ) { - ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - - skill->magicmushroom_db[current].skill_id = skill_id; - - return true; -} - -bool skill_parse_row_reproducedb(char* split[], int column, int current) { - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) - return false; - - skill->reproduce_db[idx] = true; - - return true; -} - - -bool skill_parse_row_abradb(char* split[], int columns, int current) { -// skill_id,DummyName,RequiredHocusPocusLevel,Rate - uint16 skill_id = atoi(split[0]); - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { - ShowError("abra_db: Invalid skill ID %d\n", skill_id); - return false; - } - if ( !skill->get_inf(skill_id) ) { - ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - - skill->abra_db[current].skill_id = skill_id; - skill->abra_db[current].req_lv = atoi(split[2]); - skill->abra_db[current].per = atoi(split[3]); - - return true; -} - -bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { -// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 - uint16 skill_id = atoi(split[0]); - short j = atoi(split[1]); - int x,y; - - for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){ - if( skill->produce_db[x].nameid == skill_id ) - if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) - break; - } - - if( x >= MAX_SKILL_PRODUCE_DB ){ - ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id); - return false; - } - - if( current >= MAX_SKILL_PRODUCE_DB ) { - ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); - } - - skill->changematerial_db[current].itemid = skill_id; - skill->changematerial_db[current].rate = j; - - for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { - skill->changematerial_db[current].qty[y] = atoi(split[x]); - skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); - } - - return true; -} - -/*=============================== - * DB reading. - * skill_db.txt - * skill_require_db.txt - * skill_cast_db.txt - * skill_castnodex_db.txt - * skill_nocast_db.txt - * skill_unit_db.txt - * produce_db.txt - * create_arrow_db.txt - * abra_db.txt - *------------------------------*/ -void skill_readdb(bool minimal) { - // init skill db structures - db_clear(skill->name2id_db); - - /* when != it was called during init and this procedure was already performed by skill_defaults() */ - if( runflag == MAPSERVER_ST_RUNNING ) { - memset(skill->db,0,sizeof(skill->db) - + sizeof(skill->produce_db) - + sizeof(skill->arrow_db) - + sizeof(skill->abra_db) - + sizeof(skill->magicmushroom_db) - + sizeof(skill->improvise_db) - + sizeof(skill->changematerial_db) - + sizeof(skill->spellbook_db) - + sizeof(skill->reproduce_db) - ); - } - - // load skill databases - safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); - safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); - -#ifdef ENABLE_CASE_CHECK - script->parser_current_file = DBPATH"skill_db.txt"; -#endif // ENABLE_CASE_CHECK - sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); -#ifdef ENABLE_CASE_CHECK - script->parser_current_file = NULL; -#endif // ENABLE_CASE_CHECK - - if (minimal) - return; - - sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); -#ifdef RENEWAL_CAST - sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); -#else - sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); -#endif - sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); - sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); - - skill->init_unit_layout(); - sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); - sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); - sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); - //Warlock - sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); - //Guillotine Cross - sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); - sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); - sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); - sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); -} - -void skill_reload (void) { - struct s_mapiterator *iter; - struct map_session_data *sd; - int i,c,k; - - skill->read_db(false); - - //[Ind/Hercules] refresh index cache - for(c = 0; c < CLASS_COUNT; c++) { - for( i = 0; i < MAX_SKILL_TREE; i++ ) { - if( pc->skill_tree[c][i].id ) { - pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id); - for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { - if( pc->skill_tree[c][i].need[k].id ) - pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id); - } - } - } - } - chrif->skillid2idx(0); - /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ - iter = mapit_getallusers(); - for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) - clif->skillinfoblock(sd); - mapit->free(iter); - -} - -/*========================================== - * - *------------------------------------------*/ -int do_init_skill(bool minimal) { - skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); - skill->read_db(minimal); - - if (minimal) - return 0; - - skill->group_db = idb_alloc(DB_OPT_BASE); - skill->unit_db = idb_alloc(DB_OPT_BASE); - skill->cd_db = idb_alloc(DB_OPT_BASE); - skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); - skill->bowling_db = idb_alloc(DB_OPT_BASE); - skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); - skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK); - skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); - skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); - - ers_chunk_size(skill->cd_ers, 25); - ers_chunk_size(skill->cd_entry_ers, 100); - ers_chunk_size(skill->unit_ers, 150); - ers_chunk_size(skill->timer_ers, 150); - - timer->add_func_list(skill->unit_timer,"skill_unit_timer"); - timer->add_func_list(skill->castend_id,"skill_castend_id"); - timer->add_func_list(skill->castend_pos,"skill_castend_pos"); - timer->add_func_list(skill->timerskill,"skill_timerskill"); - timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); - - timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); - - return 0; -} - -int do_final_skill(void) { - - db_destroy(skill->name2id_db); - db_destroy(skill->group_db); - db_destroy(skill->unit_db); - db_destroy(skill->cd_db); - db_destroy(skill->usave_db); - db_destroy(skill->bowling_db); - ers_destroy(skill->unit_ers); - ers_destroy(skill->timer_ers); - ers_destroy(skill->cd_ers); - ers_destroy(skill->cd_entry_ers); - return 0; -} -/* initialize the interface */ -void skill_defaults(void) { - const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; - const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; - - skill = &skill_s; - skill->init = do_init_skill; - skill->final = do_final_skill; - skill->reload = skill_reload; - skill->read_db = skill_readdb; - /* */ - skill->cd_db = NULL; - skill->name2id_db = NULL; - skill->unit_db = NULL; - skill->usave_db = NULL; - skill->bowling_db = NULL; - skill->group_db = NULL; - /* */ - skill->unit_ers = NULL; - skill->timer_ers = NULL; - skill->cd_ers = NULL; - skill->cd_entry_ers = NULL; - /* one huge 0, follows skill.h order */ - memset(skill->db,0,sizeof(skill->db) - + sizeof(skill->produce_db) - + sizeof(skill->arrow_db) - + sizeof(skill->abra_db) - + sizeof(skill->magicmushroom_db) - + sizeof(skill->improvise_db) - + sizeof(skill->changematerial_db) - + sizeof(skill->spellbook_db) - + sizeof(skill->reproduce_db) - + sizeof(skill->unit_layout) - ); - /* */ - memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); - memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); - skill->firewall_unit_pos = 0; - skill->icewall_unit_pos = 0; - skill->earthstrain_unit_pos = 0; - memset(&skill->area_temp,0,sizeof(skill->area_temp)); - memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); - skill->unit_group_newid = 0; - /* accessors */ - skill->get_index = skill_get_index; - skill->get_type = skill_get_type; - skill->get_hit = skill_get_hit; - skill->get_inf = skill_get_inf; - skill->get_ele = skill_get_ele; - skill->get_nk = skill_get_nk; - skill->get_max = skill_get_max; - skill->get_range = skill_get_range; - skill->get_range2 = skill_get_range2; - skill->get_splash = skill_get_splash; - skill->get_hp = skill_get_hp; - skill->get_mhp = skill_get_mhp; - skill->get_sp = skill_get_sp; - skill->get_state = skill_get_state; - skill->get_spiritball = skill_get_spiritball; - skill->get_zeny = skill_get_zeny; - skill->get_num = skill_get_num; - skill->get_cast = skill_get_cast; - skill->get_delay = skill_get_delay; - skill->get_walkdelay = skill_get_walkdelay; - skill->get_time = skill_get_time; - skill->get_time2 = skill_get_time2; - skill->get_castnodex = skill_get_castnodex; - skill->get_delaynodex = skill_get_delaynodex; - skill->get_castdef = skill_get_castdef; - skill->get_weapontype = skill_get_weapontype; - skill->get_ammotype = skill_get_ammotype; - skill->get_ammo_qty = skill_get_ammo_qty; - skill->get_unit_id = skill_get_unit_id; - skill->get_inf2 = skill_get_inf2; - skill->get_castcancel = skill_get_castcancel; - skill->get_maxcount = skill_get_maxcount; - skill->get_blewcount = skill_get_blewcount; - skill->get_unit_flag = skill_get_unit_flag; - skill->get_unit_target = skill_get_unit_target; - skill->get_unit_interval = skill_get_unit_interval; - skill->get_unit_bl_target = skill_get_unit_bl_target; - skill->get_unit_layout_type = skill_get_unit_layout_type; - skill->get_unit_range = skill_get_unit_range; - skill->get_cooldown = skill_get_cooldown; - skill->tree_get_max = skill_tree_get_max; - skill->get_name = skill_get_name; - skill->get_desc = skill_get_desc; - skill->chk = skill_chk; - skill->get_casttype = skill_get_casttype; - skill->get_casttype2 = skill_get_casttype2; - skill->is_combo = skill_is_combo; - skill->name2id = skill_name2id; - skill->isammotype = skill_isammotype; - skill->castend_id = skill_castend_id; - skill->castend_pos = skill_castend_pos; - skill->castend_map = skill_castend_map; - skill->cleartimerskill = skill_cleartimerskill; - skill->addtimerskill = skill_addtimerskill; - skill->additional_effect = skill_additional_effect; - skill->counter_additional_effect = skill_counter_additional_effect; - skill->blown = skill_blown; - skill->break_equip = skill_break_equip; - skill->strip_equip = skill_strip_equip; - skill->id2group = skill_id2group; - skill->unitsetting = skill_unitsetting; - skill->initunit = skill_initunit; - skill->delunit = skill_delunit; - skill->init_unitgroup = skill_initunitgroup; - skill->del_unitgroup = skill_delunitgroup; - skill->clear_unitgroup = skill_clear_unitgroup; - skill->clear_group = skill_clear_group; - skill->unit_onplace = skill_unit_onplace; - skill->unit_ondamaged = skill_unit_ondamaged; - skill->cast_fix = skill_castfix; - skill->cast_fix_sc = skill_castfix_sc; - skill->vf_cast_fix = skill_vfcastfix; - skill->delay_fix = skill_delay_fix; - skill->check_condition_castbegin = skill_check_condition_castbegin; - skill->check_condition_castend = skill_check_condition_castend; - skill->consume_requirement = skill_consume_requirement; - skill->get_requirement = skill_get_requirement; - skill->check_pc_partner = skill_check_pc_partner; - skill->unit_move = skill_unit_move; - skill->unit_onleft = skill_unit_onleft; - skill->unit_onout = skill_unit_onout; - skill->unit_move_unit_group = skill_unit_move_unit_group; - skill->sit = skill_sit; - skill->brandishspear = skill_brandishspear; - skill->repairweapon = skill_repairweapon; - skill->identify = skill_identify; - skill->weaponrefine = skill_weaponrefine; - skill->autospell = skill_autospell; - skill->calc_heal = skill_calc_heal; - skill->check_cloaking = skill_check_cloaking; - skill->check_cloaking_end = skill_check_cloaking_end; - skill->can_cloak = skill_can_cloak; - skill->enchant_elemental_end = skill_enchant_elemental_end; - skill->not_ok = skillnotok; - skill->not_ok_hom = skillnotok_hom; - skill->not_ok_mercenary = skillnotok_mercenary; - skill->chastle_mob_changetarget = skill_chastle_mob_changetarget; - skill->can_produce_mix = skill_can_produce_mix; - skill->produce_mix = skill_produce_mix; - skill->arrow_create = skill_arrow_create; - skill->castend_nodamage_id = skill_castend_nodamage_id; - skill->castend_damage_id = skill_castend_damage_id; - skill->castend_pos2 = skill_castend_pos2; - skill->blockpc_start = skill_blockpc_start_; - skill->blockhomun_start = skill_blockhomun_start; - skill->blockmerc_start = skill_blockmerc_start; - skill->attack = skill_attack; - skill->attack_area = skill_attack_area; - skill->area_sub = skill_area_sub; - skill->area_sub_count = skill_area_sub_count; - skill->check_unit_range = skill_check_unit_range; - skill->check_unit_range_sub = skill_check_unit_range_sub; - skill->check_unit_range2 = skill_check_unit_range2; - skill->check_unit_range2_sub = skill_check_unit_range2_sub; - skill->toggle_magicpower = skill_toggle_magicpower; - skill->magic_reflect = skill_magic_reflect; - skill->onskillusage = skill_onskillusage; - skill->cell_overlap = skill_cell_overlap; - skill->timerskill = skill_timerskill; - skill->trap_splash = skill_trap_splash; - skill->check_condition_mercenary = skill_check_condition_mercenary; - skill->locate_element_field = skill_locate_element_field; - skill->graffitiremover = skill_graffitiremover; - skill->activate_reverberation = skill_activate_reverberation; - skill->dance_overlap = skill_dance_overlap; - skill->dance_overlap_sub = skill_dance_overlap_sub; - skill->get_unit_layout = skill_get_unit_layout; - skill->frostjoke_scream = skill_frostjoke_scream; - skill->greed = skill_greed; - skill->destroy_trap = skill_destroy_trap; - skill->unitgrouptickset_search = skill_unitgrouptickset_search; - skill->dance_switch = skill_dance_switch; - skill->check_condition_char_sub = skill_check_condition_char_sub; - skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; - skill->brandishspear_first = skill_brandishspear_first; - skill->brandishspear_dir = skill_brandishspear_dir; - skill->get_fixed_cast = skill_get_fixed_cast; - skill->sit_count = skill_sit_count; - skill->sit_in = skill_sit_in; - skill->sit_out = skill_sit_out; - skill->unitsetmapcell = skill_unitsetmapcell; - skill->unit_onplace_timer = skill_unit_onplace_timer; - skill->unit_effect = skill_unit_effect; - skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace; - skill->unit_move_sub = skill_unit_move_sub; - skill->blockpc_end = skill_blockpc_end; - skill->blockhomun_end = skill_blockhomun_end; - skill->blockmerc_end = skill_blockmerc_end; - skill->split_atoi = skill_split_atoi; - skill->unit_timer = skill_unit_timer; - skill->unit_timer_sub = skill_unit_timer_sub; - skill->init_unit_layout = skill_init_unit_layout; - skill->parse_row_skilldb = skill_parse_row_skilldb; - skill->parse_row_requiredb = skill_parse_row_requiredb; - skill->parse_row_castdb = skill_parse_row_castdb; - skill->parse_row_castnodexdb = skill_parse_row_castnodexdb; - skill->parse_row_unitdb = skill_parse_row_unitdb; - skill->parse_row_producedb = skill_parse_row_producedb; - skill->parse_row_createarrowdb = skill_parse_row_createarrowdb; - skill->parse_row_abradb = skill_parse_row_abradb; - skill->parse_row_spellbookdb = skill_parse_row_spellbookdb; - skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb; - skill->parse_row_reproducedb = skill_parse_row_reproducedb; - skill->parse_row_improvisedb = skill_parse_row_improvisedb; - skill->parse_row_changematerialdb = skill_parse_row_changematerialdb; - skill->usave_add = skill_usave_add; - skill->usave_trigger = skill_usave_trigger; - skill->cooldown_load = skill_cooldown_load; - skill->spellbook = skill_spellbook; - skill->block_check = skill_block_check; - skill->detonator = skill_detonator; - skill->check_camouflage = skill_check_camouflage; - skill->magicdecoy = skill_magicdecoy; - skill->poisoningweapon = skill_poisoningweapon; - skill->select_menu = skill_select_menu; - skill->elementalanalysis = skill_elementalanalysis; - skill->changematerial = skill_changematerial; - skill->get_elemental_type = skill_get_elemental_type; - skill->cooldown_save = skill_cooldown_save; - skill->get_new_group_id = skill_get_new_group_id; - skill->check_shadowform = skill_check_shadowform; -} +// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
+
+#define HERCULES_CORE
+
+#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION()
+#include "skill.h"
+
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <time.h>
+
+#include "battle.h"
+#include "battleground.h"
+#include "chrif.h"
+#include "clif.h"
+#include "date.h"
+#include "elemental.h"
+#include "guild.h"
+#include "homunculus.h"
+#include "intif.h"
+#include "itemdb.h"
+#include "log.h"
+#include "map.h"
+#include "mercenary.h"
+#include "mob.h"
+#include "npc.h"
+#include "party.h"
+#include "path.h"
+#include "pc.h"
+#include "pet.h"
+#include "script.h"
+#include "status.h"
+#include "unit.h"
+#include "../common/cbasetypes.h"
+#include "../common/ers.h"
+#include "../common/malloc.h"
+#include "../common/nullpo.h"
+#include "../common/random.h"
+#include "../common/showmsg.h"
+#include "../common/strlib.h"
+#include "../common/timer.h"
+#include "../common/utils.h"
+
+#define SKILLUNITTIMER_INTERVAL 100
+
+// ranges reserved for mapping skill ids to skilldb offsets
+#define HM_SKILLRANGEMIN 750
+#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL)
+#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1)
+#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL)
+#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1)
+#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL)
+#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1)
+#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL)
+
+#if GD_SKILLRANGEMAX > 999
+ #error GD_SKILLRANGEMAX is greater than 999
+#endif
+
+struct skill_interface skill_s;
+
+//Since only mob-casted splash skills can hit ice-walls
+static inline int splash_target(struct block_list* bl) {
+#ifndef RENEWAL
+ return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
+#else // Some skills can now hit ground skills(traps, ice wall & etc.)
+ return BL_SKILL|BL_CHAR;
+#endif
+}
+
+/// Returns the id of the skill, or 0 if not found.
+int skill_name2id(const char* name) {
+ if( name == NULL )
+ return 0;
+
+ return strdb_iget(skill->name2id_db, name);
+}
+
+/// Maps skill ids to skill db offsets.
+/// Returns the skill's array index, or 0 (Unknown Skill).
+int skill_get_index( uint16 skill_id ) {
+ // avoid ranges reserved for mapping guild/homun/mercenary skills
+ if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
+ || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
+ || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
+ || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
+ return 0;
+
+ // map skill id to skill db index
+ if( skill_id >= GD_SKILLBASE )
+ skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
+ else if( skill_id >= EL_SKILLBASE )
+ skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
+ else if( skill_id >= MC_SKILLBASE )
+ skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
+ else if( skill_id >= HM_SKILLBASE )
+ skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
+ //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/
+ else if( skill_id > 1019 && skill_id < 8001 ) {
+ if( skill_id < 2058 ) // 1020 - 2000 are empty
+ skill_id = 1020 + skill_id - 2001;
+ else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57
+ skill_id = (1077) + skill_id - 2201;
+ else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348
+ skill_id = (1425) + skill_id - 3001;
+ else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35
+ skill_id = (1460) + skill_id - 5001;
+ else
+ ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id);
+ }
+
+ // validate result
+ if( !skill_id || skill_id >= MAX_SKILL_DB )
+ return 0;
+
+ return skill_id;
+}
+
+const char* skill_get_name( uint16 skill_id ) {
+ return skill->db[skill->get_index(skill_id)].name;
+}
+
+const char* skill_get_desc( uint16 skill_id ) {
+ return skill->db[skill->get_index(skill_id)].desc;
+}
+
+// out of bounds error checking [celest]
+void skill_chk(uint16* skill_id) {
+ *skill_id = skill->get_index(*skill_id); // checks/adjusts id
+}
+
+#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0)
+#define skill_get2(var,id,lv) do { \
+ skill->chk(&(id)); \
+ if(!(id)) return 0; \
+ if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \
+ int lv2__ = (lv); (lv) = skill->db[(id)].max; \
+ return (var) + ((lv2__-(lv))/2);\
+ } \
+ return (var);\
+} while(0)
+#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1)
+// Skill DB
+int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); }
+int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); }
+int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
+int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); }
+int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); }
+int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
+int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); }
+int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); }
+int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); }
+int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); }
+int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); }
+int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); }
+int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); }
+int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); }
+int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); }
+int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); }
+int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); }
+int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); }
+int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); }
+int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); }
+int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) {
+#ifdef RENEWAL_CAST
+ skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv);
+#else
+ return 0;
+#endif
+}
+int skill_tree_get_max(uint16 skill_id, int b_class)
+{
+ int i;
+ b_class = pc->class2idx(b_class);
+
+ ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id );
+ if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id )
+ return pc->skill_tree[b_class][i].max;
+ else
+ return skill->get_max(skill_id);
+}
+
+int skill_get_casttype (uint16 skill_id) {
+ int inf = skill->get_inf(skill_id);
+ if (inf&(INF_GROUND_SKILL))
+ return CAST_GROUND;
+ if (inf&INF_SUPPORT_SKILL)
+ return CAST_NODAMAGE;
+ if (inf&INF_SELF_SKILL) {
+ if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF)
+ return CAST_DAMAGE; //Combo skill.
+ return CAST_NODAMAGE;
+ }
+ if (skill->get_nk(skill_id)&NK_NO_DAMAGE)
+ return CAST_NODAMAGE;
+ return CAST_DAMAGE;
+}
+
+int skill_get_casttype2 (uint16 index) {
+ int inf = skill->db[index].inf;
+ if (inf&(INF_GROUND_SKILL))
+ return CAST_GROUND;
+ if (inf&INF_SUPPORT_SKILL)
+ return CAST_NODAMAGE;
+ if (inf&INF_SELF_SKILL) {
+ if(skill->db[index].inf2&INF2_NO_TARGET_SELF)
+ return CAST_DAMAGE; //Combo skill.
+ return CAST_NODAMAGE;
+ }
+ if (skill->db[index].nk&NK_NO_DAMAGE)
+ return CAST_NODAMAGE;
+ return CAST_DAMAGE;
+}
+
+//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
+int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
+ int range;
+ if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
+ return 9; //Mobs have a range of 9 regardless of skill used.
+
+ range = skill->get_range(skill_id, skill_lv);
+
+ if( range < 0 ) {
+ if( battle_config.use_weapon_skill_range&bl->type )
+ return status_get_range(bl);
+ range *=-1;
+ }
+
+ //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
+ switch( skill_id ) {
+ case AC_SHOWER:
+ case MA_SHOWER:
+ case AC_DOUBLE:
+ case MA_DOUBLE:
+ case HT_BLITZBEAT:
+ case AC_CHARGEARROW:
+ case MA_CHARGEARROW:
+ case SN_FALCONASSAULT:
+ case HT_POWER:
+ /**
+ * Ranger
+ **/
+ case RA_ARROWSTORM:
+ case RA_AIMEDBOLT:
+ case RA_WUGBITE:
+ if( bl->type == BL_PC )
+ range += pc->checkskill((TBL_PC*)bl, AC_VULTURE);
+ else
+ range += 10; //Assume level 10?
+ break;
+ // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
+ case GS_RAPIDSHOWER:
+ case GS_PIERCINGSHOT:
+ case GS_FULLBUSTER:
+ case GS_SPREADATTACK:
+ case GS_GROUNDDRIFT:
+ if (bl->type == BL_PC)
+ range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE);
+ else
+ range += 10; //Assume level 10?
+ break;
+ case NJ_KIRIKAGE:
+ if (bl->type == BL_PC)
+ range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_WHITEIMPRISON:
+ case WL_SOULEXPANSION:
+ case WL_MARSHOFABYSS:
+ case WL_SIENNAEXECRATE:
+ case WL_DRAINLIFE:
+ case WL_CRIMSONROCK:
+ case WL_HELLINFERNO:
+ case WL_COMET:
+ case WL_CHAINLIGHTNING:
+ case WL_TETRAVORTEX:
+ case WL_EARTHSTRAIN:
+ case WL_RELEASE:
+ if( bl->type == BL_PC )
+ range += pc->checkskill((TBL_PC*)bl, WL_RADIUS);
+ break;
+ /**
+ * Ranger Bonus
+ **/
+ case HT_LANDMINE:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case RA_CLUSTERBOMB:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ if( bl->type == BL_PC )
+ range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
+ }
+
+ if( !range && bl->type != BL_PC )
+ return 9; // Enable non players to use self skills on others. [Skotlex]
+ return range;
+}
+
+int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
+ int skill2_lv, hp;
+ struct map_session_data *sd = BL_CAST(BL_PC, src);
+ struct map_session_data *tsd = BL_CAST(BL_PC, target);
+ struct status_change* sc;
+
+ nullpo_ret(src);
+
+ switch( skill_id ) {
+ case BA_APPLEIDUN:
+#ifdef RENEWAL
+ hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
+#else // not RENEWAL
+ hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
+#endif // RENEWAL
+ if( sd )
+ hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
+ break;
+ case PR_SANCTUARY:
+ hp = (skill_lv>6)?777:skill_lv*100;
+ break;
+ case NPC_EVILLAND:
+ hp = (skill_lv>6)?666:skill_lv*100;
+ break;
+ default:
+ if (skill_lv >= battle_config.max_heal_lv)
+ return battle_config.max_heal;
+#ifdef RENEWAL
+ /**
+ * Renewal Heal Formula
+ * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
+ **/
+ hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
+#else // not RENEWAL
+ hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
+#endif // RENEWAL
+ if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
+ hp += hp * skill2_lv * 2 / 100;
+ else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
+ hp += hp * skill2_lv * 2 / 100;
+ break;
+ }
+
+ if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
+ hp >>= 1;
+
+ if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) )
+ hp += hp*skill2_lv/100;
+
+ if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) )
+ hp += hp*skill2_lv/100;
+
+ sc = status->get_sc(src);
+ if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) {
+ if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL )
+ hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
+ }
+ sc = status->get_sc(target);
+ if( sc && sc->count ) {
+ if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
+ hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
+ if( sc->data[SC_DEATHHURT] && heal )
+ hp -= hp * 20/100;
+ if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
+ hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
+ if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
+ hp += hp / 10;
+ if ( sc && sc->data[SC_VITALITYACTIVATION] )
+ hp = hp * 150 / 100;
+ }
+
+#ifdef RENEWAL
+ // MATK part of the RE heal formula [malufett]
+ // Note: in this part matk bonuses from items or skills are not applied
+ switch( skill_id ) {
+ case BA_APPLEIDUN:
+ case PR_SANCTUARY:
+ case NPC_EVILLAND:
+ break;
+ default:
+ hp += status->get_matk(src, 3);
+ }
+#endif // RENEWAL
+ return hp;
+}
+
+// Making plagiarize check its own function [Aru]
+int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
+{
+ // Never copy NPC/Wedding Skills
+ if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
+ return 0;
+
+ // High-class skills
+ if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
+ {
+ if(battle_config.copyskill_restrict == 2)
+ return 0;
+ else if(battle_config.copyskill_restrict)
+ return (sd->status.class_ == JOB_STALKER);
+ }
+
+ //Added so plagarize can't copy agi/bless if you're undead since it damages you
+ if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
+ skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
+ skill_id == MER_INCAGI || skill_id == MER_BLESSING))
+ return 0;
+
+ // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
+ if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE)))
+ return 0;
+ // Reproduce will only copy skills according on the list. [Jobbie]
+ else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] )
+ return 0;
+
+ return 1;
+}
+
+// [MouseJstr] - skill ok to cast? and when?
+int skillnotok (uint16 skill_id, struct map_session_data *sd)
+{
+ int16 idx,m;
+ nullpo_retr (1, sd);
+ m = sd->bl.m;
+ idx = skill->get_index(skill_id);
+
+ if (idx == 0)
+ return 1; // invalid skill id
+
+ if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) )
+ return 1;
+
+ if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
+ return 0; // can do any damn thing they want
+
+ if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
+ return 0; // Teleport lv 3 bypasses this check.[Inkfish]
+
+ // Epoque:
+ // This code will compare the player's attack motion value which is influenced by ASPD before
+ // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
+ // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
+ if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
+ DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
+ {// attempted to cast a skill before the attack motion has finished
+ return 1;
+ }
+
+ if (sd->blockskill[idx]) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
+ return 1;
+ }
+
+ /**
+ * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below
+ * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
+ **/
+ if( sd->skillitem == skill_id )
+ return 0;
+
+ if( sd->sc.data[SC_ALL_RIDING] )
+ return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
+
+ switch (skill_id) {
+ case AL_WARP:
+ case RETURN_TO_ELDICASTES:
+ case ALL_GUARDIAN_RECALL:
+ case ECLAGE_RECALL:
+ if(map->list[m].flag.nowarp) {
+ clif->skill_mapinfomessage(sd,0);
+ return 1;
+ }
+ return 0;
+ case AL_TELEPORT:
+ case SC_FATALMENACE:
+ case SC_DIMENSIONDOOR:
+ if(map->list[m].flag.noteleport) {
+ clif->skill_mapinfomessage(sd,0);
+ return 1;
+ }
+ return 0; // gonna be checked in 'skill->castend_nodamage_id'
+ case WE_CALLPARTNER:
+ case WE_CALLPARENT:
+ case WE_CALLBABY:
+ if (map->list[m].flag.nomemo) {
+ clif->skill_mapinfomessage(sd,1);
+ return 1;
+ }
+ break;
+ case MC_VENDING:
+ case ALL_BUYING_STORE:
+ if( npc->isnear(&sd->bl) ) {
+ // uncomment for more verbose message.
+ //char output[150];
+ //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC."
+ //clif->message(sd->fd, output);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
+ return 1;
+ }
+ case MC_IDENTIFY:
+ return 0; // always allowed
+ case WZ_ICEWALL:
+ // noicewall flag [Valaris]
+ if (map->list[m].flag.noicewall) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ break;
+ case GC_DARKILLUSION:
+ if( map_flag_gvg2(m) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ break;
+ case GD_EMERGENCYCALL:
+ if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1))
+ || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4))
+ || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle)
+ ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ break;
+
+ case SC_MANHOLE:
+ case WM_SOUND_OF_DESTRUCTION:
+ case WM_SATURDAY_NIGHT_FEVER:
+ case WM_LULLABY_DEEPSLEEP:
+ if( !map_flag_vs(m) ) {
+ clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails.
+ return 1;
+ }
+ break;
+
+ }
+ return (map->list[m].flag.noskill);
+}
+
+int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
+{
+ uint16 idx = skill->get_index(skill_id);
+ nullpo_retr(1,hd);
+
+ if (idx == 0)
+ return 1; // invalid skill id
+
+ if (hd->blockskill[idx] > 0)
+ return 1;
+ switch(skill_id){
+ case MH_LIGHT_OF_REGENE:
+ if( homun->get_intimacy_grade(hd) != 4 ){
+ if( hd->master )
+ clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
+ return 1;
+ }
+ break;
+ case MH_GOLDENE_FERSE: //can be used with angriff
+ if(hd->sc.data[SC_ANGRIFFS_MODUS])
+ return 1;
+ case MH_ANGRIFFS_MODUS:
+ if(hd->sc.data[SC_GOLDENE_FERSE])
+ return 1;
+ break;
+ }
+
+ //Use master's criteria.
+ return skill->not_ok(skill_id, hd->master);
+}
+
+int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
+{
+ uint16 idx = skill->get_index(skill_id);
+ nullpo_retr(1,md);
+
+ if( idx == 0 )
+ return 1; // Invalid Skill ID
+ if( md->blockskill[idx] > 0 )
+ return 1;
+
+ return skill->not_ok(skill_id, md->master);
+}
+
+struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
+ int pos = skill->get_unit_layout_type(skill_id,skill_lv);
+ uint8 dir;
+
+ if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
+ ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
+ pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
+ }
+
+ if (pos != -1) // simple single-definition layout
+ return &skill->unit_layout[pos];
+
+ dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction
+
+ if (skill_id == MG_FIREWALL)
+ return &skill->unit_layout [skill->firewall_unit_pos + dir];
+ else if (skill_id == WZ_ICEWALL)
+ return &skill->unit_layout [skill->icewall_unit_pos + dir];
+ else if( skill_id == WL_EARTHSTRAIN ) //Warlock
+ return &skill->unit_layout [skill->earthstrain_unit_pos + dir];
+
+ ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
+ return &skill->unit_layout[0]; // default 1x1 layout
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) {
+ struct map_session_data *sd, *dstsd;
+ struct mob_data *md, *dstmd;
+ struct status_data *sstatus, *tstatus;
+ struct status_change *sc, *tsc;
+
+ int temp;
+ int rate;
+
+ nullpo_ret(src);
+ nullpo_ret(bl);
+
+ if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
+
+ if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
+ return 0;
+
+ sd = BL_CAST(BL_PC, src);
+ md = BL_CAST(BL_MOB, src);
+ dstsd = BL_CAST(BL_PC, bl);
+ dstmd = BL_CAST(BL_MOB, bl);
+
+ sc = status->get_sc(src);
+ tsc = status->get_sc(bl);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(bl);
+ if (!tsc) //skill additional effect is about adding effects to the target...
+ //So if the target can't be inflicted with statuses, this is pointless.
+ return 0;
+
+ if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
+ if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
+ // Trigger status effects
+ enum sc_type type;
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
+ rate = sd->addeff[i].rate;
+ if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
+ rate += sd->addeff[i].arrow_rate;
+ if( !rate ) continue;
+
+ if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
+ // Trigger has attack type consideration.
+ if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
+ (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
+ (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
+ else
+ continue;
+ }
+
+ if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
+ // Trigger has range consideration.
+ if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
+ (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
+ continue; //Range Failed.
+ }
+
+ type = sd->addeff[i].id;
+ temp = skill->get_time2(status->sc2skill(type),7);
+
+ if (sd->addeff[i].flag&ATF_TARGET)
+ status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE);
+
+ if (sd->addeff[i].flag&ATF_SELF)
+ status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE);
+ }
+ }
+
+ if( skill_id ) {
+ // Trigger status effects on skills
+ enum sc_type type;
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
+ if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
+ continue;
+ type = sd->addeff3[i].id;
+ temp = skill->get_time2(status->sc2skill(type),7);
+
+ if( sd->addeff3[i].target&ATF_TARGET )
+ status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE);
+ if( sd->addeff3[i].target&ATF_SELF )
+ status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE);
+ }
+ }
+ }
+
+ if( dmg_lv < ATK_DEF ) // no damage, return;
+ return 0;
+
+ switch(skill_id) {
+ case 0: { // Normal attacks (no skill used)
+ if( attack_type&BF_SKILL )
+ break; // If a normal attack is a skill, it's splash damage. [Inkfish]
+ if(sd) {
+ // Automatic trigger of Blitz Beat
+ if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 &&
+ rnd()%1000 <= sstatus->luk*3 ) {
+ rate = sd->status.job_level / 10 + 1;
+ skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
+ }
+ // Automatic trigger of Warg Strike [Jobbie]
+ if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 )
+ skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
+ // Gank
+ if(dstmd && sd->status.weapon != W_BOW &&
+ (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 &&
+ (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
+ if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL)))
+ clif->skill_nodamage(src,bl,TF_STEAL,temp,1);
+ else
+ clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
+ }
+ // Chance to trigger Taekwon kicks [Dralnu]
+ if(sc && !sc->data[SC_COMBOATTACK]) {
+ if(sc->data[SC_STORMKICK_READY] &&
+ sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK,
+ bl->id, 2, 0,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex)))
+ ; //Stance triggered
+ else if(sc->data[SC_DOWNKICK_READY] &&
+ sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK,
+ bl->id, 2, 0,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex)))
+ ; //Stance triggered
+ else if(sc->data[SC_TURNKICK_READY] &&
+ sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK,
+ bl->id, 2, 0,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex)))
+ ; //Stance triggered
+ else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka]
+ rate = 20;
+ if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
+ rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
+ status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
+ }
+ sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex));
+ }
+ }
+ if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
+ skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
+ }
+
+ if (sc) {
+ struct status_change_entry *sce;
+ // Enchant Poison gives a chance to poison attacked enemies
+ if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
+ status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+ skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE);
+ // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
+ if((sce=sc->data[SC_EDP]))
+ sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
+ skill->get_time2(ASC_EDP,sce->val1));
+ }
+ }
+ break;
+
+ case SM_BASH:
+ if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
+ status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
+ skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE);
+ break;
+
+ case MER_CRASH:
+ sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case AS_VENOMKNIFE:
+ if (sd) //Poison chance must be that of Envenom. [Skotlex]
+ skill_lv = pc->checkskill(sd, TF_POISON);
+ case TF_POISON:
+ case AS_SPLASHER:
+ if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
+ && sd && skill_id==TF_POISON
+ )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+
+ case AS_SONICBLOW:
+ sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case WZ_FIREPILLAR:
+ unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1);
+ break;
+
+ case MG_FROSTDIVER:
+ #ifndef RENEWAL
+ case WZ_FROSTNOVA:
+ #endif
+ if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv))
+ && sd && skill_id == MG_FROSTDIVER
+ )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+
+ #ifdef RENEWAL
+ case WZ_FROSTNOVA:
+ sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ #endif
+
+ case WZ_STORMGUST:
+ /**
+ * Storm Gust counter was dropped in renewal
+ **/
+ #ifdef RENEWAL
+ sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ #else
+ //On third hit, there is a 150% to freeze the target
+ if(tsc->sg_counter >= 3 &&
+ sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv)))
+ tsc->sg_counter = 0;
+ /**
+ * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
+ **/
+ else if( tsc->sg_counter > 250 )
+ tsc->sg_counter = 0;
+ #endif
+ break;
+
+ case WZ_METEOR:
+ sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case WZ_VERMILION:
+ sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case HT_FLASHER:
+ sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case HT_SHOCKWAVE:
+ status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
+ break;
+
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case TF_SPRINKLESAND:
+ sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case TF_THROWSTONE:
+ if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) )
+ sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case NPC_DARKCROSS:
+ case CR_HOLYCROSS:
+ sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ //Chance to cause blind status vs demon and undead element, but not against players
+ if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
+ sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case AM_ACIDTERROR:
+ sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
+ clif->emotion(bl,E_OMG);
+ break;
+
+ case AM_DEMONSTRATION:
+ skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
+ break;
+
+ case CR_SHIELDCHARGE:
+ sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case PA_PRESSURE:
+ status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
+ break;
+
+ case RG_RAID:
+ sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+
+ #ifdef RENEWAL
+ sc_start(src,bl,SC_RAID,100,7,5000);
+ break;
+
+ case RG_BACKSTAP:
+ sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+ #endif
+ break;
+
+ case BA_FROSTJOKER:
+ sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case DC_SCREAM:
+ sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case BD_LULLABY:
+ sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case DC_UGLYDANCE:
+ rate = 5+5*skill_lv;
+ if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON)))
+ rate += 5+temp;
+ status_zap(bl, 0, rate);
+ break;
+ case SL_STUN:
+ if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
+ sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+
+ case NPC_PETRIFYATTACK:
+ sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv,
+ skill_lv,0,0,skill->get_time(skill_id,skill_lv),
+ skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_CURSEATTACK:
+ case NPC_SLEEPATTACK:
+ case NPC_BLINDATTACK:
+ case NPC_POISON:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ case NPC_HELLPOWER:
+ sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_ACIDBREATH:
+ case NPC_ICEBREATH:
+ sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_BLEEDING:
+ sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_MENTALBREAKER:
+ {
+ //Based on observations by [Tharis], Mental Breaker should do SP damage
+ //equal to Matk*skLevel.
+ rate = status->get_matk(src, 2);
+ rate*=skill_lv;
+ status_zap(bl, 0, rate);
+ break;
+ }
+ // Equipment breaking monster skills [Celest]
+ case NPC_WEAPONBRAKER:
+ skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
+ break;
+ case NPC_ARMORBRAKE:
+ skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
+ break;
+ case NPC_HELMBRAKE:
+ skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
+ break;
+ case NPC_SHIELDBRAKE:
+ skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
+ break;
+
+ case CH_TIGERFIST:
+ sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
+ sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case ST_REJECTSWORD:
+ sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+
+ case PF_FOGWALL:
+ if (src != bl && !tsc->data[SC_DELUGE])
+ sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element
+ if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
+ sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case LK_JOINTBEAT:
+ if (tsc->jb_flag) {
+ enum sc_type type = status->skill2sc(skill_id);
+ sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
+ tsc->jb_flag = 0;
+ }
+ break;
+ case ASC_METEORASSAULT:
+ //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
+ switch(rnd()%3) {
+ case 0:
+ sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1));
+ break;
+ case 1:
+ sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
+ break;
+ default:
+ sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
+ }
+ break;
+
+ case HW_NAPALMVULCAN:
+ sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case WS_CARTTERMINATION:
+ sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case CR_ACIDDEMONSTRATION:
+ skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
+ break;
+
+ case TK_DOWNKICK:
+ sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case TK_JUMPKICK:
+ if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
+ {// debuff the following statuses
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ status_change_end(bl, SC_KAAHI, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ }
+ break;
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
+ if(attack_type&BF_MISC) //70% base stun chance...
+ sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case GS_BULLSEYE: //0.1% coma rate.
+ if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
+ status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE);
+ break;
+ case GS_PIERCINGSHOT:
+ sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NJ_HYOUSYOURAKU:
+ sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case GS_FLING:
+ sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv));
+ break;
+ case GS_DISARM:
+ rate = 3*skill_lv;
+ if (sstatus->dex > tstatus->dex)
+ rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
+ skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case NPC_EVILLAND:
+ sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_HELLJUDGEMENT:
+ sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_CRITICALWOUND:
+ sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case RK_WINDCUTTER:
+ sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case RK_DRAGONBREATH:
+ sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ break;
+ case RK_DRAGONBREATH_WATER:
+ sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ break;
+ case AB_ADORAMUS:
+ if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect.
+ sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case WL_CRIMSONROCK:
+ sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case WL_COMET:
+ sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
+ break;
+ case WL_EARTHSTRAIN:
+ {
+ int i;
+ const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
+
+ for( i = 0; i < skill_lv; i++ )
+ skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv,
+ skill_lv,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case WL_JACKFROST:
+ sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case WL_FROSTMISTY:
+ sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case RA_WUGBITE:
+ rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4;
+ if ( rate < 50 )
+ rate = 50;
+ sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0));
+ break;
+ case RA_SENSITIVEKEEN:
+ if( rnd()%100 < 8 * skill_lv )
+ skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
+ break;
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ if( dstmd && !(dstmd->status.mode&MD_BOSS) )
+ sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv));
+ break;
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
+ break;
+ case NC_PILEBUNKER:
+ if( rnd()%100 < 25 + 15 *skill_lv ) {
+ //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
+ status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
+ status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
+ status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
+ status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
+ status_change_end(bl, SC_BANDING, INVALID_TIMER);
+ status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
+ }
+ break;
+ case NC_FLAMELAUNCHER:
+ sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
+ break;
+ case NC_COLDSLOWER:
+ sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ if ( tsc && !tsc->data[SC_FREEZE] )
+ sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+ break;
+ case NC_POWERSWING:
+ // Use flag=2, the stun duration is not vit-reduced.
+ status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK);
+ if( rnd()%100 < 5*skill_lv )
+ skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1);
+ break;
+ case NC_MAGMA_ERUPTION:
+ sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
+ sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case GC_WEAPONCRUSH:
+ skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
+ break;
+ case GC_DARKCROW:
+ sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case LG_SHIELDPRESS:
+ rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4;
+ sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+ break;
+ case LG_HESPERUSLIT:
+ if ( sc && sc->data[SC_BANDING] ) {
+ if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT.
+ status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK);
+ else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5
+ skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0);
+ }
+ break;
+ case LG_PINPOINTATTACK:
+ rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10;
+ switch( skill_lv ) {
+ case 1:
+ sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case 2:
+ skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY);
+ break;
+ case 3:
+ skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY);
+ break;
+ case 4:
+ skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY);
+ break;
+ case 5:
+ skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY);
+ break;
+ }
+ break;
+ case LG_MOONSLASHER:
+ rate = 32 + 8 * skill_lv;
+ if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet.
+ skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
+ else if( dstmd && !is_boss(bl) )
+ sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
+ if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
+ sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
+ break;
+ case LG_EARTHDRIVE:
+ skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
+ sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_DRAGONCOMBO:
+ sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_FALLENEMPIRE:
+ sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_WINDMILL:
+ if( dstsd )
+ skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
+ else if( dstmd && !is_boss(bl) )
+ sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
+ break;
+ case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
+ sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_EARTHSHAKER:
+ sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case SR_HOWLINGOFLION:
+ sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SO_EARTHGRAVE:
+ sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
+ break;
+ case SO_DIAMONDDUST:
+ rate = 5 + 5 * skill_lv;
+ if( sc && sc->data[SC_COOLER_OPTION] )
+ rate += sc->data[SC_COOLER_OPTION]->val3 / 5;
+ sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv));
+ break;
+ case SO_VARETYR_SPEAR:
+ sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ if( sd ) {
+ switch( sd->itemid ) {
+ // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
+ case ITEMID_COCONUT_BOMB:
+ sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official
+ sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000);
+ break;
+ case ITEMID_MELON_BOMB:
+ sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed
+ break;
+ case ITEMID_BANANA_BOMB:
+ sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE?
+ sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds.
+ break;
+ }
+ sd->itemid = -1;
+ }
+ break;
+ case GN_HELLS_PLANT_ATK:
+ sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+ sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
+ break;
+ case EL_WIND_SLASH: // Non confirmed rate.
+ sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+ break;
+ case EL_STONE_HAMMER:
+ rate = 10 * skill_lv;
+ sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+ break;
+ case EL_ROCK_CRUSHER:
+ case EL_ROCK_CRUSHER_ATK:
+ sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+ break;
+ case EL_TYPOON_MIS:
+ sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case KO_JYUMONJIKIRI:
+ sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case KO_MAKIBISHI:
+ sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2));
+ break;
+ case MH_LAVA_SLIDE:
+ if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv));
+ break;
+ case MH_STAHL_HORN:
+ sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case MH_NEEDLE_OF_PARALYZE:
+ sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case GN_ILLUSIONDOPING:
+ if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate.
+ sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case MH_XENO_SLASHER:
+ sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+ break;
+ }
+
+ if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) {
+ //Pass heritage to Master for status causing effects. [Skotlex]
+ sd = map->id2sd(md->master_id);
+ src = sd?&sd->bl:src;
+ }
+
+ if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) {
+ // Coma, Breaking Equipment
+ if( sd && sd->special_state.bonus_coma ) {
+ rate = sd->weapon_coma_ele[tstatus->def_ele];
+ rate += sd->weapon_coma_race[tstatus->race];
+ rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+ if (rate)
+ status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE);
+ }
+ if (sd && battle_config.equip_self_break_rate) {
+ // Self weapon breaking
+ rate = battle_config.equip_natural_break_rate;
+ if( sc )
+ {
+ if(sc->data[SC_GIANTGROWTH])
+ rate += 10;
+ if(sc->data[SC_OVERTHRUST])
+ rate += 10;
+ if(sc->data[SC_OVERTHRUSTMAX])
+ rate += 10;
+ }
+ if( rate )
+ skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF);
+ }
+ if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) {
+ // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
+ // Target weapon breaking
+ rate = 0;
+ if( sd )
+ rate += sd->bonus.break_weapon_rate;
+ if( sc && sc->data[SC_MELTDOWN] )
+ rate += sc->data[SC_MELTDOWN]->val2;
+ if( rate )
+ skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
+
+ // Target armor breaking
+ rate = 0;
+ if( sd )
+ rate += sd->bonus.break_armor_rate;
+ if( sc && sc->data[SC_MELTDOWN] )
+ rate += sc->data[SC_MELTDOWN]->val3;
+ if( rate )
+ skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
+ }
+ if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
+ if (sd->def_set_race[tstatus->race].rate)
+ status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
+ 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK);
+ if (sd->def_set_race[tstatus->race].rate)
+ status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
+ 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK);
+ }
+ }
+
+ if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) {
+ struct unit_data *ud = unit->bl2ud(src);
+
+ if( sc->data[SC_WILD_STORM_OPTION] )
+ temp = sc->data[SC_WILD_STORM_OPTION]->val2;
+ else if( sc->data[SC_UPHEAVAL_OPTION] )
+ temp = sc->data[SC_UPHEAVAL_OPTION]->val2;
+ else if( sc->data[SC_TROPIC_OPTION] )
+ temp = sc->data[SC_TROPIC_OPTION]->val3;
+ else if( sc->data[SC_CHILLY_AIR_OPTION] )
+ temp = sc->data[SC_CHILLY_AIR_OPTION]->val3;
+ else
+ temp = 0;
+
+ if ( rnd()%100 < 25 && temp ){
+ skill->castend_damage_id(src, bl, temp, 5, tick, 0);
+
+ if (ud) {
+ rate = skill->delay_fix(src, temp, skill_lv);
+ if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
+ ud->canact_tick = tick+rate;
+ if ( battle_config.display_status_timers )
+ clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
+ }
+ }
+ }
+ }
+
+ // Autospell when attacking
+ if( sd && !status->isdead(bl) && sd->autospell[0].id ) {
+ struct block_list *tbl;
+ struct unit_data *ud;
+ int i, auto_skill_lv, type, notok;
+
+ for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
+
+ if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
+ sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
+ sd->autospell[i].flag&attack_type&BF_SKILLMASK))
+ continue; // one or more trigger conditions were not fulfilled
+
+ temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
+
+ sd->state.autocast = 1;
+ notok = skill->not_ok(temp, sd);
+ sd->state.autocast = 0;
+
+ if ( notok )
+ continue;
+
+ auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
+ if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv);
+
+ rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
+
+ if (rnd()%1000 >= rate)
+ continue;
+
+ tbl = (sd->autospell[i].id < 0) ? src : bl;
+
+ if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
+ int maxcount = 0;
+ if( !(BL_PC&battle_config.skill_reiteration) &&
+ skill->get_unit_flag(temp)&UF_NOREITERATION &&
+ skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv)
+ ) {
+ continue;
+ }
+ if( BL_PC&battle_config.skill_nofootset &&
+ skill->get_unit_flag(temp)&UF_NOFOOTSET &&
+ skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv)
+ ) {
+ continue;
+ }
+ if( BL_PC&battle_config.land_skill_limit &&
+ (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0
+ ) {
+ int v;
+ for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
+ if(sd->ud.skillunit[v]->skill_id == temp)
+ maxcount--;
+ }
+ if( maxcount == 0 ) {
+ continue;
+ }
+ }
+ }
+ if( battle_config.autospell_check_range &&
+ !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
+ continue;
+
+ if (temp == AS_SONICBLOW)
+ pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
+ else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding.
+ type = CAST_GROUND;
+
+ sd->state.autocast = 1;
+ skill->consume_requirement(sd,temp,auto_skill_lv,1);
+ skill->toggle_magicpower(src, temp);
+ switch (type) {
+ case CAST_GROUND:
+ skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0);
+ break;
+ }
+ sd->state.autocast = 0;
+ //Set canact delay. [Skotlex]
+ ud = unit->bl2ud(src);
+ if (ud) {
+ rate = skill->delay_fix(src, temp, auto_skill_lv);
+ if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
+ ud->canact_tick = tick+rate;
+ if ( battle_config.display_status_timers && sd )
+ clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
+ }
+ }
+ }
+ }
+
+ //Autobonus when attacking
+ if( sd && sd->autobonus[0].rate )
+ {
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
+ {
+ if( rnd()%1000 >= sd->autobonus[i].rate )
+ continue;
+ if( sd->autobonus[i].active != INVALID_TIMER )
+ continue;
+ if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
+ sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
+ sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
+ continue; // one or more trigger conditions were not fulfilled
+ pc->exeautobonus(sd,&sd->autobonus[i]);
+ }
+ }
+
+ //Polymorph
+ if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
+ dstmd && !(tstatus->mode&MD_BOSS) &&
+ (rnd()%10000 < sd->bonus.classchange))
+ {
+ struct mob_db *monster;
+ int class_;
+ temp = 0;
+ do {
+ do {
+ class_ = rnd() % MAX_MOB_DB;
+ } while (!mob->db_checkid(class_));
+
+ rate = rnd() % 1000000;
+ monster = mob->db(class_);
+ } while (
+ (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) &&
+ (temp++) < 2000);
+ if (temp < 2000)
+ mob->class_change(dstmd,class_);
+ }
+
+ return 0;
+}
+
+int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) {
+ int temp, skill_lv, i, type, notok;
+ struct block_list *tbl;
+
+ if( sd == NULL || !skill_id )
+ return 0;
+
+ for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
+ if( sd->autospell3[i].flag != skill_id )
+ continue;
+
+ if( sd->autospell3[i].lock )
+ continue; // autospell already being executed
+
+ temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
+
+ sd->state.autocast = 1;
+ notok = skill->not_ok(temp, sd);
+ sd->state.autocast = 0;
+
+ if ( notok )
+ continue;
+
+ skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
+ if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
+
+ if( sd->autospell3[i].id >= 0 && bl == NULL )
+ continue; // No target
+ if( rnd()%1000 >= sd->autospell3[i].rate )
+ continue;
+
+ tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
+
+ if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
+ int maxcount = 0;
+ if( !(BL_PC&battle_config.skill_reiteration) &&
+ skill->get_unit_flag(temp)&UF_NOREITERATION &&
+ skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
+ ) {
+ continue;
+ }
+ if( BL_PC&battle_config.skill_nofootset &&
+ skill->get_unit_flag(temp)&UF_NOFOOTSET &&
+ skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
+ ) {
+ continue;
+ }
+ if( BL_PC&battle_config.land_skill_limit &&
+ (maxcount = skill->get_maxcount(temp, skill_lv)) > 0
+ ) {
+ int v;
+ for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
+ if(sd->ud.skillunit[v]->skill_id == temp)
+ maxcount--;
+ }
+ if( maxcount == 0 ) {
+ continue;
+ }
+ }
+ }
+ if( battle_config.autospell_check_range &&
+ !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
+ continue;
+
+ sd->state.autocast = 1;
+ sd->autospell3[i].lock = true;
+ skill->consume_requirement(sd,temp,skill_lv,1);
+ switch( type ) {
+ case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break;
+ case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break;
+ case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break;
+ }
+ sd->autospell3[i].lock = false;
+ sd->state.autocast = 0;
+ }
+
+ if (sd->autobonus3[0].rate) {
+ for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
+ if( rnd()%1000 >= sd->autobonus3[i].rate )
+ continue;
+ if( sd->autobonus3[i].active != INVALID_TIMER )
+ continue;
+ if( sd->autobonus3[i].atk_type != skill_id )
+ continue;
+ pc->exeautobonus(sd,&sd->autobonus3[i]);
+ }
+ }
+
+ return 1;
+}
+/* Split off from skill->additional_effect, which is never called when the
+ * attack skill kills the enemy. Place in this function counter status effects
+ * when using skills (eg: Asura's sp regen penalty, or counter-status effects
+ * from cards) that will take effect on the source, not the target. [Skotlex]
+ * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
+ * type of skills, so not every instance of skill->additional_effect needs a call
+ * to this one.
+ */
+int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) {
+ int rate;
+ struct map_session_data *sd=NULL;
+ struct map_session_data *dstsd=NULL;
+ struct status_change *sc;
+
+ nullpo_ret(src);
+ nullpo_ret(bl);
+
+ if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest]
+
+ sd = BL_CAST(BL_PC, src);
+ dstsd = BL_CAST(BL_PC, bl);
+ sc = status->get_sc(src);
+
+ if(dstsd && attack_type&BF_WEAPON) {
+ //Counter effects.
+ enum sc_type type;
+ int i, time;
+ for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) {
+ rate = dstsd->addeff2[i].rate;
+ if (attack_type&BF_LONG)
+ rate+=dstsd->addeff2[i].arrow_rate;
+ if (!rate) continue;
+
+ if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
+ //Trigger has range consideration.
+ if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
+ (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
+ continue; //Range Failed.
+ }
+ type = dstsd->addeff2[i].id;
+ time = skill->get_time2(status->sc2skill(type),7);
+
+ if (dstsd->addeff2[i].flag&ATF_TARGET)
+ status->change_start(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE);
+
+ if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl))
+ status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE);
+ }
+ }
+
+ switch(skill_id){
+ case MO_EXTREMITYFIST:
+ sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case GS_FULLBUSTER:
+ sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case HFLI_SBR44: // [orn]
+ case HVAN_EXPLOSION:
+ if(src->type == BL_HOM){
+ TBL_HOM *hd = (TBL_HOM*)src;
+ hd->homunculus.intimacy = 200;
+ if (hd->master)
+ clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
+ }
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ attack_type |= BF_WEAPON;
+ break;
+ case LG_HESPERUSLIT:
+ if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
+ char i;
+ for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++)
+ clif->millenniumshield(bl, sc->fv_counter++);
+ }
+ break;
+ }
+
+ if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
+ && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka]
+ sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
+
+ if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl)
+ && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL))
+ && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0
+ ) {
+ // Soul Drain should only work on targeted spells [Skotlex]
+ if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex]
+ if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id )
+ ;
+ else {
+ clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
+ status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2);
+ }
+ }
+
+ if( sd && status->isdead(bl) ) {
+ int sp = 0, hp = 0;
+ if( attack_type&BF_WEAPON ) {
+ sp += sd->bonus.sp_gain_value;
+ sp += sd->sp_gain_race[status_get_race(bl)];
+ sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
+ hp += sd->bonus.hp_gain_value;
+ }
+ if( attack_type&BF_MAGIC ) {
+ sp += sd->bonus.magic_sp_gain_value;
+ hp += sd->bonus.magic_hp_gain_value;
+ if( skill_id == WZ_WATERBALL ) {// (bugreport:5303)
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL
+ )
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
+ }
+ }
+ if( hp || sp ) {
+ // updated to force healing to allow healing through berserk
+ status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
+ }
+ }
+
+ // Trigger counter-spells to retaliate against damage causing skills.
+ if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
+ struct block_list *tbl;
+ struct unit_data *ud;
+ int i, auto_skill_id, auto_skill_lv, type, notok;
+
+ for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
+
+ if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
+ dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
+ dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
+ continue; // one or more trigger conditions were not fulfilled
+
+ auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
+ auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
+ if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv);
+
+ rate = dstsd->autospell2[i].rate;
+ if (attack_type&BF_LONG)
+ rate>>=1;
+
+ dstsd->state.autocast = 1;
+ notok = skill->not_ok(auto_skill_id, dstsd);
+ dstsd->state.autocast = 0;
+
+ if ( notok )
+ continue;
+
+ if (rnd()%1000 >= rate)
+ continue;
+
+ tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
+
+ if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) {
+ int maxcount = 0;
+ if( !(BL_PC&battle_config.skill_reiteration) &&
+ skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION &&
+ skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv)
+ ) {
+ continue;
+ }
+ if( BL_PC&battle_config.skill_nofootset &&
+ skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET &&
+ skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv)
+ ) {
+ continue;
+ }
+ if( BL_PC&battle_config.land_skill_limit &&
+ (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0
+ ) {
+ int v;
+ for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
+ if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id)
+ maxcount--;
+ }
+ if( maxcount == 0 ) {
+ continue;
+ }
+ }
+ }
+
+ if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
+ continue;
+
+ dstsd->state.autocast = 1;
+ skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1);
+ switch (type) {
+ case CAST_GROUND:
+ skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0);
+ break;
+ }
+ dstsd->state.autocast = 0;
+ // Set canact delay. [Skotlex]
+ ud = unit->bl2ud(bl);
+ if (ud) {
+ rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv);
+ if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
+ ud->canact_tick = tick+rate;
+ if ( battle_config.display_status_timers && dstsd )
+ clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0);
+ }
+ }
+ }
+ }
+
+ //Autobonus when attacked
+ if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
+ int i;
+ for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
+ if( rnd()%1000 >= dstsd->autobonus2[i].rate )
+ continue;
+ if( dstsd->autobonus2[i].active != INVALID_TIMER )
+ continue;
+ if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
+ dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
+ dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
+ continue; // one or more trigger conditions were not fulfilled
+ pc->exeautobonus(dstsd,&dstsd->autobonus2[i]);
+ }
+ }
+
+ return 0;
+}
+/*=========================================================================
+ * Breaks equipment. On-non players causes the corresponding strip effect.
+ * - rate goes from 0 to 10000 (100.00%)
+ * - flag is a BCT_ flag to indicate which type of adjustment should be used
+ * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
+ *------------------------------------------------------------------------*/
+int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) {
+ const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
+ const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
+ const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
+ struct status_change *sc = status->get_sc(bl);
+ int i,j;
+ TBL_PC *sd;
+ sd = BL_CAST(BL_PC, bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (sd) {
+ if (sd->bonus.unbreakable_equip)
+ where &= ~sd->bonus.unbreakable_equip;
+ if (sd->bonus.unbreakable)
+ rate -= rate*sd->bonus.unbreakable/100;
+ if (where&EQP_WEAPON) {
+ switch (sd->status.weapon) {
+ case W_FIST: //Bare fists should not break :P
+ case W_1HAXE:
+ case W_2HAXE:
+ case W_MACE: // Axes and Maces can't be broken [DracoRPG]
+ case W_2HMACE:
+ case W_STAFF:
+ case W_2HSTAFF:
+ case W_BOOK: //Rods and Books can't be broken [Skotlex]
+ case W_HUUMA:
+ where &= ~EQP_WEAPON;
+ }
+ }
+ }
+ if (flag&BCT_ENEMY) {
+ if (battle_config.equip_skill_break_rate != 100)
+ rate = rate*battle_config.equip_skill_break_rate/100;
+ } else if (flag&(BCT_PARTY|BCT_SELF)) {
+ if (battle_config.equip_self_break_rate != 100)
+ rate = rate*battle_config.equip_self_break_rate/100;
+ }
+
+ for (i = 0; i < 4; i++) {
+ if (where&where_list[i]) {
+ if (sc && sc->count && sc->data[scdef[i]])
+ where&=~where_list[i];
+ else if (rnd()%10000 >= rate)
+ where&=~where_list[i];
+ else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
+ sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1));
+ }
+ }
+ if (!where) //Nothing to break.
+ return 0;
+ if (sd) {
+ for (i = 0; i < EQI_MAX; i++) {
+ j = sd->equip_index[i];
+ if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
+ continue;
+
+ switch(i) {
+ case EQI_HEAD_TOP: //Upper Head
+ flag = (where&EQP_HELM);
+ break;
+ case EQI_ARMOR: //Body
+ flag = (where&EQP_ARMOR);
+ break;
+ case EQI_HAND_R: //Left/Right hands
+ case EQI_HAND_L:
+ flag = (
+ (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
+ (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
+ break;
+ case EQI_SHOES:
+ flag = (where&EQP_SHOES);
+ break;
+ case EQI_GARMENT:
+ flag = (where&EQP_GARMENT);
+ break;
+ default:
+ continue;
+ }
+ if (flag) {
+ sd->status.inventory[j].attribute = 1;
+ pc->unequipitem(sd, j, 3);
+ }
+ }
+ clif->equiplist(sd);
+ }
+
+ return where; //Return list of pieces broken.
+}
+
+int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) {
+ struct status_change *sc;
+ const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
+ const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY};
+ const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0};
+ int i;
+
+ if (rnd()%100 >= rate)
+ return 0;
+
+ sc = status->get_sc(bl);
+ if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind]
+ return 0;
+
+ for (i = 0; i < ARRAYLENGTH(pos); i++) {
+ if (where&pos[i] && sc->data[sc_def[i]])
+ where&=~pos[i];
+ }
+ if (!where) return 0;
+
+ for (i = 0; i < ARRAYLENGTH(pos); i++) {
+ if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time))
+ where&=~pos[i];
+ }
+ return where?1:0;
+}
+/*=========================================================================
+ Used to knock back players, monsters, traps, etc
+ - 'count' is the number of squares to knock back
+ - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
+ - if 'flag&0x1', position update packets must not be sent.
+ - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
+ -------------------------------------------------------------------------*/
+int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
+ int dx = 0, dy = 0;
+ struct skill_unit* su = NULL;
+
+ nullpo_ret(src);
+
+ if (src != target && map->list[src->m].flag.noknockback)
+ return 0; // No knocking
+ if (count == 0)
+ return 0; // Actual knockback distance is 0.
+
+ switch (target->type) {
+ case BL_MOB: {
+ struct mob_data* md = BL_CAST(BL_MOB, target);
+ if( md->class_ == MOBID_EMPERIUM )
+ return 0;
+ if(src != target && is_boss(target)) // Bosses can't be knocked-back
+ return 0;
+ }
+ break;
+ case BL_PC: {
+ struct map_session_data *sd = BL_CAST(BL_PC, target);
+ if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
+ return 0; // Basilica caster can't be knocked-back by normal monsters.
+ if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
+ return 0;
+ }
+ break;
+ case BL_SKILL:
+ su = (struct skill_unit *)target;
+ if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION))
+ return 0; // ankle snare cannot be knocked back
+ break;
+ }
+
+ if (dir == -1) // <optimized>: do the computation here instead of outside
+ dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed
+
+ if (dir >= 0 && dir < 8) {
+ // take the reversed 'direction' and reverse it
+ dx = -dirx[dir];
+ dy = -diry[dir];
+ }
+
+ return unit->blown(target, dx, dy, count, flag); // send over the proper flag
+}
+
+
+/*
+ Checks if 'bl' should reflect back a spell cast by 'src'.
+ type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted)
+ In case of success returns type of reflection, otherwise 0
+ 1 - Regular reflection (Maya)
+ 2 - SL_KAITE reflection
+*/
+int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
+ struct status_change *sc = status->get_sc(bl);
+ struct map_session_data* sd = BL_CAST(BL_PC, bl);
+
+ if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
+ return 0;
+
+ // item-based reflection
+ if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
+ return 1;
+
+ if( is_boss(src) )
+ return 0;
+
+ // status-based reflection
+ if( !sc || sc->count == 0 )
+ return 0;
+
+ if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
+ return 1;
+
+ if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) )
+ {// Kaite only works against non-players if they are low-level.
+ clif->specialeffect(bl, 438, AREA);
+ if( --sc->data[SC_KAITE]->val2 <= 0 )
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ return 2;
+ }
+
+ return 0;
+}
+
+/*
+ * =========================================================================
+ * Does a skill attack with the given properties.
+ * src is the master behind the attack (player/mob/pet)
+ * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
+ * bl is the target to be attacked.
+ * flag can hold a bunch of information:
+ * flag&0xFFF is passed to the underlying battle_calc_attack for processing
+ * (usually holds number of targets, or just 1 for simple splash attacks)
+ * flag&0x1000 is used to tag that this is a splash-attack (so the damage
+ * packet shouldn't display a skill animation)
+ * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
+ * client (causes player characters to not scream skill name)
+ * flag&0x4000 - Return 0 if damage was reflected
+ *-------------------------------------------------------------------------*/
+int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
+ struct Damage dmg;
+ struct status_data *sstatus, *tstatus;
+ struct status_change *sc;
+ struct map_session_data *sd, *tsd;
+ int type;
+ int64 damage;
+ bool rmdamage = false;//magic reflected
+ bool additional_effects = true, shadow_flag = false;
+
+ if(skill_id > 0 && !skill_lv) return 0;
+
+ nullpo_ret(src); // Source is the master behind the attack (player/mob/pet)
+ nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
+ nullpo_ret(bl); //Target to be attacked.
+
+ if (src != dsrc) {
+ //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
+ if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
+ return 0;
+ } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
+ //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
+ if (!status->check_skilluse(src, bl, skill_id, 2))
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC, src);
+ tsd = BL_CAST(BL_PC, bl);
+
+ // To block skills that aren't called via battle_check_target [Panikon]
+ // issue: 8203
+ if( sd
+ && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM))
+ || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) )
+ )
+ return 0;
+
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(bl);
+ sc = status->get_sc(bl);
+ if (sc && !sc->count) sc = NULL; //Don't need it.
+
+ // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
+ if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
+ return 0;
+ //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
+ if (sc && sc->data[SC_TRICKDEAD])
+ return 0;
+
+ dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
+
+ //Skotlex: Adjusted to the new system
+ if( src->type == BL_PET ) { // [Valaris]
+ struct pet_data *pd = (TBL_PET*)src;
+ if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
+ int element = skill->get_ele(skill_id, skill_lv);
+ /*if (skill_id == -1) Does it ever worked?
+ element = sstatus->rhw.ele;*/
+ if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
+ dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
+ else
+ dmg.damage= skill_lv;
+ dmg.damage2=0;
+ dmg.div_= pd->a_skill->div_;
+ }
+ }
+
+ if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) {
+ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
+ if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) {
+ //Magic reflection, switch caster/target
+ struct block_list *tbl = bl;
+ rmdamage = true;
+ bl = src;
+ src = tbl;
+ dsrc = tbl;
+ sd = BL_CAST(BL_PC, src);
+ tsd = BL_CAST(BL_PC, bl);
+ sc = status->get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL; //Don't need it.
+ /* bugreport:2564 flag&2 disables double casting trigger */
+ flag |= 2;
+ /* bugreport:7859 magical reflected zeroes blow count */
+ dmg.blewcount = 0;
+ //Spirit of Wizard blocks Kaite's reflection
+ if (type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD) {
+ //Consume one Fragment per hit of the casted skill? [Skotlex]
+ type = tsd ? pc->search_inventory(tsd, ITEMID_FRAGMENT_OF_CRYSTAL) : 0;
+ if (type != INDEX_NOT_FOUND) {
+ if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
+ dmg.damage = dmg.damage2 = 0;
+ dmg.dmg_lv = ATK_MISS;
+ sc->data[SC_SOULLINK]->val3 = skill_id;
+ sc->data[SC_SOULLINK]->val4 = dsrc->id;
+ }
+ } else if( type != 2 ) /* Kaite bypasses */
+ additional_effects = false;
+
+ /**
+ * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
+ **/
+ #if MAGIC_REFLECTION_TYPE
+
+ #ifdef RENEWAL
+ if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment
+ #else
+ // issue:6415 in pre-renewal Kaite reflected the entire damage received
+ // regardless of caster's equipment (Aegis 11.1)
+ if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment
+ #endif
+ {
+ short s_ele = skill->get_ele(skill_id, skill_lv);
+
+ if (s_ele == -1) // the skill takes the weapon's element
+ s_ele = sstatus->rhw.ele;
+ else if (s_ele == -2) //Use status element
+ s_ele = status_get_attack_sc_element(src,status->get_sc(src));
+ else if( s_ele == -3 ) //Use random element
+ s_ele = rnd()%ELE_MAX;
+
+ dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
+
+ if( sc && sc->data[SC_ENERGYCOAT] ) {
+ struct status_data *st = status->get_status_data(bl);
+ int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval
+ per /=20; //Uses 20% SP intervals.
+ //SP Cost: 1% + 0.5% per every 20% SP
+ if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000))
+ status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
+ //Reduction: 6% + 6% every 20%
+ dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
+ }
+ }
+ #endif /* MAGIC_REFLECTION_TYPE */
+ }
+ if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
+ int sp = skill->get_sp(skill_id,skill_lv);
+ dmg.damage = dmg.damage2 = 0;
+ dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
+ sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
+ if(skill_id == WZ_WATERBALL && skill_lv > 1)
+ sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
+ status->heal(bl, 0, sp, 2);
+ }
+ }
+
+ damage = dmg.damage + dmg.damage2;
+
+ if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
+ skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
+ skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] )
+ damage = 1;
+
+ if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
+ struct block_list *nbl;
+ nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
+ if( nbl ){ // Only one target is chosen.
+ int temp = (int)(damage / (float)(10 / skill_lv));
+ clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
+ }
+ }
+
+ //Skill hit type
+ type=(skill_id==0)?5:skill->get_hit(skill_id);
+
+ if(damage < dmg.div_
+ //Only skills that knockback even when they miss. [Skotlex]
+ && skill_id != CH_PALMSTRIKE)
+ dmg.blewcount = 0;
+
+ if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) {
+ if(battle_config.gx_disptype) dsrc = src;
+ if(src == bl) type = 4;
+ else flag|=SD_ANIMATION;
+ }
+ if(skill_id == NJ_TATAMIGAESHI) {
+ dsrc = src; //For correct knockback.
+ flag|=SD_ANIMATION;
+ }
+
+ if(sd) {
+ int combo = 0; //Used to signal if this skill can be combo'ed later on.
+ struct status_change_entry *sce;
+ if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex]
+ switch (skill_id) {
+ case TK_TURNKICK:
+ case TK_STORMKICK:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
+ sce->val1 = skill_id; //Update combo-skill
+ sce->val3 = skill_id;
+ if( sce->timer != INVALID_TIMER )
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK);
+ break;
+ }
+ unit->cancel_combo(src); // Cancel combo wait
+ break;
+ default:
+ if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
+ status_change_end(src, SC_COMBOATTACK, INVALID_TIMER);
+ }
+ }
+ switch(skill_id) {
+ case MO_TRIPLEATTACK:
+ if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ combo=1;
+ break;
+ case MO_CHAINCOMBO:
+ if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
+ combo=1;
+ break;
+ case MO_COMBOFINISH:
+ if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
+ party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
+ if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
+ combo=1;
+ case CH_TIGERFIST:
+ if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
+ combo=1;
+ case CH_CHAINCRUSH:
+ if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
+ combo=1;
+ break;
+ case AC_DOUBLE:
+ // AC_DOUBLE can start the combo with other monster types, but the
+ // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon]
+ if (pc->checkskill(sd, HT_POWER)) {
+ sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000);
+ clif->combo_delay(src,2000);
+ }
+ break;
+ case TK_COUNTER:
+ {
+ //bonus from SG_FRIEND [Komurka]
+ int level;
+ if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND)))
+ party->skill_check(sd, sd->status.party_id, TK_COUNTER,level);
+ }
+ break;
+ case SL_STIN:
+ case SL_STUN:
+ if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY])
+ sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv));
+ break;
+ case GS_FULLBUSTER:
+ //Can't attack nor use items until skill's delay expires. [Skotlex]
+ sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
+ break;
+ case TK_DODGE:
+ if( pc->checkskill(sd, TK_JUMPKICK) > 0 )
+ combo = 1;
+ break;
+ case SR_DRAGONCOMBO:
+ if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 )
+ combo = 1;
+ break;
+ case SR_FALLENEMPIRE:
+ if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 )
+ combo = 1;
+ break;
+ } //Switch End
+ if (combo) { //Possible to chain
+ if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */
+ sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo);
+ clif->combo_delay(src, combo);
+ }
+ }
+
+ //Display damage.
+ switch( skill_id ) {
+ case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
+ break;
+ //Skills that need be passed as a normal attack for the client to display correctly.
+ case HVAN_EXPLOSION:
+ case NPC_SELFDESTRUCTION:
+ if(src->type==BL_PC)
+ dmg.blewcount = 10;
+ dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
+ // fall through
+ case KN_AUTOCOUNTER:
+ case NPC_CRITICALSLASH:
+ case TF_DOUBLE:
+ case GS_CHAINACTION:
+ dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
+ break;
+
+ case AS_SPLASHER:
+ if( flag&SD_ANIMATION ) // the surrounding targets
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
+ else // the central target doesn't display an animation
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
+ break;
+ case WL_HELLINFERNO:
+ case SR_EARTHSHAKER:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
+ break;
+ case KO_MUCHANAGE:
+ if( dmg.dmg_lv == ATK_FLEE )
+ break;
+ case WL_SOULEXPANSION:
+ case WL_COMET:
+ case NJ_HUUMA:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
+ break;
+ case WL_CHAINLIGHTNING_ATK:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND:
+ dmg.amotion = status_get_amotion(src) * 2;
+ case LG_OVERBRAND_PLUSATK:
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
+ break;
+ case EL_FIRE_BOMB:
+ case EL_FIRE_BOMB_ATK:
+ case EL_FIRE_WAVE:
+ case EL_FIRE_WAVE_ATK:
+ case EL_FIRE_MANTLE:
+ case EL_CIRCLE_OF_FIRE:
+ case EL_FIRE_ARROW:
+ case EL_ICE_NEEDLE:
+ case EL_WATER_SCREW:
+ case EL_WATER_SCREW_ATK:
+ case EL_WIND_SLASH:
+ case EL_TIDAL_WEAPON:
+ case EL_ROCK_CRUSHER:
+ case EL_ROCK_CRUSHER_ATK:
+ case EL_HURRICANE:
+ case EL_HURRICANE_ATK:
+ case EL_TYPOON_MIS:
+ case EL_TYPOON_MIS_ATK:
+ case GN_CRAZYWEED_ATK:
+ case KO_BAKURETSU:
+ case NC_MAGMA_ERUPTION:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
+ break;
+ case SC_FEINTBOMB:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5);
+ break;
+ case EL_STONE_RAIN:
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
+ break;
+ case WM_SEVERE_RAINSTORM_MELEE:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
+ break;
+ case WM_REVERBERATION_MELEE:
+ case WM_REVERBERATION_MAGIC:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
+ break;
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5);
+ break;
+ case HT_CLAYMORETRAP:
+ case HT_BLASTMINE:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case RA_CLUSTERBOMB:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
+ if( dsrc != src ) // avoid damage display redundancy
+ break;
+ case HT_LANDMINE:
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
+ break;
+ case WZ_SIGHTBLASTER:
+ dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
+ break;
+ case AB_DUPLELIGHT_MELEE:
+ case AB_DUPLELIGHT_MAGIC:
+ dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
+ default:
+ if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
+ type = 5;
+ if( bl->type == BL_SKILL ){
+ TBL_SKILL *su = (TBL_SKILL*)bl;
+ if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
+ clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
+ }
+ dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
+ break;
+ }
+
+ map->freeblock_lock();
+
+ if (damage > 0 && dmg.flag&BF_SKILL && tsd
+ && pc->checkskill(tsd,RG_PLAGIARISM)
+ && (!sc || !sc->data[SC_PRESERVE])
+ && damage < tsd->battle_status.hp
+ ) {
+ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
+ int copy_skill = skill_id, cidx = 0;
+ /**
+ * Copy Referral: dummy skills should point to their source upon copying
+ **/
+ switch( skill_id ) {
+ case AB_DUPLELIGHT_MELEE:
+ case AB_DUPLELIGHT_MAGIC:
+ copy_skill = AB_DUPLELIGHT;
+ break;
+ case WL_CHAINLIGHTNING_ATK:
+ copy_skill = WL_CHAINLIGHTNING;
+ break;
+ case WM_REVERBERATION_MELEE:
+ case WM_REVERBERATION_MAGIC:
+ copy_skill = WM_REVERBERATION;
+ break;
+ case WM_SEVERE_RAINSTORM_MELEE:
+ copy_skill = WM_SEVERE_RAINSTORM;
+ break;
+ case GN_CRAZYWEED_ATK:
+ copy_skill = GN_CRAZYWEED;
+ break;
+ case GN_HELLS_PLANT_ATK:
+ copy_skill = GN_HELLS_PLANT;
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ copy_skill = GN_SLINGITEM;
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND_PLUSATK:
+ copy_skill = LG_OVERBRAND;
+ break;
+ }
+ cidx = skill->get_index(copy_skill);
+ if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) &&
+ can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
+ {
+ int lv, idx = 0;
+ if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
+ //Level dependent and limitation.
+ lv = min(lv,skill->get_max(copy_skill));
+
+ if( tsd->reproduceskill_id ) {
+ idx = skill->get_index(tsd->reproduceskill_id);
+ if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
+ tsd->status.skill[idx].id = 0;
+ tsd->status.skill[idx].lv = 0;
+ tsd->status.skill[idx].flag = 0;
+ clif->deleteskill(tsd,tsd->reproduceskill_id);
+ }
+ }
+
+ tsd->reproduceskill_id = copy_skill;
+ pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill);
+ pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv);
+
+ tsd->status.skill[cidx].id = copy_skill;
+ tsd->status.skill[cidx].lv = lv;
+ tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
+ clif->addskill(tsd,copy_skill);
+ } else {
+ lv = skill_lv;
+ if ( tsd->cloneskill_id ) {
+ idx = skill->get_index(tsd->cloneskill_id);
+ if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){
+ tsd->status.skill[idx].id = 0;
+ tsd->status.skill[idx].lv = 0;
+ tsd->status.skill[idx].flag = 0;
+ clif->deleteskill(tsd,tsd->cloneskill_id);
+ }
+ }
+
+ if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv)
+ lv = type;
+
+ tsd->cloneskill_id = copy_skill;
+ pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill);
+ pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv);
+
+ tsd->status.skill[cidx].id = copy_skill;
+ tsd->status.skill[cidx].lv = lv;
+ tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
+ clif->addskill(tsd,copy_skill);
+ }
+ }
+ }
+
+ if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) {
+ //Skills with can't walk delay also stop normal attacking for that
+ //duration when the attack connects. [Skotlex]
+ struct unit_data *ud = unit->bl2ud(src);
+ if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
+ ud->attackabletime = tick + type;
+ }
+
+ shadow_flag = skill->check_shadowform(bl, damage, dmg.div_);
+
+ if( !dmg.amotion ) {
+ //Instant damage
+ if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag)
+ status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
+ if( !status->isdead(bl) && additional_effects )
+ skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
+ if( damage > 0 ) //Counter status effects [Skotlex]
+ skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
+ }
+ // Hell Inferno burning status only starts if Fire part hits.
+ if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) )
+ sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
+ // Apply knock back chance in SC_TRIANGLESHOT skill.
+ else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) )
+ dmg.blewcount = 0;
+
+ //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
+ //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
+ if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) {
+ int8 dir = -1; // default
+ switch(skill_id) {//direction
+ case MG_FIREWALL:
+ case PR_SANCTUARY:
+ case SC_TRIANGLESHOT:
+ case SR_KNUCKLEARROW:
+ case GN_WALLOFTHORN:
+ case EL_FIRE_MANTLE:
+ dir = unit->getdir(bl);// backwards
+ break;
+ // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
+ case WZ_STORMGUST:
+ if(!battle_config.stormgust_knockback)
+ dir = rand()%8;
+ break;
+ case WL_CRIMSONROCK:
+ dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]);
+ break;
+ case MC_CARTREVOLUTION:
+ dir = 6; // Official servers push target to the West
+ break;
+
+ }
+
+ /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */
+ if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 )
+ dmg.blewcount = 25;
+
+ //blown-specific handling
+ switch( skill_id ) {
+ case LG_OVERBRAND_BRANDISH:
+ if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount )
+ skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
+ break;
+ case SR_KNUCKLEARROW:
+ if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
+ short dir_x, dir_y;
+ dir_x = dirx[(dir+4)%8];
+ dir_y = diry[(dir+4)%8];
+ if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
+ skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
+ }
+ break;
+ default:
+ skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
+ if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
+ TBL_SKILL *su = (TBL_SKILL*)bl;
+ if( su->group && su->group->skill_id == HT_BLASTMINE)
+ skill->blown(src, bl, 3, -1, 0);
+ }
+ break;
+ }
+ }
+
+ //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
+ if (dmg.amotion){
+ if( shadow_flag ){
+ if( !status->isdead(bl) && additional_effects )
+ skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
+ if( dmg.flag > ATK_BLOCK )
+ skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
+ }else
+ battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
+ }
+
+ if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
+ struct status_change_entry *sce = sc->data[SC_DEVOTION];
+ struct block_list *d_bl = map->id2bl(sce->val1);
+
+ if( d_bl && (
+ (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
+ (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
+ ) && check_distance_bl(bl, d_bl, sce->val3) )
+ {
+ if(!rmdamage){
+ clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0);
+ status_fix_damage(NULL,d_bl, damage, 0);
+ } else{ //Reflected magics are done directly on the target not on paladin
+ //This check is only for magical skill.
+ //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
+ clif->damage(bl,bl, 0, 0, damage, 0, 0, 0);
+ status_fix_damage(bl,bl, damage, 0);
+ }
+ }
+ else {
+ status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
+ if( !dmg.amotion )
+ status_fix_damage(src,bl,damage,dmg.dmotion);
+ }
+ }
+
+ if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
+ if( skill_id == RG_INTIMIDATE ) {
+ int rate = 50 + skill_lv * 5;
+ rate = rate + (status->get_lv(src) - status->get_lv(bl));
+ if(rnd()%100 < rate)
+ skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
+ } else if( skill_id == SC_FATALMENACE )
+ skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag);
+ }
+
+ if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
+ dmg.flag |= BF_WEAPON;
+
+ if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
+ (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
+ {
+ if (battle_config.left_cardfix_to_right)
+ battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
+ else
+ battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
+ }
+
+
+ if( damage > 0 ) {
+ /**
+ * Post-damage effects
+ **/
+ switch( skill_id ) {
+ case GC_VENOMPRESSURE:
+ {
+ struct status_change *ssc = status->get_sc(src);
+ if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
+ short rate = 100;
+ if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
+ rate = 100 - tstatus->int_ * 4 / 5;
+ sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
+ status_change_end(src,SC_POISONINGWEAPON,-1);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ }
+ break;
+ case WM_METALICSOUND:
+ status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10)));
+ break;
+ case SR_TIGERCANNON:
+ status_zap(bl, 0, damage/10); // 10% of damage dealt
+ break;
+ }
+ if( sd )
+ skill->onskillusage(sd, bl, skill_id, tick);
+ }
+
+ if (!(flag&2)
+ && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT)
+ && (sc = status->get_sc(src))
+ && sc->data[SC_DOUBLECASTING]
+ && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2
+ ) {
+ //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
+ skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
+ }
+
+ map->freeblock_unlock();
+
+ if ((flag&0x4000) && rmdamage == 1)
+ return 0; //Should return 0 when damage was reflected
+
+ return (int)cap_value(damage,INT_MIN,INT_MAX);
+}
+
+/*==========================================
+ * sub function for recursive skill call.
+ * Checking bl battle flag and display damage
+ * then call func with source,target,skill_id,skill_lv,tick,flag
+ *------------------------------------------*/
+int skill_area_sub(struct block_list *bl, va_list ap) {
+ struct block_list *src;
+ uint16 skill_id,skill_lv;
+ int flag;
+ int64 tick;
+ SkillFunc func;
+
+ nullpo_ret(bl);
+
+ src = va_arg(ap,struct block_list *);
+ skill_id = va_arg(ap,int);
+ skill_lv = va_arg(ap,int);
+ tick = va_arg(ap,int64);
+ flag = va_arg(ap,int);
+ func = va_arg(ap,SkillFunc);
+
+ if(battle->check_target(src,bl,flag) > 0) {
+ // several splash skills need this initial dummy packet to display correctly
+ if (flag&SD_PREAMBLE && skill->area_temp[2] == 0)
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+
+ if (flag&(SD_SPLASH|SD_PREAMBLE))
+ skill->area_temp[2]++;
+
+ return func(src,bl,skill_id,skill_lv,tick,flag);
+ }
+ return 0;
+}
+
+int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
+ struct skill_unit *su;
+ uint16 skill_id,g_skill_id;
+
+ su = (struct skill_unit *)bl;
+
+ if(bl->prev == NULL || bl->type != BL_SKILL)
+ return 0;
+
+ if(!su->alive)
+ return 0;
+
+ skill_id = va_arg(ap,int);
+ g_skill_id = su->group->skill_id;
+
+ switch (skill_id) {
+ case AL_PNEUMA:
+ if(g_skill_id == SA_LANDPROTECTOR)
+ break;
+ case MG_SAFETYWALL:
+ case MH_STEINWAND:
+ case SC_MAELSTROM:
+ case SO_ELEMENTAL_SHIELD:
+ if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
+ return 0;
+ break;
+ case AL_WARP:
+ case HT_SKIDTRAP:
+ case MA_SKIDTRAP:
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_TALKIEBOX:
+ case HP_BASILICA:
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ case SC_DIMENSIONDOOR:
+ case SC_BLOODYLUST:
+ case SC_CHAOSPANIC:
+ case GN_HELLS_PLANT:
+ //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
+ if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
+ return 0;
+ break;
+ default: //Avoid stacking with same kind of trap. [Skotlex]
+ if (g_skill_id != skill_id)
+ return 0;
+ break;
+ }
+
+ return 1;
+}
+
+int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
+ //Non players do not check for the skill's splash-trigger area.
+ int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0;
+ int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
+ if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) {
+ ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
+ return 0;
+ }
+
+ range += layout_type;
+ return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
+}
+
+int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
+ uint16 skill_id;
+
+ if(bl->prev == NULL)
+ return 0;
+
+ skill_id = va_arg(ap,int);
+
+ if( status->isdead(bl) && skill_id != AL_WARP )
+ return 0;
+
+ if( skill_id == HP_BASILICA && bl->type == BL_PC )
+ return 0;
+
+ if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
+ return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
+ return 1;
+}
+
+int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
+ int range, type;
+
+ switch (skill_id) {
+ // to be expanded later
+ case WZ_ICEWALL:
+ range = 2;
+ break;
+ case SC_MANHOLE:
+ range = 0;
+ break;
+ case GN_HELLS_PLANT:
+ range = 0;
+ break;
+ default: {
+ int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
+ if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+ ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
+ return 0;
+ }
+ range = skill->get_unit_range(skill_id,skill_lv) + layout_type;
+ }
+ break;
+ }
+
+ // if the caster is a monster/NPC, only check for players
+ // otherwise just check characters
+ if (bl->type == BL_PC)
+ type = BL_CHAR;
+ else
+ type = BL_PC;
+
+ return map->foreachinarea(skill->check_unit_range2_sub, bl->m,
+ x - range, y - range, x + range, y + range,
+ type, skill_id);
+}
+
+/*==========================================
+ * Checks that you have the requirements for casting a skill for homunculus/mercenary.
+ * Flag:
+ * &1: finished casting the skill (invoke hp/sp/item consumption)
+ * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
+ *------------------------------------------*/
+int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) {
+ struct status_data *st;
+ struct map_session_data *sd = NULL;
+ int i, hp, sp, hp_rate, sp_rate, state, mhp;
+ uint16 idx;
+ int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
+
+ if( lv < 1 || lv > MAX_SKILL_LEVEL )
+ return 0;
+ nullpo_ret(bl);
+
+ switch( bl->type ) {
+ case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
+ case BL_MER: sd = ((TBL_MER*)bl)->master; break;
+ }
+
+ st = status->get_status_data(bl);
+ if( (idx = skill->get_index(skill_id)) == 0 )
+ return 0;
+
+ // Requirements
+ for( i = 0; i < ARRAYLENGTH(itemid); i++ )
+ {
+ itemid[i] = skill->db[idx].itemid[i];
+ amount[i] = skill->db[idx].amount[i];
+ }
+ hp = skill->db[idx].hp[lv-1];
+ sp = skill->db[idx].sp[lv-1];
+ hp_rate = skill->db[idx].hp_rate[lv-1];
+ sp_rate = skill->db[idx].sp_rate[lv-1];
+ state = skill->db[idx].state;
+ if( (mhp = skill->db[idx].mhp[lv-1]) > 0 )
+ hp += (st->max_hp * mhp) / 100;
+ if( hp_rate > 0 )
+ hp += (st->hp * hp_rate) / 100;
+ else
+ hp += (st->max_hp * (-hp_rate)) / 100;
+ if( sp_rate > 0 )
+ sp += (st->sp * sp_rate) / 100;
+ else
+ sp += (st->max_sp * (-sp_rate)) / 100;
+
+ if( bl->type == BL_HOM ) { // Intimacy Requirements
+ struct homun_data *hd = BL_CAST(BL_HOM, bl);
+ switch( skill_id ) {
+ case HFLI_SBR44:
+ if( hd->homunculus.intimacy <= 200 )
+ return 0;
+ break;
+ case HVAN_EXPLOSION:
+ if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
+ return 0;
+ break;
+ }
+ }
+
+ if( !(type&2) ) {
+ if( hp > 0 && st->hp <= (unsigned int)hp ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
+ return 0;
+ }
+ if( sp > 0 && st->sp <= (unsigned int)sp ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
+ return 0;
+ }
+ }
+
+ if( !type )
+ switch( state ) {
+ case ST_MOVE_ENABLE:
+ if( !unit->can_move(bl) ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ return 0;
+ }
+ break;
+ }
+ if( !(type&1) )
+ return 1;
+
+ // Check item existences
+ for (i = 0; i < ARRAYLENGTH(itemid); i++) {
+ index[i] = INDEX_NOT_FOUND;
+ if (itemid[i] < 1) continue; // No item
+ index[i] = pc->search_inventory(sd, itemid[i]);
+ if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16));
+ return 0;
+ }
+ }
+
+ // Consume items
+ for (i = 0; i < ARRAYLENGTH(itemid); i++) {
+ if (index[i] != INDEX_NOT_FOUND)
+ pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
+ }
+
+ if( type&2 )
+ return 1;
+
+ if( sp || hp )
+ status_zap(bl, hp, sp);
+
+ return 1;
+}
+
+/*==========================================
+ * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~
+ *------------------------------------------*/
+int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_timerskill(int tid, int64 tick, int id, intptr_t data) {
+ struct block_list *src = map->id2bl(id),*target;
+ struct unit_data *ud = unit->bl2ud(src);
+ struct skill_timerskill *skl;
+ int range;
+
+ nullpo_ret(src);
+ nullpo_ret(ud);
+ skl = ud->skilltimerskill[data];
+ nullpo_ret(skl);
+ ud->skilltimerskill[data] = NULL;
+
+ do {
+ if(src->prev == NULL)
+ break; // Source not on Map
+ if(skl->target_id) {
+ target = map->id2bl(skl->target_id);
+ if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
+ target = src; //Required since it has to warp.
+ if(target == NULL)
+ break; // Target offline?
+ if(target->prev == NULL)
+ break; // Target not on Map
+ if(src->m != target->m)
+ break; // Different Maps
+ if(status->isdead(src)){
+ // Exceptions
+ switch(skl->skill_id){
+ case WL_CHAINLIGHTNING_ATK:
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ // SR_FLASHCOMBO
+ case SR_DRAGONCOMBO:
+ case SR_FALLENEMPIRE:
+ case SR_TIGERCANNON:
+ case SR_SKYNETBLOW:
+ break;
+ default:
+ continue; // Caster is Dead
+ }
+ }
+ if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
+ break;
+
+ switch(skl->skill_id) {
+ case RG_INTIMIDATE:
+ if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
+ short x,y;
+ map->search_freecell(src, 0, &x, &y, 1, 1, 0);
+ if (target != src && !status->isdead(target))
+ unit->warp(target, -1, x, y, CLR_TELEPORT);
+ }
+ break;
+ case BA_FROSTJOKER:
+ case DC_SCREAM:
+ range= skill->get_splash(skl->skill_id, skl->skill_lv);
+ map->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range,
+ skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
+ break;
+ case KN_AUTOCOUNTER:
+ clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
+ break;
+ case NPC_EARTHQUAKE:
+ if( skl->type > 1 )
+ skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
+ skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+ skill->area_temp[1] = src->id;
+ skill->area_temp[2] = 0;
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
+ break;
+ case WZ_WATERBALL:
+ skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+ if (!status->isdead(target))
+ skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) {
+ skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
+ } else {
+ struct status_change *sc = status->get_sc(src);
+ if(sc) {
+ if(sc->data[SC_SOULLINK] &&
+ sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
+ sc->data[SC_SOULLINK]->val3 == skl->skill_id)
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
+ }
+ }
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_CHAINLIGHTNING_ATK: {
+ struct block_list *nbl = NULL; // Next Target of Chain
+ skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target
+ skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+
+ if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
+ { // Remaining Chains Hit
+ nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
+ BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
+ if( nbl == NULL)
+ skl->x++;
+ else
+ skl->x = 0;
+
+ skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
+ }
+ }
+ break;
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1);
+ skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
+ skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+ if( skl->type == 4 ){
+ const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used.
+ int rate = skl->y, index = skl->x-1;
+ sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1));
+ }
+ break;
+ case WM_REVERBERATION_MELEE:
+ case WM_REVERBERATION_MAGIC:
+ skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL);
+ break;
+ case SC_FATALMENACE:
+ if( src == target ) // Casters Part
+ unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
+ else { // Target's Part
+ short x = skl->x, y = skl->y;
+ map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
+ unit->warp(target,-1,x,y,CLR_TELEPORT);
+ }
+ break;
+ case LG_MOONSLASHER:
+ case SR_WINDMILL:
+ if( target->type == BL_PC ) {
+ struct map_session_data *tsd = NULL;
+ if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
+ pc_setsit(tsd);
+ skill->sit(tsd,1);
+ clif->sitting(&tsd->bl);
+ }
+ }
+ break;
+ case SR_KNUCKLEARROW:
+ skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
+ break;
+ case GN_SPORE_EXPLOSION:
+ map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
+ src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id);
+ break;
+ // SR_FLASHCOMBO
+ case SR_DRAGONCOMBO:
+ case SR_FALLENEMPIRE:
+ case SR_TIGERCANNON:
+ case SR_SKYNETBLOW:
+ {
+ struct map_session_data *sd = NULL;
+
+ if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) {
+ if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
+ break;
+
+ skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0);
+ }
+ break;
+ }
+ case SC_ESCAPE:
+ if( skl->type < 4+skl->skill_lv ){
+ clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5);
+ skill->blown(src,src,1,unit->getdir(src),0);
+ skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0);
+ }
+ break;
+ case RK_HUNDREDSPEAR:
+ if(src->type == BL_PC) {
+ int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG);
+ if(skill_lv > 0)
+ skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag);
+ } else
+ skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag);
+ break;
+ case CH_PALMSTRIKE:
+ {
+ struct status_change* tsc = status->get_sc(target);
+ struct status_change* sc = status->get_sc(src);
+ if( (tsc && tsc->option&OPTION_HIDE)
+ || (sc && sc->option&OPTION_HIDE)
+ ) {
+ skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
+ break;
+ }
+ }
+ default:
+ skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ break;
+ }
+ } else {
+ if(src->m != skl->map)
+ break;
+ switch( skl->skill_id ) {
+ case WZ_METEOR:
+ if( skl->type >= 0 ) {
+ int x = skl->type>>16, y = skl->type&0xFFFF;
+ if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
+ skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
+ if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
+ && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
+ clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
+ }
+ else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
+ skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
+ break;
+ case GN_CRAZYWEED_ATK: {
+ int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv);
+
+ map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
+ }
+ // fall through ...
+ case WL_EARTHSTRAIN:
+ skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ skill->area_temp[1] = 0;
+ map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR,
+ skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY);
+ break;
+ }
+ }
+ } while (0);
+ //Free skl now that it is no longer needed.
+ ers_free(skill->timer_ers, skl);
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_addtimerskill(struct block_list *src, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) {
+ int i;
+ struct unit_data *ud;
+ nullpo_retr(1, src);
+ if (src->prev == NULL)
+ return 0;
+ ud = unit->bl2ud(src);
+ nullpo_retr(1, ud);
+
+ ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
+ if( i == MAX_SKILLTIMERSKILL ) return 1;
+
+ ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill);
+ ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i);
+ ud->skilltimerskill[i]->src_id = src->id;
+ ud->skilltimerskill[i]->target_id = target;
+ ud->skilltimerskill[i]->skill_id = skill_id;
+ ud->skilltimerskill[i]->skill_lv = skill_lv;
+ ud->skilltimerskill[i]->map = src->m;
+ ud->skilltimerskill[i]->x = x;
+ ud->skilltimerskill[i]->y = y;
+ ud->skilltimerskill[i]->type = type;
+ ud->skilltimerskill[i]->flag = flag;
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_cleartimerskill (struct block_list *src)
+{
+ int i;
+ struct unit_data *ud;
+ nullpo_ret(src);
+ ud = unit->bl2ud(src);
+ nullpo_ret(ud);
+
+ for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
+ if(ud->skilltimerskill[i]) {
+ switch(ud->skilltimerskill[i]->skill_id){
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ // SR_FLASHCOMBO
+ case SR_DRAGONCOMBO:
+ case SR_FALLENEMPIRE:
+ case SR_TIGERCANNON:
+ case SR_SKYNETBLOW:
+ continue;
+ }
+ timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill);
+ ers_free(skill->timer_ers, ud->skilltimerskill[i]);
+ ud->skilltimerskill[i]=NULL;
+ }
+ }
+ return 1;
+}
+int skill_activate_reverberation(struct block_list *bl, va_list ap) {
+ struct skill_unit *su = (TBL_SKILL*)bl;
+ struct skill_unit_group *sg;
+ if( bl->type != BL_SKILL )
+ return 0;
+ if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) {
+ int64 tick = timer->gettick();
+ clif->changetraplook(bl,UNT_USED_TRAPS);
+ map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick);
+ su->limit = DIFF_TICK32(tick,sg->tick)+1500;
+ sg->unit_id = UNT_USED_TRAPS;
+ }
+ return 0;
+}
+
+int skill_reveal_trap (struct block_list *bl, va_list ap) {
+ TBL_SKILL *su = (TBL_SKILL*)bl;
+ if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap.
+ //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
+ //clif->changetraplook(bl, su->group->unit_id);
+ clif->getareachar_skillunit(&su->bl,su,AREA);
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ *
+ *
+ *------------------------------------------*/
+int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
+ struct map_session_data *sd = NULL;
+ struct status_data *tstatus;
+ struct status_change *sc;
+
+ if (skill_id > 0 && !skill_lv) return 0;
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if (src->m != bl->m)
+ return 1;
+
+ if (bl->prev == NULL)
+ return 1;
+
+ sd = BL_CAST(BL_PC, src);
+
+ if (status->isdead(bl))
+ return 1;
+
+ if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) {
+ //GTB makes all targeted magic display miss with a single bolt.
+ sc_type sct = status->skill2sc(skill_id);
+ if(sct != SC_NONE)
+ status_change_end(bl, sct, INVALID_TIMER);
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
+ return 1;
+ }
+
+ sc = status->get_sc(src);
+ if (sc && !sc->count)
+ sc = NULL; //Unneeded
+
+ tstatus = status->get_status_data(bl);
+
+ map->freeblock_lock();
+
+ switch(skill_id) {
+ case MER_CRASH:
+ case SM_BASH:
+ case MS_BASH:
+ case MC_MAMMONITE:
+ case TF_DOUBLE:
+ case AC_DOUBLE:
+ case MA_DOUBLE:
+ case AS_SONICBLOW:
+ case KN_PIERCE:
+ case ML_PIERCE:
+ case KN_SPEARBOOMERANG:
+ case TF_POISON:
+ case TF_SPRINKLESAND:
+ case AC_CHARGEARROW:
+ case MA_CHARGEARROW:
+ case RG_INTIMIDATE:
+ case AM_ACIDTERROR:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ case BA_DISSONANCE:
+ case CR_HOLYCROSS:
+ case NPC_DARKCROSS:
+ case CR_SHIELDCHARGE:
+ case CR_SHIELDBOOMERANG:
+ case NPC_PIERCINGATT:
+ case NPC_MENTALBREAKER:
+ case NPC_RANGEATTACK:
+ case NPC_CRITICALSLASH:
+ case NPC_COMBOATTACK:
+ case NPC_GUIDEDATTACK:
+ case NPC_POISON:
+ case NPC_RANDOMATTACK:
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ case NPC_UNDEADATTACK:
+ case NPC_ARMORBRAKE:
+ case NPC_WEAPONBRAKER:
+ case NPC_HELMBRAKE:
+ case NPC_SHIELDBRAKE:
+ case NPC_BLINDATTACK:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ case NPC_PETRIFYATTACK:
+ case NPC_CURSEATTACK:
+ case NPC_SLEEPATTACK:
+ case LK_AURABLADE:
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ case LK_HEADCRUSH:
+ case CG_ARROWVULCAN:
+ case HW_MAGICCRASHER:
+ case ITM_TOMAHAWK:
+ case MO_TRIPLEATTACK:
+ case CH_CHAINCRUSH:
+ case CH_TIGERFIST:
+ case PA_SHIELDCHAIN:
+ case PA_SACRIFICE:
+ case WS_CARTTERMINATION:
+ case AS_VENOMKNIFE:
+ case HT_PHANTASMIC:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ case GS_CHAINACTION:
+ case GS_TRIPLEACTION:
+ case GS_MAGICALBULLET:
+ case GS_TRACKING:
+ case GS_PIERCINGSHOT:
+ case GS_RAPIDSHOWER:
+ case GS_DUST:
+ case GS_DISARM:
+ case GS_FULLBUSTER:
+ case NJ_SYURIKEN:
+ case NJ_KUNAI:
+#ifndef RENEWAL
+ case ASC_BREAKER:
+#endif
+ case HFLI_MOON: //[orn]
+ case HFLI_SBR44: //[orn]
+ case NPC_BLEEDING:
+ case NPC_CRITICALWOUND:
+ case NPC_HELLPOWER:
+ case RK_SONICWAVE:
+ case RK_STORMBLAST:
+ case AB_DUPLELIGHT_MELEE:
+ case RA_AIMEDBOLT:
+ case NC_AXEBOOMERANG:
+ case NC_POWERSWING:
+ case GC_CROSSIMPACT:
+ case GC_VENOMPRESSURE:
+ case SC_TRIANGLESHOT:
+ case SC_FEINTBOMB:
+ case LG_BANISHINGPOINT:
+ case LG_SHIELDPRESS:
+ case LG_RAGEBURST:
+ case LG_RAYOFGENESIS:
+ case LG_HESPERUSLIT:
+ case SR_FALLENEMPIRE:
+ case SR_CRESCENTELBOW_AUTOSPELL:
+ case SR_GATEOFHELL:
+ case SR_GENTLETOUCH_QUIET:
+ case WM_SEVERE_RAINSTORM_MELEE:
+ case WM_GREAT_ECHO:
+ case GN_SLINGITEM_RANGEMELEEATK:
+ case KO_SETSUDAN:
+ case GC_DARKCROW:
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ /**
+ * Mechanic (MADO GEAR)
+ **/
+ case NC_BOOSTKNUCKLE:
+ case NC_PILEBUNKER:
+ case NC_COLDSLOWER:
+ if (sd) pc->overheat(sd,1);
+ case RK_WINDCUTTER:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+ break;
+
+ case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
+ switch( rnd()%6 ){
+ case 0: flag |= BREAK_ANKLE; break;
+ case 1: flag |= BREAK_WRIST; break;
+ case 2: flag |= BREAK_KNEE; break;
+ case 3: flag |= BREAK_SHOULDER; break;
+ case 4: flag |= BREAK_WAIST; break;
+ case 5: flag |= BREAK_NECK; break;
+ }
+ //TODO: is there really no cleaner way to do this?
+ sc = status->get_sc(bl);
+ if (sc) sc->jb_flag = flag;
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case MO_COMBOFINISH:
+ if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) {
+ //Becomes a splash attack when Soul Linked.
+ map->foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv),splash_target(src),
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ } else
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case TK_STORMKICK: // Taekwon kicks [Dralnu]
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->area_temp[1] = 0;
+ map->foreachinrange(skill->attack_area, src,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
+ break;
+
+ case KN_CHARGEATK: {
+ bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
+ unsigned int dist = distance_bl(src, bl);
+ uint8 dir = map->calc_dir(bl, src->x, src->y);
+
+ // teleport to target (if not on WoE grounds)
+ if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) )
+ clif->slide(src, bl->x, bl->y);
+
+ // cause damage and knockback if the path to target was a straight one
+ if( path_exists ) {
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
+ skill->blown(src, bl, dist, dir, 0);
+ //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
+ // make the caster look in the direction of the target
+ unit->setdir(src, (dir+4)%8);
+ }
+
+ }
+ break;
+
+ case NC_FLAMELAUNCHER:
+ if (sd) pc->overheat(sd,1);
+ case SN_SHARPSHOOTING:
+ case MA_SHARPSHOOTING:
+ case NJ_KAMAITACHI:
+ case LG_CANNONSPEAR:
+ //It won't shoot through walls since on castend there has to be a direct
+ //line of sight between caster and target.
+ skill->area_temp[1] = bl->id;
+ map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
+ skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+ break;
+
+ case NPC_ACIDBREATH:
+ case NPC_DARKNESSBREATH:
+ case NPC_FIREBREATH:
+ case NPC_ICEBREATH:
+ case NPC_THUNDERBREATH:
+ skill->area_temp[1] = bl->id;
+ map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
+ skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+ break;
+
+ case MO_INVESTIGATE:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ break;
+
+ case RG_BACKSTAP:
+ {
+ uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl);
+ if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
+ unit->setdir(bl,dir);
+ }
+ else if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case MO_FINGEROFFENSIVE:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ if (battle_config.finger_offensive_type && sd) {
+ int i;
+ for (i = 1; i < sd->spiritball_old; i++)
+ skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+ }
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ break;
+
+ case MO_CHAINCOMBO:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ break;
+
+ case NJ_ISSEN:
+ case MO_EXTREMITYFIST:
+ {
+ short x, y, i = 2; // Move 2 cells for Issen(from target)
+ struct block_list *mbl = bl;
+ short dir = 0;
+
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+
+ if( skill_id == MO_EXTREMITYFIST ) {
+ mbl = src;
+ i = 3; // for Asura(from caster)
+ status->set_sp(src, 0, 0);
+ status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+#ifdef RENEWAL
+ sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+#endif // RENEWAL
+ } else {
+ status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+#ifdef RENEWAL
+ status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);
+#else // not RENEWAL
+ status->set_hp(src, 1, 0);
+#endif // RENEWAL
+ }
+ dir = map->calc_dir(src,bl->x,bl->y);
+ if( dir > 0 && dir < 4) x = -i;
+ else if( dir > 4 ) x = i;
+ else x = 0;
+ if( dir > 2 && dir < 6 ) y = -i;
+ else if( dir == 7 || dir < 2 ) y = i;
+ else y = 0;
+ if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG
+ && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1)
+ ) {
+ clif->slide(src, src->x, src->y);
+ clif->fixpos(src);
+ clif->spiritball(src);
+ }
+ }
+ break;
+
+ case HT_POWER:
+ if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ //Splash attack skills.
+ case AS_GRIMTOOTH:
+ case MC_CARTREVOLUTION:
+ case NPC_SPLASHATTACK:
+ flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
+ case AS_SPLASHER:
+ case HT_BLITZBEAT:
+ case AC_SHOWER:
+ case MA_SHOWER:
+ case MG_NAPALMBEAT:
+ case MG_FIREBALL:
+ case RG_RAID:
+ case HW_NAPALMVULCAN:
+ case NJ_HUUMA:
+ case NJ_BAKUENRYU:
+ case ASC_METEORASSAULT:
+ case GS_DESPERADO:
+ case GS_SPREADATTACK:
+ case NPC_EARTHQUAKE:
+ case NPC_PULSESTRIKE:
+ case NPC_HELLJUDGEMENT:
+ case NPC_VAMPIRE_GIFT:
+ case RK_IGNITIONBREAK:
+ case AB_JUDEX:
+ case WL_SOULEXPANSION:
+ case WL_CRIMSONROCK:
+ case WL_COMET:
+ case WL_JACKFROST:
+ case RA_ARROWSTORM:
+ case RA_WUGDASH:
+ case NC_VULCANARM:
+ case NC_ARMSCANNON:
+ case NC_SELFDESTRUCTION:
+ case NC_AXETORNADO:
+ case GC_ROLLINGCUTTER:
+ case GC_COUNTERSLASH:
+ case LG_MOONSLASHER:
+ case LG_EARTHDRIVE:
+ case SR_TIGERCANNON:
+ case SR_RAMPAGEBLASTER:
+ case SR_SKYNETBLOW:
+ case SR_WINDMILL:
+ case SR_RIDEINLIGHTNING:
+ case WM_REVERBERATION:
+ case SO_VARETYR_SPEAR:
+ case GN_CART_TORNADO:
+ case GN_CARTCANNON:
+ case KO_HAPPOKUNAI:
+ case KO_HUUMARANKA:
+ case KO_MUCHANAGE:
+ case KO_BAKURETSU:
+ case GN_ILLUSIONDOPING:
+ case MH_XENO_SLASHER:
+ if( flag&1 ) {//Recursive invocation
+ // skill->area_temp[0] holds number of targets in area
+ // skill->area_temp[1] holds the id of the original target
+ // skill->area_temp[2] counts how many targets have already been processed
+ int sflag = skill->area_temp[0] & 0xFFF, heal;
+ struct status_change *tsc = status->get_sc(bl);
+ if( flag&SD_LEVEL )
+ sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
+ if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
+ sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
+
+ if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) )
+ break;
+
+ heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
+ if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ status->heal(src,heal,0,0);
+ }
+ } else {
+ switch ( skill_id ) {
+ case NJ_BAKUENRYU:
+ case LG_EARTHDRIVE:
+ case GN_CARTCANNON:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case SR_TIGERCANNON:
+ case GC_COUNTERSLASH:
+ case GC_ROLLINGCUTTER:
+ flag |= SD_ANIMATION;
+ case LG_MOONSLASHER:
+ case MH_XENO_SLASHER:
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
+ case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
+ skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
+ default:
+ break;
+ }
+
+ skill->area_temp[0] = 0;
+ skill->area_temp[1] = bl->id;
+ skill->area_temp[2] = 0;
+ if( skill_id == WL_CRIMSONROCK ) {
+ skill->area_temp[4] = bl->x;
+ skill->area_temp[5] = bl->y;
+ }
+
+ if( skill_id == NC_VULCANARM )
+ if (sd) pc->overheat(sd,1);
+
+ // if skill damage should be split among targets, count them
+ //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
+ //special case: Venom Splasher uses a different range for searching than for splashing
+ if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
+ skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+
+ // recursive invocation of skill->castend_damage_id() with flag|1
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ }
+ break;
+
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ if( flag&1 ) {
+ //Damage depends on distance, so add it to flag if it is > 1
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
+ }
+ break;
+
+ case KN_BRANDISHSPEAR:
+ case ML_BRANDISH:
+ //Coded apart for it needs the flag passed to the damage calculation.
+ if (skill->area_temp[1] != bl->id)
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
+ else
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
+
+ case KN_BOWLINGBASH:
+ case MS_BOWLINGBASH:
+ {
+ int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
+ // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
+ c = (skill_lv-(flag&0xFFF)+1)/2;
+ // Determine the Bowling Bash area depending on configuration
+ if (battle_config.bowling_bash_area == 0) {
+ // Gutter line system
+ min_x = ((src->x)-c) - ((src->x)-c)%40;
+ if(min_x < 0) min_x = 0;
+ max_x = min_x + 39;
+ min_y = ((src->y)-c) - ((src->y)-c)%40;
+ if(min_y < 0) min_y = 0;
+ max_y = min_y + 39;
+ } else if (battle_config.bowling_bash_area == 1) {
+ // Gutter line system without demi gutter bug
+ min_x = src->x - (src->x)%40;
+ max_x = min_x + 39;
+ min_y = src->y - (src->y)%40;
+ max_y = min_y + 39;
+ } else {
+ // Area around caster
+ min_x = src->x - battle_config.bowling_bash_area;
+ max_x = src->x + battle_config.bowling_bash_area;
+ min_y = src->y - battle_config.bowling_bash_area;
+ max_y = src->y + battle_config.bowling_bash_area;
+ }
+ // Initialization, break checks, direction
+ if((flag&0xFFF) > 0) {
+ // Ignore monsters outside area
+ if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
+ break;
+ // Ignore monsters already in list
+ if(idb_exists(skill->bowling_db, bl->id))
+ break;
+ // Random direction
+ dir = rnd()%8;
+ } else {
+ // Create an empty list of already hit targets
+ db_clear(skill->bowling_db);
+ // Direction is walkpath
+ dir = (unit->getdir(src)+4)%8;
+ }
+ // Add current target to the list of already hit targets
+ idb_put(skill->bowling_db, bl->id, bl);
+ // Keep moving target in direction square by square
+ tx = bl->x;
+ ty = bl->y;
+ for(i=0;i<c;i++) {
+ // Target coordinates (get changed even if knockback fails)
+ tx -= dirx[dir];
+ ty -= diry[dir];
+ // If target cell is a wall then break
+ if(map->getcell(bl->m,tx,ty,CELL_CHKWALL))
+ break;
+ skill->blown(src,bl,1,dir,0);
+ // Splash around target cell, but only cells inside area; we first have to check the area is not negative
+ if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
+ (max(min_y,ty-1) <= min(max_y,ty+1)) &&
+ (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) {
+ // Recursive call
+ map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id);
+ // Self-collision
+ if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
+ break;
+ }
+ }
+ // Original hit or chain hit depending on flag
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
+ }
+ break;
+
+ case KN_SPEARSTAB:
+ if(flag&1) {
+ if (bl->id==skill->area_temp[1])
+ break;
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
+ skill->blown(src,bl,skill->area_temp[2],-1,0);
+ } else {
+ int x=bl->x,y=bl->y,i,dir;
+ dir = map->calc_dir(bl,src->x,src->y);
+ skill->area_temp[1] = bl->id;
+ skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
+ // all the enemies between the caster and the target are hit, as well as the target
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
+ skill->blown(src,bl,skill->area_temp[2],-1,0);
+ for (i=0;i<4;i++) {
+ map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv,
+ tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ x += dirx[dir];
+ y += diry[dir];
+ }
+ }
+ break;
+
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
+ {
+ skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
+ map->foreachinrange(skill->area_sub,bl,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+ case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
+ //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
+ clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
+ skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+ break;
+
+ case PR_TURNUNDEAD:
+ case ALL_RESURRECTION:
+ if (!battle->check_undead(tstatus->race, tstatus->def_ele))
+ break;
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case MG_SOULSTRIKE:
+ case NPC_DARKSTRIKE:
+ case MG_COLDBOLT:
+ case MG_FIREBOLT:
+ case MG_LIGHTNINGBOLT:
+ case WZ_EARTHSPIKE:
+ case AL_HEAL:
+ case AL_HOLYLIGHT:
+ case WZ_JUPITEL:
+ case NPC_DARKTHUNDER:
+ case PR_ASPERSIO:
+ case MG_FROSTDIVER:
+ case WZ_SIGHTBLASTER:
+ case WZ_SIGHTRASHER:
+ case NJ_KOUENKA:
+ case NJ_HYOUSENSOU:
+ case NJ_HUUJIN:
+ case AB_ADORAMUS:
+ case AB_RENOVATIO:
+ case AB_HIGHNESSHEAL:
+ case AB_DUPLELIGHT_MAGIC:
+ case WM_METALICSOUND:
+ case MH_ERASER_CUTTER:
+ case KO_KAIHOU:
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case NPC_MAGICALATTACK:
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+
+ case HVAN_CAPRICE: //[blackhole89]
+ {
+ int ran=rnd()%4;
+ int sid = 0;
+ switch(ran)
+ {
+ case 0: sid=MG_COLDBOLT; break;
+ case 1: sid=MG_FIREBOLT; break;
+ case 2: sid=MG_LIGHTNINGBOLT; break;
+ case 3: sid=WZ_EARTHSPIKE; break;
+ }
+ skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
+ }
+ break;
+ case WZ_WATERBALL:
+ {
+ int range = skill_lv / 2;
+ int maxlv = skill->get_max(skill_id); // learnable level
+ int count = 0;
+ int x, y;
+ struct skill_unit *su;
+
+ if( skill_lv > maxlv ) {
+ if( src->type == BL_MOB && skill_lv == 10 )
+ range = 4;
+ else
+ range = maxlv / 2;
+ }
+
+ for( y = src->y - range; y <= src->y + range; ++y )
+ for( x = src->x - range; x <= src->x + range; ++x ) {
+ if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) {
+ if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
+ count++; // natural water cell
+ else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL
+ || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) {
+ count++; // skill-induced water cell
+ skill->delunit(su); // consume cell
+ }
+ }
+ }
+
+ if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
+ skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
+ }
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case PR_BENEDICTIO:
+ //Should attack undead and demons. [Skotlex]
+ if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
+ skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
+
+ case SL_SMA:
+ status_change_end(src, SC_SMA_READY, INVALID_TIMER);
+ case SL_STIN:
+ case SL_STUN:
+ if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case NPC_DARKBREATH:
+ clif->emotion(src,E_AG);
+ case SN_FALCONASSAULT:
+ case PA_PRESSURE:
+ case CR_ACIDDEMONSTRATION:
+ case TF_THROWSTONE:
+ case NPC_SMOKING:
+ case GS_FLING:
+ case NJ_ZENYNAGE:
+ case GN_THORNS_TRAP:
+ case GN_HELLS_PLANT_ATK:
+#ifdef RENEWAL
+ case ASC_BREAKER:
+#endif
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+ /**
+ * Rune Knight
+ **/
+ case RK_DRAGONBREATH_WATER:
+ case RK_DRAGONBREATH:
+ {
+ struct status_change *tsc = NULL;
+ if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ } else
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ }
+ break;
+ case NPC_SELFDESTRUCTION: {
+ struct status_change *tsc = NULL;
+ if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] )
+ break;
+ }
+ case HVAN_EXPLOSION:
+ if (src != bl)
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ // [Celest]
+ case PF_SOULBURN:
+ if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (skill_lv == 5)
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_percent_damage(src, bl, 0, 100, false);
+ } else {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ if (skill_lv == 5)
+ skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
+ status_percent_damage(src, src, 0, 100, false);
+ }
+ break;
+
+ case NPC_BLOODDRAIN:
+ case NPC_ENERGYDRAIN:
+ {
+ int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+ src, src, bl, skill_id, skill_lv, tick, flag);
+ if (heal > 0){
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ status->heal(src, heal, 0, 0);
+ }
+ }
+ break;
+
+ case GS_BULLSEYE:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case NJ_KASUMIKIRI:
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
+ sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case NJ_KIRIKAGE:
+ if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) {
+ //You don't move on GVG grounds.
+ short x, y;
+ map->search_freecell(bl, 0, &x, &y, 1, 1, 0);
+ if (unit->movepos(src, x, y, 0, 0))
+ clif->slide(src,src->x,src->y);
+ }
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+ case RK_HUNDREDSPEAR:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ if(rnd()%100 < (10 + 3*skill_lv)) {
+ if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 )
+ break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
+ skill->blown(src,bl,6,-1,0);
+ skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
+ skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
+ }
+ break;
+ case RK_PHANTOMTHRUST:
+ {
+ struct map_session_data *tsd = BL_CAST(BL_PC, bl);
+ unit->setdir(src,map->calc_dir(src, bl->x, bl->y));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+
+ skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0);
+ if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members.
+ ; // No damage to Members
+ else
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ }
+ break;
+
+ case KO_JYUMONJIKIRI:
+ case GC_DARKILLUSION:
+ {
+ short x, y;
+ short dir = map->calc_dir(bl, src->x, src->y);
+
+ if ( dir < 4 ) {
+ x = bl->x + 2 * (dir > 0) - 3 * (dir > 0);
+ y = bl->y + 1 - (dir / 2) - (dir > 2);
+ } else {
+ x = bl->x + 2 * (dir > 4) - 1 * (dir > 4);
+ y = bl->y + (dir / 6) - 1 + (dir > 6);
+ }
+
+ if ( unit->movepos(src, x, y, 1, 1) ) {
+ clif->slide(src, x, y);
+ clif->fixpos(src); // the official server send these two packets.
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION )
+ skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag);
+ }
+ }
+ break;
+ case GC_WEAPONCRUSH:
+ if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
+ break;
+
+ case GC_CROSSRIPPERSLASHER:
+ if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ else
+ {
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
+ }
+ break;
+
+ case GC_PHANTOMMENACE:
+ if( flag&1 ) {
+ // Only Hits Invisible Targets
+ struct status_change *tsc = status->get_sc(bl);
+ if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ }
+ break;
+ case WL_CHAINLIGHTNING:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
+ break;
+ case WL_DRAINLIFE:
+ {
+ int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ int rate = 70 + 5 * skill_lv;
+
+ heal = heal * (5 + 5 * skill_lv) / 100;
+
+ if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
+ heal = 0; // Don't absorb heal from Ice Walls or other skill units.
+
+ if( heal && rnd()%100 < rate ) {
+ status->heal(src, heal, 0, 0);
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ }
+ }
+ break;
+
+ case WL_TETRAVORTEX:
+ if( sc ){
+ int i = SC_SUMMON5, x = 0;
+ int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
+ for(; i >= SC_SUMMON1; i--){
+ if( sc->data[i] ){
+ int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0;
+ if( x < 4 ){
+ types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1;
+ types[x][1] = 25; // 25% each for equal sharing
+ if( x == 3 ){
+ x = 0;
+ sc_index = types[rnd()%4][0];
+ for(; x < 4; x++)
+ if(types[x][0] == sc_index)
+ rate += types[x][1];
+ }
+ skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag);
+ }
+ status_change_end(src, (sc_type)i, INVALID_TIMER);
+ x++;
+ }
+ }
+ }
+ break;
+
+ case WL_RELEASE:
+ if( sd ) {
+ int i, cooldown;
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ skill->toggle_magicpower(src, skill_id);
+ // Priority is to release SpellBook
+ if( sc && sc->data[SC_READING_SB] ) { // SpellBook
+ uint16 spell_skill_id, spell_skill_lv, point, s = 0;
+ int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1];
+
+ for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
+ if( sc->data[i] ) spell[s++] = i;
+
+ if ( s == 0 )
+ break;
+
+ i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
+ if( s && sc->data[i] ){// Now extract the data from the preserved spell
+ spell_skill_id = sc->data[i]->val1;
+ spell_skill_lv = sc->data[i]->val2;
+ point = sc->data[i]->val3;
+ status_change_end(src, (sc_type)i, INVALID_TIMER);
+ }else //something went wrong :(
+ break;
+
+ if( sc->data[SC_READING_SB]->val2 > point )
+ sc->data[SC_READING_SB]->val2 -= point;
+ else // Last spell to be released
+ status_change_end(src, SC_READING_SB, INVALID_TIMER);
+
+ if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) )
+ break;
+
+ switch( skill->get_casttype(spell_skill_id) ) {
+ case CAST_GROUND:
+ skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0);
+ break;
+ }
+
+ sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv);
+ clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0);
+
+ cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv);
+ for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
+ if (sd->skillcooldown[i].id == spell_skill_id){
+ cooldown += sd->skillcooldown[i].val;
+ break;
+ }
+ }
+ if(cooldown)
+ skill->blockpc_start(sd, spell_skill_id, cooldown);
+ }else if( sc ){ // Summon Balls
+ for(i = SC_SUMMON5; i >= SC_SUMMON1; i--){
+ if( sc->data[i] ){
+ int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE);
+ skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag);
+ status_change_end(src, (sc_type)i, INVALID_TIMER);
+ if(skill_lv == 1)
+ break;
+ }
+ }
+ }
+ }
+ break;
+ case WL_FROSTMISTY:
+ // Doesn't deal damage through non-shootable walls.
+ if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+ break;
+ case WL_HELLINFERNO:
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
+ break;
+ case RA_WUGSTRIKE:
+ if( sd && pc_isridingwug(sd) ){
+ short x[8]={0,-1,-1,-1,0,1,1,1};
+ short y[8]={1,1,0,-1,-1,-1,0,1};
+ uint8 dir = map->calc_dir(bl, src->x, src->y);
+
+ if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
+ {
+ clif->slide(src, bl->x+x[dir], bl->y+y[dir]);
+ clif->fixpos(src);
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ }
+ break;
+ }
+ case RA_WUGBITE:
+ if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+
+ break;
+
+ case RA_SENSITIVEKEEN:
+ if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
+ struct status_change * tsc = status->get_sc(bl);
+ if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ }
+ } else {
+ struct skill_unit *su = BL_CAST(BL_SKILL,bl);
+ struct skill_unit_group* sg;
+
+ if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) {
+ if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) {
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
+ item_tmp.identify = 1;
+ if( item_tmp.nameid )
+ map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+ }
+ skill->delunit(su);
+ }
+ }
+ break;
+ case NC_INFRAREDSCAN:
+ if( flag&1 ) {
+ //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
+ sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv));
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
+ } else {
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( sd ) pc->overheat(sd,1);
+ }
+ break;
+
+ case NC_MAGNETICFIELD:
+ sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
+ break;
+ case SC_FATALMENACE:
+ if( flag&1 )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ else {
+ short x, y;
+ map->search_freecell(src, 0, &x, &y, -1, -1, 0);
+ // Destination area
+ skill->area_temp[4] = x;
+ skill->area_temp[5] = y;
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
+ clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ }
+ break;
+ case LG_PINPOINTATTACK:
+ if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) )
+ clif->slide(src,bl->x,bl->y);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case LG_SHIELDSPELL:
+ if ( skill_lv == 1 )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ else if ( skill_lv == 2 )
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case SR_DRAGONCOMBO:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case SR_KNUCKLEARROW:
+ if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) {
+ clif->slide(src,bl->x,bl->y);
+ clif->fixpos(src); // Aegis send this packet too.
+ }
+
+ if( flag&1 )
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+ else
+ skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
+ break;
+
+ case SR_HOWLINGOFLION:
+ status_change_end(bl, SC_SWING, INVALID_TIMER);
+ status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
+ status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
+ status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
+ status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
+ status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
+ break;
+
+ case SR_EARTHSHAKER:
+ if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ } else{
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ }
+ break;
+
+ case WM_SOUND_OF_DESTRUCTION:
+ {
+ struct status_change *tsc = status->get_sc(bl);
+ if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] ||
+ tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
+ tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
+ tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] ||
+ tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] ||
+ tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) &&
+ rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) {
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE);
+ status_change_end(bl, SC_SWING, INVALID_TIMER);
+ status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
+ status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
+ status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
+ status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
+ status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
+ }
+ }
+ break;
+
+ case SO_POISON_BUSTER:
+ {
+ struct status_change *tsc = status->get_sc(bl);
+ if( tsc && tsc->data[SC_POISON] ) {
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ } else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ }
+ break;
+
+ case GN_SPORE_EXPLOSION:
+ if( flag&1 )
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ else {
+ clif->skill_nodamage(src, bl, skill_id, 0, 1);
+ skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
+ }
+ break;
+
+ case EL_FIRE_BOMB:
+ case EL_FIRE_WAVE:
+ case EL_WATER_SCREW:
+ case EL_HURRICANE:
+ case EL_TYPOON_MIS:
+ if( flag&1 )
+ skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
+ else {
+ int i = skill->get_splash(skill_id,skill_lv);
+ clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( rnd()%100 < 30 )
+ map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ else
+ skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ }
+ break;
+
+ case EL_ROCK_CRUSHER:
+ clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( rnd()%100 < 50 )
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ else
+ skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
+ break;
+
+ case EL_STONE_RAIN:
+ if( flag&1 )
+ skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ else {
+ int i = skill->get_splash(skill_id,skill_lv);
+ clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( rnd()%100 < 30 )
+ map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ else
+ skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ }
+ break;
+
+ case EL_FIRE_ARROW:
+ case EL_ICE_NEEDLE:
+ case EL_WIND_SLASH:
+ case EL_STONE_HAMMER:
+ clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+
+ case EL_TIDAL_WEAPON:
+ if( src->type == BL_ELEM ) {
+ struct elemental_data *ele = BL_CAST(BL_ELEM,src);
+ struct status_change *esc = status->get_sc(&ele->bl);
+ struct status_change *tsc = status->get_sc(bl);
+ sc_type type = status->skill2sc(skill_id), type2;
+ type2 = type-1;
+
+ clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ }
+ if( rnd()%100 < 50 )
+ skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ else {
+ sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv));
+ }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ }
+ break;
+
+ // Recursive homun skill
+ case MH_MAGMA_FLOW:
+ case MH_HEILIGE_STANGE:
+ if(flag & 1)
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ else {
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id);
+ }
+ break;
+
+ case MH_STAHL_HORN:
+ case MH_NEEDLE_OF_PARALYZE:
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
+ case MH_TINDER_BREAKER:
+ if (unit->movepos(src, bl->x, bl->y, 1, 1)) {
+ #if PACKETVER >= 20111005
+ clif->snap(src, bl->x, bl->y);
+ #else
+ clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
+ #endif
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
+
+ case 0:/* no skill - basic/normal attack */
+ if(sd) {
+ if (flag & 3){
+ if (bl->id != skill->area_temp[1])
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
+ } else {
+ skill->area_temp[1] = bl->id;
+ map->foreachinrange(skill->area_sub, bl,
+ sd->bonus.splash_range, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
+ skill->castend_damage_id);
+ flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
+ }
+ }
+ break;
+
+ default:
+ ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
+ 0, abs(skill->get_num(skill_id, skill_lv)),
+ skill_id, skill_lv, skill->get_hit(skill_id));
+ map->freeblock_unlock();
+ return 1;
+ }
+
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
+
+ map->freeblock_unlock();
+
+ if( sd && !(flag&1) )
+ {// ensure that the skill last-cast tick is recorded
+ sd->canskill_tick = timer->gettick();
+
+ if( sd->state.arrow_atk )
+ {// consume arrow on last invocation to this skill.
+ battle->consume_ammo(sd, skill_id, skill_lv);
+ }
+
+ // perform skill requirement consumption
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
+ struct block_list *target, *src;
+ struct map_session_data *sd;
+ struct mob_data *md;
+ struct unit_data *ud;
+ struct status_change *sc = NULL;
+ int inf,inf2,flag = 0;
+
+ src = map->id2bl(id);
+ if( src == NULL )
+ {
+ ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
+ return 0;// not found
+ }
+
+ ud = unit->bl2ud(src);
+ if( ud == NULL )
+ {
+ ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
+ return 0;// ???
+ }
+
+ sd = BL_CAST(BL_PC, src);
+ md = BL_CAST(BL_MOB, src);
+
+ if( src->prev == NULL ) {
+ ud->skilltimer = INVALID_TIMER;
+ return 0;
+ }
+
+ if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit->skillcastcancel()
+ if( ud->skilltimer != tid ) {
+ ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
+ ud->skilltimer = INVALID_TIMER;
+ return 0;
+ }
+
+ if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
+ {// restore original walk speed
+ ud->skilltimer = INVALID_TIMER;
+ status_calc_bl(&sd->bl, SCB_SPEED);
+ }
+
+ ud->skilltimer = INVALID_TIMER;
+ }
+
+ if (ud->skilltarget == id)
+ target = src;
+ else
+ target = map->id2bl(ud->skilltarget);
+
+ // Use a do so that you can break out of it when the skill fails.
+ do {
+ if(!target || target->prev==NULL) break;
+
+ if(src->m != target->m || status->isdead(src)) break;
+
+ switch (ud->skill_id) {
+ //These should become skill_castend_pos
+ case WE_CALLPARTNER:
+ if(sd) clif->callpartner(sd);
+ case WE_CALLPARENT:
+ case WE_CALLBABY:
+ case AM_RESURRECTHOMUN:
+ case PF_SPIDERWEB:
+ //Find a random spot to place the skill. [Skotlex]
+ inf2 = skill->get_splash(ud->skill_id, ud->skill_lv);
+ ud->skillx = target->x + inf2;
+ ud->skilly = target->y + inf2;
+ if (inf2 && !map->random_dir(target, &ud->skillx, &ud->skilly)) {
+ ud->skillx = target->x;
+ ud->skilly = target->y;
+ }
+ ud->skilltimer=tid;
+ return skill->castend_pos(tid,tick,id,data);
+ case GN_WALLOFTHORN:
+ ud->skillx = target->x;
+ ud->skilly = target->y;
+ ud->skilltimer = tid;
+ return skill->castend_pos(tid,tick,id,data);
+ }
+
+ if(ud->skill_id == RG_BACKSTAP) {
+ uint8 dir = map->calc_dir(src,target->x,target->y),t_dir = unit->getdir(target);
+ if(check_distance_bl(src, target, 0) || map->check_dir(dir,t_dir)) {
+ break;
+ }
+ }
+
+ if( ud->skill_id == PR_TURNUNDEAD ) {
+ struct status_data *tstatus = status->get_status_data(target);
+ if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
+ break;
+ }
+
+ if( ud->skill_id == RA_WUGSTRIKE ){
+ if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
+ break;
+ }
+
+ if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) {
+ sc = status->get_sc(target);
+ if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
+ { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
+ clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
+ break;
+ }
+ }
+ else
+ { // Check target validity.
+ inf = skill->get_inf(ud->skill_id);
+ inf2 = skill->get_inf2(ud->skill_id);
+
+ if(inf&INF_ATTACK_SKILL ||
+ (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
+ ) // Casted through combo.
+ inf = BCT_ENEMY; //Offensive skill.
+ else if(inf2&INF2_NO_ENEMY)
+ inf = BCT_NOENEMY;
+ else
+ inf = 0;
+
+ if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
+ {
+ inf |=
+ (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
+ (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
+ //Remove neutral targets (but allow enemy if skill is designed to be so)
+ inf &= ~BCT_NEUTRAL;
+ }
+
+ if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
+ clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
+ break;
+ }
+
+ if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
+ {
+ if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
+ break;
+ }
+ else if (inf && battle->check_target(src, target, inf) <= 0){
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
+ if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 )
+ break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
+ }
+
+ if( inf&BCT_ENEMY
+ && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL]
+ && rnd() % 100 < 75
+ ) {
+ // Fogwall makes all offensive-type targeted skills fail at 75%
+ if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+ }
+
+ //Avoid doing double checks for instant-cast skills.
+ if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1))
+ break;
+
+ if(md) {
+ md->last_thinktime=tick +MIN_MOBTHINKTIME;
+ if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
+ clif->emotion(src, md->db->skill[md->skill_idx].emotion);
+ }
+
+ if(src != target && battle_config.skill_add_range &&
+ !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
+ {
+ if (sd) {
+ clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
+ }
+ break;
+ }
+
+ if( sd )
+ {
+ if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
+ break;
+ else
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
+ }
+#ifdef OFFICIAL_WALKPATH
+ if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
+ break;
+#endif
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
+ break;
+
+ if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
+ ud->state.running = 0;
+ status_change_end(src, SC_RUN, INVALID_TIMER);
+ flag = 1;
+ }
+
+ if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
+ unit->stop_walking(src,1);
+
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
+ if (sd) { // Cooldown application
+ int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
+ for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
+ if (sd->skillcooldown[i].id == ud->skill_id){
+ cooldown += sd->skillcooldown[i].val;
+ break;
+ }
+ }
+ if(cooldown)
+ skill->blockpc_start(sd, ud->skill_id, cooldown);
+ }
+ if( battle_config.display_status_timers && sd )
+ clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
+ if( sd )
+ {
+ switch( ud->skill_id )
+ {
+ case GS_DESPERADO:
+ sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv);
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) {
+ const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer);
+ if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ break;
+ }
+ sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
+ break;
+ }
+ }
+ if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE)
+ unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
+
+ if(battle_config.skill_log && battle_config.skill_log&src->type)
+ ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
+ src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
+
+ map->freeblock_lock();
+
+ // SC_MAGICPOWER needs to switch states before any damage is actually dealt
+ skill->toggle_magicpower(src, ud->skill_id);
+
+ /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO.
+ if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
+ status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
+ */
+
+ if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE)
+ skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
+ else
+ skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
+
+ sc = status->get_sc(src);
+ if(sc && sc->count) {
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == ud->skill_id
+ && ud->skill_id != WZ_WATERBALL
+ )
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
+
+ if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
+ skill->blockpc_start(sd,BD_ADAPTATION,3000);
+ }
+
+ if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
+ sd->skillitem = sd->skillitemlv = 0;
+
+ if (ud->skilltimer == INVALID_TIMER) {
+ if(md) md->skill_idx = -1;
+ else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
+ ud->skill_lv = ud->skilltarget = 0;
+ }
+ map->freeblock_unlock();
+ return 1;
+ } while(0);
+
+ //Skill failed.
+ if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) {
+ //When Asura fails... (except when it fails from Fog of Wall)
+ //Consume SP/spheres
+ skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
+ status->set_sp(src, 0, 0);
+ sc = &sd->sc;
+ if (sc->count) {
+ //End states
+ status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+#ifdef RENEWAL
+ sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv));
+#endif
+ }
+ if (target && target->m == src->m) {
+ //Move character to target anyway.
+ int dir, x, y;
+ dir = map->calc_dir(src,target->x,target->y);
+ if( dir > 0 && dir < 4) x = -2;
+ else if( dir > 4 ) x = 2;
+ else x = 0;
+ if( dir > 2 && dir < 6 ) y = -2;
+ else if( dir == 7 || dir < 2 ) y = 2;
+ else y = 0;
+ if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) {
+ //Display movement + animation.
+ clif->slide(src,src->x,src->y);
+ clif->spiritball(src);
+ }
+ clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ }
+
+ ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick;
+ //You can't place a skill failed packet here because it would be
+ //sent in ALL cases, even cases where skill_check_condition fails
+ //which would lead to double 'skill failed' messages u.u [Skotlex]
+ if(sd)
+ sd->skillitem = sd->skillitemlv = 0;
+ else if(md)
+ md->skill_idx = -1;
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
+ struct map_session_data *sd, *dstsd;
+ struct mob_data *md, *dstmd;
+ struct homun_data *hd;
+ struct mercenary_data *mer;
+ struct status_data *sstatus, *tstatus;
+ struct status_change *tsc;
+ struct status_change_entry *tsce;
+
+ int element = 0;
+ enum sc_type type;
+
+ if(skill_id > 0 && !skill_lv) return 0; // [Celest]
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if (src->m != bl->m)
+ return 1;
+
+ sd = BL_CAST(BL_PC, src);
+ hd = BL_CAST(BL_HOM, src);
+ md = BL_CAST(BL_MOB, src);
+ mer = BL_CAST(BL_MER, src);
+
+ dstsd = BL_CAST(BL_PC, bl);
+ dstmd = BL_CAST(BL_MOB, bl);
+
+ if(bl->prev == NULL)
+ return 1;
+ if(status->isdead(src))
+ return 1;
+
+ if( src != bl && status->isdead(bl) ) {
+ /**
+ * Skills that may be cast on dead targets
+ **/
+ switch( skill_id ) {
+ case NPC_WIDESOULDRAIN:
+ case PR_REDEMPTIO:
+ case ALL_RESURRECTION:
+ case WM_DEADHILLHERE:
+ break;
+ default:
+ return 1;
+ }
+ }
+
+ // Supportive skills that can't be cast in users with mado
+ if( sd && dstsd && pc_ismadogear(dstsd) ) {
+ switch( skill_id ) {
+ case AL_HEAL:
+ case AL_INCAGI:
+ case AL_DECAGI:
+ case AB_RENOVATIO:
+ case AB_HIGHNESSHEAL:
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
+ return 0;
+ default:
+ break;
+ }
+ }
+
+ tstatus = status->get_status_data(bl);
+ sstatus = status->get_status_data(src);
+
+ //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
+ switch (skill_id) {
+ case HLIF_HEAL: // [orn]
+ if (bl->type != BL_HOM) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
+ break ;
+ }
+ case AL_HEAL:
+
+ /**
+ * Arch Bishop
+ **/
+ case AB_RENOVATIO:
+ case AB_HIGHNESSHEAL:
+ case AL_INCAGI:
+ case ALL_RESURRECTION:
+ case PR_ASPERSIO:
+ //Apparently only player casted skills can be offensive like this.
+ if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) {
+ if (battle->check_target(src, bl, BCT_ENEMY) < 1) {
+ //Offensive heal does not works on non-enemies. [Skotlex]
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag);
+ }
+ break;
+ case SO_ELEMENTAL_SHIELD:
+ {
+ struct party_data *p;
+ short ret = 0;
+ int x0, y0, x1, y1, range, i;
+
+ if(sd == NULL || !sd->ed)
+ break;
+ if((p = party->search(sd->status.party_id)) == NULL)
+ break;
+
+ range = skill->get_splash(skill_id,skill_lv);
+ x0 = sd->bl.x - range;
+ y0 = sd->bl.y - range;
+ x1 = sd->bl.x + range;
+ y1 = sd->bl.y + range;
+
+ elemental->delete(sd->ed,0);
+
+ if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv))
+ ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
+ for(i = 0; i < MAX_PARTY; i++) {
+ struct map_session_data *psd = p->data[i].sd;
+ if(!psd)
+ continue;
+ if(psd->bl.m != sd->bl.m || !psd->bl.prev)
+ continue;
+ if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
+ psd->bl.x > x1 || psd->bl.y > y1))
+ continue;
+ if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
+ ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
+ }
+ return ret;
+ }
+ break;
+ case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
+ return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag);
+ case MH_STEINWAND: {
+ struct block_list *s_src = battle->get_master(src);
+ short ret = 0;
+ if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
+ ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun
+ if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
+ ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ return ret;
+ }
+ break;
+ case RK_MILLENNIUMSHIELD:
+ case RK_CRUSHSTRIKE:
+ case RK_REFRESH:
+ case RK_GIANTGROWTH:
+ case RK_STONEHARDSKIN:
+ case RK_VITALITYACTIVATION:
+ case RK_STORMBLAST:
+ case RK_FIGHTINGSPIRIT:
+ case RK_ABUNDANCE:
+ if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
+ if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
+ map->freeblock_unlock();
+ return 0;
+ }
+ }
+ break;
+ default:
+ //Skill is actually ground placed.
+ if (src == bl && skill->get_unit_id(skill_id,0))
+ return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
+ }
+
+ type = status->skill2sc(skill_id);
+ tsc = status->get_sc(bl);
+ tsce = (tsc && type != -1)?tsc->data[type]:NULL;
+
+ if (src!=bl && type > -1 &&
+ (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
+ skill->get_inf(skill_id) != INF_SUPPORT_SKILL &&
+ battle->attr_fix(NULL, NULL, 100, element, tstatus->def_ele, tstatus->ele_lv) <= 0)
+ return 1; //Skills that cause an status should be blocked if the target element blocks its element.
+
+ map->freeblock_lock();
+ switch(skill_id) {
+ case HLIF_HEAL: // [orn]
+ case AL_HEAL:
+ /**
+ * Arch Bishop
+ **/
+ case AB_HIGHNESSHEAL:
+ {
+ int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
+ int heal_get_jobexp;
+ //Highness Heal: starts at 1.7 boost + 0.3 for each level
+ if( skill_id == AB_HIGHNESSHEAL ) {
+ heal = heal * ( 17 + 3 * skill_lv ) / 10;
+ }
+ if( status->isimmune(bl) ||
+ (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
+ heal=0;
+
+ if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
+ heal = heal*2;
+
+ if( tsc && tsc->count )
+ {
+ if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
+ { //Bounce back heal
+ if (--tsc->data[SC_KAITE]->val2 <= 0)
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ if (src == bl)
+ heal=0; //When you try to heal yourself under Kaite, the heal is voided.
+ else {
+ bl = src;
+ dstsd = sd;
+ }
+ }
+ else if (tsc->data[SC_BERSERK])
+ heal = 0; //Needed so that it actually displays 0 when healing.
+ }
+ clif->skill_nodamage (src, bl, skill_id, heal, 1);
+ if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
+ heal = ~heal + 1;
+ heal_get_jobexp = status->heal(bl,heal,0,0);
+
+ if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
+ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
+ if (heal_get_jobexp <= 0)
+ heal_get_jobexp = 1;
+ pc->gainexp (sd, bl, 0, heal_get_jobexp, false);
+ }
+ }
+ break;
+
+ case PR_REDEMPTIO:
+ if (sd && !(flag&1)) {
+ if (sd->status.party_id == 0) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ skill->area_temp[0] = 0;
+ party->foreachsamemap(skill->area_sub,
+ sd,skill->get_splash(skill_id, skill_lv),
+ src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
+ skill->castend_nodamage_id);
+ if (skill->area_temp[0] == 0) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty...
+ if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty
+ sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each.
+ sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000);
+ clif->updatestatus(sd,SP_BASEEXP);
+ clif->updatestatus(sd,SP_JOBEXP);
+ }
+ status->set_hp(src, 1, 0);
+ status->set_sp(src, 0, 0);
+ break;
+ } else if (status->isdead(bl) && flag&1) { //Revive
+ skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
+ skill_lv = 3; //Resurrection level 3 is used
+ } else //Invalid target, skip resurrection.
+ break;
+
+ case ALL_RESURRECTION:
+ if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) {
+ //No reviving in WoE grounds!
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if (!status->isdead(bl))
+ break;
+ {
+ int per = 0, sper = 0;
+ if (tsc && tsc->data[SC_HELLPOWER])
+ break;
+
+ if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
+ break;
+
+ switch(skill_lv){
+ case 1: per=10; break;
+ case 2: per=30; break;
+ case 3: per=50; break;
+ case 4: per=80; break;
+ }
+ if(dstsd && dstsd->special_state.restart_full_recover)
+ per = sper = 100;
+ if (status->revive(bl, per, sper))
+ {
+ clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
+ if(sd && dstsd && battle_config.resurrection_exp > 0)
+ {
+ int exp = 0,jexp = 0;
+ int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
+ if(lv > 0 && pc->nextbaseexp(dstsd)) {
+ exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if (exp < 1) exp = 1;
+ }
+ if(jlv > 0 && pc->nextjobexp(dstsd)) {
+ jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if (jexp < 1) jexp = 1;
+ }
+ if(exp > 0 || jexp > 0)
+ pc->gainexp (sd, bl, exp, jexp, false);
+ }
+ }
+ }
+ break;
+
+ case AL_DECAGI:
+ clif->skill_nodamage (src, bl, skill_id, skill_lv,
+ sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv,
+ /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */
+ ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case MER_DECAGI:
+ if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect.
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case AL_CRUCIS:
+ if (flag&1)
+ sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+
+ case PR_LEXDIVINA:
+ case MER_LEXDIVINA:
+ if( tsce )
+ status_change_end(bl,type, INVALID_TIMER);
+ else
+ sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+ break;
+
+ case SA_ABRACADABRA:
+ {
+ int abra_skill_id = 0, abra_skill_lv, abra_idx;
+ do {
+ abra_idx = rnd() % MAX_SKILL_ABRA_DB;
+ abra_skill_id = skill->abra_db[abra_idx].skill_id;
+ } while (abra_skill_id == 0 ||
+ skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear
+ rnd()%10000 >= skill->abra_db[abra_idx].per
+ );
+ abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+
+ if( sd )
+ {// player-casted
+ sd->state.abra_flag = 1;
+ sd->skillitem = abra_skill_id;
+ sd->skillitemlv = abra_skill_lv;
+ clif->item_skill(sd, abra_skill_id, abra_skill_lv);
+ }
+ else
+ {// mob-casted
+ struct unit_data *ud = unit->bl2ud(src);
+ int inf = skill->get_inf(abra_skill_id);
+ if (!ud) break;
+ if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
+ if (src->type == BL_PET)
+ bl = (struct block_list*)((TBL_PET*)src)->msd;
+ if (!bl) bl = src;
+ unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
+ } else { //Assume offensive skills
+ int target_id = 0;
+ if (ud->target)
+ target_id = ud->target;
+ else switch (src->type) {
+ case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
+ case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
+ }
+ if (!target_id)
+ break;
+ if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
+ bl = map->id2bl(target_id);
+ if (!bl) bl = src;
+ unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
+ } else
+ unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
+ }
+ }
+ }
+ break;
+
+ case SA_COMA:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
+ case SA_FULLRECOVERY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (status->isimmune(bl))
+ break;
+ status_percent_heal(bl, 100, 100);
+ break;
+ case NPC_ALLHEAL:
+ {
+ int heal;
+ if( status->isimmune(bl) )
+ break;
+ heal = status_percent_heal(bl, 100, 0);
+ clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
+ if( dstmd ) {
+ // Reset Damage Logs
+ memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
+ dstmd->tdmg = 0;
+ }
+ }
+ break;
+ case SA_SUMMONMONSTER:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
+ break;
+ case SA_LEVELUP:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false);
+ break;
+ case SA_INSTANTDEATH:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status->set_hp(bl,1,0);
+ break;
+ case SA_QUESTION:
+ case SA_GRAVITY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case SA_CLASSCHANGE:
+ case SA_MONOCELL:
+ if (dstmd)
+ {
+ int class_;
+ if ( sd && dstmd->status.mode&MD_BOSS )
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ mob->class_change(dstmd,class_);
+ if( tsc && dstmd->status.mode&MD_BOSS )
+ {
+ int i;
+ const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP };
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
+ if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ for (i = 0; i < ARRAYLENGTH(scs); i++)
+ if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ }
+ }
+ break;
+ case SA_DEATH:
+ if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_kill(bl);
+ break;
+ case SA_REVERSEORCISH:
+ case ALL_REVERSEORCISH:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
+ break;
+ case SA_FORTUNE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ break;
+ case SA_TAMINGMONSTER:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (sd && dstmd) {
+ int i;
+ ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ );
+ if( i < MAX_PET_DB )
+ pet->catch_process1(sd, dstmd->class_);
+ }
+ break;
+
+ case CR_PROVIDENCE:
+ if(sd && dstsd){ //Check they are not another crusader [Skotlex]
+ if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case CG_MARIONETTE:
+ {
+ struct status_change* sc = status->get_sc(src);
+
+ if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) {
+ // Cannot cast on another bard/dancer-type class of the same gender as caster
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+
+ if( sc && tsc ) {
+ if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) {
+ sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv));
+ sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id
+ && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id
+ ) {
+ status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER);
+ status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
+ } else {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ }
+ }
+ break;
+
+ case RG_CLOSECONFINE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+ break;
+ case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ if (dstsd) {
+ if(dstsd->status.weapon == W_FIST ||
+ (dstsd->sc.count && !dstsd->sc.data[type] &&
+ ( //Allow re-enchanting to lengthen time. [Skotlex]
+ dstsd->sc.data[SC_PROPERTYFIRE] ||
+ dstsd->sc.data[SC_PROPERTYWATER] ||
+ dstsd->sc.data[SC_PROPERTYWIND] ||
+ dstsd->sc.data[SC_PROPERTYGROUND] ||
+ dstsd->sc.data[SC_PROPERTYDARK] ||
+ dstsd->sc.data[SC_PROPERTYTELEKINESIS] ||
+ dstsd->sc.data[SC_ENCHANTPOISON]
+ ))
+ ) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
+ }
+ }
+ // 100% success rate at lv4 & 5, but lasts longer at lv5
+ if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) {
+ if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
+ clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon."
+ }
+ break;
+
+ case PR_ASPERSIO:
+ if (sd && dstmd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case ITEM_ENCHANTARMS:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,
+ skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case TK_SEVENWIND:
+ switch(skill->get_ele(skill_id,skill_lv)) {
+ case ELE_EARTH : type = SC_PROPERTYGROUND; break;
+ case ELE_WIND : type = SC_PROPERTYWIND; break;
+ case ELE_WATER : type = SC_PROPERTYWATER; break;
+ case ELE_FIRE : type = SC_PROPERTYFIRE; break;
+ case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break;
+ case ELE_DARK : type = SC_PROPERTYDARK; break;
+ case ELE_HOLY : type = SC_ASPERSIO; break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+
+ sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv));
+
+ break;
+
+ case PR_KYRIE:
+ case MER_KYRIE:
+ clif->skill_nodamage(bl, bl, skill_id, -1,
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
+ //Passive Magnum, should had been casted on yourself.
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ skill->area_temp[1] = 0;
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ clif->skill_nodamage (src,src,skill_id,skill_lv,1);
+ // Initiate 10% of your damage becomes fire element.
+ sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
+ if( sd )
+ skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv));
+ else if( bl->type == BL_MER )
+ skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));
+ break;
+
+ case TK_JUMPKICK:
+ /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */
+ if( battle->check_target(src, bl, BCT_ENEMY) > 0 )
+ {
+ if( unit->movepos(src, bl->x, bl->y, 1, 1) )
+ {
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ clif->slide(src,bl->x,bl->y);
+ }
+ }
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ break;
+
+ case AL_INCAGI:
+ case AL_BLESSING:
+ case MER_INCAGI:
+ case MER_BLESSING:
+ if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) {
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+ }
+ case PR_SLOWPOISON:
+ case PR_IMPOSITIO:
+ case PR_LEXAETERNA:
+ case PR_SUFFRAGIUM:
+ case PR_BENEDICTIO:
+ case LK_BERSERK:
+ case MS_BERSERK:
+ case KN_TWOHANDQUICKEN:
+ case KN_ONEHAND:
+ case MER_QUICKEN:
+ case CR_SPEARQUICKEN:
+ case CR_REFLECTSHIELD:
+ case MS_REFLECTSHIELD:
+ case AS_POISONREACT:
+ case MC_LOUD:
+ case MG_ENERGYCOAT:
+ case MO_EXPLOSIONSPIRITS:
+ case MO_STEELBODY:
+ case MO_BLADESTOP:
+ case LK_AURABLADE:
+ case LK_PARRYING:
+ case MS_PARRYING:
+ case LK_CONCENTRATION:
+ case WS_CARTBOOST:
+ case SN_SIGHT:
+ case WS_MELTDOWN:
+ case WS_OVERTHRUSTMAX:
+ case ST_REJECTSWORD:
+ case HW_MAGICPOWER:
+ case PF_MEMORIZE:
+ case PA_SACRIFICE:
+ case ASC_EDP:
+ case PF_DOUBLECASTING:
+ case SG_SUN_COMFORT:
+ case SG_MOON_COMFORT:
+ case SG_STAR_COMFORT:
+ case NPC_HALLUCINATION:
+ case GS_MADNESSCANCEL:
+ case GS_ADJUSTMENT:
+ case GS_INCREASING:
+ case NJ_KASUMIKIRI:
+ case NJ_UTSUSEMI:
+ case NJ_NEN:
+ case NPC_DEFENDER:
+ case NPC_MAGICMIRROR:
+ case ST_PRESERVE:
+ case NPC_INVINCIBLE:
+ case NPC_INVINCIBLEOFF:
+ case RK_DEATHBOUND:
+ case AB_RENOVATIO:
+ case AB_EXPIATIO:
+ case AB_DUPLELIGHT:
+ case AB_SECRAMENT:
+ case NC_ACCELERATION:
+ case NC_HOVERING:
+ case NC_SHAPESHIFT:
+ case WL_RECOGNIZEDSPELL:
+ case GC_VENOMIMPRESS:
+ case SC_INVISIBILITY:
+ case SC_DEADLYINFECT:
+ case LG_EXEEDBREAK:
+ case LG_PRESTIGE:
+ case SR_CRESCENTELBOW:
+ case SR_LIGHTNINGWALK:
+ case SR_GENTLETOUCH_ENERGYGAIN:
+ case GN_CARTBOOST:
+ case KO_MEIKYOUSISUI:
+ case ALL_FULL_THROTTLE:
+ case RA_UNLIMIT:
+ case WL_TELEKINESIS_INTENSE:
+ case AB_OFFERTORIUM:
+ case RK_GIANTGROWTH:
+ case RK_VITALITYACTIVATION:
+ case RK_ABUNDANCE:
+ case RK_CRUSHSTRIKE:
+ case ALL_ODINS_POWER:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case KN_AUTOCOUNTER:
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+ break;
+
+ case SO_STRIKING:
+ if (sd) {
+ int bonus = 25 + 10 * skill_lv;
+ bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5;
+ clif->skill_nodamage( src, bl, skill_id, skill_lv,
+ battle->check_target(src,bl,BCT_PARTY) > 0 ?
+ sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) :
+ 0
+ );
+ }
+ break;
+
+ case NPC_STOP:
+ if( clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) )
+ sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv));
+ break;
+ case HP_ASSUMPTIO:
+ if( sd && dstmd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ else
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case MG_SIGHT:
+ case MER_SIGHT:
+ case AL_RUWACH:
+ case WZ_SIGHTBLASTER:
+ case NPC_WIDESIGHT:
+ case NPC_STONESKIN:
+ case NPC_ANTIMAGIC:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv)));
+ break;
+ case HLIF_AVOID:
+ case HAMI_DEFENCE:
+ {
+ int duration = skill->get_time(skill_id,skill_lv);
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master
+ clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun
+ }
+ break;
+ case NJ_BUNSINJYUTSU:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ status_change_end(bl, SC_NJ_NEN, INVALID_TIMER);
+ break;
+#if 0 /* Was modified to only affect targetted char. [Skotlex] */
+ case HP_ASSUMPTIO:
+ if (flag&1)
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ map->foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
+ skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+#endif // 0
+ case SM_ENDURE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if (sd)
+ skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case ALL_ANGEL_PROTECT:
+ if( dstsd )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
+ if (sd && dstsd && dstsd->sc.count) {
+ if (dstsd->sc.data[SC_PROPERTYFIRE] ||
+ dstsd->sc.data[SC_PROPERTYWATER] ||
+ dstsd->sc.data[SC_PROPERTYWIND] ||
+ dstsd->sc.data[SC_PROPERTYGROUND] ||
+ dstsd->sc.data[SC_PROPERTYDARK] ||
+ dstsd->sc.data[SC_PROPERTYTELEKINESIS]
+ //dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
+ ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case LK_TENSIONRELAX:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv),
+ skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case MC_CHANGECART:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case TK_MISSION:
+ if (sd) {
+ int id;
+ if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
+ clif->mission_info(sd, sd->mission_mobid, sd->mission_count);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ id = mob->get_random_id(0,0xF, sd->status.base_level);
+ if (!id) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ sd->mission_mobid = id;
+ sd->mission_count = 0;
+ pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id);
+ clif->mission_info(sd, id, 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case AC_CONCENTRATION:
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ map->foreachinrange(status->change_timer_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src,NULL,type,tick);
+ }
+ break;
+
+ case SM_PROVOKE:
+ case SM_SELFPROVOKE:
+ case MER_PROVOKE:
+ {
+ int failure;
+ if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+ map->freeblock_unlock();
+ return 1;
+ }
+ //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
+ (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
+ if( !failure ) {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 0;
+ }
+ unit->skillcastcancel(bl, 2);
+
+ if( tsc && tsc->count )
+ {
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
+ }
+
+ if( dstmd )
+ {
+ dstmd->state.provoke_flag = src->id;
+ mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
+ }
+ }
+ break;
+
+ case ML_DEVOTION:
+ case CR_DEVOTION:
+ {
+ int count, lv, i;
+ if( !dstsd || (!sd && !mer) )
+ { // Only players can be devoted
+ if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+
+ if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 )
+ lv = -lv;
+ if( lv > battle_config.devotion_level_difference || // Level difference requeriments
+ (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
+ (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
+ (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
+ (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
+ {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+
+ i = 0;
+ count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
+ if( sd )
+ { // Player Devoting Player
+ ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
+ if( i == count )
+ {
+ ARR_FIND(0, count, i, sd->devotion[i] == 0 );
+ if( i == count ) {
+ // No free slots, skill Fail
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ }
+
+ sd->devotion[i] = bl->id;
+ }
+ else
+ mer->devotion_flag = 1; // Mercenary Devoting Owner
+
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv)));
+ clif->devotion(src, NULL);
+ }
+ break;
+
+ case MO_CALLSPIRITS:
+ if(sd) {
+ int limit = skill_lv;
+ if( sd->sc.data[SC_RAISINGDRAGON] )
+ limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+ }
+ break;
+
+ case CH_SOULCOLLECT:
+ if(sd) {
+ int limit = 5, i;
+ if( sd->sc.data[SC_RAISINGDRAGON] )
+ limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ for (i = 0; i < limit; i++)
+ pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+ }
+ break;
+
+ case MO_KITRANSLATION:
+ if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) {
+ pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
+ }
+ break;
+
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
+ if (skill->area_temp[1] != bl->id) {
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
+ skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
+ }
+ break;
+
+ case MO_ABSORBSPIRITS:
+ {
+ int sp = 0;
+ if ( dstsd && dstsd->spiritball
+ && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group))
+ && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)
+ ) {
+ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
+ sp = dstsd->spiritball * 7;
+ pc->delspiritball(dstsd, dstsd->spiritball, 0);
+ } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) {
+ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
+ sp = 2 * dstmd->level;
+ mob->target(dstmd,src,0);
+ }
+ if ( dstsd ) {
+ int i;
+ for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ )
+ pc->del_charm(dstsd, dstsd->spiritcharm[i], i);
+ }
+ if (sp) status->heal(src, 0, sp, 3);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0);
+ }
+ break;
+
+ case AC_MAKINGARROW:
+ if(sd) {
+ clif->arrow_create_list(sd);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case AM_PHARMACY:
+ if(sd) {
+ clif->skill_produce_mix_list(sd,skill_id,22);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case SA_CREATECON:
+ if(sd) {
+ clif->elementalconverter_list(sd);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case BS_HAMMERFALL:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
+ case RG_RAID:
+ skill->area_temp[1] = 0;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ break;
+
+ case ASC_METEORASSAULT:
+ case GS_SPREADATTACK:
+ case RK_STORMBLAST:
+ case NC_AXETORNADO:
+ case GC_COUNTERSLASH:
+ case SR_SKYNETBLOW:
+ case SR_RAMPAGEBLASTER:
+ case SR_HOWLINGOFLION:
+ case KO_HAPPOKUNAI:
+ {
+ int count = 0;
+ skill->area_temp[1] = 0;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ }
+ break;
+
+ case NC_EMERGENCYCOOL:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
+ status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
+ break;
+ case SR_WINDMILL:
+ case GN_CART_TORNADO:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ case SR_EARTHSHAKER:
+ case NC_INFRAREDSCAN:
+ case NPC_EARTHQUAKE:
+ case NPC_VAMPIRE_GIFT:
+ case NPC_HELLJUDGEMENT:
+ case NPC_PULSESTRIKE:
+ case LG_MOONSLASHER:
+ skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
+ break;
+
+ case KN_BRANDISHSPEAR:
+ case ML_BRANDISH:
+ skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag);
+ break;
+
+ case WZ_SIGHTRASHER:
+ //Passive side of the attack.
+ status_change_end(src, SC_SIGHT, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub,src,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ break;
+
+ case NJ_HYOUSYOURAKU:
+ case NJ_RAIGEKISAI:
+ case WZ_FROSTNOVA:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->area_temp[1] = 0;
+ map->foreachinrange(skill->attack_area, src,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
+ break;
+
+ case HVAN_EXPLOSION: // [orn]
+ case NPC_SELFDESTRUCTION:
+ {
+ //Self Destruction hits everyone in range (allies+enemies)
+ //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
+ int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
+ BCT_ENEMY:BCT_ALL;
+ clif->skill_nodamage(src, src, skill_id, -1, 1);
+ map->delblock(src); //Required to prevent chain-self-destructions hitting back.
+ map->foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ src, skill_id, skill_lv, tick, flag|targetmask,
+ skill->castend_damage_id);
+ map->addblock(src);
+ status->damage(src, src, sstatus->max_hp,0,0,1);
+ }
+ break;
+
+ case AL_ANGELUS:
+ case PR_MAGNIFICAT:
+ case PR_GLORIA:
+ case SN_WINDWALK:
+ case CASH_BLESSING:
+ case CASH_INCAGI:
+ case CASH_ASSUMPTIO:
+ case WM_FRIGG_SONG:
+ if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else if( sd )
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
+ case MER_MAGNIFICAT:
+ if( mer != NULL )
+ {
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
+ party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ else if( mer->master && !(flag&1) )
+ clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
+ break;
+
+ case BS_ADRENALINE:
+ case BS_ADRENALINE2:
+ case BS_WEAPONPERFECT:
+ case BS_OVERTHRUST:
+ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv)));
+ } else if (sd) {
+ party->foreachsamemap(skill->area_sub,
+ sd,skill->get_splash(skill_id, skill_lv),
+ src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case TK_READYSTORM:
+ case TK_READYDOWN:
+ case TK_READYTURN:
+ case TK_READYCOUNTER:
+ case TK_DODGE:
+ case CR_SHRINK:
+ case SG_FUSION:
+ case GS_GATLINGFEVER:
+ if( tsce )
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+ map->freeblock_unlock();
+ return 0;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case SL_KAITE:
+ case SL_KAAHI:
+ case SL_KAIZEL:
+ case SL_KAUPE:
+ if (sd) {
+ if (!dstsd || !(
+ (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER)
+ || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER
+ || dstsd->status.char_id == sd->status.char_id
+ || dstsd->status.char_id == sd->status.partner_id
+ || dstsd->status.char_id == sd->status.child
+ )
+ ) {
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
+ break;
+ case SM_AUTOBERSERK:
+ case MER_AUTOBERSERK:
+ {
+ int failure;
+ if( tsce )
+ failure = status_change_end(bl, type, INVALID_TIMER);
+ else
+ failure = sc_start(src,bl,type,100,skill_lv,60000);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,failure);
+ }
+ break;
+ case TF_HIDING:
+ case ST_CHASEWALK:
+ case KO_YAMIKUMO:
+ if (tsce) {
+ clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
+ map->freeblock_unlock();
+ return 0;
+ } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
+ //Mado Gear cannot hide
+ if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 0;
+ }
+ clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case TK_RUN:
+ if (tsce) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+ map->freeblock_unlock();
+ return 0;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0));
+ if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex]
+ clif->walkok(sd); // So aegis has to resend the walk ok.
+ break;
+ case AS_CLOAKING:
+ case GC_CLOAKINGEXCEED:
+ case LG_FORCEOFVANGUARD:
+ case SC_REPRODUCE:
+ case RA_CAMOUFLAGE:
+ if (tsce) {
+ int failure = status_change_end(bl, type, INVALID_TIMER);
+ if( failure )
+ clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE )
+ break;
+ map->freeblock_unlock();
+ return 0;
+ } else {
+ int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ if( failure )
+ clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case BD_ADAPTATION:
+ if(tsc && tsc->data[SC_DANCING]){
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ }
+ break;
+
+ case BA_FROSTJOKER:
+ case DC_SCREAM:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
+
+ if (md) {
+ // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
+ //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
+ char temp[70];
+ snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc);
+ clif->disp_overhead(&md->bl,temp);
+ }
+ break;
+
+ case BA_PANGVOICE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case DC_WINKCHARM:
+ if( dstsd )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
+ else if( dstmd ) {
+ if( status->get_lv(src) > status->get_lv(bl)
+ && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
+ && !(tstatus->mode&MD_BOSS)
+ ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
+ } else {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ }
+ break;
+
+ case TF_STEAL:
+ if(sd) {
+ if(pc->steal_item(sd,bl,skill_lv))
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ }
+ break;
+
+ case RG_STEALCOIN:
+ if(sd) {
+ int amount = pc->steal_coin(sd, bl);
+ if( amount > 0 ) {
+ dstmd->state.provoke_flag = src->id;
+ mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv));
+ clif->skill_nodamage(src, bl, skill_id, amount, 1);
+
+ } else
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ }
+ break;
+
+ case MG_STONECURSE:
+ {
+ int brate = 0;
+ if (tstatus->mode&MD_BOSS) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if(status->isimmune(bl) || !tsc)
+ break;
+
+ if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
+ brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
+
+ if (tsc->data[SC_STONE]) {
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ }
+ if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
+ skill_lv, 0, 0, skill->get_time(skill_id, skill_lv),
+ skill->get_time2(skill_id,skill_lv)))
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ else if(sd) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ // Level 6-10 doesn't consume a red gem if it fails [celest]
+ if (skill_lv > 5) {
+ // not to consume items
+ map->freeblock_unlock();
+ return 0;
+ }
+ }
+ }
+ break;
+
+ case NV_FIRSTAID:
+ clif->skill_nodamage(src,bl,skill_id,5,1);
+ status->heal(bl,5,0,0);
+ break;
+
+ case AL_CURE:
+ if(status->isimmune(bl)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
+ }
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case TF_DETOXIFY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ status_change_end(bl, SC_DPOISON, INVALID_TIMER);
+ break;
+
+ case PR_STRECOVERY:
+ if(status->isimmune(bl)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
+ }
+ if (tsc && tsc->opt1) {
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
+ }
+ //Is this equation really right? It looks so... special.
+ if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+ status->change_start(src, bl, SC_BLIND,
+ 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0,
+ skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE);
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(dstmd)
+ mob->unlocktarget(dstmd,tick);
+ break;
+
+ // Mercenary Supportive Skills
+ case MER_BENEDICTION:
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_COMPRESS:
+ status_change_end(bl, SC_BLOODING, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_MENTALCURE:
+ status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_RECUPERATE:
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_REGAIN:
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_TENDER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case MER_SCAPEGOAT:
+ if( mer && mer->master ) {
+ status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
+ }
+ break;
+
+ case MER_ESTIMATION:
+ if( !mer )
+ break;
+ sd = mer->master;
+ case WZ_ESTIMATION:
+ if( sd == NULL )
+ break;
+ if( dstsd )
+ { // Fail on Players
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
+ break; // Cannot be Used on Emperium
+
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ clif->skill_estimation(sd, bl);
+ if( skill_id == MER_ESTIMATION )
+ sd = NULL;
+ break;
+
+ case BS_REPAIRWEAPON:
+ if(sd && dstsd)
+ clif->item_repair_list(sd,dstsd,skill_lv);
+ break;
+
+ case MC_IDENTIFY:
+ if(sd) {
+ clif->item_identify_list(sd);
+ if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */
+ map->freeblock_unlock();
+ return 1;
+ }
+ status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
+ }
+ break;
+
+ // Weapon Refining [Celest]
+ case WS_WEAPONREFINE:
+ if(sd){
+ sd->state.prerefining = 1;
+ clif->item_refine_list(sd);
+ }
+ break;
+
+ case MC_VENDING:
+ if (sd) {
+ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
+ if ( !pc_can_give_items(sd) )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ else {
+ sd->state.prevend = sd->state.workinprogress = 3;
+ clif->openvendingreq(sd,2+skill_lv);
+ }
+ }
+ break;
+
+ case AL_TELEPORT:
+ if(sd) {
+ if (map->list[bl->m].flag.noteleport && skill_lv <= 2) {
+ clif->skill_mapinfomessage(sd,0);
+ break;
+ }
+ if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
+ char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT));
+ clif->message(sd->fd, output); //"Duel: Can't use %s in duel."
+ break;
+ }
+
+ if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
+ {
+ if( skill_lv == 1 )
+ pc->randomwarp(sd,CLR_TELEPORT);
+ else
+ pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+ break;
+ }
+
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( skill_lv == 1 )
+ clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
+ else
+ clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
+ } else
+ unit->warp(bl,-1,-1,-1,CLR_TELEPORT);
+ break;
+
+ case NPC_EXPULSION:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ unit->warp(bl,-1,-1,-1,CLR_TELEPORT);
+ break;
+
+ case AL_HOLYWATER:
+ if(sd) {
+ if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case TF_PICKSTONE:
+ if(sd) {
+ int eflag;
+ struct item item_tmp;
+ struct block_list tbl;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ memset(&item_tmp,0,sizeof(item_tmp));
+ memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
+ item_tmp.nameid = ITEMID_STONE;
+ item_tmp.identify = 1;
+ tbl.id = 0;
+ clif->takeitem(&sd->bl,&tbl);
+ eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
+ if(eflag) {
+ clif->additem(sd,0,0,eflag);
+ map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ }
+ break;
+ case ASC_CDP:
+ if(sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
+ }
+ break;
+
+ case RG_STRIPWEAPON:
+ case RG_STRIPSHIELD:
+ case RG_STRIPARMOR:
+ case RG_STRIPHELM:
+ case ST_FULLSTRIP:
+ case GC_WEAPONCRUSH:
+ case SC_STRIPACCESSARY: {
+ unsigned short location = 0;
+ int d = 0, rate;
+
+ //Rate in percent
+ if ( skill_id == ST_FULLSTRIP ) {
+ rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
+ } else if( skill_id == SC_STRIPACCESSARY ) {
+ rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
+ } else {
+ rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
+ }
+
+ if (rate < 5) rate = 5; //Minimum rate 5%
+
+ //Duration in ms
+ if( skill_id == GC_WEAPONCRUSH){
+ d = skill->get_time(skill_id,skill_lv);
+ if(bl->type == BL_PC)
+ d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) );
+ else
+ d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 );
+ }else
+ d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
+
+ if (d < 0) d = 0; //Minimum duration 0ms
+
+ switch (skill_id) {
+ case RG_STRIPWEAPON:
+ case GC_WEAPONCRUSH:
+ location = EQP_WEAPON;
+ break;
+ case RG_STRIPSHIELD:
+ location = EQP_SHIELD;
+ break;
+ case RG_STRIPARMOR:
+ location = EQP_ARMOR;
+ break;
+ case RG_STRIPHELM:
+ location = EQP_HELM;
+ break;
+ case ST_FULLSTRIP:
+ location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
+ break;
+ case SC_STRIPACCESSARY:
+ location = EQP_ACC;
+ break;
+ }
+
+ //Special message when trying to use strip on FCP [Jobbie]
+ if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD])
+ {
+ clif->gospel_info(sd, 0x28);
+ break;
+ }
+
+ //Attempts to strip at rate i and duration d
+ if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,rate);
+
+ //Nothing stripped.
+ if( sd && !rate )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+
+ case AM_BERSERKPITCHER:
+ case AM_POTIONPITCHER:
+ {
+ int i,sp = 0;
+ int64 hp = 0;
+ if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
+ map->freeblock_unlock();
+ return 1;
+ }
+ if( sd ) {
+ int x,bonus=100, potion = min(500+skill_lv,505);
+ x = skill_lv%11 - 1;
+ i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]);
+ if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ if( skill_id == AM_BERSERKPITCHER ) {
+ if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ }
+ script->potion_flag = 1;
+ script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0;
+ script->potion_target = bl->id;
+ script->run(sd->inventory_data[i]->script,0,sd->bl.id,0);
+ script->potion_flag = script->potion_target = 0;
+ if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST )
+ bonus += sd->status.base_level;
+ if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) {
+ hp = tstatus->max_hp * script->potion_per_hp / 100;
+ hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ if( dstsd ) {
+ sp = dstsd->status.max_sp * script->potion_per_sp / 100;
+ sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ }
+ } else {
+ if( script->potion_hp > 0 ) {
+ hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ hp = hp * (100 + (tstatus->vit<<1)) / 100;
+ if( dstsd )
+ hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ if( script->potion_sp > 0 ) {
+ sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ sp = sp * (100 + (tstatus->int_<<1)) / 100;
+ if( dstsd )
+ sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+ }
+ }
+
+ for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) {
+ if (sd->itemhealrate[i].nameid == potion) {
+ hp += hp * sd->itemhealrate[i].rate / 100;
+ sp += sp * sd->itemhealrate[i].rate / 100;
+ break;
+ }
+ }
+
+ if( (i = pc->skillheal_bonus(sd, skill_id)) ) {
+ hp += hp * i / 100;
+ sp += sp * i / 100;
+ }
+ } else {
+ //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
+ switch (skill_lv) {
+ case 1: hp = 45; break;
+ case 2: hp = 105; break;
+ case 3: hp = 175; break;
+ default: hp = 325; break;
+ }
+ hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
+ hp = hp * (100 + (tstatus->vit<<1)) / 100;
+ if( dstsd )
+ hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) {
+ hp += hp * i / 100;
+ sp += sp * i / 100;
+ }
+ if( tsc && tsc->count ) {
+ if( tsc->data[SC_CRITICALWOUND] ) {
+ hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ }
+ if( tsc->data[SC_DEATHHURT] ) {
+ hp -= hp * 20 / 100;
+ sp -= sp * 20 / 100;
+ }
+ if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
+ hp += hp / 10;
+ sp += sp / 10;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
+ clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1);
+ if( sp > 0 )
+ clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
+ #ifdef RENEWAL
+ if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+ sp = 0;
+ #endif
+ status->heal(bl,(int)hp,sp,0);
+ }
+ break;
+ case AM_CP_WEAPON:
+ if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]])
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case AM_CP_SHIELD: {
+ int i;
+ if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
+ dstsd->inventory_data[i]->type==IT_ARMOR)
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ }
+ break;
+ case AM_CP_ARMOR:
+ if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]])
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case AM_CP_HELM:
+ if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]])
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case AM_TWILIGHT1:
+ if (sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ //Prepare 200 White Potions.
+ if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+ case AM_TWILIGHT2:
+ if (sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ //Prepare 200 Slim White Potions.
+ if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+ case AM_TWILIGHT3:
+ if (sd) {
+ int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE);
+ if (ebottle != INDEX_NOT_FOUND)
+ ebottle = sd->status.inventory[ebottle].amount;
+ //check if you can produce all three, if not, then fail:
+ if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol
+ || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
+ || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
+ || ebottle < 200 //200 empty bottle are required at total.
+ ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100);
+ skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
+ skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
+ }
+ break;
+ case SA_DISPELL:
+ {
+ int splash;
+ if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) {
+ int i;
+ if( sd && dstsd && !map_flag_vs(sd->bl.m)
+ && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) {
+ // Outside PvP it should only affect party members and no skill fail message.
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
+ || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel.
+ || (dstsd && pc_ismadogear(dstsd))
+ || rnd()%100 >= 50+10*skill_lv )
+ {
+ if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if(status->isimmune(bl) || !tsc || !tsc->count)
+ break;
+ for(i = 0; i < SC_MAX; i++) {
+ if ( !tsc->data[i] )
+ continue;
+ if( SC_COMMON_MAX < i ) {
+ if ( status->get_sc_type(i)&SC_NO_DISPELL )
+ continue;
+ }
+ switch (i) {
+ /**
+ * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
+ **/
+ case SC_WHISTLE:
+ case SC_ASSNCROS:
+ case SC_POEMBRAGI:
+ case SC_APPLEIDUN:
+ case SC_HUMMING:
+ case SC_DONTFORGETME:
+ case SC_FORTUNE:
+ case SC_SERVICEFORYOU:
+ if( tsc->data[i]->val4 ) //val4 = out-of-song-area
+ continue;
+ break;
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ break;
+ }
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ break;
+ } else {
+ //Affect all targets on splash area.
+ map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|1,
+ skill->castend_damage_id);
+ }
+ }
+ break;
+
+ case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0);
+ clif->fixpos(bl);
+ break;
+
+ case TK_HIGHJUMP:
+ {
+ int x,y, dir = unit->getdir(src);
+
+ //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
+ if( map->list[src->m].flag.noteleport
+ && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m))
+ ) {
+ x = src->x;
+ y = src->y;
+ } else {
+ x = src->x + dirx[dir]*skill_lv*2;
+ y = src->y + diry[dir]*skill_lv*2;
+ }
+
+ clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
+ if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) {
+ clif->slide(src,x,y);
+ unit->movepos(src, x, y, 1, 0);
+ }
+ }
+ break;
+
+ case SA_CASTCANCEL:
+ case SO_SPELLFIST:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ unit->skillcastcancel(src,1);
+ if(sd) {
+ int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old);
+ if( skill_id == SO_SPELLFIST ){
+ sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv));
+ sd->skill_id_old = sd->skill_lv_old = 0;
+ break;
+ }
+ sp = sp * (90 - (skill_lv-1)*20) / 100;
+ if(sp < 0) sp = 0;
+ status_zap(src, 0, sp);
+ }
+ break;
+ case SA_SPELLBREAKER:
+ {
+ int sp;
+ if(tsc && tsc->data[SC_MAGICROD]) {
+ sp = skill->get_sp(skill_id,skill_lv);
+ sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
+ if(sp < 1) sp = 1;
+ status->heal(bl,0,sp,2);
+ status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
+ } else {
+ struct unit_data *ud = unit->bl2ud(bl);
+ int bl_skill_id=0,bl_skill_lv=0,hp = 0;
+ if (!ud || ud->skilltimer == INVALID_TIMER)
+ break; //Nothing to cancel.
+ bl_skill_id = ud->skill_id;
+ bl_skill_lv = ud->skill_lv;
+ if (tstatus->mode & MD_BOSS) {
+ //Only 10% success chance against bosses. [Skotlex]
+ if (rnd()%100 < 90)
+ {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
+ hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
+
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ unit->skillcastcancel(bl,0);
+ sp = skill->get_sp(bl_skill_id,bl_skill_lv);
+ status_zap(bl, hp, sp);
+
+ if (hp && skill_lv >= 5)
+ hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
+ else
+ hp = 0;
+
+ if (sp) //Recover some of the SP used
+ sp = sp*(25*(skill_lv-1))/100;
+
+ if(hp || sp)
+ status->heal(src, hp, sp, 2);
+ }
+ }
+ break;
+ case SA_MAGICROD:
+ clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case SA_AUTOSPELL:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(sd){
+ sd->state.workinprogress = 3;
+ clif->autospell(sd,skill_lv);
+ }else {
+ int maxlv=1,spellid=0;
+ static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
+ if(skill_lv >= 10) {
+ spellid = MG_FROSTDIVER;
+#if 0
+ if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE)
+ maxlv = 10;
+ else
+#endif // 0
+ maxlv = skill_lv - 9;
+ }
+ else if(skill_lv >=8) {
+ spellid = MG_FIREBALL;
+ maxlv = skill_lv - 7;
+ }
+ else if(skill_lv >=5) {
+ spellid = MG_SOULSTRIKE;
+ maxlv = skill_lv - 4;
+ }
+ else if(skill_lv >=2) {
+ int i = rnd()%3;
+ spellid = spellarray[i];
+ maxlv = skill_lv - 1;
+ }
+ else if(skill_lv > 0) {
+ spellid = MG_NAPALMBEAT;
+ maxlv = 3;
+ }
+ if(spellid > 0)
+ sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
+ skill->get_time(SA_AUTOSPELL,skill_lv));
+ }
+ break;
+
+ case BS_GREED:
+ if(sd){
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->greed,bl,
+ skill->get_splash(skill_id, skill_lv),BL_ITEM,bl);
+ }
+ break;
+
+ case SA_ELEMENTWATER:
+ case SA_ELEMENTFIRE:
+ case SA_ELEMENTGROUND:
+ case SA_ELEMENTWIND:
+ if(sd && !dstmd) //Only works on monsters.
+ break;
+ if(tstatus->mode&MD_BOSS)
+ break;
+ case NPC_ATTRICHANGE:
+ case NPC_CHANGEWATER:
+ case NPC_CHANGEGROUND:
+ case NPC_CHANGEFIRE:
+ case NPC_CHANGEWIND:
+ case NPC_CHANGEPOISON:
+ case NPC_CHANGEHOLY:
+ case NPC_CHANGEDARKNESS:
+ case NPC_CHANGETELEKINESIS:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
+ skill->get_time(skill_id, skill_lv)));
+ break;
+ case NPC_CHANGEUNDEAD:
+ //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
+ //TO-DO This is ugly, fix it
+ if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
+ skill->get_time(skill_id, skill_lv)));
+ break;
+
+ case NPC_PROVOCATION:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (md) mob->unlocktarget(md, tick);
+ break;
+
+ case NPC_KEEPING:
+ case NPC_BARRIER:
+ {
+ int skill_time = skill->get_time(skill_id,skill_lv);
+ struct unit_data *ud = unit->bl2ud(bl);
+ if (clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill_time))
+ && ud) {
+ //Disable attacking/acting/moving for skill's duration.
+ ud->attackabletime =
+ ud->canact_tick =
+ ud->canmove_tick = tick + skill_time;
+ }
+ }
+ break;
+
+ case NPC_REBIRTH:
+ if( md && md->state.rebirth )
+ break; // only works once
+ sc_start(src,bl,type,100,skill_lv,-1);
+ break;
+
+ case NPC_DARKBLESSING:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
+
+ case NPC_LICK:
+ status_zap(bl, 0, 100);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
+
+ case NPC_SUICIDE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_kill(src); //When suiciding, neither exp nor drops is given.
+ break;
+
+ case NPC_SUMMONSLAVE:
+ case NPC_SUMMONMONSTER:
+ if(md && md->skill_idx >= 0)
+ mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
+ break;
+
+ case NPC_CALLSLAVE:
+ mob->warpslave(src,MOB_SLAVEDISTANCE);
+ break;
+
+ case NPC_RANDOMMOVE:
+ if (md) {
+ md->next_walktime = tick - 1;
+ mob->randomwalk(md,tick);
+ }
+ break;
+
+ case NPC_SPEEDUP:
+ {
+ // or does it increase casting rate? just a guess xD
+ int i = SC_ATTHASTE_POTION1 + skill_lv - 1;
+ if (i > SC_ATTHASTE_INFINITY)
+ i = SC_ATTHASTE_INFINITY;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
+ }
+ break;
+
+ case NPC_REVENGE:
+ // not really needed... but adding here anyway ^^
+ if (md && md->master_id > 0) {
+ struct block_list *mbl, *tbl;
+ if ((mbl = map->id2bl(md->master_id)) == NULL ||
+ (tbl = battle->get_targeted(mbl)) == NULL)
+ break;
+ md->state.provoke_flag = tbl->id;
+ mob->target(md, tbl, sstatus->rhw.range);
+ }
+ break;
+
+ case NPC_RUN:
+ {
+ const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
+ uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
+ unit->stop_attack(src);
+ //Run skillv tiles overriding the can-move check.
+ if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
+ md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI.
+ }
+ break;
+
+ case NPC_TRANSFORMATION:
+ case NPC_METAMORPHOSIS:
+ if(md && md->skill_idx >= 0) {
+ int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0);
+ if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
+ mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
+ if (class_) mob->class_change(md, class_);
+ }
+ break;
+
+ case NPC_EMOTION_ON:
+ case NPC_EMOTION:
+ //val[0] is the emotion to use.
+ //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
+ //val[1] 'sets' the mode
+ //val[2] adds to the current mode
+ //val[3] removes from the current mode
+ //val[4] if set, asks to delete the previous mode change.
+ if(md && md->skill_idx >= 0 && tsc) {
+ clif->emotion(bl, md->db->skill[md->skill_idx].val[0]);
+ if(md->db->skill[md->skill_idx].val[4] && tsce)
+ status_change_end(bl, type, INVALID_TIMER);
+
+ //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
+ if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
+ mob->unlocktarget(md,tick);
+
+ if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
+ sc_start4(src, src, type, 100, skill_lv,
+ md->db->skill[md->skill_idx].val[1],
+ md->db->skill[md->skill_idx].val[2],
+ md->db->skill[md->skill_idx].val[3],
+ skill->get_time(skill_id, skill_lv));
+ }
+ break;
+
+ case NPC_POWERUP:
+ sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv)));
+ break;
+
+ case NPC_AGIUP:
+ sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv)));
+ break;
+
+ case NPC_INVISIBLE:
+ //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case NPC_SIEGEMODE:
+ // not sure what it does
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case WE_MALE:
+ {
+ int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1];
+ int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1);
+ }
+ break;
+ case WE_FEMALE:
+ {
+ int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1];
+ int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1);
+ }
+ break;
+
+ // parent-baby skills
+ case WE_BABY:
+ if(sd) {
+ struct map_session_data *f_sd = pc->get_father(sd);
+ struct map_session_data *m_sd = pc->get_mother(sd);
+ bool we_baby_parents = false;
+ if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) {
+ sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->specialeffect(&m_sd->bl,408,AREA);
+ we_baby_parents = true;
+ }
+ if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) {
+ sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->specialeffect(&f_sd->bl,408,AREA);
+ we_baby_parents = true;
+ }
+ if (!we_baby_parents) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 0;
+ }
+ else
+ status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE);
+ }
+ break;
+
+ case PF_HPCONVERSION:
+ {
+ int hp, sp;
+ hp = sstatus->max_hp/10;
+ sp = hp * 10 * skill_lv / 100;
+ if (!status->charge(src,hp,0)) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ status->heal(bl,0,sp,2);
+ }
+ break;
+
+ case MA_REMOVETRAP:
+ case HT_REMOVETRAP:
+ {
+ struct skill_unit* su;
+ struct skill_unit_group* sg;
+ su = BL_CAST(BL_SKILL, bl);
+
+ // Mercenaries can remove any trap
+ // Players can only remove their own traps or traps on Vs maps.
+ if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
+ {
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) {
+ // prevent picking up expired traps
+ if( battle_config.skill_removetrap_type ) {
+ int i;
+ // get back all items used to deploy the trap
+ for( i = 0; i < 10; i++ ) {
+ if( skill->db[su->group->skill_id].itemid[i] > 0 ) {
+ int success;
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = skill->db[su->group->skill_id].itemid[i];
+ item_tmp.identify = 1;
+ if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) {
+ clif->additem(sd,0,0,success);
+ map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ }
+ }
+ } else {
+ // get back 1 trap
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
+ item_tmp.identify = 1;
+ if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) {
+ clif->additem(sd,0,0,flag);
+ map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ }
+ }
+ skill->delunit(su);
+ }else if(sd)
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+
+ }
+ break;
+ case HT_SPRINGTRAP:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ {
+ struct skill_unit *su=NULL;
+ if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
+ switch(su->group->unit_id){
+ case UNT_ANKLESNARE:
+ if (su->group->val2 != 0)
+ // if it is already trapping something don't spring it,
+ // remove trap should be used instead
+ break;
+ // otherwise fall through to below
+ case UNT_BLASTMINE:
+ case UNT_SKIDTRAP:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLAYMORETRAP:
+ case UNT_TALKIEBOX:
+ su->group->unit_id = UNT_USED_TRAPS;
+ clif->changetraplook(bl, UNT_USED_TRAPS);
+ su->group->limit=DIFF_TICK32(tick+1500,su->group->tick);
+ su->limit=DIFF_TICK32(tick+1500,su->group->tick);
+ }
+ }
+ }
+ break;
+ case BD_ENCORE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(sd)
+ unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
+ break;
+
+ case AS_SPLASHER:
+ if( tstatus->mode&MD_BOSS
+#ifndef RENEWAL
+ /** Renewal dropped the 3/4 hp requirement **/
+ || tstatus-> hp > tstatus->max_hp*3/4
+#endif // RENEWAL
+ ) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 1;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000));
+ #ifndef RENEWAL
+ if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000);
+ #endif
+ break;
+
+ case PF_MINDBREAKER:
+ {
+ if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+ map->freeblock_unlock();
+ return 1;
+ }
+
+ if (tsce) {
+ //HelloKitty2 (?) explained that this silently fails when target is
+ //already inflicted. [Skotlex]
+ map->freeblock_unlock();
+ return 1;
+ }
+
+ //Has a 55% + skill_lv*5% success chance.
+ if (!clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)))
+ ) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 0;
+ }
+
+ unit->skillcastcancel(bl,0);
+
+ if(tsc && tsc->count){
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ }
+
+ if(dstmd)
+ mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv));
+ }
+ break;
+
+ case PF_SOULCHANGE:
+ {
+ unsigned int sp1 = 0, sp2 = 0;
+ if (dstmd) {
+ if (dstmd->state.soul_change_flag) {
+ if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ dstmd->state.soul_change_flag = 1;
+ sp2 = sstatus->max_sp * 3 /100;
+ status->heal(src, 0, sp2, 2);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ }
+ sp1 = sstatus->sp;
+ sp2 = tstatus->sp;
+#ifdef RENEWAL
+ sp1 = sp1 / 2;
+ sp2 = sp2 / 2;
+ if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+ sp1 = tstatus->sp;
+#endif // RENEWAL
+ status->set_sp(src, sp2, 3);
+ status->set_sp(bl, sp1, 3);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ // Slim Pitcher
+ case CR_SLIMPITCHER:
+ // Updated to block Slim Pitcher from working on barricades and guardian stones.
+ if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
+ break;
+ if (script->potion_hp || script->potion_sp) {
+ int hp = script->potion_hp, sp = script->potion_sp;
+ hp = hp * (100 + (tstatus->vit<<1))/100;
+ sp = sp * (100 + (tstatus->int_<<1))/100;
+ if (dstsd) {
+ if (hp)
+ hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
+ if (sp)
+ sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
+ }
+ if( tsc && tsc->count ) {
+ if (tsc->data[SC_CRITICALWOUND]) {
+ hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ }
+ if (tsc->data[SC_DEATHHURT]) {
+ hp -= hp * 20 / 100;
+ sp -= sp * 20 / 100;
+ }
+ if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
+ hp += hp / 10;
+ sp += sp / 10;
+ }
+ }
+ if(hp > 0)
+ clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+ if(sp > 0)
+ clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
+ status->heal(bl,hp,sp,0);
+ }
+ break;
+ // Full Chemical Protection
+ case CR_FULLPROTECTION: {
+ bool iused=false;
+ int i;
+ if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) {
+ iused=true;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
+ dstsd->inventory_data[i]->type==IT_ARMOR) {
+ iused=true;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) {
+ iused=true;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) {
+ iused=true;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ } if(iused)
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ }
+ break;
+
+ case RG_CLEANER: //AppleGirl
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case CG_LONGINGFREEDOM:
+ {
+ if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
+ && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
+ }
+ break;
+
+ case CG_TAROTCARD:
+ {
+ int eff, count = -1;
+ if( tsc && tsc->data[type] ){
+ map->freeblock_unlock();
+ return 0;
+ }
+ if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+ map->freeblock_unlock();
+ return 0;
+ }
+ status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
+ do {
+ eff = rnd() % 14;
+ if( eff == 5 )
+ clif->specialeffect(src, 528, AREA);
+ else
+ clif->specialeffect(bl, 523 + eff, AREA);
+ switch (eff)
+ {
+ case 0: // heals SP to 0
+ status_percent_damage(src, bl, 0, 100, false);
+ break;
+ case 1: // matk halved
+ sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 2: // all buffs removed
+ status->change_clear_buffs(bl,1);
+ break;
+ case 3: // 1000 damage, random armor destroyed
+ {
+ status_fix_damage(src, bl, 1000, 0);
+ clif->damage(src,bl,0,0,1000,0,0,0);
+ if( !status->isdead(bl) ) {
+ int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
+ skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
+ }
+ }
+ break;
+ case 4: // atk halved
+ sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 5: // 2000HP heal, random teleported
+ status->heal(src, 2000, 0, 0);
+ if( !map_flag_vs(bl->m) )
+ unit->warp(bl, -1,-1,-1, CLR_TELEPORT);
+ break;
+ case 6: // random 2 other effects
+ if (count == -1)
+ count = 3;
+ else
+ count++; //Should not re-trigger this one.
+ break;
+ case 7: // stop freeze or stoned
+ {
+ enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
+ sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case 8: // curse coma and poison
+ sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 9: // confusion
+ sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 10: // 6666 damage, atk matk halved, cursed
+ status_fix_damage(src, bl, 6666, 0);
+ clif->damage(src,bl,0,0,6666,0,0,0);
+ sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 11: // 4444 damage
+ status_fix_damage(src, bl, 4444, 0);
+ clif->damage(src,bl,0,0,4444,0,0,0);
+ break;
+ case 12: // stun
+ sc_start(src,bl,SC_STUN,100,skill_lv,5000);
+ break;
+ case 13: // atk,matk,hit,flee,def reduced
+ sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ default:
+ break;
+ }
+ } while ((--count) > 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case SL_ALCHEMIST:
+ case SL_ASSASIN:
+ case SL_BARDDANCER:
+ case SL_BLACKSMITH:
+ case SL_CRUSADER:
+ case SL_HUNTER:
+ case SL_KNIGHT:
+ case SL_MONK:
+ case SL_PRIEST:
+ case SL_ROGUE:
+ case SL_SAGE:
+ case SL_SOULLINKER:
+ case SL_STAR:
+ case SL_SUPERNOVICE:
+ case SL_WIZARD:
+ //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant.
+ if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) {
+ //Erase death count 1% of the casts
+ dstsd->die_counter = 0;
+ pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0);
+ clif->specialeffect(bl, 0x152, AREA);
+ //SC_SOULLINK invokes status_calc_pc for us.
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
+ sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ break;
+ case SL_HIGH:
+ if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
+ sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ break;
+
+ case SL_SWOO:
+ if (tsce) {
+ if(sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE);
+ status_change_end(bl, SC_SWOO, INVALID_TIMER);
+ break;
+ }
+ case SL_SKA: // [marquis007]
+ case SL_SKE:
+ if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if (skill_id == SL_SKE)
+ sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ break;
+
+ // New guild skills [Celest]
+ case GD_BATTLEORDER:
+ if(flag&1) {
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ } else if (status->get_guild_id(src)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case GD_REGENERATION:
+ if(flag&1) {
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ } else if (status->get_guild_id(src)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case GD_RESTORE:
+ if(flag&1) {
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
+ clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
+ } else if (status->get_guild_id(src)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case GD_EMERGENCYCALL:
+ {
+ int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
+ int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
+ int i, j = 0;
+ struct guild *g;
+ // i don't know if it actually summons in a circle, but oh well. ;P
+ g = sd ? sd->guild : guild->search(status->get_guild_id(src));
+ if (!g)
+ break;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ for(i = 0; i < g->max_member; i++, j++) {
+ if (j>8) j=0;
+ if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
+ if (map->list[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
+ continue;
+ if(map->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
+ dx[j] = dy[j] = 0;
+ pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
+ }
+ }
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+
+ case SG_FEEL:
+ //AuronX reported you CAN memorize the same map as all three. [Skotlex]
+ if (sd) {
+ if(!sd->feel_map[skill_lv-1].index)
+ clif->feel_req(sd->fd,sd, skill_lv);
+ else
+ clif->feel_info(sd, skill_lv-1, 1);
+ }
+ break;
+
+ case SG_HATE:
+ if (sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (!pc->set_hate_mob(sd, skill_lv-1, bl))
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case GS_GLITTERING:
+ if(sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(rnd()%100 < (20+10*skill_lv))
+ pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
+ else if(sd->spiritball > 0)
+ pc->delspiritball(sd,1,0);
+ }
+ break;
+
+ case GS_CRACKER:
+ /* per official standards, this skill works on players and mobs. */
+ if (sd && (dstsd || dstmd))
+ {
+ int rate = 65 -5*distance_bl(src,bl); //Base rate
+ if (rate < 30) rate = 30;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+
+ case AM_CALLHOMUN: // [orn]
+ if( sd ) {
+ if (homun->call(sd))
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case AM_REST:
+ if (sd) {
+ if (homun->vaporize(sd,HOM_ST_REST))
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case HAMI_CASTLE: // [orn]
+ if(rnd()%100 < 20*skill_lv && src != bl)
+ {
+ int x,y;
+ x = src->x;
+ y = src->y;
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
+
+ if (unit->movepos(src,bl->x,bl->y,0,0)) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun
+ clif->slide(src,bl->x,bl->y) ;
+ if (unit->movepos(bl,x,y,0,0))
+ {
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
+ clif->slide(bl,x,y) ;
+ }
+
+ //TODO: Shouldn't also players and the like switch targets?
+ map->foreachinrange(skill->chastle_mob_changetarget,src,
+ AREA_SIZE, BL_MOB, bl, src);
+ }
+ }
+ // Failed
+ else if (hd && hd->master)
+ clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
+ else if (sd)
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ case HVAN_CHAOTIC: // [orn]
+ {
+ static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
+ int r = rnd()%100;
+ int target = (skill_lv-1)%5;
+ int hp;
+ if(r<per[target][0]) //Self
+ bl = src;
+ else if(r<per[target][1]) //Master
+ bl = battle->get_master(src);
+ else //Enemy
+ bl = map->id2bl(battle->get_target(src));
+
+ if (!bl) bl = src;
+ hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
+ //Eh? why double skill packet?
+ clif->skill_nodamage(src,bl,AL_HEAL,hp,1);
+ clif->skill_nodamage(src,bl,skill_id,hp,1);
+ status->heal(bl, hp, 0, 0);
+ }
+ break;
+ // Homun single-target support skills [orn]
+ case HAMI_BLOODLUST:
+ case HFLI_FLEET:
+ case HFLI_SPEED:
+ case HLIF_CHANGE:
+ case MH_ANGRIFFS_MODUS:
+ case MH_GOLDENE_FERSE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case NPC_DRAGONFEAR:
+ if (flag&1) {
+ const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING };
+ int i, j;
+ j = i = rnd()%ARRAYLENGTH(sc);
+ while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
+ i++;
+ if ( i == ARRAYLENGTH(sc) )
+ i = 0;
+ if (i == j)
+ break;
+ }
+ break;
+ }
+ case NPC_WIDEBLEEDING:
+ case NPC_WIDECONFUSE:
+ case NPC_WIDECURSE:
+ case NPC_WIDEFREEZE:
+ case NPC_WIDESLEEP:
+ case NPC_WIDESILENCE:
+ case NPC_WIDESTONE:
+ case NPC_WIDESTUN:
+ case NPC_SLOWCAST:
+ case NPC_WIDEHELLDIGNITY:
+ case NPC_WIDEHEALTHFEAR:
+ case NPC_WIDEBODYBURNNING:
+ case NPC_WIDEFROSTMISTY:
+ case NPC_WIDECOLD:
+ case NPC_WIDE_DEEP_SLEEP:
+ case NPC_WIDESIREN:
+ if (flag&1){
+ switch( type ){
+ case SC_BURNING:
+ sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
+ break;
+ case SC_SIREN:
+ sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ break;
+ default:
+ sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ }
+ } else {
+ skill->area_temp[2] = 0; //For SD_PREAMBLE
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+ case NPC_WIDESOULDRAIN:
+ if (flag&1)
+ status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
+ else {
+ skill->area_temp[2] = 0; //For SD_PREAMBLE
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+ case ALL_PARTYFLEE:
+ if( sd && !(flag&1) )
+ {
+ if( !sd->status.party_id )
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ }
+ else
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case NPC_TALK:
+ case ALL_WEWISH:
+ case ALL_CATCRY:
+ case ALL_DREAM_SUMMERNIGHT:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case ALL_BUYING_STORE:
+ if( sd )
+ {// players only, skill allows 5 buying slots
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS));
+ }
+ break;
+ case RK_ENCHANTBLADE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
+ sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv)));
+ break;
+ case RK_DRAGONHOWLING:
+ if( flag&1)
+ sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ skill->area_temp[2] = 0;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id,skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+ case RK_IGNITIONBREAK:
+ case LG_EARTHDRIVE:
+ {
+ int splash;
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ splash = skill->get_splash(skill_id,skill_lv);
+ if( skill_id == LG_EARTHDRIVE ) {
+ int dummy = 1;
+ map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+ }
+ map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ }
+ break;
+ case RK_STONEHARDSKIN:
+ if( sd ) {
+ int heal = sstatus->hp / 5; // 20% HP
+ if( status->charge(bl,heal,0) )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+ case RK_REFRESH:
+ {
+ int heal = status_get_max_hp(bl) * 25 / 100;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ status->heal(bl,heal,0,1);
+ status->change_clear_buffs(bl,4);
+ }
+ break;
+
+ case RK_MILLENNIUMSHIELD:
+ if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) {
+ short chance = 0;
+ short num_shields = 0;
+ chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate.
+ if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields.
+ num_shields = 4;
+ else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields.
+ num_shields = 3;
+ else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields.
+ num_shields = 2;
+ sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv));
+ clif->millenniumshield(src,num_shields);
+ clif->skill_nodamage(src,bl,skill_id,1,1);
+ }
+ break;
+
+ case RK_FIGHTINGSPIRIT:
+ if( flag&1 ) {
+ int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count);
+ if( src == bl )
+ sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
+ else
+ sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv));
+ } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
+ if( sd->status.party_id )
+ party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+ else
+ sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,1,1);
+ }
+ break;
+
+ case RK_LUXANIMA:
+ if( sd == NULL || sd->status.party_id == 0 || flag&1 ){
+ if( src == bl )
+ break;
+ while( skill->area_temp[5] >= 0x10 ){
+ int value = 0;
+ type = SC_NONE;
+ if( skill->area_temp[5]&0x10 ){
+ value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
+ clif->millenniumshield(bl,value);
+ skill->area_temp[5] &= ~0x10;
+ type = SC_MILLENNIUMSHIELD;
+ }else if( skill->area_temp[5]&0x20 ){
+ value = status_get_max_hp(bl) * 25 / 100;
+ status->change_clear_buffs(bl,4);
+ skill->area_temp[5] &= ~0x20;
+ status->heal(bl,value,0,1);
+ type = SC_REFRESH;
+ }else if( skill->area_temp[5]&0x40 ){
+ skill->area_temp[5] &= ~0x40;
+ type = SC_GIANTGROWTH;
+ }else if( skill->area_temp[5]&0x80 ){
+ if( dstsd ){
+ value = sstatus->hp / 4;
+ if( status->charge(bl,value,0) )
+ type = SC_STONEHARDSKIN;
+ skill->area_temp[5] &= ~0x80;
+ }
+ }else if( skill->area_temp[5]&0x100 ){
+ skill->area_temp[5] &= ~0x100;
+ type = SC_VITALITYACTIVATION;
+ }else if( skill->area_temp[5]&0x200 ){
+ skill->area_temp[5] &= ~0x200;
+ type = SC_ABUNDANCE;
+ }
+ if( type > SC_NONE )
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv)));
+ }
+ }else if( sd ){
+ if( tsc && tsc->count ){
+ if(tsc->data[SC_MILLENNIUMSHIELD])
+ skill->area_temp[5] |= 0x10;
+ if(tsc->data[SC_REFRESH])
+ skill->area_temp[5] |= 0x20;
+ if(tsc->data[SC_GIANTGROWTH])
+ skill->area_temp[5] |= 0x40;
+ if(tsc->data[SC_STONEHARDSKIN])
+ skill->area_temp[5] |= 0x80;
+ if(tsc->data[SC_VITALITYACTIVATION])
+ skill->area_temp[5] |= 0x100;
+ if(tsc->data[SC_ABUNDANCE])
+ skill->area_temp[5] |= 0x200;
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ }
+ break;
+ /**
+ * Guilotine Cross
+ **/
+ case GC_ROLLINGCUTTER:
+ {
+ short count = 1;
+ skill->area_temp[2] = 0;
+ map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
+ if( tsc && tsc->data[SC_ROLLINGCUTTER] )
+ { // Every time the skill is casted the status change is reseted adding a counter.
+ count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
+ if( count > 10 )
+ count = 10; // Max counter
+ status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
+ }
+ sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ }
+ break;
+
+ case GC_WEAPONBLOCKING:
+ if( tsc && tsc->data[SC_WEAPONBLOCKING] )
+ status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
+ else
+ sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case GC_CREATENEWPOISON:
+ if( sd )
+ {
+ clif->skill_produce_mix_list(sd,skill_id,25);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+
+ case GC_POISONINGWEAPON:
+ if( sd ) {
+ clif->poison_list(sd,skill_lv);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case GC_ANTIDOTE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( tsc )
+ {
+ status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
+ status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
+ status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
+ status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
+ status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
+ status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
+ status_change_end(bl, SC_TOXIN, INVALID_TIMER);
+ status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
+ }
+ break;
+
+ case GC_PHANTOMMENACE:
+ {
+ int r;
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ map->foreachinarea( status->change_timer_sub,
+ src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick);
+ }
+ break;
+ case GC_HALLUCINATIONWALK:
+ {
+ int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100;
+ if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
+ if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ break;
+ }
+ if( !status->charge(bl,heal,0) ) {
+ if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case AB_ANCILLA:
+ if( sd ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
+ }
+ break;
+
+ case AB_CLEMENTIA:
+ case AB_CANTO:
+ {
+ int level = 0;
+ if( sd )
+ level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI);
+ if( sd == NULL || sd->status.party_id == 0 || flag&1 )
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv)));
+ else if( sd ) {
+ if( !level )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ else
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ }
+ }
+ break;
+
+ case AB_PRAEFATIO:
+ if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) {
+ int count = 1;
+
+ if( dstsd && dstsd->special_state.no_magic_damage )
+ break;
+
+ if( sd && sd->status.party_id != 0 )
+ count = party->foreachsamemap(party->sub_count, sd, 0);
+
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv)));
+ } else if( sd )
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
+ case AB_CHEAL:
+ if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
+ if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
+ int lv = pc->checkskill(sd, AL_HEAL);
+ int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true);
+
+ if( sd->status.party_id ) {
+ int partycount = party->foreachsamemap(party->sub_count, sd, 0);
+ if (partycount > 1)
+ heal += ((heal / 100) * (partycount * 10) / 4);
+ }
+ if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) )
+ heal = 0;
+
+ clif->skill_nodamage(bl, bl, skill_id, heal, 1);
+ if( tsc && tsc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ status->heal(bl, heal, 0, 1);
+ }
+ } else if( sd )
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
+ case AB_ORATIO:
+ if( flag&1 )
+ sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ else {
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+
+ case AB_LAUDAAGNUS:
+ if( (flag&1 || sd == NULL) || !sd->status.party_id) {
+ if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
+ tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) {
+ // Success Chance: (40 + 10 * Skill Level) %
+ if( rnd()%100 > 40+10*skill_lv ) break;
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_COLD, INVALID_TIMER);
+ }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ } else if( sd )
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
+ src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
+
+ case AB_LAUDARAMUS:
+ if( (flag&1 || sd == NULL) || !sd->status.party_id ) {
+ if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] ||
+ tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){
+ // Success Chance: (40 + 10 * Skill Level) %
+ if( rnd()%100 > 40+10*skill_lv ) break;
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ } else if( sd )
+ party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
+ src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
+
+ case AB_CLEARANCE:
+ {
+ int splash;
+ if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) {
+ int i;
+ //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
+ if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self.
+ break;
+
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
+ if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if(status->isimmune(bl) || !tsc || !tsc->count)
+ break;
+ for(i = 0; i < SC_MAX; i++) {
+ if ( !tsc->data[i] )
+ continue;
+ if( SC_COMMON_MAX > i )
+ if ( status->get_sc_type(i)&SC_NO_CLEARANCE )
+ continue;
+ switch (i) {
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ break;
+ }
+ status_change_end(bl,(sc_type)i,INVALID_TIMER);
+ }
+ break;
+ } else {
+ map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
+ }
+ }
+ break;
+
+ case AB_SILENTIUM:
+ // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_STASIS:
+ if( flag&1 )
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+
+ case WL_WHITEIMPRISON:
+ if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses.
+ {
+ int rate = ( sd? sd->status.job_level : 50 ) / 4;
+
+ if( src == bl ) rate = 100; // Success Chance: On self, 100%
+ else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
+ else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
+
+ if( sd )
+ skill->blockpc_start(sd,skill_id,4000);
+
+ if( !(tsc && tsc->data[type]) ){
+ int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,failure);
+ if( sd && !failure )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ }else
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
+ break;
+
+ case WL_FROSTMISTY:
+ if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)))
+ break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech]
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+ break;
+
+ case WL_JACKFROST:
+ if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)))
+ break; // Do not hit invisible enemy
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
+
+ case WL_MARSHOFABYSS:
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
+
+ case WL_SIENNAEXECRATE:
+ if( flag&1 ) {
+ if( status->isimmune(bl) || !tsc )
+ break;
+ if( tsc && tsc->data[SC_STONE] )
+ status_change_end(bl,SC_STONE,INVALID_TIMER);
+ else
+ status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK);
+ } else {
+ int rate = 45 + 5 * skill_lv;
+ if( rnd()%100 < rate ){
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
+ }else if( sd ) // Failure on Rate
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case WL_SUMMONFB:
+ case WL_SUMMONBL:
+ case WL_SUMMONWB:
+ case WL_SUMMONSTONE:
+ {
+ int i;
+ for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){
+ if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack
+ int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv)));
+ break;
+ }
+ }
+ }
+ break;
+
+ case WL_READING_SB:
+ if( sd ) {
+ struct status_change *sc = status->get_sc(bl);
+ int i;
+
+ for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
+ if( sc && !sc->data[i] )
+ break;
+ if( i == SC_SPELLBOOK7 ) {
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
+ break;
+ }
+
+ sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
+ clif->spellbook_list(sd);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_FEARBREEZE:
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
+
+ case RA_WUGMASTERY:
+ if( sd ) {
+ if( !pc_iswug(sd) )
+ pc->setoption(sd,sd->sc.option|OPTION_WUG);
+ else
+ pc->setoption(sd,sd->sc.option&~OPTION_WUG);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case RA_WUGRIDER:
+ if( sd ) {
+ if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
+ pc->setoption(sd,sd->sc.option&~OPTION_WUG);
+ pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER);
+ } else if( pc_isridingwug(sd) ) {
+ pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
+ pc->setoption(sd,sd->sc.option|OPTION_WUG);
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case RA_WUGDASH:
+ if( tsce ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+ map->freeblock_unlock();
+ return 0;
+ }
+ if( sd && pc_isridingwug(sd) ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1));
+ clif->walkok(sd);
+ }
+ break;
+
+ case RA_SENSITIVEKEEN:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+ break;
+ /**
+ * Mechanic
+ **/
+ case NC_F_SIDESLIDE:
+ case NC_B_SIDESLIDE:
+ {
+ uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0);
+ clif->slide(src,src->x,src->y);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case NC_SELFDESTRUCTION:
+ if (sd) {
+ if (pc_ismadogear(sd))
+ pc->setmadogear(sd, false);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
+ status->set_sp(src, 0, 0);
+ }
+ break;
+
+ case NC_ANALYZE:
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if( sd ) pc->overheat(sd,1);
+ break;
+
+ case NC_MAGNETICFIELD:
+ {
+ int failure;
+ if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
+ {
+ map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
+ clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ if (sd) pc->overheat(sd,1);
+ }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,failure);
+ }
+ break;
+
+ case NC_REPAIR:
+ if( sd ) {
+ int heal, hp = 0; // % of max hp regen
+ if( !dstsd || !pc_ismadogear(dstsd) ) {
+ clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0);
+ break;
+ }
+ switch (cap_value(skill_lv, 1, 5)) {
+ case 1: hp = 4; break;
+ case 2: hp = 7; break;
+ case 3: hp = 13; break;
+ case 4: hp = 17; break;
+ case 5: hp = 23; break;
+ }
+ heal = tstatus->max_hp * hp / 100;
+ status->heal(bl,heal,0,2);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, heal);
+ }
+ break;
+
+ case NC_DISJOINT:
+ {
+ if( bl->type != BL_MOB ) break;
+ md = map->id2md(bl->id);
+ if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
+ status_kill(bl);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+ case SC_AUTOSHADOWSPELL:
+ if( sd ) {
+ int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id);
+ if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) {
+ sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
+ clif->autoshadowspell_list(sd);
+ clif->skill_nodamage(src,bl,skill_id,1,1);
+ }
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
+ }
+ break;
+
+ case SC_SHADOWFORM:
+ if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
+ if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) )
+ dstsd->shadowform_id = src->id;
+ }
+ else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+
+ case SC_BODYPAINT:
+ if( flag&1 ) {
+ if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+ tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) {
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+
+ sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ }
+ } else {
+ clif->skill_nodamage(src, bl, skill_id, 0, 1);
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ }
+ break;
+
+ case SC_ENERVATION:
+ case SC_GROOMY:
+ case SC_IGNORANCE:
+ case SC_LAZINESS:
+ case SC_UNLUCKY:
+ case SC_WEAKNESS:
+ if( !(tsc && tsc->data[type]) ) {
+ int joblvbonus = 0;
+ int rate = 0;
+ if (is_boss(bl)) break;
+ joblvbonus = ( sd ? sd->status.job_level : 50 );
+ //First we set the success chance based on the caster's build which increases the chance.
+ rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10;
+ // We then reduce the success chance based on the target's build.
+ rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10;
+ //Finally we set the minimum success chance cap based on the caster's skill level and DEX.
+ rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100);
+ clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) {
+ //If the target was successfully inflected with the Ignorance status, drain some of the targets SP.
+ int sp = 100 * skill_lv;
+ if( dstmd ) sp = dstmd->level * 2;
+ if( status_zap(bl,0,sp) )
+ status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech]
+ }
+ if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) {
+ //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's.
+ switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance.
+ case 0:
+ status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ break;
+ case 1:
+ status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ break;
+ case 2:
+ status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ }
+ }
+ } else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+
+ case LG_TRAMPLE:
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
+ break;
+
+ case LG_REFLECTDAMAGE:
+ if( tsc && tsc->data[type] )
+ status_change_end(bl,type,INVALID_TIMER);
+ else
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case LG_SHIELDSPELL:
+ if( !sd )
+ break;
+ if( flag&1 ) {
+ sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000);
+ } else {
+ int opt = 0, val = 0, splashrange = 0;
+ struct item_data *shield_data = NULL;
+ if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) {
+ //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ //Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
+ opt = rnd()%3 + 1;
+ switch( skill_lv ) {
+ case 1:
+ if ( shield_data->def >= 0 && shield_data->def <= 40)
+ splashrange = 1;
+ else if ( shield_data->def >= 41 && shield_data->def <= 80)
+ splashrange = 2;
+ else
+ splashrange = 3;
+ switch( opt ) {
+ case 1:
+ sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
+ break;
+ case 2:
+ val = shield_data->def/10; //Damage Reflecting Increase.
+ sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
+ break;
+ case 3:
+ //Weapon Attack Increase.
+ val = shield_data->def;
+ sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
+ break;
+ }
+ break;
+ case 2:
+ if( sd->bonus.shieldmdef == 0 )
+ break; // Nothing should happen if the shield has no mdef, not even displaying a message
+ if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 )
+ splashrange = 1;
+ else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 )
+ splashrange = 2;
+ else
+ splashrange = 3;
+ switch( opt ) {
+ case 1:
+ sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
+ break;
+ case 2:
+ sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina
+ clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
+ break;
+ case 3:
+ if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat
+ clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
+ sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
+ break;
+ }
+ break;
+ case 3:
+ {
+ int rate = 0;
+ struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
+
+ if( shield->refine == 0 )
+ break; // Nothing should happen if the shield has no refine, not even displaying a message
+
+ switch( opt ) {
+ case 1:
+ sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate
+ break;
+ case 2:
+ val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase
+ rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate
+ if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000))
+ clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv,
+ sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000));
+ break;
+ case 3:
+ sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery
+ val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100;
+ status->heal(bl, val, 0, 2);
+ status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
+ break;
+ }
+ }
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case LG_PIETY:
+ if( flag&1 )
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ skill->area_temp[2] = 0;
+ map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case LG_KINGS_GRACE:
+ if( flag&1 ){
+ int i;
+ sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ for(i=0; i<SC_MAX; i++)
+ {
+ if (!tsc->data[i])
+ continue;
+ switch(i){
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_FREEZE:
+ case SC_STONE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_BLOODING:
+ case SC_CURSE:
+ case SC_CONFUSION:
+ case SC_ILLUSION:
+ case SC_SILENCE:
+ case SC_BURNING:
+ case SC_COLD:
+ case SC_FROSTMISTY:
+ case SC_DEEP_SLEEP:
+ case SC_FEAR:
+ case SC_MANDRAGORA:
+ case SC__CHAOS:
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ }
+ }else {
+ skill->area_temp[2] = 0;
+ if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
+ flag |= BCT_GUILD;
+ map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case LG_INSPIRATION:
+ if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
+ sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty.
+ sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100);
+ clif->updatestatus(sd,SP_BASEEXP);
+ clif->updatestatus(sd,SP_JOBEXP);
+ }
+ clif->skill_nodamage(bl,src,skill_id,skill_lv,
+ sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
+ case SR_CURSEDCIRCLE:
+ if( flag&1 ) {
+ if( is_boss(bl) ) break;
+ if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
+ if( bl->type == BL_MOB )
+ mob->unlocktarget((TBL_MOB*)bl,timer->gettick());
+ unit->stop_attack(bl);
+ clif->bladestop(src, bl->id, 1);
+ map->freeblock_unlock();
+ return 1;
+ }
+ } else {
+ int count = 0;
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters
+ BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ if( sd ) pc->delspiritball(sd, count, 0);
+ clif->skill_nodamage(src, src, skill_id, skill_lv,
+ sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv)));
+ }
+ break;
+
+ case SR_RAISINGDRAGON:
+ if( sd ) {
+ short max = 5 + skill_lv;
+ int i;
+ sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
+ pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
+ }
+ break;
+
+ case SR_ASSIMILATEPOWER:
+ if( flag&1 ) {
+ int sp = 0;
+ if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
+ {
+ sp = dstsd->spiritball; //1%sp per spiritball.
+ pc->delspiritball(dstsd, dstsd->spiritball, 0);
+ status_percent_heal(src, 0, sp);
+ }
+ if ( dstsd ) {
+ int i;
+ for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++)
+ pc->del_charm(dstsd, dstsd->spiritcharm[i], i);
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0);
+ } else {
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
+ }
+ break;
+
+ case SR_POWERVELOCITY:
+ if( !dstsd )
+ break;
+ if( sd && dstsd->spiritball <= 5 ) {
+ int i;
+ for(i = 0; i <= 5; i++) {
+ pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i);
+ pc->delspiritball(sd, sd->spiritball, 0);
+ }
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ break;
+
+ case SR_GENTLETOUCH_CURE:
+ {
+ int heal;
+
+ if( status->isimmune(bl) ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
+ }
+
+ heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
+ status->heal(bl, heal, 0, 0);
+
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ status_change_end(bl, SC_ILLUSION, INVALID_TIMER);
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ }
+
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case SR_GENTLETOUCH_CHANGE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)));
+ break;
+ case SR_GENTLETOUCH_REVITALIZE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv)));
+ break;
+ case SR_FLASHCOMBO:
+ {
+ const int combo[] = {
+ SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW
+ };
+ int i;
+
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)));
+
+ for( i = 0; i < ARRAYLENGTH(combo); i++ )
+ skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL);
+
+ break;
+ }
+ case WA_SWING_DANCE:
+ case WA_SYMPHONY_OF_LOVER:
+ case WA_MOONLIT_SERENADE:
+ case MI_RUSH_WINDMILL:
+ case MI_ECHOSONG:
+ if( flag&1 )
+ sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv));
+ else if( sd ) {
+ party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+ sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case MI_HARMONIZE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case WM_DEADHILLHERE:
+ if( bl->type == BL_PC ) {
+ if( !status->isdead(bl) )
+ break;
+
+ if( rnd()%100 < 88 + 2 * skill_lv ) {
+ int heal = 0;
+ status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100);
+ heal = tstatus->sp;
+ if ( heal <= 0 )
+ heal = 1;
+ status->fixed_revive(bl, heal, 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status->set_sp(bl, 0, 0);
+ }
+ }
+ break;
+
+ case WM_LULLABY_DEEPSLEEP:
+ if ( flag&1 )
+ sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
+ else if ( sd ) {
+ int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5;
+ if ( rnd()%100 < rate ) {
+ flag |= BCT_PARTY|BCT_GUILD;
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ }
+ }
+ break;
+ case WM_SIRCLEOFNATURE:
+ flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
+ case WM_VOICEOFSIREN:
+ if( skill_id != WM_SIRCLEOFNATURE )
+ flag &= ~BCT_SELF;
+ if( flag&1 ) {
+ sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv));
+ } else if( sd ) {
+ int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2;
+ if ( rnd()%100 < rate ) {
+ flag |= BCT_PARTY|BCT_GUILD;
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ }
+ }
+ break;
+
+ case WM_GLOOMYDAY:
+ if ( tsc && tsc->data[type] ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+ // val4 indicates caster's voice lesson level
+ sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+
+ case WM_SONG_OF_MANA:
+ case WM_DANCE_WITH_WUG:
+ case WM_LERADS_DEW:
+ case WM_UNLIMITED_HUMMING_VOICE:
+ {
+ int chorusbonus = battle->calc_chorusbonus(sd);
+ if( flag&1 )
+ sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv));
+ else if( sd ) {
+ party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+ sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ }
+ break;
+ case WM_SATURDAY_NIGHT_FEVER:
+ {
+ if( flag&1 ) {
+ int madnesscheck = 0;
+ if ( sd )//Required to check if the lord of madness effect will be applied.
+ madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
+ sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
+ if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected.
+ status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0));
+ //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech]
+ } else if( sd ) {
+ int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4;
+ if ( rnd()%100 < rate ) {
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ }
+ }
+ break;
+
+ case WM_MELODYOFSINK:
+ case WM_BEYOND_OF_WARCRY:
+ {
+ int chorusbonus = battle->calc_chorusbonus(sd);
+ if( flag&1 )
+ sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv));
+ else if( sd ) {
+ if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) {
+ map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ }
+ }
+ break;
+
+ case WM_RANDOMIZESPELL: {
+ int improv_skill_id = 0, improv_skill_lv, improv_idx;
+ do {
+ improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB;
+ improv_skill_id = skill->improvise_db[improv_idx].skill_id;
+ } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per );
+ improv_skill_lv = 4 + skill_lv;
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+
+ if( sd ) {
+ sd->state.abra_flag = 2;
+ sd->skillitem = improv_skill_id;
+ sd->skillitemlv = improv_skill_lv;
+ clif->item_skill(sd, improv_skill_id, improv_skill_lv);
+ } else {
+ struct unit_data *ud = unit->bl2ud(src);
+ int inf = skill->get_inf(improv_skill_id);
+ if (!ud) break;
+ if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
+ if (src->type == BL_PET)
+ bl = (struct block_list*)((TBL_PET*)src)->msd;
+ if (!bl) bl = src;
+ unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
+ } else {
+ int target_id = 0;
+ if (ud->target)
+ target_id = ud->target;
+ else switch (src->type) {
+ case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
+ case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
+ }
+ if (!target_id)
+ break;
+ if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
+ bl = map->id2bl(target_id);
+ if (!bl) bl = src;
+ unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
+ } else
+ unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
+ }
+ }
+ }
+ break;
+
+ case RETURN_TO_ELDICASTES:
+ case ALL_GUARDIAN_RECALL:
+ case ECLAGE_RECALL:
+ if( sd ) {
+ short x = 0, y = 0; //Destiny position.
+ unsigned short map_index = 0;
+
+ switch( skill_id ) {
+ default:
+ case RETURN_TO_ELDICASTES:
+ x = 198;
+ y = 187;
+ map_index = mapindex->name2id(MAP_DICASTES);
+ break;
+ case ALL_GUARDIAN_RECALL:
+ x = 44;
+ y = 151;
+ map_index = mapindex->name2id(MAP_MORA);
+ break;
+ case ECLAGE_RECALL:
+ x = 47;
+ y = 31;
+ map_index = mapindex->name2id(MAP_ECLAGE_IN);
+ break;
+ }
+ if( !mapindex ) { //Given map not found?
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return 0;
+ }
+ pc->setpos(sd,map_index,x,y,CLR_TELEPORT);
+ }
+ break;
+
+ case ECL_SNOWFLIP:
+ case ECL_PEONYMAMY:
+ case ECL_SADAGUI:
+ case ECL_SEQUOIADUST:
+ switch( skill_id ) {
+ case ECL_SNOWFLIP:
+ status_change_end(bl,SC_SLEEP,INVALID_TIMER);
+ status_change_end(bl,SC_BLOODING,INVALID_TIMER);
+ status_change_end(bl,SC_BURNING,INVALID_TIMER);
+ status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER);
+ break;
+ case ECL_PEONYMAMY:
+ status_change_end(bl,SC_FREEZE,INVALID_TIMER);
+ status_change_end(bl,SC_FROSTMISTY,INVALID_TIMER);
+ status_change_end(bl,SC_COLD,INVALID_TIMER);
+ break;
+ case ECL_SADAGUI:
+ status_change_end(bl,SC_STUN,INVALID_TIMER);
+ status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
+ status_change_end(bl,SC_ILLUSION,INVALID_TIMER);
+ status_change_end(bl,SC_FEAR,INVALID_TIMER);
+ break;
+ case ECL_SEQUOIADUST:
+ status_change_end(bl,SC_STONE,INVALID_TIMER);
+ status_change_end(bl,SC_POISON,INVALID_TIMER);
+ status_change_end(bl,SC_CURSE,INVALID_TIMER);
+ status_change_end(bl,SC_BLIND,INVALID_TIMER);
+ status_change_end(bl,SC_ORCISH,INVALID_TIMER);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, 0, 1, skill_id, -2, 6);
+ break;
+
+ case GM_SANDMAN:
+ if( tsc ) {
+ if( tsc->opt1 == OPT1_SLEEP )
+ tsc->opt1 = 0;
+ else
+ tsc->opt1 = OPT1_SLEEP;
+ clif->changeoption(bl);
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+ }
+ break;
+
+ case SO_ARRULLO:
+ {
+ // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] %
+ int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5;
+ rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv));
+ }
+ break;
+
+ case SO_SUMMON_AGNI:
+ case SO_SUMMON_AQUA:
+ case SO_SUMMON_VENTUS:
+ case SO_SUMMON_TERA:
+ if( sd ) {
+ int elemental_class = skill->get_elemental_type(skill_id,skill_lv);
+
+ // Remove previous elemental first.
+ if( sd->ed )
+ elemental->delete(sd->ed,0);
+
+ // Summoning the new one.
+ if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case SO_EL_CONTROL:
+ if( sd ) {
+ int mode = EL_MODE_PASSIVE; // Standard mode.
+
+ if( !sd->ed ) break;
+
+ if( skill_lv == 4 ) {// At level 4 delete elementals.
+ elemental->delete(sd->ed, 0);
+ break;
+ }
+ switch( skill_lv ) {// Select mode based on skill level used.
+ case 2: mode = EL_MODE_ASSIST; break;
+ case 3: mode = EL_MODE_AGGRESSIVE; break;
+ }
+ if( !elemental->change_mode(sd->ed,mode) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case SO_EL_ACTION:
+ if( sd ) {
+ int duration = 3000;
+ if( !sd->ed )
+ break;
+
+ switch(sd->ed->db->class_){
+ case 2115:case 2124:
+ case 2118:case 2121:
+ duration = 6000;
+ break;
+ case 2116:case 2119:
+ case 2122:case 2125:
+ duration = 9000;
+ break;
+ }
+
+ sd->skill_id_old = skill_id;
+ elemental->action(sd->ed, bl, tick);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+
+ skill->blockpc_start(sd, skill_id, duration);
+ }
+ break;
+
+ case SO_EL_CURE:
+ if( sd ) {
+ struct elemental_data *ed = sd->ed;
+ int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
+ int e_hp, e_sp;
+
+ if( !ed ) break;
+ if( !status->charge(&sd->bl,s_hp,s_sp) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ e_hp = ed->battle_status.max_hp * 10 / 100;
+ e_sp = ed->battle_status.max_sp * 10 / 100;
+ status->heal(&ed->bl,e_hp,e_sp,3);
+ clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case GN_CHANGEMATERIAL:
+ case SO_EL_ANALYSIS:
+ if( sd ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_itemlistwindow(sd,skill_id,skill_lv);
+ }
+ break;
+
+ case GN_BLOOD_SUCKER:
+ {
+ struct status_change *sc = status->get_sc(src);
+
+ if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
+ if( tsc && tsc->data[type] ){
+ (sc->bs_counter)--;
+ status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+ (sc->bs_counter)++;
+ } else if( sd ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+ }
+ break;
+
+ case GN_MANDRAGORA:
+ if( flag&1 ) {
+ int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5;
+ if ( chance < 10 )
+ chance = 10;//Minimal chance is 10%.
+ if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech]
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
+ }
+ } else if ( sd ) {
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(bl, src, skill_id, skill_lv, 1);
+ }
+ break;
+
+ case GN_SLINGITEM:
+ if( sd ) {
+ short ammo_id;
+ int equip_idx = sd->equip_index[EQI_AMMO];
+ if( equip_idx <= 0 )
+ break; // No ammo.
+ ammo_id = sd->inventory_data[equip_idx]->nameid;
+ if( ammo_id <= 0 )
+ break;
+ sd->itemid = ammo_id;
+ if( itemdb_is_GNbomb(ammo_id) ) {
+ if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
+ if( ammo_id == ITEMID_PINEAPPLE_BOMB )
+ map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ else
+ skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
+ } else //Otherwise, it fails, shows animation and removes items.
+ clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
+ } else if( itemdb_is_GNthrowable(ammo_id) ) {
+ struct script_code *scriptroot = sd->inventory_data[equip_idx]->script;
+ if( !scriptroot )
+ break;
+ if( dstsd )
+ script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id);
+ else
+ script->run(scriptroot,0,src->id,0);
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
+ break;
+
+ case GN_MIX_COOKING:
+ case GN_MAKEBOMB:
+ case GN_S_PHARMACY:
+ if( sd ) {
+ int qty = 1;
+ sd->skill_id_old = skill_id;
+ sd->skill_lv_old = skill_lv;
+ if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
+ qty = 10;
+ clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case EL_CIRCLE_OF_FIRE:
+ case EL_PYROTECHNIC:
+ case EL_HEATER:
+ case EL_TROPIC:
+ case EL_AQUAPLAY:
+ case EL_COOLER:
+ case EL_CHILLY_AIR:
+ case EL_GUST:
+ case EL_BLAST:
+ case EL_WILD_STORM:
+ case EL_PETROLOGY:
+ case EL_CURSED_SOIL:
+ case EL_UPHEAVAL:
+ case EL_FIRE_CLOAK:
+ case EL_WATER_DROP:
+ case EL_WIND_CURTAIN:
+ case EL_SOLID_SKIN:
+ case EL_STONE_SHIELD:
+ case EL_WIND_STEP:
+ {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ sc_type type2 = type-1;
+ struct status_change *sc = status->get_sc(&ele->bl);
+
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ } else {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
+ sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ }
+ }
+ }
+ break;
+
+ case EL_FIRE_MANTLE:
+ case EL_WATER_BARRIER:
+ case EL_ZEPHYR:
+ case EL_POWER_OF_GAIA:
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
+ break;
+
+ case EL_WATER_SCREEN:
+ {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ struct status_change *sc = status->get_sc(&ele->bl);
+ sc_type type2 = type-1;
+
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ } else {
+ // This not heals at the end.
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
+ }
+ }
+ }
+ break;
+
+ case KO_KAHU_ENTEN:
+ case KO_HYOUHU_HUBUKI:
+ case KO_KAZEHU_SEIRAN:
+ case KO_DOHU_KOUKAI:
+ if(sd) {
+ int i;
+ int ttype = skill->get_ele(skill_id, skill_lv);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i);
+ if( i < SPIRITS_TYPE_SPHERE )
+ pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one.
+ pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype);
+ }
+ break;
+
+ case KO_ZANZOU:
+ if(sd) {
+ struct mob_data *summon_md;
+
+ summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+ if( summon_md ) {
+ summon_md->master_id = src->id;
+ summon_md->special_state.ai = AI_ZANZOU;
+ if( summon_md->deletetimer != INVALID_TIMER )
+ timer->delete(summon_md->deletetimer, mob->timer_delete);
+ summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0);
+ mob->spawn( summon_md );
+ pc->setinvincibletimer(sd,500);// unlock target lock
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0);
+ }
+ }
+ break;
+
+ case KO_KYOUGAKU:
+ if (!map_flag_vs(src->m) || !dstsd) {
+ if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0);
+ break;
+ } else {
+ int time;
+ int rate = 45+ 5*skill_lv - status_get_int(bl)/10;
+ if (rate < 5) rate = 5;
+
+ time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20;
+ sc_start(src,bl, type, rate, skill_lv, time);
+ }
+ break;
+
+ case KO_JYUSATSU:
+ if( dstsd && tsc && !tsc->data[type]
+ && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv))
+ ) {
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID));
+ status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
+ if( status->get_lv(bl) <= status->get_lv(src) )
+ status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE);
+ } else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+
+ case KO_GENWAKU:
+ if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
+ int x = src->x, y = src->y;
+ if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%.
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+
+ if (unit->movepos(src, bl->x, bl->y, 0, 0)) {
+ clif->skill_nodamage(src, src, skill_id, skill_lv, 1);
+ clif->slide(src, bl->x, bl->y) ;
+ sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv));
+ if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) )
+ {
+ if( dstsd && pc_issit(dstsd) )
+ pc->setstand(dstsd);
+ clif->slide(bl, x, y) ;
+ sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv));
+ }
+ }
+ }
+ break;
+
+ case OB_AKAITSUKI:
+ case OB_OBOROGENSOU:
+ if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
+ || is_boss(bl) ) ){ // Does not work on Boss monsters.
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0);
+ break;
+ }
+ case KO_IZAYOI:
+ case OB_ZANGETSU:
+ case KG_KYOMU:
+ case KG_KAGEMUSYA:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
+
+ case KG_KAGEHUMI:
+ if( flag&1 ){
+ if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
+ tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){
+ sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
+ status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ }
+ if( skill->area_temp[2] == 1 ){
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ }
+ } else {
+ skill->area_temp[2] = 0;
+ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
+ }
+ break;
+
+ case MH_LIGHT_OF_REGENE:
+ if( hd && battle->get_master(src) ) {
+ hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850
+ clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info
+ sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ }
+ break;
+
+ case MH_OVERED_BOOST:
+ if ( hd && battle->get_master(src) ) {
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ }
+ break;
+
+ case MH_SILENT_BREEZE:
+ {
+ const enum sc_type scs[] = {
+ SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
+ };
+ int heal;
+ if(tsc){
+ int i;
+ for (i = 0; i < ARRAYLENGTH(scs); i++) {
+ if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ }
+ }
+ heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl));
+ status->heal(bl, heal, 0, 0);
+ clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1));
+ status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ }
+ break;
+
+ case MH_GRANITIC_ARMOR:
+ case MH_PYROCLASTIC:
+ if( hd ){
+ struct block_list *s_bl = battle->get_master(src);
+
+ if(s_bl)
+ sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
+
+ sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
+
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+
+ case MH_MAGMA_FLOW:
+ case MH_PAIN_KILLER:
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ break;
+ case MH_SUMMON_LEGION:
+ {
+ int summons[5] = {1004, 1303, 1303, 1994, 1994};
+ int qty[5] = {3 , 3 , 4 , 4 , 5};
+ struct mob_data *summon_md;
+ int i, dummy = 0;
+
+ i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy);
+ if(i >= qty[skill_lv-1])
+ break;
+
+ for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
+ summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
+ if (summon_md) {
+ summon_md->master_id = src->id;
+ if (summon_md->deletetimer != INVALID_TIMER)
+ timer->delete(summon_md->deletetimer, mob->timer_delete);
+ summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0);
+ mob->spawn(summon_md); //Now it is ready for spawning.
+ sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
+ }
+ }
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */
+ break;
+ default:
+ ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map->freeblock_unlock();
+ return 1;
+ }
+
+ if(skill_id != SR_CURSEDCIRCLE) {
+ struct status_change *sc = status->get_sc(src);
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
+ }
+
+ if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
+ mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
+ mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
+ }
+
+ if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded
+ sd->canskill_tick = timer->gettick();
+
+ if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill.
+ battle->consume_ammo(sd, skill_id, skill_lv);
+ }
+ skill->onskillusage(sd, bl, skill_id, tick);
+ // perform skill requirement consumption
+ if( skill_id != NC_SELFDESTRUCTION )
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
+ }
+
+ map->freeblock_unlock();
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) {
+ struct block_list* src = map->id2bl(id);
+ int maxcount;
+ struct map_session_data *sd;
+ struct unit_data *ud = unit->bl2ud(src);
+ struct mob_data *md;
+
+ nullpo_ret(ud);
+
+ sd = BL_CAST(BL_PC , src);
+ md = BL_CAST(BL_MOB, src);
+
+ if( src->prev == NULL ) {
+ ud->skilltimer = INVALID_TIMER;
+ return 0;
+ }
+
+ if( ud->skilltimer != tid )
+ {
+ ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
+ ud->skilltimer = INVALID_TIMER;
+ return 0;
+ }
+
+ if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
+ {// restore original walk speed
+ ud->skilltimer = INVALID_TIMER;
+ status_calc_bl(&sd->bl, SCB_SPEED);
+ }
+ ud->skilltimer = INVALID_TIMER;
+
+ do {
+ if( status->isdead(src) )
+ break;
+
+ if( !(src->type&battle_config.skill_reiteration) &&
+ skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
+ skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
+ )
+ {
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if( src->type&battle_config.skill_nofootset &&
+ skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
+ skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
+ )
+ {
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if( src->type&battle_config.land_skill_limit &&
+ (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0
+ ) {
+ int i;
+ for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
+ if(ud->skillunit[i]->skill_id == ud->skill_id)
+ maxcount--;
+ }
+ if( maxcount == 0 )
+ {
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+
+ if(tid != INVALID_TIMER) {
+ //Avoid double checks on instant cast skills. [Skotlex]
+ if (!status->check_skilluse(src, NULL, ud->skill_id, 1))
+ break;
+ if(battle_config.skill_add_range &&
+ !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
+ if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
+ break;
+ }
+ }
+
+ if( sd )
+ {
+ if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) {
+ if( ud->skill_id == SA_LANDPROTECTOR )
+ clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick);
+ break;
+ }else
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
+ }
+
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
+ break;
+
+ if(md) {
+ md->last_thinktime=tick +MIN_MOBTHINKTIME;
+ if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
+ clif->emotion(src, md->db->skill[md->skill_idx].emotion);
+ }
+
+ if(battle_config.skill_log && battle_config.skill_log&src->type)
+ ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
+ src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
+
+ if (ud->walktimer != INVALID_TIMER)
+ unit->stop_walking(src,1);
+
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv);
+ if (sd) { //Cooldown application
+ int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
+ for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
+ if (sd->skillcooldown[i].id == ud->skill_id){
+ cooldown += sd->skillcooldown[i].val;
+ break;
+ }
+ }
+ if(cooldown)
+ skill->blockpc_start(sd, ud->skill_id, cooldown);
+ }
+ if( battle_config.display_status_timers && sd )
+ clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
+#if 0
+ if (sd) {
+ switch (ud->skill_id) {
+ case ????:
+ sd->canequip_tick = tick + ????;
+ break;
+ }
+ }
+#endif // 0
+ unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
+ status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
+ map->freeblock_lock();
+ skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
+
+ if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
+ sd->skillitem = sd->skillitemlv = 0;
+
+ if (ud->skilltimer == INVALID_TIMER) {
+ if (md) md->skill_idx = -1;
+ else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
+ ud->skill_lv = ud->skillx = ud->skilly = 0;
+ }
+
+ map->freeblock_unlock();
+ return 1;
+ } while(0);
+
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick;
+ ud->skill_id = ud->skill_lv = 0;
+ if(sd)
+ sd->skillitem = sd->skillitemlv = 0;
+ else if(md)
+ md->skill_idx = -1;
+ return 0;
+
+}
+static int check_npc_chaospanic(struct block_list* bl, va_list args) {
+ TBL_NPC* nd = (TBL_NPC*)bl;
+
+ if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 )
+ return 0;
+
+ return 1;
+}
+/* skill count without self */
+static int skill_count_wos(struct block_list *bl,va_list ap) {
+ struct block_list* src = va_arg(ap, struct block_list*);
+ if( src->id != bl->id ) {
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) {
+ nullpo_ret(sd);
+
+//Simplify skill_failed code.
+#define skill_failed(sd) ( (sd)->menuskill_id = (sd)->menuskill_val = 0 )
+ if(skill_id != sd->menuskill_id)
+ return 0;
+
+ if( sd->bl.prev == NULL || pc_isdead(sd) ) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
+ skill_failed(sd);
+ return 0;
+ }
+ if(sd->sc.count && (
+ sd->sc.data[SC_SILENCE] ||
+ sd->sc.data[SC_ROKISWEIL] ||
+ sd->sc.data[SC_AUTOCOUNTER] ||
+ sd->sc.data[SC_STEELBODY] ||
+ (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) ||
+ sd->sc.data[SC_BERSERK] ||
+ sd->sc.data[SC_BASILICA] ||
+ sd->sc.data[SC_MARIONETTE_MASTER] ||
+ sd->sc.data[SC_WHITEIMPRISON] ||
+ (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) ||
+ (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) ||
+ sd->sc.data[SC_OBLIVIONCURSE] ||
+ sd->sc.data[SC__MANHOLE] ||
+ (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH
+ )) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ pc_stop_attack(sd);
+
+ if(battle_config.skill_log && battle_config.skill_log&BL_PC)
+ ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
+
+ if(strcmp(mapname,"cancel")==0) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ switch(skill_id) {
+ case AL_TELEPORT:
+ // The storage window is closed automatically by the client when there's
+ // any kind of map change, so we need to restore it automatically
+ // issue: 8027
+ if(strcmp(mapname,"Random")==0)
+ pc->randomwarp(sd,CLR_TELEPORT);
+ else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
+ pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+
+ clif->refresh_storagewindow(sd);
+ break;
+
+ case AL_WARP:
+ {
+ const struct point *p[4];
+ struct skill_unit_group *group;
+ int i, lv, wx, wy;
+ int maxcount=0;
+ int x,y;
+ unsigned short map_index;
+
+ map_index = mapindex->name2id(mapname);
+ if(!map_index) { //Given map not found?
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ skill_failed(sd);
+ return 0;
+ }
+ p[0] = &sd->status.save_point;
+ p[1] = &sd->status.memo_point[0];
+ p[2] = &sd->status.memo_point[1];
+ p[3] = &sd->status.memo_point[2];
+
+ if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
+ for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
+ if(sd->ud.skillunit[i]->skill_id == skill_id)
+ maxcount--;
+ }
+ if(!maxcount) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
+
+ lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id);
+ wx = sd->menuskill_val>>16;
+ wy = sd->menuskill_val&0xffff;
+
+ if( lv <= 0 ) return 0;
+ if( lv > 4 ) lv = 4; // crash prevention
+
+ // check if the chosen map exists in the memo list
+ ARR_FIND( 0, lv, i, map_index == p[i]->map );
+ if( i < lv ) {
+ x=p[i]->x;
+ y=p[i]->y;
+ } else {
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
+ skill_failed(sd);
+ return 0;
+ }
+
+ skill->consume_requirement(sd,sd->menuskill_id,lv,2);
+ sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
+
+ if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ group->val1 = (group->val1<<16)|(short)0;
+ // record the destination coordinates
+ group->val2 = (x<<16)|y;
+ group->val3 = map_index;
+ }
+ break;
+ }
+
+ sd->menuskill_id = sd->menuskill_val = 0;
+ return 0;
+#undef skill_failed
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
+ struct map_session_data* sd;
+ struct status_change* sc;
+ struct status_change_entry *sce;
+ struct skill_unit_group* sg;
+ enum sc_type type;
+ int r;
+
+ //if(skill_lv <= 0) return 0;
+ if(skill_id > 0 && !skill_lv) return 0; // [Celest]
+
+ nullpo_ret(src);
+
+ if(status->isdead(src))
+ return 0;
+
+ sd = BL_CAST(BL_PC, src);
+
+ sc = status->get_sc(src);
+ type = status->skill2sc(skill_id);
+ sce = (sc && type != -1)?sc->data[type]:NULL;
+
+ switch (skill_id) { //Skill effect.
+ case WZ_METEOR:
+ case MO_BODYRELOCATION:
+ case CR_CULTIVATION:
+ case HW_GANBANTEIN:
+ case LG_EARTHDRIVE:
+ case SC_ESCAPE:
+ break; //Effect is displayed on respective switch case.
+ default:
+ if(skill->get_inf(skill_id)&INF_SELF_SKILL)
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ else
+ clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+ }
+
+ // SC_MAGICPOWER needs to switch states before any damage is actually dealt
+ skill->toggle_magicpower(src, skill_id);
+
+ switch(skill_id) {
+ case PR_BENEDICTIO:
+ r = skill->get_splash(skill_id, skill_lv);
+ skill->area_temp[1] = src->id;
+ map->foreachinarea(skill->area_sub,
+ src->m, x-r, y-r, x+r, y+r, BL_PC,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
+ skill->castend_nodamage_id);
+ map->foreachinarea(skill->area_sub,
+ src->m, x-r, y-r, x+r, y+r, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ break;
+
+ case BS_HAMMERFALL:
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->area_sub,
+ src->m, x-r, y-r, x+r, y+r, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
+ skill->castend_nodamage_id);
+ break;
+
+ case HT_DETECTING:
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(status->change_timer_sub,
+ src->m, x-r, y-r, x+r,y+r,BL_CHAR,
+ src,NULL,SC_SIGHT,tick);
+ if(battle_config.traps_setting&1)
+ map->foreachinarea(skill_reveal_trap,
+ src->m, x-r, y-r, x+r, y+r, BL_SKILL);
+ break;
+
+ case SR_RIDEINLIGHTNING:
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ break;
+
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ //Does not consumes if the skill is already active. [Skotlex]
+ if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
+ {
+ if (sg->limit - DIFF_TICK(timer->gettick(), sg->tick) > 0) {
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ return 0; // not to consume items
+ } else
+ sg->limit = 0; //Disable it.
+ }
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ break;
+
+ case SC_CHAOSPANIC:
+ case SC_MAELSTROM:
+ if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+
+ case MG_SAFETYWALL:
+ {
+ int alive = 1;
+ if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) {
+ skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
+ return 0; // Don't consume gems if cast on LP
+ }
+ }
+ case MG_FIREWALL:
+ case MG_THUNDERSTORM:
+
+ case AL_PNEUMA:
+ case WZ_FIREPILLAR:
+ case WZ_QUAGMIRE:
+ case WZ_VERMILION:
+ case WZ_STORMGUST:
+ case WZ_HEAVENDRIVE:
+ case PR_SANCTUARY:
+ case PR_MAGNUS:
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ case HT_SKIDTRAP:
+ case MA_SKIDTRAP:
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case AS_VENOMDUST:
+ case AM_DEMONSTRATION:
+ case PF_FOGWALL:
+ case PF_SPIDERWEB:
+ case HT_TALKIEBOX:
+ case WE_CALLPARTNER:
+ case WE_CALLPARENT:
+ case WE_CALLBABY:
+ case AC_SHOWER: //Ground-placed skill implementation.
+ case MA_SHOWER:
+ case SA_LANDPROTECTOR:
+ case BD_LULLABY:
+ case BD_RICHMANKIM:
+ case BD_ETERNALCHAOS:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_ROKISWEIL:
+ case BD_INTOABYSS:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_POEMBRAGI:
+ case BA_WHISTLE:
+ case BA_ASSASSINCROSS:
+ case BA_APPLEIDUN:
+ case DC_UGLYDANCE:
+ case DC_HUMMING:
+ case DC_DONTFORGETME:
+ case DC_FORTUNEKISS:
+ case DC_SERVICEFORYOU:
+ case CG_MOONLIT:
+ case GS_DESPERADO:
+ case NJ_KAENSIN:
+ case NJ_BAKUENRYU:
+ case NJ_SUITON:
+ case NJ_HYOUSYOURAKU:
+ case NJ_RAIGEKISAI:
+ case NJ_KAMAITACHI:
+ #ifdef RENEWAL
+ case NJ_HUUMA:
+ #endif
+ case NPC_EVILLAND:
+ case WL_COMET:
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ case SC_MANHOLE:
+ case SC_DIMENSIONDOOR:
+ case SC_BLOODYLUST:
+ case WM_REVERBERATION:
+ case WM_SEVERE_RAINSTORM:
+ case WM_POEMOFNETHERWORLD:
+ case SO_PSYCHIC_WAVE:
+ case SO_VACUUM_EXTREME:
+ case GN_WALLOFTHORN:
+ case GN_THORNS_TRAP:
+ case GN_DEMONIC_FIRE:
+ case GN_HELLS_PLANT:
+ case GN_FIRE_EXPANSION_SMOKE_POWDER:
+ case GN_FIRE_EXPANSION_TEAR_GAS:
+ case SO_EARTHGRAVE:
+ case SO_DIAMONDDUST:
+ case SO_FIRE_INSIGNIA:
+ case SO_WATER_INSIGNIA:
+ case SO_WIND_INSIGNIA:
+ case SO_EARTH_INSIGNIA:
+ case KO_HUUMARANKA:
+ case KO_MUCHANAGE:
+ case KO_BAKURETSU:
+ case KO_ZENKAI:
+ case MH_LAVA_SLIDE:
+ case MH_VOLCANIC_ASH:
+ case MH_POISON_MIST:
+ case MH_STEINWAND:
+ case NC_MAGMA_ERUPTION:
+ case SO_ELEMENTAL_SHIELD:
+ case RL_B_TRAP:
+ case MH_XENO_SLASHER:
+ flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
+ case GS_GROUNDDRIFT: //Ammo should be deleted right away.
+ if ( skill_id == WM_SEVERE_RAINSTORM )
+ sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv));
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ break;
+ case WZ_ICEWALL:
+ flag |= 1;
+ if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
+ map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true);
+ break;
+ case RG_GRAFFITI:
+ skill->clear_unitgroup(src);
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ flag|=1;
+ break;
+ case HP_BASILICA:
+ if( sc->data[SC_BASILICA] )
+ status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
+ else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
+ if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ return 1;
+ }
+
+ skill->clear_unitgroup(src);
+ if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
+ sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ }
+ break;
+ case CG_HERMODE:
+ skill->clear_unitgroup(src);
+ if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
+ sc_start4(src,src,SC_DANCING,100,
+ skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ break;
+ case RG_CLEANER: // [Valaris]
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL);
+ break;
+
+ case SO_WARMER:
+ flag|= 8;
+ case SO_CLOUD_KILL:
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ break;
+
+ case WZ_METEOR:
+ {
+ int area = skill->get_splash(skill_id, skill_lv);
+ short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
+ int i;
+
+ for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
+ // Creates a random Cell in the Splash Area
+ tmpx = x - area + rnd()%(area * 2 + 1);
+ tmpy = y - area + rnd()%(area * 2 + 1);
+
+ if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
+ && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
+ clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
+
+ if( i > 0 )
+ skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
+
+ x1 = tmpx;
+ y1 = tmpy;
+ }
+
+ skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
+ }
+ break;
+
+ case AL_WARP:
+ if(sd)
+ {
+ clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
+ (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
+ (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
+ (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
+ );
+ }
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
+ return 0; // not to consume item.
+
+ case MO_BODYRELOCATION:
+ if (unit->movepos(src, x, y, 1, 1)) {
+ #if PACKETVER >= 20111005
+ clif->snap(src, src->x, src->y);
+ #else
+ clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
+ #endif
+ if (sd)
+ skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000);
+ }
+ break;
+ case NJ_SHADOWJUMP:
+ if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds.
+ unit->movepos(src, x, y, 1, 0);
+ clif->slide(src,x,y);
+ }
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ break;
+ case AM_SPHEREMINE:
+ case AM_CANNIBALIZE:
+ {
+ int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
+ //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+ int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
+ struct mob_data *md;
+
+ // Correct info, don't change any of this! [Celest]
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ if (md) {
+ md->master_id = src->id;
+ md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
+ if( md->deletetimer != INVALID_TIMER )
+ timer->delete(md->deletetimer, mob->timer_delete);
+ md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0);
+ mob->spawn (md); //Now it is ready for spawning.
+ }
+ }
+ break;
+
+ // Slim Pitcher [Celest]
+ case CR_SLIMPITCHER:
+ if (sd) {
+ int i = skill_lv%11 - 1;
+ int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]);
+ if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0
+ || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i]
+ ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ script->potion_flag = 1;
+ script->potion_hp = 0;
+ script->potion_sp = 0;
+ script->run(sd->inventory_data[j]->script,0,sd->bl.id,0);
+ script->potion_flag = 0;
+ //Apply skill bonuses
+ i = pc->checkskill(sd,CR_SLIMPITCHER)*10
+ + pc->checkskill(sd,AM_POTIONPITCHER)*10
+ + pc->checkskill(sd,AM_LEARNINGPOTION)*5
+ + pc->skillheal_bonus(sd, skill_id);
+
+ script->potion_hp = script->potion_hp * (100+i)/100;
+ script->potion_sp = script->potion_sp * (100+i)/100;
+
+ if(script->potion_hp > 0 || script->potion_sp > 0) {
+ i = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->area_sub,
+ src->m,x-i,y-i,x+i,y+i,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ }
+ } else {
+ int i = skill_lv%11 - 1;
+ struct item_data *item;
+ i = skill->db[skill_id].itemid[i];
+ item = itemdb->search(i);
+ script->potion_flag = 1;
+ script->potion_hp = 0;
+ script->potion_sp = 0;
+ script->run(item->script,0,src->id,0);
+ script->potion_flag = 0;
+ i = skill->get_max(CR_SLIMPITCHER)*10;
+
+ script->potion_hp = script->potion_hp * (100+i)/100;
+ script->potion_sp = script->potion_sp * (100+i)/100;
+
+ if(script->potion_hp > 0 || script->potion_sp > 0) {
+ i = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->area_sub,
+ src->m,x-i,y-i,x+i,y+i,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ }
+ }
+ break;
+
+ case HW_GANBANTEIN:
+ if (rnd()%100 < 80) {
+ int dummy = 1;
+ clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src);
+ } else {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ break;
+
+ case HW_GRAVITATION:
+ if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
+ sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ break;
+
+ // Plant Cultivation [Celest]
+ case CR_CULTIVATION:
+ if (sd) {
+ if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+ if (rnd()%100 < 50) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ } else {
+ TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
+ int i;
+ if (!md) break;
+ if ((i = skill->get_time(skill_id, skill_lv)) > 0)
+ {
+ if( md->deletetimer != INVALID_TIMER )
+ timer->delete(md->deletetimer, mob->timer_delete);
+ md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0);
+ }
+ mob->spawn (md);
+ }
+ }
+ break;
+
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ skill->clear_unitgroup(src);
+ if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
+ sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ break;
+
+ case PA_GOSPEL:
+ if (sce && sce->val4 == BCT_SELF) {
+ status_change_end(src, SC_GOSPEL, INVALID_TIMER);
+ return 0;
+ } else {
+ sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
+ if (!sg) break;
+ if (sce)
+ status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
+ status->change_clear_buffs(src,3);
+ sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
+ clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
+ }
+ break;
+ case NJ_TATAMIGAESHI:
+ if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
+ sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+
+ case AM_RESURRECTHOMUN: // [orn]
+ if (sd) {
+ if (!homun->ressurect(sd, 20*skill_lv, x, y)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+ break;
+
+ case RK_WINDCUTTER:
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ case NC_COLDSLOWER:
+ case RK_DRAGONBREATH:
+ case RK_DRAGONBREATH_WATER:
+ r = skill->get_splash(skill_id,skill_lv);
+ map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src),
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
+ case WM_GREAT_ECHO:
+ case WM_SOUND_OF_DESTRUCTION:
+ r = skill->get_splash(skill_id,skill_lv);
+ map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
+
+ case WM_LULLABY_DEEPSLEEP:
+ r = skill->get_splash(skill_id,skill_lv);
+ map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id);
+ break;
+
+ case WM_VOICEOFSIREN:
+ r = skill->get_splash(skill_id,skill_lv);
+ map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id);
+ break;
+ case SO_ARRULLO:
+ r = skill->get_splash(skill_id,skill_lv);
+ map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ break;
+ /**
+ * Guilotine Cross
+ **/
+ case GC_POISONSMOKE:
+ if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
+ return 0;
+ }
+ clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ skill->unitsetting(src, skill_id, skill_lv, x, y, flag);
+ //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case AB_EPICLESIS:
+ if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
+ r = sg->unit->range;
+ map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
+ }
+ break;
+
+ case WL_EARTHSTRAIN:
+ {
+ int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y);
+ int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
+
+ for( i = 1; i <= wave; i++ )
+ {
+ switch( dir ){
+ case 0: case 1: case 7: sy = y + i; break;
+ case 3: case 4: case 5: sy = y - i; break;
+ case 2: sx = x - i; break;
+ case 6: sx = x + i; break;
+ }
+ skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
+ }
+ }
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_DETONATOR:
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
+ /**
+ * Mechanic
+ **/
+ case NC_NEUTRALBARRIER:
+ case NC_STEALTHFIELD:
+ skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
+ if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+ sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
+ if( sd ) pc->overheat(sd,1);
+ }
+ break;
+
+ case NC_SILVERSNIPER:
+ {
+ int class_ = 2042;
+ struct mob_data *md;
+
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ if( md ) {
+ md->master_id = src->id;
+ md->special_state.ai = AI_FLORA;
+ if( md->deletetimer != INVALID_TIMER )
+ timer->delete(md->deletetimer, mob->timer_delete);
+ md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0);
+ mob->spawn( md );
+ }
+ }
+ break;
+
+ case NC_MAGICDECOY:
+ if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y);
+ break;
+
+ case SC_FEINTBOMB:
+ skill->unitsetting(src, skill_id, skill_lv, x, y, 0); // Set bomb on current Position
+ clif->skill_nodamage(src, src, skill_id, skill_lv, 1);
+ if( skill->blown(src, src, 3 * skill_lv, unit->getdir(src), 0) && sc) {
+ sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB));
+ }
+ break;
+
+ case SC_ESCAPE:
+ clif->skill_nodamage(src,src,skill_id,-1,1);
+ skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
+ skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
+ break;
+
+ case LG_OVERBRAND:
+ skill->area_temp[1] = 0;
+ map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR,
+ skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+ skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag);
+ break;
+
+ case LG_BANDING:
+ if( sc && sc->data[SC_BANDING] )
+ status_change_end(src,SC_BANDING,INVALID_TIMER);
+ else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+ sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
+ if( sd ) pc->banding(sd,skill_lv);
+ }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ break;
+
+ case LG_RAYOFGENESIS:
+ if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ r = skill->get_splash(skill_id,skill_lv);
+ map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src),
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ } else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ break;
+
+ case WM_DOMINION_IMPULSE:
+ r = skill->get_splash(skill_id, skill_lv);
+ map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL);
+ break;
+
+ case GN_CRAZYWEED:
+ {
+ int area = skill->get_splash(skill_id, skill_lv);
+
+ for( r = 0; r < 3 + (skill_lv>>1); r++ ) {
+ // Creates a random Cell in the Splash Area
+ int tmpx = x - area + rnd()%(area * 2 + 1);
+ int tmpy = y - area + rnd()%(area * 2 + 1);
+
+ skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0);
+ }
+ }
+ break;
+
+ case GN_FIRE_EXPANSION: {
+ int i;
+ int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo.
+ struct unit_data *ud = unit->bl2ud(src);
+
+ if( !ud ) break;
+
+ for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
+ if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
+ distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) {
+ switch( skill_lv ) {
+ case 3:
+ ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
+ clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
+ break;
+ case 4:
+ ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
+ clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
+ break;
+ case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted.
+ if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
+ aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION);
+ map->foreachinarea(skill->area_sub, src->m,
+ ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2,
+ ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR,
+ src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
+ skill->delunit(ud->skillunit[i]->unit);
+ break;
+ default:
+ ud->skillunit[i]->unit->val2 = skill_lv;
+ ud->skillunit[i]->unit->group->val2 = skill_lv;
+ break;
+ }
+ }
+ }
+ }
+ break;
+
+ case SO_FIREWALK:
+ case SO_ELECTRICWALK:
+ if( sc && sc->data[type] )
+ status_change_end(src,type,INVALID_TIMER);
+ clif->skill_nodamage(src, src ,skill_id, skill_lv,
+ sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
+
+ case KO_MAKIBISHI:
+ {
+ int i;
+ for( i = 0; i < (skill_lv+2); i++ ) {
+ x = src->x - 1 + rnd()%3;
+ y = src->y - 1 + rnd()%3;
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ }
+ }
+ break;
+
+ default:
+ ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
+ return 1;
+ }
+
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
+
+ if( sd ) {// ensure that the skill last-cast tick is recorded
+ sd->canskill_tick = timer->gettick();
+
+ if( sd->state.arrow_atk && !(flag&1) ) {
+ // consume arrow if this is a ground skill
+ battle->consume_ammo(sd, skill_id, skill_lv);
+ }
+
+ // perform skill requirement consumption
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
+ }
+
+ return 0;
+}
+
+/// transforms 'target' skill unit into dissonance (if conditions are met)
+int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
+ struct skill_unit* target = (struct skill_unit*)bl;
+ struct skill_unit* src = va_arg(ap, struct skill_unit*);
+ int flag = va_arg(ap, int);
+
+ if (src == target)
+ return 0;
+ if (!target->group || !(target->group->state.song_dance&0x1))
+ return 0;
+ if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
+ return 0;
+
+ if (flag) //Set dissonance
+ target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
+ else //Remove dissonance
+ target->val2 &= ~UF_ENSEMBLE;
+
+ clif->getareachar_skillunit(&target->bl,target,AREA); //Update look of affected cell.
+
+ return 1;
+}
+
+//Does the song/dance overlapping -> dissonance check. [Skotlex]
+//When flag is 0, this unit is about to be removed, cancel the dissonance effect
+//When 1, this unit has been positioned, so start the cancel effect.
+int skill_dance_overlap(struct skill_unit* su, int flag) {
+ if (!su || !su->group || !(su->group->state.song_dance&0x1))
+ return 0;
+
+ if (su->val1 != su->group->skill_id) {
+ //Reset state
+ su->val1 = su->group->skill_id;
+ su->val2 &= ~UF_ENSEMBLE;
+ }
+
+ return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag);
+}
+
+/**
+ * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
+ * This function is safe to call even when the unit or the group were freed by other function
+ * previously.
+ * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
+ * @param flag 0 Convert
+ * @param flag 1 Revert
+ * @retval true success
+ **/
+bool skill_dance_switch(struct skill_unit* su, int flag) {
+ static int prevflag = 1; // by default the backup is empty
+ static struct skill_unit_group backup;
+ struct skill_unit_group* group;
+
+ if( su == NULL || (group = su->group) == NULL )
+ return false;
+
+ // val2&UF_ENSEMBLE is a hack to indicate dissonance
+ if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) )
+ return false;
+
+ if( flag == prevflag ) {
+ // protection against attempts to read an empty backup / write to a full backup
+ ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
+ flag ? "read an empty backup" : "write to a full backup",
+ group->skill_id, group->skill_lv, group->src_id);
+ return false;
+ }
+ prevflag = flag;
+
+ if( !flag ) {
+ //Transform
+ uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
+
+ // backup
+ backup.skill_id = group->skill_id;
+ backup.skill_lv = group->skill_lv;
+ backup.unit_id = group->unit_id;
+ backup.target_flag = group->target_flag;
+ backup.bl_flag = group->bl_flag;
+ backup.interval = group->interval;
+
+ // replace
+ group->skill_id = skill_id;
+ group->skill_lv = 1;
+ group->unit_id = skill->get_unit_id(skill_id,0);
+ group->target_flag = skill->get_unit_target(skill_id);
+ group->bl_flag = skill->get_unit_bl_target(skill_id);
+ group->interval = skill->get_unit_interval(skill_id);
+ } else {
+ //Restore
+ group->skill_id = backup.skill_id;
+ group->skill_lv = backup.skill_lv;
+ group->unit_id = backup.unit_id;
+ group->target_flag = backup.target_flag;
+ group->bl_flag = backup.bl_flag;
+ group->interval = backup.interval;
+ }
+
+ return true;
+}
+/*==========================================
+ * Initializes and sets a ground skill.
+ * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
+ *------------------------------------------*/
+struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) {
+ struct skill_unit_group *group;
+ int i,limit,val1=0,val2=0,val3=0;
+ int target,interval,range,unit_flag,req_item=0;
+ struct s_skill_unit_layout *layout;
+ struct map_session_data *sd;
+ struct status_data *st;
+ struct status_change *sc;
+ int active_flag=1;
+ int subunt=0;
+
+ nullpo_retr(NULL, src);
+
+ limit = skill->get_time(skill_id,skill_lv);
+ range = skill->get_unit_range(skill_id,skill_lv);
+ interval = skill->get_unit_interval(skill_id);
+ target = skill->get_unit_target(skill_id);
+ unit_flag = skill->get_unit_flag(skill_id);
+ layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y);
+
+ if( map->list[src->m].unit_count ) {
+ ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id );
+
+ if( i < map->list[src->m].unit_count ) {
+ limit = limit * map->list[src->m].units[i]->modifier / 100;
+ }
+ }
+
+ sd = BL_CAST(BL_PC, src);
+ st = status->get_status_data(src);
+ sc = status->get_sc(src); // for traps, firewall and fogwall - celest
+
+ switch( skill_id ) {
+ case SO_ELEMENTAL_SHIELD:
+ val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp;
+ break;
+ case MH_STEINWAND:
+ val2 = 4 + skill_lv; //nb of attack blocked
+ break;
+ case MG_SAFETYWALL:
+ #ifdef RENEWAL
+ /**
+ * According to data provided in RE, SW life is equal to 3 times caster's health
+ **/
+ val2 = status_get_max_hp(src) * 3;
+ #else
+ val2 = skill_lv+1;
+ #endif
+ break;
+ case MG_FIREWALL:
+ if(sc && sc->data[SC_VIOLENTGALE])
+ limit = limit*3/2;
+ val2=4+skill_lv;
+ break;
+
+ case AL_WARP:
+ val1=skill_lv+6;
+ if(!(flag&1)) {
+ limit=2000;
+ } else { // previous implementation (not used anymore)
+ //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
+ if( src->type != BL_SKILL ) return NULL;
+ group = ((TBL_SKILL*)src)->group;
+ src = map->id2bl(group->src_id);
+ if( !src ) return NULL;
+ val2 = group->val2; //Copy the (x,y) position you warp to
+ val3 = group->val3; //as well as the mapindex to warp to.
+ }
+ break;
+ case HP_BASILICA:
+ val1 = src->id; // Store caster id.
+ break;
+
+ case PR_SANCTUARY:
+ case NPC_EVILLAND:
+ val1=(skill_lv+3)*2;
+ break;
+
+ case WZ_FIREPILLAR:
+ if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
+ return NULL;
+ if((flag&1)!=0)
+ limit=1000;
+ val1=skill_lv+2;
+ break;
+ case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
+ case AM_DEMONSTRATION:
+ case GN_HELLS_PLANT:
+ if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
+ return NULL;
+ if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
+ && (src->type&battle_config.vs_traps_bctall))
+ target = BCT_ALL;
+ break;
+ case HT_ANKLESNARE:
+ if( flag&2 )
+ val3 = SC_ESCAPE;
+ case HT_SHOCKWAVE:
+ val1=skill_lv*15+10;
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ case HT_CLAYMORETRAP:
+ case HT_SKIDTRAP:
+ case MA_SKIDTRAP:
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ /**
+ * Ranger
+ **/
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ {
+ struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv);
+ ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
+ if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
+ req_item = req.itemid[i];
+ if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground )
+ limit *= 4; // longer trap times in WOE [celest]
+ if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
+ target = BCT_ALL;
+ }
+ break;
+
+ case SA_LANDPROTECTOR:
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ {
+ struct skill_unit_group *old_sg;
+ if ((old_sg = skill->locate_element_field(src)) != NULL) {
+ //HelloKitty confirmed that these are interchangeable,
+ //so you can change element and not consume gemstones.
+ if (( old_sg->skill_id == SA_VOLCANO
+ || old_sg->skill_id == SA_DELUGE
+ || old_sg->skill_id == SA_VIOLENTGALE
+ )
+ && old_sg->limit > 0
+ ) {
+ //Use the previous limit (minus the elapsed time) [Skotlex]
+ limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick);
+ if (limit < 0) //This can happen...
+ limit = skill->get_time(skill_id,skill_lv);
+ }
+ skill->clear_group(src,1);
+ }
+ break;
+ }
+
+ case BA_DISSONANCE:
+ case DC_UGLYDANCE:
+ val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
+ break;
+ case BA_WHISTLE:
+ val1 = skill_lv +st->agi/10; // Flee increase
+ val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase
+ if(sd){
+ val1 += pc->checkskill(sd,BA_MUSICALLESSON);
+ val2 += pc->checkskill(sd,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_HUMMING:
+ val1 = 2*skill_lv+st->dex/10; // Hit increase
+ #ifdef RENEWAL
+ val1 *= 2;
+ #endif
+ if(sd)
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON);
+ break;
+ case BA_POEMBRAGI:
+ val1 = 3*skill_lv+st->dex/10; // Casting time reduction
+ //For some reason at level 10 the base delay reduction is 50%.
+ val2 = (skill_lv<10?3*skill_lv:50)+st->int_/5; // After-cast delay reduction
+ if(sd){
+ val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
+ val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_DONTFORGETME:
+#ifdef RENEWAL
+ val1 = st->dex/10 + 3*skill_lv; // ASPD decrease
+ val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment.
+#else
+ val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease
+ val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
+#endif
+ if(sd){
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON);
+ val2 += pc->checkskill(sd,DC_DANCINGLESSON);
+ }
+ break;
+ case BA_APPLEIDUN:
+ val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase
+ if(sd)
+ val1 += pc->checkskill(sd,BA_MUSICALLESSON);
+ break;
+ case DC_SERVICEFORYOU:
+ val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase
+ val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction
+ if(sd){
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2;
+ val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2;
+ }
+ break;
+ case BA_ASSASSINCROSS:
+ if(sd)
+ val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2;
+#ifdef RENEWAL
+ // This formula was taken from a RE calculator
+ // and the changes published on irowiki
+ // Luckily, official tests show it's the right one
+ val1 += skill_lv + (st->agi/20);
+#else
+ val1 += 10 + skill_lv + (st->agi/10); // ASPD increase
+ val1 *= 10; // ASPD works with 1000 as 100%
+#endif
+ break;
+ case DC_FORTUNEKISS:
+ val1 = 10+skill_lv+(st->luk/10); // Critical increase
+ if(sd)
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON);
+ val1*=10; //Because every 10 crit is an actual cri point.
+ break;
+ case BD_DRUMBATTLEFIELD:
+ #ifdef RENEWAL
+ val1 = (skill_lv+5)*25; //Watk increase
+ val2 = skill_lv*10; //Def increase
+ #else
+ val1 = (skill_lv+1)*25; //Watk increase
+ val2 = (skill_lv+1)*2; //Def increase
+ #endif
+ break;
+ case BD_RINGNIBELUNGEN:
+ val1 = (skill_lv+2)*25; //Watk increase
+ break;
+ case BD_RICHMANKIM:
+ val1 = 25 + 11*skill_lv; //Exp increase bonus.
+ break;
+ case BD_SIEGFRIED:
+ val1 = 55 + skill_lv*5; //Elemental Resistance
+ val2 = skill_lv*10; //Status ailment resistance
+ break;
+ case WE_CALLPARTNER:
+ if (sd) val1 = sd->status.partner_id;
+ break;
+ case WE_CALLPARENT:
+ if (sd) {
+ val1 = sd->status.father;
+ val2 = sd->status.mother;
+ }
+ break;
+ case WE_CALLBABY:
+ if (sd) val1 = sd->status.child;
+ break;
+ case NJ_KAENSIN:
+ skill->clear_group(src, 1); //Delete previous Kaensins/Suitons
+ val2 = (skill_lv+1)/2 + 4;
+ break;
+ case NJ_SUITON:
+ skill->clear_group(src, 1);
+ break;
+
+ case GS_GROUNDDRIFT:
+ {
+ int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
+
+ val1 = st->rhw.ele;
+ if (!val1)
+ val1=element[rnd()%5];
+
+ switch (val1)
+ {
+ case ELE_FIRE:
+ subunt++;
+ case ELE_WATER:
+ subunt++;
+ case ELE_POISON:
+ subunt++;
+ case ELE_DARK:
+ subunt++;
+ case ELE_WIND:
+ break;
+ default:
+ subunt=rnd()%5;
+ break;
+ }
+
+ break;
+ }
+ case GC_POISONSMOKE:
+ if( !(sc && sc->data[SC_POISONINGWEAPON]) )
+ return NULL;
+ val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
+ val3 = sc->data[SC_POISONINGWEAPON]->val1;
+ limit = 4000 + 2000 * skill_lv;
+ break;
+ case GD_LEADERSHIP:
+ case GD_GLORYWOUNDS:
+ case GD_SOULCOLD:
+ case GD_HAWKEYES:
+ limit = 1000000;//it doesn't matter
+ break;
+ case WL_COMET:
+ if( sc ) {
+ sc->comet_x = x;
+ sc->comet_y = y;
+ }
+ break;
+ case LG_BANDING:
+ limit = -1;
+ break;
+ case WM_REVERBERATION:
+ if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
+ target = BCT_ALL;
+ val1 = skill_lv + 1;
+ val2 = 1;
+ case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
+ case SO_WATER_INSIGNIA:
+ case SO_FIRE_INSIGNIA:
+ case SO_WIND_INSIGNIA:
+ case SO_EARTH_INSIGNIA:
+ if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
+ return NULL;
+ break;
+ case SO_CLOUD_KILL:
+ skill->clear_group(src, 4);
+ break;
+ case SO_WARMER:
+ skill->clear_group(src, 8);
+ break;
+ case SO_VACUUM_EXTREME:
+ val1 = x;
+ val2 = y;
+ break;
+ case GN_WALLOFTHORN:
+ if( flag&1 )
+ limit = 3000;
+ val3 = (x<<16)|y;
+ break;
+ case KO_ZENKAI:
+ if( sd ){
+ ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
+ if( i < SPIRITS_TYPE_SPHERE ){
+ val1 = sd->spiritcharm[i]; // no. of aura
+ val2 = i; // aura type
+ limit += val1 * 1000;
+ subunt = i - 1;
+ pc->del_charm(sd, sd->spiritcharm[i], i);
+ }
+ }
+ break;
+ }
+
+ nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval));
+ group->val1=val1;
+ group->val2=val2;
+ group->val3=val3;
+ group->target_flag=target;
+ group->bl_flag= skill->get_unit_bl_target(skill_id);
+ group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
+ group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
+ group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
+ group->item_id = req_item;
+ //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
+ if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL)
+ active_flag = 0;
+
+ if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
+ group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
+ if (sd)
+ safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
+ else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
+ safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
+ }
+
+ if (group->state.song_dance) {
+ if(sd){
+ sd->skill_id_dance = skill_id;
+ sd->skill_lv_dance = skill_lv;
+ }
+ if (
+ sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
+ (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
+ sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
+ )
+ skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
+ }
+
+ limit = group->limit;
+ for( i = 0; i < layout->count; i++ ) {
+ struct skill_unit *su;
+ int ux = x + layout->dx[i];
+ int uy = y + layout->dy[i];
+ int alive = 1;
+ val1 = skill_lv;
+ val2 = 0;
+
+ if( !group->state.song_dance && !map->getcell(src->m,ux,uy,CELL_CHKREACH) )
+ continue; // don't place skill units on walls (except for songs/dances/encores)
+ if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
+ continue; // no path between cell and center of casting.
+
+ switch( skill_id ) {
+ case MG_FIREWALL:
+ case NJ_KAENSIN:
+ val2=group->val2;
+ break;
+ case WZ_ICEWALL:
+ val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
+ val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE);
+ break;
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ case HT_TALKIEBOX:
+ case HT_SKIDTRAP:
+ case MA_SKIDTRAP:
+ case HT_CLAYMORETRAP:
+ case HT_BLASTMINE:
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ val1 = 3500;
+ break;
+ case GS_DESPERADO:
+ val1 = abs(layout->dx[i]);
+ val2 = abs(layout->dy[i]);
+ if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
+ if (val2 > val1) val1 = val2;
+ if (val1) val1--;
+ val1 = 36 -12*val1;
+ } else //Diagonal edges
+ val1 = 28 -4*val1 -4*val2;
+ if (val1 < 1) val1 = 1;
+ val2 = 0;
+ break;
+ case GN_WALLOFTHORN:
+ val1 = 2000 + 2000 * skill_lv;
+ val2 = src->id;
+ break;
+ default:
+ if (group->state.song_dance&0x1)
+ val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
+ break;
+ }
+ if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
+ val2 |= UF_RANGEDSINGLEUNIT; // center.
+
+ map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
+ if( !alive )
+ continue;
+
+ nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2));
+ su->limit=limit;
+ su->range=range;
+
+ if (skill_id == PF_FOGWALL && alive == 2) {
+ //Double duration of cells on top of Deluge/Suiton
+ su->limit *= 2;
+ group->limit = su->limit;
+ }
+
+ // execute on all targets standing on this cell
+ if (range==0 && active_flag)
+ map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1);
+ }
+
+ if (!group->alive_count) {
+ //No cells? Something that was blocked completely by Land Protector?
+ skill->del_unitgroup(group,ALC_MARK);
+ return NULL;
+ }
+
+ //success, unit created.
+ switch( skill_id ) {
+ case NJ_TATAMIGAESHI: //Store number of tiles.
+ group->val1 = group->alive_count;
+ break;
+ }
+
+ return group;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) {
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ enum sc_type type;
+ uint16 skill_id;
+
+ nullpo_ret(src);
+ nullpo_ret(bl);
+
+ if(bl->prev==NULL || !src->alive || status->isdead(bl))
+ return 0;
+
+ nullpo_ret(sg=src->group);
+ nullpo_ret(ss=map->id2bl(sg->src_id));
+
+ if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
+ return 0; //AoE skills are ineffective. [Skotlex]
+ sc = status->get_sc(bl);
+
+ if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
+ return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
+
+ if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
+ status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
+
+ if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) )
+ return 0;
+
+ type = status->skill2sc(sg->skill_id);
+ sce = (sc && type != -1)?sc->data[type]:NULL;
+ skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
+ switch (sg->unit_id) {
+ case UNT_SPIDERWEB:
+ if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
+ // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
+ sc->data[SC_SPIDERWEB]->val2++;
+ break;
+ } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
+ int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
+ if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) {
+ const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL;
+ if( td )
+ sec = DIFF_TICK32(td->tick, tick);
+ map->moveblock(bl, src->bl.x, src->bl.y, tick);
+ clif->fixpos(bl);
+ sg->val2 = bl->id;
+ }
+ else
+ sec = 3000; //Couldn't trap it?
+ sg->limit = DIFF_TICK32(tick,sg->tick)+sec;
+ }
+ break;
+ case UNT_SAFETYWALL:
+ if (!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
+ break;
+ case UNT_BLOODYLUST:
+ if (sg->src_id == bl->id)
+ break; //Does not affect the caster.
+ if (bl->type == BL_MOB)
+ break; //Does not affect the caster.
+ if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
+ sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit);
+ break;
+ case UNT_PNEUMA:
+ case UNT_CHAOSPANIC:
+ case UNT_MAELSTROM:
+ if (!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
+ break;
+
+ case UNT_WARP_WAITING: {
+ int working = sg->val1&0xffff;
+
+ if(bl->type==BL_PC && !working){
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if((!sd->chatID || battle_config.chat_warpportal)
+ && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
+ {
+ int x = sg->val2>>16;
+ int y = sg->val2&0xffff;
+ int count = sg->val1>>16;
+ unsigned short m = sg->val3;
+
+ if( --count <= 0 )
+ skill->del_unitgroup(sg,ALC_MARK);
+
+ if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
+ working = 1;/* we break it because officials break it, lovely stuff. */
+
+ sg->val1 = (count<<16)|working;
+
+ pc->setpos(sd,m,x,y,CLR_TELEPORT);
+ }
+ } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
+ int16 m = map->mapindex2mapid(sg->val3);
+ if (m < 0) break; //Map not available on this map-server.
+ unit->warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
+ }
+ }
+ break;
+
+ case UNT_QUAGMIRE:
+ if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
+ break;
+
+ case UNT_VOLCANO:
+ case UNT_DELUGE:
+ case UNT_VIOLENTGALE:
+ if(!sce)
+ sc_start(ss,bl,type,100,sg->skill_lv,sg->limit);
+ break;
+
+ case UNT_SUITON:
+ if(!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,
+ map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
+ 0,0,sg->limit);
+ break;
+
+ case UNT_HERMODE:
+ if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
+ status->change_clear_buffs(bl,1); //Should dispell only allies.
+ case UNT_RICHMANKIM:
+ case UNT_ETERNALCHAOS:
+ case UNT_DRUMBATTLEFIELD:
+ case UNT_RINGNIBELUNGEN:
+ case UNT_ROKISWEIL:
+ case UNT_INTOABYSS:
+ case UNT_SIEGFRIED:
+ //Needed to check when a dancer/bard leaves their ensemble area.
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ return skill_id;
+ if (!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
+ break;
+ case UNT_APPLEIDUN:
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_POEMBRAGI:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ return 0;
+
+ if (!sc) return 0;
+ if (!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
+ else if (battle_config.song_timer_reset && sce->val4 == 1) {
+ //Readjust timers since the effect will not last long.
+ sce->val4 = 0;
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
+ }
+
+ break;
+
+ case UNT_FOGWALL:
+ if (!sce)
+ {
+ sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
+ if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
+ skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
+ }
+ break;
+
+ case UNT_GRAVITATION:
+ if (!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
+ break;
+
+#if 0 // officially, icewall has no problems existing on occupied cells [ultramage]
+ case UNT_ICEWALL: //Destroy the cell. [Skotlex]
+ src->val1 = 0;
+ if(src->limit + sg->tick > tick + 700)
+ src->limit = DIFF_TICK32(tick+700,sg->tick);
+ break;
+#endif // 0
+
+ case UNT_MOONLIT:
+ //Knockback out of area if affected char isn't in Moonlit effect
+ if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
+ break;
+ if (ss == bl) //Also needed to prevent infinite loop crash.
+ break;
+ skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0);
+ break;
+
+ case UNT_WALLOFTHORN:
+ if( status_get_mode(bl)&MD_BOSS )
+ break; // iRO Wiki says that this skill don't affect to Boss monsters.
+ if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 )
+ skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ break;
+
+ case UNT_REVERBERATION:
+ if (sg->src_id == bl->id)
+ break; //Does not affect the caster.
+ clif->changetraplook(&src->bl,UNT_USED_TRAPS);
+ map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ sg->unit_id = UNT_USED_TRAPS;
+ sg->limit = DIFF_TICK32(tick,sg->tick) + 1500;
+ break;
+
+ case UNT_VOLCANIC_ASH:
+ if (!sce)
+ sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv));
+ break;
+
+ case UNT_GD_LEADERSHIP:
+ case UNT_GD_GLORYWOUNDS:
+ case UNT_GD_SOULCOLD:
+ case UNT_GD_HAWKEYES:
+ if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
+ sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000);
+ break;
+ }
+ return skill_id;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) {
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ TBL_PC* tsd;
+ struct status_data *tstatus;
+ struct status_change *tsc, *ssc;
+ struct skill_unit_group_tickset *ts;
+ enum sc_type type;
+ uint16 skill_id;
+ int diff=0;
+
+ nullpo_ret(src);
+ nullpo_ret(bl);
+
+ if (bl->prev==NULL || !src->alive || status->isdead(bl))
+ return 0;
+
+ nullpo_ret(sg=src->group);
+ nullpo_ret(ss=map->id2bl(sg->src_id));
+ tsd = BL_CAST(BL_PC, bl);
+ tsc = status->get_sc(bl);
+ ssc = status->get_sc(ss); // Status Effects for Unit caster.
+
+ // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk]
+ if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
+ return 0;
+
+ tstatus = status->get_status_data(bl);
+ type = status->skill2sc(sg->skill_id);
+ skill_id = sg->skill_id;
+
+ if ( tsc && tsc->data[SC_HOVERING] ) {
+ switch ( skill_id ) {
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_FLASHER:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HW_GRAVITATION:
+ case SA_DELUGE:
+ case SA_VOLCANO:
+ case SA_VIOLENTGALE:
+ case NJ_SUITON:
+ return 0;
+ }
+ }
+
+ if (sg->interval == -1) {
+ switch (sg->unit_id) {
+ case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
+ case UNT_FIREPILLAR_ACTIVE:
+ case UNT_ELECTRICSHOCKER:
+ case UNT_MANHOLE:
+ return 0;
+ default:
+ ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
+ return 0;
+ }
+ }
+
+ if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) {
+ //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
+ diff = DIFF_TICK32(tick,ts->tick);
+ if (diff < 0)
+ return 0;
+ ts->tick = tick+sg->interval;
+
+ if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
+ ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
+ }
+
+ switch (sg->unit_id) {
+ case UNT_FIREWALL:
+ case UNT_KAEN: {
+ int count=0;
+ const int x = bl->x, y = bl->y;
+
+ if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
+ break;
+
+ //Take into account these hit more times than the timer interval can handle.
+ do
+ skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
+ while(--src->val2 && x == bl->x && y == bl->y
+ && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl));
+
+ if (src->val2<=0)
+ skill->delunit(src);
+ }
+ break;
+
+ case UNT_SANCTUARY:
+ if( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
+ { //Only damage enemies with offensive Sanctuary. [Skotlex]
+ if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
+ sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
+ } else {
+ int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
+ struct mob_data *md = BL_CAST(BL_MOB, bl);
+#ifdef RENEWAL
+ if( md && md->class_ == MOBID_EMPERIUM )
+ break;
+#endif
+ if( md && mob_is_battleground(md) )
+ break;
+ if( tstatus->hp >= tstatus->max_hp )
+ break;
+ if( status->isimmune(bl) )
+ heal = 0;
+ clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
+ if( tsc && tsc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ status->heal(bl, heal, 0, 0);
+ if( diff >= 500 )
+ sg->val1--;
+ }
+ if( sg->val1 <= 0 )
+ skill->del_unitgroup(sg,ALC_MARK);
+ break;
+
+ case UNT_EVILLAND:
+ //Will heal demon and undead element monsters, but not players.
+ if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) {
+ //Damage enemies
+ if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
+ skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ } else {
+ int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
+ if (tstatus->hp >= tstatus->max_hp)
+ break;
+ if (status->isimmune(bl))
+ heal = 0;
+ clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
+ status->heal(bl, heal, 0, 0);
+ }
+ break;
+
+ case UNT_MAGNUS:
+ if (!battle->check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
+ break;
+ skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case UNT_DUMMYSKILL:
+ switch (sg->skill_id) {
+ case SG_SUN_WARM: //SG skills [Komurka]
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ {
+ int count = 0;
+ const int x = bl->x, y = bl->y;
+
+ map->freeblock_lock();
+ //If target isn't knocked back it should hit every "interval" ms [Playtester]
+ do {
+ if( bl->type == BL_PC )
+ status_zap(bl, 0, 15); // sp damage to players
+ else if( status->charge(ss, 0, 2) ) { // mobs
+ // costs 2 SP per hit
+ if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
+ status->charge(ss, 0, 8); //costs additional 8 SP if miss
+ } else { // mobs
+ //should end when out of sp.
+ sg->limit = DIFF_TICK32(tick,sg->tick);
+ break;
+ }
+ } while( x == bl->x && y == bl->y && sg->alive_count
+ && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) );
+ map->freeblock_unlock();
+ }
+ break;
+ /**
+ * The storm gust counter was dropped in renewal
+ **/
+ #ifndef RENEWAL
+ case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
+ if (tsc)
+ tsc->sg_counter++; //SG hit counter.
+ if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
+ tsc->sg_counter=0; //Attack absorbed.
+ break;
+ #endif
+ case GS_DESPERADO:
+ if (rnd()%100 < src->val1)
+ skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+ default:
+ skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ }
+ break;
+
+ case UNT_FIREPILLAR_WAITING:
+ skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
+ skill->delunit(src);
+ break;
+
+ case UNT_SKIDTRAP:
+ {
+ skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0);
+ sg->unit_id = UNT_USED_TRAPS;
+ clif->changetraplook(&src->bl, UNT_USED_TRAPS);
+ sg->limit=DIFF_TICK32(tick,sg->tick)+1500;
+ }
+ break;
+
+ case UNT_ANKLESNARE:
+ case UNT_MANHOLE:
+ if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
+ int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
+ if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) {
+ const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
+ if( td )
+ sec = DIFF_TICK32(td->tick, tick);
+ if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) {
+ unit->movepos(bl, src->bl.x, src->bl.y, 0, 0);
+ clif->fixpos(bl);
+ }
+ sg->val2 = bl->id;
+ } else
+ sec = 3000; //Couldn't trap it?
+ if( sg->unit_id == UNT_ANKLESNARE ) {
+ clif->skillunit_update(&src->bl);
+ /**
+ * If you're snared from a trap that was invisible this makes the trap be
+ * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
+ * bugreport:3961
+ **/
+ clif->changetraplook(&src->bl, UNT_ANKLESNARE);
+ }
+ sg->limit = DIFF_TICK32(tick,sg->tick)+sec;
+ sg->interval = -1;
+ src->range = 0;
+ }
+ break;
+
+ case UNT_ELECTRICSHOCKER:
+ if( bl->id != ss->id ) {
+ if( status_get_mode(bl)&MD_BOSS )
+ break;
+ if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) {
+ map->moveblock(bl, src->bl.x, src->bl.y, tick);
+ clif->fixpos(bl);
+
+ }
+
+ map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
+ sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
+ }
+ break;
+
+ case UNT_VENOMDUST:
+ if(tsc && !tsc->data[type])
+ status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE);
+ break;
+
+
+ case UNT_MAGENTATRAP:
+ case UNT_COBALTTRAP:
+ case UNT_MAIZETRAP:
+ case UNT_VERDURETRAP:
+ if( bl->type == BL_PC )// it won't work on players
+ break;
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ case UNT_CLUSTERBOMB:
+ if( bl->id == ss->id )// it won't trigger on caster
+ break;
+ case UNT_LANDMINE:
+ case UNT_BLASTMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_FIREPILLAR_ACTIVE:
+ case UNT_CLAYMORETRAP:
+ if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
+ map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
+ else
+ map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
+ clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
+ sg->limit=DIFF_TICK32(tick,sg->tick)+1500 +
+ (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
+ sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
+ break;
+
+ case UNT_TALKIEBOX:
+ if (sg->src_id == bl->id)
+ break;
+ if (sg->val2 == 0){
+ clif->talkiebox(&src->bl, sg->valstr);
+ sg->unit_id = UNT_USED_TRAPS;
+ clif->changetraplook(&src->bl, UNT_USED_TRAPS);
+ sg->limit = DIFF_TICK32(tick, sg->tick) + 5000;
+ sg->val2 = -1;
+ }
+ break;
+
+ case UNT_LULLABY:
+ if (ss->id == bl->id)
+ break;
+ skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
+ break;
+
+ case UNT_UGLYDANCE:
+ if (ss->id != bl->id)
+ skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
+ break;
+
+ case UNT_DISSONANCE:
+ skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ break;
+
+ case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
+ {
+ int heal;
+#ifdef RENEWAL
+ struct mob_data *md = BL_CAST(BL_MOB, bl);
+ if (md && md->class_ == MOBID_EMPERIUM)
+ break;
+#endif
+ if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1))
+ break;
+
+ heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
+ if( tsc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
+ status->heal(bl, heal, 0, 0);
+
+ if (!battle_config.song_timer_reset)
+ sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit);
+ }
+ break;
+ case UNT_POEMBRAGI:
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (battle_config.song_timer_reset
+ || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)
+ || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ )
+ break;
+
+ sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit);
+ break;
+ case UNT_TATAMIGAESHI:
+ case UNT_DEMONSTRATION:
+ skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case UNT_GOSPEL:
+ if (rnd()%100 > sg->skill_lv*10 || ss == bl)
+ break;
+ if (battle->check_target(ss,bl,BCT_PARTY)>0)
+ { // Support Effect only on party, not guild
+ int heal;
+ int i = rnd()%13; // Positive buff count
+ int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration
+ switch (i) {
+ case 0: // Heal 1~9999 HP
+ heal = rnd() %9999+1;
+ clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
+ status->heal(bl,heal,0,0);
+ break;
+ case 1: // End all negative status
+ status->change_clear_buffs(bl,2);
+ if (tsd) clif->gospel_info(tsd, 0x15);
+ break;
+ case 2: // Immunity to all status
+ sc_start(ss,bl,SC_SCRESIST,100,100,time);
+ if (tsd) clif->gospel_info(tsd, 0x16);
+ break;
+ case 3: // MaxHP +100%
+ sc_start(ss,bl,SC_INCMHPRATE,100,100,time);
+ if (tsd) clif->gospel_info(tsd, 0x17);
+ break;
+ case 4: // MaxSP +100%
+ sc_start(ss,bl,SC_INCMSPRATE,100,100,time);
+ if (tsd) clif->gospel_info(tsd, 0x18);
+ break;
+ case 5: // All stats +20
+ sc_start(ss,bl,SC_INCALLSTATUS,100,20,time);
+ if (tsd) clif->gospel_info(tsd, 0x19);
+ break;
+ case 6: // Level 10 Blessing
+ sc_start(ss,bl,SC_BLESSING,100,10,time);
+ break;
+ case 7: // Level 10 Increase AGI
+ sc_start(ss,bl,SC_INC_AGI,100,10,time);
+ break;
+ case 8: // Enchant weapon with Holy element
+ sc_start(ss,bl,SC_ASPERSIO,100,1,time);
+ if (tsd) clif->gospel_info(tsd, 0x1c);
+ break;
+ case 9: // Enchant armor with Holy element
+ sc_start(ss,bl,SC_BENEDICTIO,100,1,time);
+ if (tsd) clif->gospel_info(tsd, 0x1d);
+ break;
+ case 10: // DEF +25%
+ sc_start(ss,bl,SC_INCDEFRATE,100,25,time);
+ if (tsd) clif->gospel_info(tsd, 0x1e);
+ break;
+ case 11: // ATK +100%
+ sc_start(ss,bl,SC_INCATKRATE,100,100,time);
+ if (tsd) clif->gospel_info(tsd, 0x1f);
+ break;
+ case 12: // HIT/Flee +50
+ sc_start(ss,bl,SC_INCHIT,100,50,time);
+ sc_start(ss,bl,SC_INCFLEE,100,50,time);
+ if (tsd) clif->gospel_info(tsd, 0x20);
+ break;
+ }
+ }
+ else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
+ { // Offensive Effect
+ int i = rnd()%9; // Negative buff count
+ int time = skill->get_time2(sg->skill_id, sg->skill_lv);
+ switch (i)
+ {
+ case 0: // Deal 1~9999 damage
+ skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+ case 1: // Curse
+ sc_start(ss,bl,SC_CURSE,100,1,time);
+ break;
+ case 2: // Blind
+ sc_start(ss,bl,SC_BLIND,100,1,time);
+ break;
+ case 3: // Poison
+ sc_start(ss,bl,SC_POISON,100,1,time);
+ break;
+ case 4: // Level 10 Provoke
+ sc_start(ss,bl,SC_PROVOKE,100,10,time);
+ break;
+ case 5: // DEF -100%
+ sc_start(ss,bl,SC_INCDEFRATE,100,-100,time);
+ break;
+ case 6: // ATK -100%
+ sc_start(ss,bl,SC_INCATKRATE,100,-100,time);
+ break;
+ case 7: // Flee -100%
+ sc_start(ss,bl,SC_INCFLEERATE,100,-100,time);
+ break;
+ case 8: // Speed/ASPD -25%
+ sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
+ break;
+ }
+ }
+ break;
+
+ case UNT_BASILICA:
+ {
+ int i = battle->check_target(&src->bl, bl, BCT_ENEMY);
+ if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
+ { // knock-back any enemy except Boss
+ skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0);
+ clif->fixpos(bl);
+ }
+
+ if( sg->src_id != bl->id && i <= 0 )
+ sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
+ }
+ break;
+
+ case UNT_GRAVITATION:
+ case UNT_EARTHSTRAIN:
+ case UNT_FIREWALK:
+ case UNT_ELECTRICWALK:
+ case UNT_PSYCHIC_WAVE:
+ case UNT_MAGMA_ERUPTION:
+ case UNT_MAKIBISHI:
+ skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case UNT_GROUNDDRIFT_WIND:
+ case UNT_GROUNDDRIFT_DARK:
+ case UNT_GROUNDDRIFT_POISON:
+ case UNT_GROUNDDRIFT_WATER:
+ case UNT_GROUNDDRIFT_FIRE:
+ map->foreachinrange(skill->trap_splash,&src->bl,
+ skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
+ &src->bl,tick);
+ sg->unit_id = UNT_USED_TRAPS;
+ //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
+ sg->limit=DIFF_TICK32(tick,sg->tick)+1500;
+ break;
+ /**
+ * 3rd stuff
+ **/
+ case UNT_POISONSMOKE:
+ if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) {
+ short rate = 100;
+ if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
+ rate = 100 - tstatus->int_ * 4 / 5 ;
+ sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
+ }
+ break;
+
+ case UNT_EPICLESIS:
+ if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
+ if( ++sg->val2 % 3 == 0 ) {
+ int hp, sp;
+ switch( sg->skill_lv ) {
+ case 1: case 2: hp = 3; sp = 2; break;
+ case 3: case 4: hp = 4; sp = 3; break;
+ case 5: default: hp = 5; sp = 4; break;
+ }
+ hp = tstatus->max_hp * hp / 100;
+ sp = tstatus->max_sp * sp / 100;
+ status->heal(bl, hp, sp, 2);
+ sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
+ }
+ // Reveal hidden players every 5 seconds.
+ if( sg->val2 % 5 == 0 ) {
+ // TODO: check if other hidden status can be removed.
+ status_change_end(bl,SC_HIDING,INVALID_TIMER);
+ status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
+ status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
+ }
+ }
+ /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
+ else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) )
+ skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
+ break;
+
+ case UNT_STEALTHFIELD:
+ if( bl->id == sg->src_id )
+ break; // Don't work on Self (video shows that)
+ case UNT_NEUTRALBARRIER:
+ sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100);
+ break;
+
+ case UNT_DIMENSIONDOOR:
+ if( tsd && !map->list[bl->m].flag.noteleport )
+ pc->randomwarp(tsd,3);
+ else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
+ unit->warp(bl,-1,-1,-1,3);
+ break;
+
+ case UNT_REVERBERATION:
+ clif->changetraplook(&src->bl,UNT_USED_TRAPS);
+ map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ sg->limit = DIFF_TICK32(tick,sg->tick)+1500;
+ sg->unit_id = UNT_USED_TRAPS;
+ break;
+
+ case UNT_SEVERE_RAINSTORM:
+ if( battle->check_target(&src->bl, bl, BCT_ENEMY))
+ skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
+ break;
+ case UNT_NETHERWORLD:
+ if( !(status_get_mode(bl)&MD_BOSS)) {
+ if( !(tsc && tsc->data[type]) ){
+ sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
+ }
+ }
+ break;
+ case UNT_THORNS_TRAP:
+ if( tsc ) {
+ if( !sg->val2 ) {
+ int sec = skill->get_time2(sg->skill_id, sg->skill_lv);
+ if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
+ const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
+ if( td )
+ sec = DIFF_TICK32(td->tick, tick);
+ ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
+ clif->fixpos(bl);
+ sg->val2 = bl->id;
+ } else
+ sec = 3000; // Couldn't trap it?
+ sg->limit = DIFF_TICK32(tick, sg->tick) + sec;
+ } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 )
+ skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
+ }
+ break;
+
+ case UNT_DEMONIC_FIRE: {
+ TBL_PC* sd = BL_CAST(BL_PC, ss);
+ switch( sg->val2 ) {
+ case 1:
+ case 2:
+ default:
+ sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0,
+ skill->get_time2(sg->skill_id, sg->skill_lv));
+ skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl,
+ sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
+ break;
+ case 3:
+ skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
+ CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
+ break;
+
+ }
+ }
+ break;
+
+ case UNT_FIRE_EXPANSION_SMOKE_POWDER:
+ sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000);
+ break;
+
+ case UNT_FIRE_EXPANSION_TEAR_GAS:
+ sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000);
+ break;
+
+ case UNT_HELLS_PLANT:
+ if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 )
+ skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
+ if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
+ sg->limit = DIFF_TICK32(tick, sg->tick) + 100;
+ break;
+
+ case UNT_CLOUD_KILL:
+ if(tsc && !tsc->data[type])
+ status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE);
+ skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case UNT_WARMER:
+ {
+ // It has effect on everything, including monsters, undead property and demon
+ int hp = 0;
+ if( ssc && ssc->data[SC_HEATER_OPTION] )
+ hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
+ else
+ hp = tstatus->max_hp * sg->skill_lv / 100;
+ status->heal(bl, hp, 0, 0);
+ if( tstatus->hp != tstatus->max_hp )
+ clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
+ if( tsc && tsc->data[SC_AKAITSUKI] && hp )
+ hp = ~hp + 1;
+ status->heal(bl, hp, 0, 0);
+ sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
+ }
+ break;
+ case UNT_FIRE_INSIGNIA:
+ case UNT_WATER_INSIGNIA:
+ case UNT_WIND_INSIGNIA:
+ case UNT_EARTH_INSIGNIA:
+ case UNT_ZEPHYR:
+ sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
+ if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) {
+ int hp = tstatus->max_hp / 100; //+1% each 5s
+ if ((sg->val3) % 5) { //each 5s
+ if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) {
+ status->heal(bl, hp, 0, 2);
+ } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
+ || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
+ || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
+ || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
+ ) {
+ status->heal(bl, -hp, 0, 0);
+ }
+ }
+ sg->val3++; //timer
+ if (sg->val3 > 5) sg->val3 = 0;
+ }
+ break;
+
+ case UNT_VACUUM_EXTREME:
+ if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) {
+ return 0;
+ } else {
+ sg->limit -= 100 * tstatus->str/20;
+ sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
+
+ if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) {
+ if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) {
+ clif->slide(bl, sg->val1, sg->val2);
+ clif->fixpos(bl);
+ }
+ }
+ }
+ break;
+
+ case UNT_FIRE_MANTLE:
+ if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 )
+ skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case UNT_ZENKAI_WATER:
+ case UNT_ZENKAI_LAND:
+ case UNT_ZENKAI_FIRE:
+ case UNT_ZENKAI_WIND:
+ if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
+ switch( sg->unit_id ){
+ case UNT_ZENKAI_WATER:
+ sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_ZENKAI_LAND:
+ sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_ZENKAI_FIRE:
+ sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_ZENKAI_WIND:
+ sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ }
+ }else
+ sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+
+ case UNT_LAVA_SLIDE:
+ skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ if(++sg->val1 > 4) //after 5 stop hit and destroy me
+ sg->limit = DIFF_TICK32(tick, sg->tick);
+ break;
+
+ case UNT_POISON_MIST:
+ skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0,
+ skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
+ break;
+ }
+
+ if (bl->type == BL_MOB && ss != bl)
+ mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
+
+ return skill_id;
+}
+/*==========================================
+ * Triggered when a char steps out of a skill cell
+ *------------------------------------------*/
+int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) {
+ struct skill_unit_group *sg;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ enum sc_type type;
+
+ nullpo_ret(src);
+ nullpo_ret(bl);
+ nullpo_ret(sg=src->group);
+ sc = status->get_sc(bl);
+ type = status->skill2sc(sg->skill_id);
+ sce = (sc && type != -1)?sc->data[type]:NULL;
+
+ if( bl->prev == NULL
+ || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP)
+ ) //Need to delete the trap if the source died.
+ return 0;
+
+ switch(sg->unit_id){
+ case UNT_SAFETYWALL:
+ case UNT_PNEUMA:
+ case UNT_NEUTRALBARRIER:
+ case UNT_STEALTHFIELD:
+ if (sce)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+
+ case UNT_BASILICA:
+ if( sce && sce->val4 == src->bl.id )
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ case UNT_HERMODE:
+ //Clear Hermode if the owner moved.
+ if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+
+ case UNT_THORNS_TRAP:
+ case UNT_SPIDERWEB:
+ {
+ struct block_list *target = map->id2bl(sg->val2);
+ if (target && target==bl) {
+ if (sce && sce->val3 == sg->group_id)
+ status_change_end(bl, type, INVALID_TIMER);
+ sg->limit = DIFF_TICK32(tick,sg->tick)+1000;
+ }
+ }
+ break;
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_POEMBRAGI:
+ case UNT_APPLEIDUN:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ return -1;
+ }
+ return sg->skill_id;
+}
+
+/*==========================================
+ * Triggered when a char steps out of a skill group (entirely) [Skotlex]
+ *------------------------------------------*/
+int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) {
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ enum sc_type type;
+
+ sc = status->get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ type = status->skill2sc(skill_id);
+ sce = (sc && type != -1)?sc->data[type]:NULL;
+
+ switch (skill_id) {
+ case WZ_QUAGMIRE:
+ if (bl->type==BL_MOB)
+ break;
+ if (sce)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+
+ case BD_LULLABY:
+ case BD_RICHMANKIM:
+ case BD_ETERNALCHAOS:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_ROKISWEIL:
+ case BD_INTOABYSS:
+ case BD_SIEGFRIED:
+ if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) {
+ //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
+ //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
+ //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
+ //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
+ //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel
+ //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it.
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ }
+ case MH_STEINWAND:
+ case MG_SAFETYWALL:
+ case AL_PNEUMA:
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ case CG_HERMODE:
+ case HW_GRAVITATION:
+ case NJ_SUITON:
+ case SC_MAELSTROM:
+ case EL_WATER_BARRIER:
+ case EL_ZEPHYR:
+ case EL_POWER_OF_GAIA:
+ case SO_ELEMENTAL_SHIELD:
+ case SC_BLOODYLUST:
+ if (sce)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ case SO_FIRE_INSIGNIA:
+ case SO_WATER_INSIGNIA:
+ case SO_WIND_INSIGNIA:
+ case SO_EARTH_INSIGNIA:
+ if (sce && bl->type != BL_ELEM)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ case BA_POEMBRAGI:
+ case BA_WHISTLE:
+ case BA_ASSASSINCROSS:
+ case BA_APPLEIDUN:
+ case DC_HUMMING:
+ case DC_DONTFORGETME:
+ case DC_FORTUNEKISS:
+ case DC_SERVICEFORYOU:
+ if ((battle_config.song_timer_reset && sce) // athena style
+ || (!battle_config.song_timer_reset && sce && sce->val4 != 1)
+ ) {
+ timer->delete(sce->timer, status->change_timer);
+ //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
+ //not possible on our current implementation.
+ sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
+ sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type);
+ }
+ break;
+ case PF_FOGWALL:
+ if (sce) {
+ status_change_end(bl, type, INVALID_TIMER);
+ if ((sce=sc->data[SC_BLIND])) {
+ if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex]
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ else {
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND);
+ }
+ }
+ }
+ break;
+ case GD_LEADERSHIP:
+ case GD_GLORYWOUNDS:
+ case GD_SOULCOLD:
+ case GD_HAWKEYES:
+ if( !(sce && sce->val4) )
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ }
+
+ return skill_id;
+}
+
+/*==========================================
+ * Invoked when a unit cell has been placed/removed/deleted.
+ * flag values:
+ * flag&1: Invoke onplace function (otherwise invoke onout)
+ * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
+ *------------------------------------------*/
+int skill_unit_effect(struct block_list* bl, va_list ap) {
+ struct skill_unit* su = va_arg(ap,struct skill_unit*);
+ struct skill_unit_group* group = su->group;
+ int64 tick = va_arg(ap,int64);
+ unsigned int flag = va_arg(ap,unsigned int);
+ uint16 skill_id;
+ bool dissonance;
+
+ if( (!su->alive && !(flag&4)) || bl->prev == NULL )
+ return 0;
+
+ nullpo_ret(group);
+
+ dissonance = skill->dance_switch(su, 0);
+
+ //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
+ skill_id = group->skill_id;
+ //Target-type check.
+ if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) {
+ if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) )
+ skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
+ } else {
+ if( flag&1 )
+ skill->unit_onplace(su,bl,tick);
+ else if (skill->unit_onout(su,bl,tick) == -1)
+ return 0; // Don't let a Bard/Dancer update their own song timer
+
+ if( flag&4 )
+ skill->unit_onleft(skill_id, bl, tick);
+ }
+
+ if( dissonance ) skill->dance_switch(su, 1);
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) {
+ struct skill_unit_group *sg;
+
+ nullpo_ret(src);
+ nullpo_ret(sg=src->group);
+
+ switch( sg->unit_id ) {
+ case UNT_BLASTMINE:
+ case UNT_SKIDTRAP:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_CLAYMORETRAP:
+ case UNT_FREEZINGTRAP:
+ case UNT_TALKIEBOX:
+ case UNT_ANKLESNARE:
+ case UNT_ICEWALL:
+ case UNT_WALLOFTHORN:
+ src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
+ break;
+ case UNT_REVERBERATION:
+ src->val1--;
+ break;
+ default:
+ damage = 0;
+ break;
+ }
+ return (int)cap_value(damage,INT_MIN,INT_MAX);
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
+ int *c, skill_id;
+ struct block_list *src;
+ struct map_session_data *sd;
+ struct map_session_data *tsd;
+ int *p_sd; //Contains the list of characters found.
+
+ nullpo_ret(bl);
+ nullpo_ret(tsd=(struct map_session_data*)bl);
+ nullpo_ret(src=va_arg(ap,struct block_list *));
+ nullpo_ret(sd=(struct map_session_data*)src);
+
+ c=va_arg(ap,int *);
+ p_sd = va_arg(ap, int *);
+ skill_id = va_arg(ap,int);
+
+ if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) )
+ return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
+
+ if (bl == src)
+ return 0;
+
+ if(pc_isdead(tsd))
+ return 0;
+
+ if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
+ return 0;
+
+ if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
+ if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
+ p_sd[(*c)++] = tsd->bl.id;
+ return 1;
+ } else {
+
+ switch(skill_id) {
+ case PR_BENEDICTIO: {
+ uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
+ dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
+ if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
+ && sd->status.sp >= 10)
+ p_sd[(*c)++]=tsd->bl.id;
+ return 1;
+ }
+ case AB_ADORAMUS:
+ // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
+ if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
+ p_sd[(*c)++] = tsd->bl.id;
+ return 1;
+ case WL_COMET:
+ // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
+ if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
+ p_sd[(*c)++] = tsd->bl.id;
+ return 1;
+ case LG_RAYOFGENESIS:
+ if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
+ tsd->sc.data[SC_BANDING] )
+ p_sd[(*c)++] = tsd->bl.id;
+ return 1;
+ default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
+ {
+ uint16 skill_lv;
+ if(pc_issit(tsd) || !unit->can_move(&tsd->bl))
+ return 0;
+ if (sd->status.sex != tsd->status.sex &&
+ (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
+ (skill_lv = pc->checkskill(tsd, skill_id)) > 0 &&
+ (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
+ sd->status.party_id && tsd->status.party_id &&
+ sd->status.party_id == tsd->status.party_id &&
+ !tsd->sc.data[SC_DANCING])
+ {
+ p_sd[(*c)++]=tsd->bl.id;
+ return skill_lv;
+ } else {
+ return 0;
+ }
+ }
+ break;
+ }
+
+ }
+ return 0;
+}
+
+/*==========================================
+ * Checks and stores partners for ensemble skills [Skotlex]
+ *------------------------------------------*/
+int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) {
+ static int c=0;
+ static int p_sd[2] = { 0, 0 };
+ int i;
+ bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL );
+
+ if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
+ return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
+
+ if (cast_flag) {
+ //Execute the skill on the partners.
+ struct map_session_data* tsd;
+ switch (skill_id) {
+ case PR_BENEDICTIO:
+ for (i = 0; i < c; i++) {
+ if ((tsd = map->id2sd(p_sd[i])) != NULL)
+ status->charge(&tsd->bl, 0, 10);
+ }
+ return c;
+ case AB_ADORAMUS:
+ if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) {
+ i = 2 * (*skill_lv);
+ status->charge(&tsd->bl, 0, i);
+ }
+ break;
+ default: //Warning: Assuming Ensemble skills here (for speed)
+ if( is_chorus )
+ break;//Chorus skills are not to be parsed as ensambles
+ if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) {
+ sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
+ sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000);
+ clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
+ tsd->skill_id_dance = skill_id;
+ tsd->skill_lv_dance = *skill_lv;
+ }
+ return c;
+ }
+ }
+
+ //Else: new search for partners.
+ c = 0;
+ memset (p_sd, 0, sizeof(p_sd));
+ if( is_chorus )
+ i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
+ else
+ i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
+
+ if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
+ *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
+ return c;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) {
+ int *c,src_id,mob_class,skill_id;
+ struct mob_data *md;
+
+ md=(struct mob_data*)bl;
+ src_id=va_arg(ap,int);
+ mob_class=va_arg(ap,int);
+ skill_id=va_arg(ap,int);
+ c=va_arg(ap,int *);
+ if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) )
+ return 0; //Non alchemist summoned mobs have nothing to do here.
+ if(md->class_==mob_class)
+ (*c)++;
+
+ return 1;
+}
+
+/*==========================================
+ * Determines if a given skill should be made to consume ammo
+ * when used by the player. [Skotlex]
+ *------------------------------------------*/
+int skill_isammotype (struct map_session_data *sd, int skill_id)
+{
+ return (
+ battle_config.arrow_decrement==2 &&
+ (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
+ skill_id != HT_PHANTASMIC &&
+ skill->get_type(skill_id) == BF_WEAPON &&
+ !(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&
+ !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
+ );
+}
+
+/**
+ * Checks whether a skill can be used in combos or not
+ **/
+bool skill_is_combo( int skill_id )
+{
+ switch( skill_id )
+ {
+ case MO_CHAINCOMBO:
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ case MO_EXTREMITYFIST:
+ case TK_TURNKICK:
+ case TK_STORMKICK:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ case TK_JUMPKICK:
+ case HT_POWER:
+ case GC_COUNTERSLASH:
+ case GC_WEAPONCRUSH:
+ case SR_FALLENEMPIRE:
+ case SR_DRAGONCOMBO:
+ case SR_TIGERCANNON:
+ case SR_GATEOFHELL:
+ return true;
+ }
+ return false;
+}
+
+int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
+ struct status_data *st;
+ struct status_change *sc;
+ struct skill_condition require;
+
+ nullpo_ret(sd);
+
+ if (sd->chatID) return 0;
+
+ if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) {
+ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
+ sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
+ sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
+ return 1;
+ }
+
+ switch( sd->menuskill_id ) {
+ case AM_PHARMACY:
+ switch( skill_id ) {
+ case AM_PHARMACY:
+ case AC_MAKINGARROW:
+ case BS_REPAIRWEAPON:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ return 0;
+ }
+ break;
+ case GN_MIX_COOKING:
+ case GN_MAKEBOMB:
+ case GN_S_PHARMACY:
+ case GN_CHANGEMATERIAL:
+ if( sd->menuskill_id != skill_id )
+ return 0;
+ break;
+ }
+ st = &sd->battle_status;
+ sc = &sd->sc;
+ if( !sc->count )
+ sc = NULL;
+
+ if( sd->skillitem == skill_id ) {
+ if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
+ sd->state.abra_flag = 0;
+ else {
+ int i;
+ // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
+ if( (i = sd->itemindex) == -1 ||
+ sd->status.inventory[i].nameid != sd->itemid ||
+ sd->inventory_data[i] == NULL ||
+ !sd->inventory_data[i]->flag.delay_consume ||
+ sd->status.inventory[i].amount < 1
+ ) {
+ //Something went wrong, item exploit?
+ sd->itemid = sd->itemindex = -1;
+ return 0;
+ }
+ //Consume
+ sd->itemid = sd->itemindex = -1;
+ if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
+ ; //Do not consume item.
+ else if( sd->status.inventory[i].expire_time == 0 )
+ pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
+ }
+ return 1;
+ }
+
+ if( pc_is90overweight(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
+ return 0;
+ }
+
+ if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
+ return 0;
+
+ switch( skill_id ) { // Turn off check.
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ case TK_RUN:
+ case GS_GATLINGFEVER:
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case SG_FUSION:
+ case RA_WUGDASH:
+ case KO_YAMIKUMO:
+ if( sc && sc->data[status->skill2sc(skill_id)] )
+ return 1;
+ }
+
+ // Check the skills that can be used while mounted on a warg
+ if( pc_isridingwug(sd) ) {
+ switch( skill_id ) {
+ // Hunter skills
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_TALKIEBOX:
+ // Ranger skills
+ case RA_DETONATOR:
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ case RA_WUGDASH:
+ case RA_WUGRIDER:
+ case RA_WUGSTRIKE:
+ // Other
+ case BS_GREED:
+ case ALL_FULL_THROTTLE:
+ break;
+ default: // in official there is no message.
+ return 0;
+ }
+
+ }
+
+ // Check the skills that can be used whiled using mado
+ if( pc_ismadogear(sd) ) {
+ switch ( skill_id ) {
+ case BS_GREED:
+ case NC_BOOSTKNUCKLE:
+ case NC_PILEBUNKER:
+ case NC_VULCANARM:
+ case NC_FLAMELAUNCHER:
+ case NC_COLDSLOWER:
+ case NC_ARMSCANNON:
+ case NC_ACCELERATION:
+ case NC_HOVERING:
+ case NC_F_SIDESLIDE:
+ case NC_B_SIDESLIDE:
+ case NC_SELFDESTRUCTION:
+ case NC_SHAPESHIFT:
+ case NC_EMERGENCYCOOL:
+ case NC_INFRAREDSCAN:
+ case NC_ANALYZE:
+ case NC_MAGNETICFIELD:
+ case NC_NEUTRALBARRIER:
+ case NC_STEALTHFIELD:
+ case NC_REPAIR:
+ case NC_AXEBOOMERANG:
+ case NC_POWERSWING:
+ case NC_AXETORNADO:
+ case NC_SILVERSNIPER:
+ case NC_MAGICDECOY:
+ case NC_DISJOINT:
+ case NC_MAGMA_ERUPTION:
+ case ALL_FULL_THROTTLE:
+ case NC_MAGMA_ERUPTION_DOTDAMAGE:
+ break;
+ default:
+ return 0;
+ }
+ }
+
+ if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
+ return 0;
+
+ require = skill->get_requirement(sd,skill_id,skill_lv);
+
+ //Can only update state when weapon/arrow info is checked.
+ sd->state.arrow_atk = require.ammo?1:0;
+
+ // perform skill-specific checks (and actions)
+ switch( skill_id ) {
+ case SO_SPELLFIST:
+ if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ case SA_CASTCANCEL:
+ if(sd->ud.skilltimer == INVALID_TIMER) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case AL_WARP:
+ if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
+ char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP));
+ clif->message(sd->fd, output); //"Duel: Can't use %s in duel."
+ return 0;
+ }
+ break;
+ case MO_CALLSPIRITS:
+ if(sc && sc->data[SC_RAISINGDRAGON])
+ skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
+ if(sd->spiritball >= skill_lv) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case MO_FINGEROFFENSIVE:
+ case GS_FLING:
+ case SR_RAMPAGEBLASTER:
+ case SR_RIDEINLIGHTNING:
+ if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
+ sd->spiritball_old = require.spiritball = sd->spiritball;
+ else
+ sd->spiritball_old = require.spiritball;
+ break;
+ case MO_CHAINCOMBO:
+ if(!sc)
+ return 0;
+ if(sc->data[SC_BLADESTOP])
+ break;
+ if( sc && sc->data[SC_COMBOATTACK] ) {
+ if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK )
+ break;
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK);
+ }
+ return 0;
+ case MO_COMBOFINISH:
+ if(!sc)
+ return 0;
+ if( sc && sc->data[SC_COMBOATTACK] ) {
+ if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO )
+ break;
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO);
+ }
+ return 0;
+ case CH_TIGERFIST:
+ if(!sc)
+ return 0;
+ if( sc && sc->data[SC_COMBOATTACK] ) {
+ if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH )
+ break;
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH);
+ }
+ return 0;
+ case CH_CHAINCRUSH:
+ if(!sc)
+ return 0;
+ if( sc && sc->data[SC_COMBOATTACK] ) {
+ if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST )
+ break;
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST);
+ }
+ return 0;
+ case MO_EXTREMITYFIST:
+#if 0 //To disable Asura during the 5 min skill block uncomment this block...
+ if(sc && sc->data[SC_EXTREMITYFIST])
+ return 0;
+#endif // 0
+ if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]))
+ break;
+ if (sc && sc->data[SC_COMBOATTACK]) {
+ switch(sc->data[SC_COMBOATTACK]->val1) {
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ break;
+ default:
+ return 0;
+ }
+ } else if (!unit->can_move(&sd->bl)) {
+ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+
+ case TK_MISSION:
+ if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) {
+ // Cannot be used by Non-Taekwon classes
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case TK_JUMPKICK:
+ if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) {
+ // Soul Linkers cannot use this skill
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+
+ case TK_TURNKICK:
+ case TK_STORMKICK:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
+ return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
+ if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK)
+ return 0; //Combo needs to be ready
+
+ if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain
+ //Do not repeat a kick.
+ if (sc->data[SC_COMBOATTACK]->val3 != skill_id)
+ break;
+ status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER);
+ return 0;
+ }
+ if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) {
+ //Cancel combo wait.
+ unit->cancel_combo(&sd->bl);
+ return 0;
+ }
+ break; //Combo ready.
+ case BD_ADAPTATION:
+ {
+ int time;
+ if(!(sc && sc->data[SC_DANCING]))
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ time = 1000*(sc->data[SC_DANCING]->val3>>16);
+ if (skill->get_time(
+ (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
+ (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
+ - time < skill->get_time2(skill_id,skill_lv))
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ }
+ break;
+
+ case PR_BENEDICTIO:
+ if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+
+ case SL_SMA:
+ if(!(sc && sc->data[SC_SMA_READY]))
+ return 0;
+ break;
+
+ case HT_POWER:
+ if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id))
+ return 0;
+ break;
+
+ case CG_HERMODE:
+ if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv)))
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
+ {
+ int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1;
+ int size = range*2+1;
+ for (i=0;i<size*size;i++) {
+ x = sd->bl.x+(i%size-range);
+ y = sd->bl.y+(i/size-range);
+ if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case PR_REDEMPTIO:
+ {
+ int exp;
+ if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
+ ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
+ return 0;
+ }
+ break;
+ }
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv))
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ if (sc && sc->data[SC_MIRACLE])
+ break;
+ if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m)
+ break;
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ break;
+ case SG_SUN_COMFORT:
+ case SG_MOON_COMFORT:
+ case SG_STAR_COMFORT:
+ if (sc && sc->data[SC_MIRACLE])
+ break;
+ if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m &&
+ (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func()))
+ break;
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ case SG_FUSION:
+ if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR)
+ break;
+ //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
+ //Only invoke on skill begin cast (instant cast skill). [Kevin]
+ if( require.sp > 0 ) {
+ if (st->sp < (unsigned int)require.sp)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
+ else
+ status_zap(&sd->bl, 0, require.sp);
+ }
+ return 0;
+ case GD_BATTLEORDER:
+ case GD_REGENERATION:
+ case GD_RESTORE:
+ if (!map_flag_gvg2(sd->bl.m)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ case GD_EMERGENCYCALL:
+ // other checks were already done in skillnotok()
+ if (!sd->status.guild_id || !sd->state.gmaster_flag)
+ return 0;
+ break;
+
+ case GS_GLITTERING:
+ if(sd->spiritball >= 10) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+
+ case NJ_ISSEN:
+#ifdef RENEWAL
+ if (st->hp < (st->hp/100)) {
+#else
+ if (st->hp < 2) {
+#endif
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ case NJ_BUNSINJYUTSU:
+ if (!(sc && sc->data[SC_NJ_NEN])) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+
+ case NJ_ZENYNAGE:
+ case KO_MUCHANAGE:
+ if(sd->status.zeny < require.zeny) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
+ return 0;
+ }
+ break;
+ case PF_HPCONVERSION:
+ if (st->sp == st->max_sp)
+ return 0; //Unusable when at full SP.
+ break;
+ case AM_CALLHOMUN: //Can't summon if a hom is already out
+ if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80%
+ if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case AB_ANCILLA:
+ {
+ int count = 0, i;
+ for( i = 0; i < MAX_INVENTORY; i ++ )
+ if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
+ count += sd->status.inventory[i].amount;
+ if( count >= 3 ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
+ return 0;
+ }
+ }
+ break;
+
+ case AB_ADORAMUS:
+ /**
+ * Warlock
+ **/
+ case WL_COMET:
+ {
+ int idx;
+
+ if( !require.itemid[0] ) // issue: 7935
+ break;
+ if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0
+ && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND
+ || sd->status.inventory[idx].amount < require.amount[0])
+ ) {
+ //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ }
+ case WL_SUMMONFB:
+ case WL_SUMMONBL:
+ case WL_SUMMONWB:
+ case WL_SUMMONSTONE:
+ case WL_TETRAVORTEX:
+ case WL_RELEASE:
+ {
+ int j, i = 0;
+ for(j = SC_SUMMON1; j <= SC_SUMMON5; j++)
+ if( sc && sc->data[j] )
+ i++;
+
+ switch(skill_id){
+ case WL_TETRAVORTEX:
+ if( i < 4 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ return 0;
+ }
+ break;
+ case WL_RELEASE:
+ for(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--)
+ if( sc && sc->data[j] )
+ i++;
+ if( i == 0 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
+ return 0;
+ }
+ break;
+ default:
+ if( i == 5 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ /**
+ * Guilotine Cross
+ **/
+ case GC_HALLUCINATIONWALK:
+ if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case GC_COUNTERSLASH:
+ case GC_WEAPONCRUSH:
+ if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
+ return 0;
+ }
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_WUGMASTERY:
+ if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) {
+ clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0);
+ return 0;
+ }
+ break;
+ case RA_WUGSTRIKE:
+ if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ return 0;
+ }
+ break;
+ case RA_WUGRIDER:
+ if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ return 0;
+ }
+ break;
+ case RA_WUGDASH:
+ if(!pc_isridingwug(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ return 0;
+ }
+ break;
+ /**
+ * Royal Guard
+ **/
+ case LG_BANDING:
+ if( sc && sc->data[SC_INSPIRATION] ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case LG_PRESTIGE:
+ if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case LG_RAYOFGENESIS:
+ case LG_HESPERUSLIT:
+ if( sc && sc->data[SC_INSPIRATION] )
+ return 1; // Don't check for partner.
+ if( !(sc && sc->data[SC_BANDING]) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ return 0;
+ }
+ if( sc->data[SC_BANDING] &&
+ sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) )
+ return 0; // Just fails, no msg here.
+ break;
+ case SR_FALLENEMPIRE:
+ if( sc && sc->data[SC_COMBOATTACK] ) {
+ if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )
+ break;
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO);
+ }
+ return 0;
+ case SR_CRESCENTELBOW:
+ if( sc && sc->data[SC_CRESCENTELBOW] ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
+ return 0;
+ }
+ break;
+ case SR_CURSEDCIRCLE:
+ if (map_flag_gvg2(sd->bl.m)) {
+ if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
+ MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
+ char output[128];
+ sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */
+ clif->colormes(sd->fd, COLOR_RED, output);
+ return 0;
+ }
+ }
+ if( sd->spiritball > 0 )
+ sd->spiritball_old = require.spiritball = sd->spiritball;
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case SR_GATEOFHELL:
+ if( sd->spiritball > 0 )
+ sd->spiritball_old = require.spiritball;
+ break;
+ case SC_MANHOLE:
+ case SC_DIMENSIONDOOR:
+ if( sc && sc->data[SC_MAGNETICFIELD] ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case WM_GREAT_ECHO: {
+ int count;
+ count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0);
+ if( count < 1 ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
+ return 0;
+ } else
+ require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
+ }
+ break;
+ case NC_PILEBUNKER:
+ if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case NC_HOVERING:
+ if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) ||
+ ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER ));
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case SO_FIREWALK:
+ case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
+ if( sc && sc->data[SC_PROPERTYWALK] &&
+ sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case SO_EL_CONTROL:
+ if( !sd->status.ele_id || !sd->ed ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
+ return 0;
+ }
+ break;
+ case RETURN_TO_ELDICASTES:
+ if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case CR_REFLECTSHIELD:
+ if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case KO_KAHU_ENTEN:
+ case KO_HYOUHU_HUBUKI:
+ case KO_KAZEHU_SEIRAN:
+ case KO_DOHU_KOUKAI:
+ {
+ int ttype = skill->get_ele(skill_id, skill_lv);
+ if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
+ return 0;
+ }
+ }
+ break;
+ case KO_KAIHOU:
+ case KO_ZENKAI:
+ {
+ int i;
+ ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
+ if( i >= SPIRITS_TYPE_SPHERE ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+ return 0;
+ }
+ }
+ break;
+ }
+
+ switch(require.state) {
+ case ST_HIDING:
+ if(!(sc && sc->option&OPTION_HIDE)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_CLOAKING:
+ if(!pc_iscloaking(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_HIDDEN:
+ if(!pc_ishiding(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_RIDING:
+ if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_FALCON:
+ if(!pc_isfalcon(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_CARTBOOST:
+ if(!(sc && sc->data[SC_CARTBOOST])) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ case ST_CART:
+ if(!pc_iscarton(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
+ return 0;
+ }
+ break;
+ case ST_SHIELD:
+ if(sd->status.shield <= 0) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_SIGHT:
+ if(!(sc && sc->data[SC_SIGHT])) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_EXPLOSIONSPIRITS:
+ if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0);
+ return 0;
+ }
+ break;
+ case ST_RECOV_WEIGHT_RATE:
+ if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_MOVE_ENABLE:
+ if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
+ sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
+
+ if (!unit->can_move(&sd->bl)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_WATER:
+ if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON]))
+ break;
+ if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
+ break;
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ case ST_RIDINGDRAGON:
+ if( !pc_isridingdragon(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
+ return 0;
+ }
+ break;
+ case ST_WUG:
+ if( !pc_iswug(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_RIDINGWUG:
+ if( !pc_isridingwug(sd) ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_MADO:
+ if( !pc_ismadogear(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
+ return 0;
+ }
+ break;
+ case ST_ELEMENTALSPIRIT:
+ if(!sd->ed) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
+ return 0;
+ }
+ break;
+ case ST_POISONINGWEAPON:
+ if (!(sc && sc->data[SC_POISONINGWEAPON])) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
+ return 0;
+ }
+ break;
+ case ST_ROLLINGCUTTER:
+ if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
+ return 0;
+ }
+ break;
+ case ST_MH_FIGHTING:
+ if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ case ST_MH_GRAPPLING:
+ if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ case ST_PECO:
+ if (!pc_isridingpeco(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ }
+
+ if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) {
+ //mhp is the max-hp-requirement, that is,
+ //you must have this % or less of HP to cast it.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ return 0;
+ }
+
+ if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
+ return 0;
+ }
+
+ if( require.sp > 0 && st->sp < (unsigned int)require.sp) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
+ return 0;
+ }
+
+ if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
+ return 0;
+ }
+
+ if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
+ return 0;
+ }
+
+#if 0
+ // There's no need to check if the skill is part of a combo if it's
+ // already been checked before, see unit_skilluse_id2 [Panikon]
+ // Note that if this check is read part of issue:8047 will reappear!
+ if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) )
+ return 0;
+#endif // 0
+
+ return 1;
+}
+
+int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
+ struct skill_condition require;
+ struct status_data *st;
+ int i;
+ int index[MAX_SKILL_ITEM_REQUIRE];
+
+ nullpo_ret(sd);
+
+ if( sd->chatID )
+ return 0;
+
+ if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
+ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
+ sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
+ sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
+ return 1;
+ }
+
+ switch( sd->menuskill_id ) { // Cast start or cast end??
+ case AM_PHARMACY:
+ switch( skill_id ) {
+ case AM_PHARMACY:
+ case AC_MAKINGARROW:
+ case BS_REPAIRWEAPON:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ return 0;
+ }
+ break;
+ case GN_MIX_COOKING:
+ case GN_MAKEBOMB:
+ case GN_S_PHARMACY:
+ case GN_CHANGEMATERIAL:
+ if( sd->menuskill_id != skill_id )
+ return 0;
+ break;
+ }
+ /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
+#if 0
+ if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus)
+ return 1;
+#endif
+ if( sd->skillitem == skill_id )
+ return 1;
+ if( pc_is90overweight(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
+ return 0;
+ }
+
+ // perform skill-specific checks (and actions)
+ switch( skill_id ) {
+ case PR_BENEDICTIO:
+ skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
+ break;
+ case AM_CANNIBALIZE:
+ case AM_SPHEREMINE: {
+ int c=0;
+ int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
+ //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+ int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv);
+ int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
+ if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
+ i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+ if( c >= maxcount
+ || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)
+ ) {
+ //Fails when: exceed max limit. There are other plant types already out.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ }
+ break;
+ }
+ case NC_SILVERSNIPER:
+ case NC_MAGICDECOY: {
+ int c = 0, j;
+ int maxcount = skill->get_maxcount(skill_id,skill_lv);
+ int mob_class = 2042;
+ if( skill_id == NC_MAGICDECOY )
+ mob_class = 2043;
+
+ if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
+ if( skill_id == NC_MAGICDECOY ) {
+ for( j = mob_class; j <= 2046; j++ )
+ map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
+ } else
+ map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+ if( c >= maxcount ) {
+ clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case KO_ZANZOU: {
+ int c = 0;
+ i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
+ if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) {
+ clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
+ return 0;
+ }
+ }
+ break;
+ }
+
+ st = &sd->battle_status;
+
+ require = skill->get_requirement(sd,skill_id,skill_lv);
+
+ if( require.hp > 0 && st->hp <= (unsigned int)require.hp) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ return 0;
+ }
+
+ if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
+ return 0;
+ }
+
+ if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
+ if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
+ if( require.ammo&1<<8 )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0);
+ else
+ clif->arrow_fail(sd,0);
+ return 0;
+ } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
+ char e_msg[100];
+ sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
+ skill->get_desc(skill_id),
+ require.ammo_qty,
+ itemdb_jname(sd->status.inventory[i].nameid));
+ clif->colormes(sd->fd,COLOR_RED,e_msg);
+ return 0;
+ }
+ if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
+ //which is the closest we have to wrong ammo type. [Skotlex]
+ clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
+ //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
+ return 0;
+ }
+ }
+
+ for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
+ if( !require.itemid[i] )
+ continue;
+ index[i] = pc->search_inventory(sd,require.itemid[i]);
+ if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) {
+ useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM;
+ switch( skill_id ){
+ case NC_SILVERSNIPER:
+ case NC_MAGICDECOY:
+ cause = USESKILL_FAIL_STUFF_INSUFFICIENT;
+ break;
+ default:
+ switch(require.itemid[i]){
+ case ITEMID_RED_GEMSTONE:
+ cause = USESKILL_FAIL_REDJAMSTONE; break;
+ case ITEMID_BLUE_GEMSTONE:
+ cause = USESKILL_FAIL_BLUEJAMSTONE; break;
+ case ITEMID_HOLY_WATER:
+ cause = USESKILL_FAIL_HOLYWATER; break;
+ case ITEMID_ANCILLA:
+ cause = USESKILL_FAIL_ANCILLA; break;
+ case ITEMID_ACCELERATOR:
+ case ITEMID_HOVERING_BOOSTER:
+ case ITEMID_SUICIDAL_DEVICE:
+ case ITEMID_SHAPE_SHIFTER:
+ case ITEMID_COOLING_DEVICE:
+ case ITEMID_MAGNETIC_FIELD_GENERATOR:
+ case ITEMID_BARRIER_BUILDER:
+ case ITEMID_CAMOUFLAGE_GENERATOR:
+ case ITEMID_REPAIR_KIT:
+ case ITEMID_MONKEY_SPANNER:
+ cause = USESKILL_FAIL_NEED_EQUIPMENT;
+ default:
+ clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16));
+ return 0;
+ }
+ }
+ clif->skill_fail(sd, skill_id, cause, 0);
+ return 0;
+ }
+ }
+
+ return 1;
+}
+
+// type&2: consume items (after skill was used)
+// type&1: consume the others (before skill was used)
+int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) {
+ struct skill_condition req;
+
+ nullpo_ret(sd);
+
+ req = skill->get_requirement(sd,skill_id,skill_lv);
+
+ if( type&1 ) {
+
+ switch( skill_id ) {
+ case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
+ case MC_IDENTIFY:
+ req.sp = 0;
+ break;
+ default:
+ if( sd->state.autocast )
+ req.sp = 0;
+ break;
+ }
+
+ if(req.hp || req.sp)
+ status_zap(&sd->bl, req.hp, req.sp);
+
+ if(req.spiritball > 0)
+ pc->delspiritball(sd,req.spiritball,0);
+
+ if(req.zeny > 0)
+ {
+ if( skill_id == NJ_ZENYNAGE )
+ req.zeny = 0; //Zeny is reduced on skill->attack.
+ if( sd->status.zeny < req.zeny )
+ req.zeny = sd->status.zeny;
+ pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
+ }
+ }
+
+ if( type&2 )
+ {
+ struct status_change *sc = &sd->sc;
+ int n,i;
+
+ if( !sc->count )
+ sc = NULL;
+
+ for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
+ {
+ if( !req.itemid[i] )
+ continue;
+
+ if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
+ continue; //Gemstones are checked, but not subtracted from inventory.
+
+ switch( skill_id ){
+ case SA_SEISMICWEAPON:
+ if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ case SA_FLAMELAUNCHER:
+ case SA_VOLCANO:
+ if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ case SA_FROSTWEAPON:
+ case SA_DELUGE:
+ if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ case SA_LIGHTNINGLOADER:
+ case SA_VIOLENTGALE:
+ if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ }
+
+ if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND)
+ pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
+ }
+ }
+
+ return 1;
+}
+
+struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
+ struct skill_condition req;
+ struct status_data *st;
+ struct status_change *sc;
+ int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
+ uint16 idx;
+
+ memset(&req,0,sizeof(req));
+
+ if( !sd )
+ return req;
+#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
+ if( sd->state.abra_flag )
+#else // not 0
+ if( sd->skillitem == skill_id )
+#endif // 0
+ return req; // Hocus-Pocus don't have requirements.
+
+ sc = &sd->sc;
+ if( !sc->count )
+ sc = NULL;
+
+ switch( skill_id ) { // Turn off check.
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ case TK_RUN:
+ case GS_GATLINGFEVER:
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case SG_FUSION:
+ case KO_YAMIKUMO:
+ if( sc && sc->data[status->skill2sc(skill_id)] )
+ return req;
+ }
+
+ idx = skill->get_index(skill_id);
+ if( idx == 0 ) // invalid skill id
+ return req;
+ if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
+ return req;
+
+ st = &sd->battle_status;
+
+ req.hp = skill->db[idx].hp[skill_lv-1];
+ hp_rate = skill->db[idx].hp_rate[skill_lv-1];
+ if(hp_rate > 0)
+ req.hp += (st->hp * hp_rate)/100;
+ else
+ req.hp += (st->max_hp * (-hp_rate))/100;
+
+ req.sp = skill->db[idx].sp[skill_lv-1];
+ if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
+ req.sp /= 2;
+ sp_rate = skill->db[idx].sp_rate[skill_lv-1];
+ if(sp_rate > 0)
+ req.sp += (st->sp * sp_rate)/100;
+ else
+ req.sp += (st->max_sp * (-sp_rate))/100;
+ if( sd->dsprate != 100 )
+ req.sp = req.sp * sd->dsprate / 100;
+
+ ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
+ if( i < ARRAYLENGTH(sd->skillusesprate) )
+ sp_skill_rate_bonus += sd->skillusesprate[i].val;
+ ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
+ if( i < ARRAYLENGTH(sd->skillusesp) )
+ req.sp -= sd->skillusesp[i].val;
+
+ req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
+
+ if( sc ) {
+ if( sc->data[SC__LAZINESS] )
+ req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
+ if( sc->data[SC_UNLIMITED_HUMMING_VOICE] )
+ req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100;
+ if( sc->data[SC_RECOGNIZEDSPELL] )
+ req.sp += req.sp / 4;
+ if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST)
+ req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
+ }
+
+ req.zeny = skill->db[idx].zeny[skill_lv-1];
+
+ if( sc && sc->data[SC__UNLUCKY] )
+ req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
+
+ req.spiritball = skill->db[idx].spiritball[skill_lv-1];
+
+ req.state = skill->db[idx].state;
+
+ req.mhp = skill->db[idx].mhp[skill_lv-1];
+
+ req.weapon = skill->db[idx].weapon;
+
+ req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1];
+ if (req.ammo_qty)
+ req.ammo = skill->db[idx].ammo;
+
+ if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) {
+ //Assume this skill is using the weapon, therefore it requires arrows.
+ req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
+ req.ammo_qty = 1;
+ }
+
+ for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
+ if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
+ continue;
+
+ switch( skill_id ) {
+ case AM_CALLHOMUN:
+ if (sd->status.hom_id) //Don't delete items when hom is already out.
+ continue;
+ break;
+ case NC_SHAPESHIFT:
+ if( i < 4 )
+ continue;
+ break;
+ case WZ_FIREPILLAR: // celest
+ if (skill_lv <= 5) // no gems required at level 1-5
+ continue;
+ break;
+ case AB_ADORAMUS:
+ if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
+ continue;
+ break;
+ case WL_COMET:
+ if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
+ continue;
+ break;
+ case GN_FIRE_EXPANSION:
+ if( i < 5 )
+ continue;
+ break;
+ case SO_SUMMON_AGNI:
+ case SO_SUMMON_AQUA:
+ case SO_SUMMON_VENTUS:
+ case SO_SUMMON_TERA:
+ case SO_WATER_INSIGNIA:
+ case SO_FIRE_INSIGNIA:
+ case SO_WIND_INSIGNIA:
+ case SO_EARTH_INSIGNIA:
+ if( i < 3 )
+ continue;
+ break;
+ }
+
+ req.itemid[i] = skill->db[idx].itemid[i];
+ req.amount[i] = skill->db[idx].amount[i];
+
+ if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) {
+ if (sd->special_state.no_gemstone) {
+ // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica]
+ if( skill_id != SA_ABRACADABRA )
+ req.itemid[i] = req.amount[i] = 0;
+ else if( --req.amount[i] < 1 )
+ req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
+ }
+ if(sc && sc->data[SC_INTOABYSS])
+ {
+ if( skill_id != SA_ABRACADABRA )
+ req.itemid[i] = req.amount[i] = 0;
+ else if( --req.amount[i] < 1 )
+ req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
+ }
+ }
+ if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){
+ int16 item_index;
+ if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND
+ || sd->status.inventory[item_index].amount < req.amount[i]
+ ) {
+ req.itemid[i] = ITEMID_TRAP_ALLOY;
+ req.amount[i] = 1;
+ }
+ break;
+ }
+ }
+
+ /* requirements are level-dependent */
+ switch( skill_id ) {
+ case NC_SHAPESHIFT:
+ case GN_FIRE_EXPANSION:
+ case SO_SUMMON_AGNI:
+ case SO_SUMMON_AQUA:
+ case SO_SUMMON_VENTUS:
+ case SO_SUMMON_TERA:
+ case SO_WATER_INSIGNIA:
+ case SO_FIRE_INSIGNIA:
+ case SO_WIND_INSIGNIA:
+ case SO_EARTH_INSIGNIA:
+ req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1];
+ req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1];
+ break;
+ }
+ if (skill_id == NC_REPAIR) {
+ switch(skill_lv) {
+ case 1:
+ case 2:
+ req.itemid[1] = ITEMID_REPAIR_A;
+ break;
+ case 3:
+ case 4:
+ req.itemid[1] = ITEMID_REPAIR_B;
+ break;
+ case 5:
+ req.itemid[1] = ITEMID_REPAIR_C;
+ break;
+ }
+ req.amount[1] = 1;
+ }
+
+ // Check for cost reductions due to skills & SCs
+ switch(skill_id) {
+ case MC_MAMMONITE:
+ if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0)
+ req.zeny -= req.zeny*10/100;
+ break;
+ case AL_HOLYLIGHT:
+ if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
+ req.sp *= 5;
+ break;
+ case SL_SMA:
+ case SL_STUN:
+ case SL_STIN:
+ {
+ int kaina_lv = pc->checkskill(sd,SL_KAINA);
+
+ if(kaina_lv==0 || sd->status.base_level<70)
+ break;
+ if(sd->status.base_level>=90)
+ req.sp -= req.sp*7*kaina_lv/100;
+ else if(sd->status.base_level>=80)
+ req.sp -= req.sp*5*kaina_lv/100;
+ else if(sd->status.base_level>=70)
+ req.sp -= req.sp*3*kaina_lv/100;
+ }
+ break;
+ case MO_TRIPLEATTACK:
+ case MO_CHAINCOMBO:
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK)
+ req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
+ break;
+ case MO_BODYRELOCATION:
+ if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
+ req.spiritball = 0;
+ break;
+ case MO_EXTREMITYFIST:
+ if( sc )
+ {
+ if( sc->data[SC_BLADESTOP] )
+ req.spiritball--;
+ else if( sc->data[SC_COMBOATTACK] )
+ {
+ switch( sc->data[SC_COMBOATTACK]->val1 )
+ {
+ case MO_COMBOFINISH:
+ req.spiritball = 4;
+ break;
+ case CH_TIGERFIST:
+ req.spiritball = 3;
+ break;
+ case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
+ req.spiritball = sd->spiritball?sd->spiritball:1;
+ break;
+ }
+ }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
+ req.spiritball = sd->spiritball; // must consume all regardless of the amount required
+ }
+ break;
+ case SR_RAMPAGEBLASTER:
+ req.spiritball = sd->spiritball?sd->spiritball:15;
+ break;
+ case SR_GATEOFHELL:
+ if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
+ req.sp -= req.sp * 10 / 100;
+ break;
+ case SO_SUMMON_AGNI:
+ case SO_SUMMON_AQUA:
+ case SO_SUMMON_VENTUS:
+ case SO_SUMMON_TERA:
+ {
+ int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY);
+ if (spirit_sympathy)
+ req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
+ }
+ break;
+ case SO_PSYCHIC_WAVE:
+ if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ))
+ req.sp += req.sp * 150 / 100;
+ break;
+ }
+
+ return req;
+}
+
+/*==========================================
+ * Does cast-time reductions based on dex, item bonuses and config setting
+ *------------------------------------------*/
+int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
+ int time = skill->get_cast(skill_id, skill_lv);
+
+ nullpo_ret(bl);
+#ifndef RENEWAL_CAST
+ {
+ struct map_session_data *sd;
+
+ sd = BL_CAST(BL_PC, bl);
+
+ // calculate base cast time (reduced by dex)
+ if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) {
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if( scale > 0 ) // not instant cast
+ time = time * scale / battle_config.castrate_dex_scale;
+ else
+ return 0; // instant cast
+ }
+
+ // calculate cast time reduced by item/card bonuses
+ if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd )
+ {
+ int i;
+ if( sd->castrate != 100 )
+ time = time * sd->castrate / 100;
+ for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
+ {
+ if( sd->skillcast[i].id == skill_id )
+ {
+ time+= time * sd->skillcast[i].val / 100;
+ break;
+ }
+ }
+ }
+
+ }
+#endif
+ // config cast time multiplier
+ if (battle_config.cast_rate != 100)
+ time = time * battle_config.cast_rate / 100;
+ // return final cast time
+ time = max(time, 0);
+
+ //ShowInfo("Castime castfix = %d\n",time);
+ return time;
+}
+
+/*==========================================
+ * Does cast-time reductions based on sc data.
+ *------------------------------------------*/
+int skill_castfix_sc (struct block_list *bl, int time) {
+ struct status_change *sc = status->get_sc(bl);
+
+ if( time < 0 )
+ return 0;
+
+ if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
+ return time;
+
+ if (sc && sc->count) {
+ if (sc->data[SC_SLOWCAST])
+ time += time * sc->data[SC_SLOWCAST]->val2 / 100;
+ if (sc->data[SC_NEEDLE_OF_PARALYZE])
+ time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
+ if (sc->data[SC_SUFFRAGIUM]) {
+ time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
+ status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
+ }
+ if (sc->data[SC_MEMORIZE]) {
+ time>>=1;
+ if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
+ status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
+ }
+ if (sc->data[SC_POEMBRAGI])
+ time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
+ if (sc->data[SC_IZAYOI])
+ time -= time * 50 / 100;
+ }
+ time = max(time, 0);
+
+ //ShowInfo("Castime castfix_sc = %d\n",time);
+ return time;
+}
+int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) {
+#ifdef RENEWAL_CAST
+ struct status_change *sc = status->get_sc(bl);
+ struct map_session_data *sd = BL_CAST(BL_PC,bl);
+ int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
+
+ if( time < 0 )
+ return 0;
+
+ if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
+ return (int)time;
+
+ if( fixed == 0 ){
+ fixed = (int)time * 20 / 100; // fixed time
+ time = time * 80 / 100; // variable time
+ }else if( fixed < 0 ) // no fixed cast time
+ fixed = 0;
+
+ if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
+ if( sd->bonus.varcastrate < 0 )
+ VARCAST_REDUCTION(sd->bonus.varcastrate);
+ if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
+ time += sd->bonus.add_varcast;
+ if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
+ fixed += sd->bonus.add_fixcast;
+ for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
+ if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
+ fixed += sd->skillfixcast[i].val;
+ break;
+ }
+ for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
+ if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
+ time += sd->skillvarcast[i].val;
+ break;
+ }
+ for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
+ if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
+ if( (i=sd->skillcast[i].val) < 0)
+ VARCAST_REDUCTION(i);
+ break;
+ }
+ for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
+ if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
+ fixcast_r = sd->skillfixcastrate[i].val;
+ break;
+ }
+ }
+
+ if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) {
+ // All variable cast additive bonuses must come first
+ if (sc->data[SC_SLOWCAST])
+ VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
+ if (sc->data[SC_FROSTMISTY])
+ VARCAST_REDUCTION(-15);
+
+ // Variable cast reduction bonuses
+ if (sc->data[SC_SUFFRAGIUM]) {
+ VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
+ status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
+ }
+ if (sc->data[SC_MEMORIZE]) {
+ VARCAST_REDUCTION(50);
+ if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
+ status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
+ }
+ if (sc->data[SC_POEMBRAGI])
+ VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
+ if (sc->data[SC_IZAYOI])
+ VARCAST_REDUCTION(50);
+ if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER))
+ VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
+ if (sc->data[SC_TELEKINESIS_INTENSE])
+ VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
+ if (sc->data[SC_SOULLINK]){
+ if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)
+ switch(skill_id){
+ case WZ_FIREPILLAR:
+ if(skill_lv < 5)
+ break;
+ case HW_GRAVITATION:
+ case MG_SAFETYWALL:
+ case MG_STONECURSE:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ VARCAST_REDUCTION(50);
+ }
+ }
+ // Fixed cast reduction bonuses
+ if( sc->data[SC__LAZINESS] )
+ fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
+ if( sc->data[SC_DANCE_WITH_WUG])
+ fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4);
+ if( sc->data[SC_SECRAMENT] )
+ fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
+ if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
+ fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
+ // Fixed cast non percentage bonuses
+ if( sc->data[SC_MANDRAGORA] )
+ fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
+ if( sc->data[SC_IZAYOI] )
+ fixed = 0;
+ if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
+ fixed -= 1000;
+ }
+
+ if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){
+ VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
+ fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
+ for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
+ if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
+ if( (i=sd->skillcast[i].val) > 0)
+ VARCAST_REDUCTION(i);
+ break;
+ }
+ }
+
+ if( varcast_r < 0 ) // now compute overall factors
+ time = time * (1 - (float)varcast_r / 100);
+ if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
+ time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
+ // underflow checking/capping
+ time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
+#endif
+ return (int)time;
+}
+
+/*==========================================
+ * Does delay reductions based on dex/agi, sc data, item bonuses, ...
+ *------------------------------------------*/
+int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
+ int delaynodex = skill->get_delaynodex(skill_id, skill_lv);
+ int time = skill->get_delay(skill_id, skill_lv);
+ struct map_session_data *sd;
+ struct status_change *sc = status->get_sc(bl);
+
+ nullpo_ret(bl);
+ sd = BL_CAST(BL_PC, bl);
+
+ if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
+ return 0; //Will use picked skill's delay.
+
+ if (bl->type&battle_config.no_skill_delay)
+ return battle_config.min_skill_delay_limit;
+
+ if (time < 0)
+ time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
+
+ // Delay reductions
+ switch (skill_id) {
+ //Monk combo skills have their delay reduced by agi/dex.
+ case MO_TRIPLEATTACK:
+ case MO_CHAINCOMBO:
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ case SR_DRAGONCOMBO:
+ case SR_FALLENEMPIRE:
+ time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
+ break;
+ case HP_BASILICA:
+ if( sc && !sc->data[SC_BASILICA] )
+ time = 0; // There is no Delay on Basilica creation, only on cancel
+ break;
+ default:
+ if (battle_config.delay_dependon_dex && !(delaynodex&1)) {
+ // if skill delay is allowed to be reduced by dex
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if (scale > 0)
+ time = time * scale / battle_config.castrate_dex_scale;
+ else //To be capped later to minimum.
+ time = 0;
+ }
+ if (battle_config.delay_dependon_agi && !(delaynodex&1)) {
+ // if skill delay is allowed to be reduced by agi
+ int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
+ if (scale > 0)
+ time = time * scale / battle_config.castrate_dex_scale;
+ else //To be capped later to minimum.
+ time = 0;
+ }
+ }
+
+ if ( sc && sc->data[SC_SOULLINK] ) {
+ switch (skill_id) {
+ case CR_SHIELDBOOMERANG:
+ if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
+ time /= 2;
+ break;
+ case AS_SONICBLOW:
+ if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
+ time /= 2;
+ break;
+ }
+ }
+
+ if (!(delaynodex&2))
+ {
+ if (sc && sc->count) {
+ if (sc->data[SC_POEMBRAGI])
+ time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
+ if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND))
+ time /= 2; // After Delay of Wind element spells reduced by 50%.
+ }
+
+ }
+
+ if( !(delaynodex&4) && sd && sd->delayrate != 100 )
+ time = time * sd->delayrate / 100;
+
+ if (battle_config.delay_rate != 100)
+ time = time * battle_config.delay_rate / 100;
+
+ //min delay
+ time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
+ time = max(time, battle_config.min_skill_delay_limit);
+
+// ShowInfo("Delay delayfix = %d\n",time);
+ return time;
+}
+
+/*=========================================
+ *
+ *-----------------------------------------*/
+struct square {
+ int val1[5];
+ int val2[5];
+};
+
+void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) {
+ nullpo_retv(tc);
+
+ if(dir == 0){
+ tc->val1[0]=x-2;
+ tc->val1[1]=x-1;
+ tc->val1[2]=x;
+ tc->val1[3]=x+1;
+ tc->val1[4]=x+2;
+ tc->val2[0]=
+ tc->val2[1]=
+ tc->val2[2]=
+ tc->val2[3]=
+ tc->val2[4]=y-1;
+ } else if(dir==2){
+ tc->val1[0]=
+ tc->val1[1]=
+ tc->val1[2]=
+ tc->val1[3]=
+ tc->val1[4]=x+1;
+ tc->val2[0]=y+2;
+ tc->val2[1]=y+1;
+ tc->val2[2]=y;
+ tc->val2[3]=y-1;
+ tc->val2[4]=y-2;
+ } else if(dir==4){
+ tc->val1[0]=x-2;
+ tc->val1[1]=x-1;
+ tc->val1[2]=x;
+ tc->val1[3]=x+1;
+ tc->val1[4]=x+2;
+ tc->val2[0]=
+ tc->val2[1]=
+ tc->val2[2]=
+ tc->val2[3]=
+ tc->val2[4]=y+1;
+ } else if(dir==6){
+ tc->val1[0]=
+ tc->val1[1]=
+ tc->val1[2]=
+ tc->val1[3]=
+ tc->val1[4]=x-1;
+ tc->val2[0]=y+2;
+ tc->val2[1]=y+1;
+ tc->val2[2]=y;
+ tc->val2[3]=y-1;
+ tc->val2[4]=y-2;
+ } else if(dir==1){
+ tc->val1[0]=x-1;
+ tc->val1[1]=x;
+ tc->val1[2]=x+1;
+ tc->val1[3]=x+2;
+ tc->val1[4]=x+3;
+ tc->val2[0]=y-4;
+ tc->val2[1]=y-3;
+ tc->val2[2]=y-1;
+ tc->val2[3]=y;
+ tc->val2[4]=y+1;
+ } else if(dir==3){
+ tc->val1[0]=x+3;
+ tc->val1[1]=x+2;
+ tc->val1[2]=x+1;
+ tc->val1[3]=x;
+ tc->val1[4]=x-1;
+ tc->val2[0]=y-1;
+ tc->val2[1]=y;
+ tc->val2[2]=y+1;
+ tc->val2[3]=y+2;
+ tc->val2[4]=y+3;
+ } else if(dir==5){
+ tc->val1[0]=x+1;
+ tc->val1[1]=x;
+ tc->val1[2]=x-1;
+ tc->val1[3]=x-2;
+ tc->val1[4]=x-3;
+ tc->val2[0]=y+3;
+ tc->val2[1]=y+2;
+ tc->val2[2]=y+1;
+ tc->val2[3]=y;
+ tc->val2[4]=y-1;
+ } else if(dir==7){
+ tc->val1[0]=x-3;
+ tc->val1[1]=x-2;
+ tc->val1[2]=x-1;
+ tc->val1[3]=x;
+ tc->val1[4]=x+1;
+ tc->val2[1]=y;
+ tc->val2[0]=y+1;
+ tc->val2[2]=y-1;
+ tc->val2[3]=y-2;
+ tc->val2[4]=y-3;
+ }
+
+}
+
+void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) {
+ int c;
+ nullpo_retv(tc);
+
+ for( c = 0; c < 5; c++ ) {
+ switch( dir ) {
+ case 0: tc->val2[c]+=are; break;
+ case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
+ case 2: tc->val1[c]-=are; break;
+ case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
+ case 4: tc->val2[c]-=are; break;
+ case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
+ case 6: tc->val1[c]+=are; break;
+ case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
+ }
+ }
+}
+
+void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
+ int c,n=4;
+ uint8 dir = map->calc_dir(src,bl->x,bl->y);
+ struct square tc;
+ int x=bl->x,y=bl->y;
+ skill->brandishspear_first(&tc,dir,x,y);
+ skill->brandishspear_dir(&tc,dir,4);
+ skill->area_temp[1] = bl->id;
+
+ if(skill_lv > 9){
+ for(c=1;c<4;c++){
+ map->foreachincell(skill->area_sub,
+ bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
+ skill->castend_damage_id);
+ }
+ }
+ if(skill_lv > 6){
+ skill->brandishspear_dir(&tc,dir,-1);
+ n--;
+ } else {
+ skill->brandishspear_dir(&tc,dir,-2);
+ n-=2;
+ }
+
+ if(skill_lv > 3){
+ for(c=0;c<5;c++){
+ map->foreachincell(skill->area_sub,
+ bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
+ skill->castend_damage_id);
+ if(skill_lv > 6 && n==3 && c==4) {
+ skill->brandishspear_dir(&tc,dir,-1);
+ n--;c=-1;
+ }
+ }
+ }
+ for(c=0;c<10;c++){
+ if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1);
+ map->foreachincell(skill->area_sub,
+ bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ }
+}
+
+/*==========================================
+ * Weapon Repair [Celest/DracoRPG]
+ *------------------------------------------*/
+void skill_repairweapon (struct map_session_data *sd, int idx) {
+ int material;
+ int materials[4] = {
+ ITEMID_IRON_ORE,
+ ITEMID_IRON,
+ ITEMID_STEEL,
+ ITEMID_ORIDECON_STONE,
+ };
+ struct item *item;
+ struct map_session_data *target_sd;
+
+ nullpo_retv(sd);
+
+ if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed....
+ return;
+
+ if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
+ return;
+ if( idx < 0 || idx >= MAX_INVENTORY )
+ return; //Invalid index??
+
+ item = &target_sd->status.inventory[idx];
+ if( item->nameid <= 0 || item->attribute == 0 )
+ return; //Again invalid item....
+
+ if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
+ clif->item_repaireffect(sd,idx,1);
+ return;
+ }
+
+ if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
+ material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
+ else
+ material = materials[2]; // Armors consume 1 Steel
+ if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) {
+ clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
+ return;
+ }
+
+ clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
+
+ item->attribute = 0;/* clear broken state */
+
+ clif->equiplist(target_sd);
+
+ pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
+
+ clif->item_repaireffect(sd,idx,0);
+
+ if( sd != target_sd )
+ clif->item_repaireffect(target_sd,idx,0);
+}
+
+/*==========================================
+ * Item Appraisal
+ *------------------------------------------*/
+void skill_identify (struct map_session_data *sd, int idx)
+{
+ int flag=1;
+
+ nullpo_retv(sd);
+ sd->state.workinprogress = 0;
+ if(idx >= 0 && idx < MAX_INVENTORY) {
+ if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
+ flag=0;
+ sd->status.inventory[idx].identify=1;
+ }
+ }
+ clif->item_identified(sd,idx,flag);
+}
+
+/*==========================================
+ * Weapon Refine [Celest]
+ *------------------------------------------*/
+void skill_weaponrefine (struct map_session_data *sd, int idx)
+{
+ nullpo_retv(sd);
+
+ if (idx >= 0 && idx < MAX_INVENTORY)
+ {
+ int i = 0, ep = 0, per;
+ int material[5] = {
+ 0,
+ ITEMID_PHRACON,
+ ITEMID_EMVERETARCON,
+ ITEMID_ORIDECON,
+ ITEMID_ORIDECON,
+ };
+ struct item *item;
+ struct item_data *ditem = sd->inventory_data[idx];
+ item = &sd->status.inventory[idx];
+
+ if(item->nameid > 0 && ditem->type == IT_WEAPON)
+ {
+ if( ditem->flag.no_refine ) {
+ // if the item isn't refinable
+ clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
+ return;
+ }
+ if( item->refine >= sd->menuskill_val || item->refine >= 10 ){
+ clif->upgrademessage(sd->fd, 2, item->nameid);
+ return;
+ }
+ if ((i = pc->search_inventory(sd, material[ditem->wlv])) == INDEX_NOT_FOUND) {
+ clif->upgrademessage(sd->fd, 3, material[ditem->wlv]);
+ return;
+ }
+
+ per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
+
+ // Aegis leaked formula. [malufett]
+ if( sd->status.class_ == JOB_MECHANIC_T )
+ per += 100;
+ else
+ per += 5 * ((signed int)sd->status.job_level - 50);
+
+ pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
+ if (per > rnd() % 1000) {
+ logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem);
+ item->refine++;
+ logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem);
+ if(item->equip) {
+ ep = item->equip;
+ pc->unequipitem(sd,idx,3);
+ }
+ clif->delitem(sd,idx,1,0);
+ clif->upgrademessage(sd->fd, 0,item->nameid);
+ clif->inventorylist(sd);
+ clif->refine(sd->fd,0,idx,item->refine);
+ if (ep)
+ pc->equipitem(sd,idx,ep);
+ clif->misceffect(&sd->bl,3);
+ if(item->refine == 10 &&
+ item->card[0] == CARD0_FORGE &&
+ (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
+ { // Fame point system [DracoRPG]
+ switch(ditem->wlv){
+ case 1:
+ pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
+ break;
+ case 2:
+ pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
+ break;
+ case 3:
+ pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
+ break;
+ }
+ }
+ } else {
+ item->refine = 0;
+ if(item->equip)
+ pc->unequipitem(sd,idx,3);
+ clif->refine(sd->fd,1,idx,item->refine);
+ pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER);
+ clif->misceffect(&sd->bl,2);
+ clif->emotion(&sd->bl, E_OMG);
+ }
+ }
+ }
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_autospell (struct map_session_data *sd, uint16 skill_id)
+{
+ uint16 skill_lv;
+ int maxlv=1,lv;
+
+ nullpo_ret(sd);
+
+ skill_lv = sd->menuskill_val;
+ lv=pc->checkskill(sd,skill_id);
+
+ if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
+
+ if(skill_id==MG_NAPALMBEAT) maxlv=3;
+ else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
+ if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE)
+ maxlv =10; //Soul Linker bonus. [Skotlex]
+ else if(skill_lv==2) maxlv=1;
+ else if(skill_lv==3) maxlv=2;
+ else if(skill_lv>=4) maxlv=3;
+ }
+ else if(skill_id==MG_SOULSTRIKE){
+ if(skill_lv==5) maxlv=1;
+ else if(skill_lv==6) maxlv=2;
+ else if(skill_lv>=7) maxlv=3;
+ }
+ else if(skill_id==MG_FIREBALL){
+ if(skill_lv==8) maxlv=1;
+ else if(skill_lv>=9) maxlv=2;
+ }
+ else if(skill_id==MG_FROSTDIVER) maxlv=1;
+ else return 0;
+
+ if(maxlv > lv)
+ maxlv = lv;
+
+ sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
+ skill->get_time(SA_AUTOSPELL,skill_lv));
+ return 0;
+}
+
+/*==========================================
+ * Sitting skills functions.
+ *------------------------------------------*/
+int skill_sit_count (struct block_list *bl, va_list ap) {
+ struct map_session_data *sd;
+ int type =va_arg(ap,int);
+ sd=(struct map_session_data*)bl;
+
+ if(!pc_issit(sd))
+ return 0;
+
+ if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
+ return 1;
+
+ if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0))
+ return 1;
+
+ return 0;
+}
+
+int skill_sit_in (struct block_list *bl, va_list ap) {
+ struct map_session_data *sd;
+ int type =va_arg(ap,int);
+
+ sd=(struct map_session_data*)bl;
+
+ if(!pc_issit(sd))
+ return 0;
+
+ if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
+ sd->state.gangsterparadise=1;
+
+ if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
+ sd->state.rest=1;
+ status->calc_regen(bl, &sd->battle_status, &sd->regen);
+ status->calc_regen_rate(bl, &sd->regen, &sd->sc);
+ }
+
+ return 0;
+}
+
+int skill_sit_out (struct block_list *bl, va_list ap) {
+ struct map_session_data *sd;
+ int type =va_arg(ap,int);
+ sd=(struct map_session_data*)bl;
+ if(sd->state.gangsterparadise && type&1)
+ sd->state.gangsterparadise=0;
+ if(sd->state.rest && type&2) {
+ sd->state.rest=0;
+ status->calc_regen(bl, &sd->battle_status, &sd->regen);
+ status->calc_regen_rate(bl, &sd->regen, &sd->sc);
+ }
+ return 0;
+}
+
+int skill_sit (struct map_session_data *sd, int type)
+{
+ int flag = 0;
+ int range = 0, lv;
+ nullpo_ret(sd);
+
+
+ if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) {
+ flag|=1;
+ range = skill->get_splash(RG_GANGSTER, lv);
+ }
+ if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) {
+ flag|=2;
+ range = skill->get_splash(TK_HPTIME, lv);
+ }
+ else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) {
+ flag|=2;
+ range = skill->get_splash(TK_SPTIME, lv);
+ }
+
+ if( type ) {
+ clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0);
+ } else {
+ clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
+ }
+
+ if (!flag) return 0;
+
+ if(type) {
+ if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1)
+ map->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag);
+ } else {
+ if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2)
+ map->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag);
+ }
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_frostjoke_scream(struct block_list *bl, va_list ap) {
+ struct block_list *src;
+ uint16 skill_id,skill_lv;
+ int64 tick;
+
+ nullpo_ret(bl);
+ nullpo_ret(src=va_arg(ap,struct block_list*));
+
+ skill_id=va_arg(ap,int);
+ skill_lv=va_arg(ap,int);
+ if(!skill_lv) return 0;
+ tick=va_arg(ap,int64);
+
+ if (src == bl || status->isdead(bl))
+ return 0;
+ if (bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if (sd && (pc_isinvisible(sd) || pc_ismadogear(sd)))
+ return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
+ }
+ //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
+ if(battle->check_target(src,bl,BCT_ENEMY) > 0)
+ skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
+ else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
+ skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) {
+ int range = skill->get_unit_range(skill_id,skill_lv);
+ int x,y;
+
+ for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
+ for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
+ map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag);
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_attack_area(struct block_list *bl, va_list ap) {
+ struct block_list *src,*dsrc;
+ int atk_type,skill_id,skill_lv,flag,type;
+ int64 tick;
+
+ if(status->isdead(bl))
+ return 0;
+
+ atk_type = va_arg(ap,int);
+ src = va_arg(ap,struct block_list*);
+ dsrc = va_arg(ap,struct block_list*);
+ skill_id = va_arg(ap,int);
+ skill_lv = va_arg(ap,int);
+ tick = va_arg(ap,int64);
+ flag = va_arg(ap,int);
+ type = va_arg(ap,int);
+
+
+ if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
+ return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
+
+ if( battle->check_target(dsrc,bl,type) <= 0
+ || !status->check_skilluse(NULL, bl, skill_id, 2))
+ return 0;
+
+
+ switch (skill_id) {
+ case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
+ case NPC_ACIDBREATH:
+ case NPC_DARKNESSBREATH:
+ case NPC_FIREBREATH:
+ case NPC_ICEBREATH:
+ case NPC_THUNDERBREATH:
+ return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
+ default:
+ //Area-splash, disable skill animation.
+ return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+ }
+}
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_clear_group (struct block_list *bl, int flag)
+{
+ struct unit_data *ud = unit->bl2ud(bl);
+ struct skill_unit_group *group[MAX_SKILLUNITGROUP];
+ int i, count=0;
+
+ nullpo_ret(bl);
+ if (!ud) return 0;
+
+ //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
+ for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
+ switch (ud->skillunit[i]->skill_id) {
+ case SA_DELUGE:
+ case SA_VOLCANO:
+ case SA_VIOLENTGALE:
+ case SA_LANDPROTECTOR:
+ case NJ_SUITON:
+ case NJ_KAENSIN:
+ if (flag&1)
+ group[count++]= ud->skillunit[i];
+ break;
+ case SO_CLOUD_KILL:
+ if( flag&4 )
+ group[count++]= ud->skillunit[i];
+ break;
+ case SO_WARMER:
+ if( flag&8 )
+ group[count++]= ud->skillunit[i];
+ break;
+ default:
+ if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
+ group[count++]= ud->skillunit[i];
+ break;
+ }
+
+ }
+ for (i=0;i<count;i++)
+ skill->del_unitgroup(group[i],ALC_MARK);
+ return count;
+}
+
+/*==========================================
+ * Returns the first element field found [Skotlex]
+ *------------------------------------------*/
+struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
+ struct unit_data *ud = unit->bl2ud(bl);
+ int i;
+ nullpo_ret(bl);
+ if (!ud) return NULL;
+
+ for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
+ switch (ud->skillunit[i]->skill_id) {
+ case SA_DELUGE:
+ case SA_VOLCANO:
+ case SA_VIOLENTGALE:
+ case SA_LANDPROTECTOR:
+ case NJ_SUITON:
+ case SO_CLOUD_KILL:
+ case SO_WARMER:
+ return ud->skillunit[i];
+ }
+ }
+ return NULL;
+}
+
+// for graffiti cleaner [Valaris]
+int skill_graffitiremover (struct block_list *bl, va_list ap) {
+ struct skill_unit *su=NULL;
+
+ nullpo_ret(bl);
+ nullpo_ret(ap);
+
+ if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL)
+ return 0;
+
+ if((su->group) && (su->group->unit_id == UNT_GRAFFITI))
+ skill->delunit(su);
+
+ return 0;
+}
+
+int skill_greed (struct block_list *bl, va_list ap) {
+ struct block_list *src;
+ struct map_session_data *sd=NULL;
+ struct flooritem_data *fitem=NULL;
+
+ nullpo_ret(bl);
+ nullpo_ret(src = va_arg(ap, struct block_list *));
+
+ if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
+ pc->takeitem(sd, fitem);
+
+ return 0;
+}
+//For Ranger's Detonator [Jobbie/3CeAM]
+int skill_detonator(struct block_list *bl, va_list ap) {
+ struct skill_unit *su=NULL;
+ struct block_list *src;
+ int unit_id;
+
+ nullpo_ret(bl);
+ nullpo_ret(ap);
+ src = va_arg(ap,struct block_list *);
+
+ if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group )
+ return 0;
+ if( su->group->src_id != src->id )
+ return 0;
+
+ unit_id = su->group->unit_id;
+ switch( unit_id ) {
+ //List of Hunter and Ranger Traps that can be detonate.
+ case UNT_BLASTMINE:
+ case UNT_SANDMAN:
+ case UNT_CLAYMORETRAP:
+ case UNT_TALKIEBOX:
+ case UNT_CLUSTERBOMB:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ switch(unit_id) {
+ case UNT_TALKIEBOX:
+ clif->talkiebox(bl,su->group->valstr);
+ su->group->val2 = -1;
+ break;
+ case UNT_CLAYMORETRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick);
+ break;
+ default:
+ map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick);
+ }
+ clif->changetraplook(bl, UNT_USED_TRAPS);
+ su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) +
+ (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
+ su->group->unit_id = UNT_USED_TRAPS;
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_cell_overlap(struct block_list *bl, va_list ap) {
+ uint16 skill_id;
+ int *alive;
+ struct skill_unit *su;
+
+ skill_id = va_arg(ap,int);
+ alive = va_arg(ap,int *);
+ su = (struct skill_unit *)bl;
+
+ if( su == NULL || su->group == NULL || (*alive) == 0 )
+ return 0;
+
+ if( su->group->state.guildaura ) /* guild auras are not canceled! */
+ return 0;
+
+ switch (skill_id) {
+ case SA_LANDPROTECTOR:
+ if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
+ (*alive) = 0;
+ skill->delunit(su);
+ return 1;
+ }
+ if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps
+ skill->delunit(su);
+ return 1;
+ }
+ break;
+ case HW_GANBANTEIN:
+ case LG_EARTHDRIVE:
+ case GN_CRAZYWEED_ATK:
+ if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance.
+ skill->delunit(su);
+ return 1;
+ }
+ break;
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+// The official implementation makes them fail to appear when casted on top of ANYTHING
+// but I wonder if they didn't actually meant to fail when casted on top of each other?
+// hence, I leave the alternate implementation here, commented. [Skotlex]
+ if (su->range <= 0) {
+ (*alive) = 0;
+ return 1;
+ }
+/*
+ switch (su->group->skill_id) {
+ //These cannot override each other.
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ (*alive) = 0;
+ return 1;
+ }
+*/
+ break;
+ case PF_FOGWALL:
+ switch(su->group->skill_id) {
+ case SA_VOLCANO: //Can't be placed on top of these
+ case SA_VIOLENTGALE:
+ (*alive) = 0;
+ return 1;
+ case SA_DELUGE:
+ case NJ_SUITON:
+ //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
+ (*alive) = 2;
+ break;
+ }
+ break;
+ case WZ_ICEWALL:
+ case HP_BASILICA:
+ if (su->group->skill_id == skill_id) {
+ //These can't be placed on top of themselves (duration can't be refreshed)
+ (*alive) = 0;
+ return 1;
+ }
+ break;
+ }
+
+ if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) {
+ //It deletes everything except songs/dances/traps
+ (*alive) = 0;
+ return 1;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
+{
+ struct mob_data* md;
+ struct unit_data*ud = unit->bl2ud(bl);
+ struct block_list *from_bl;
+ struct block_list *to_bl;
+ md = (struct mob_data*)bl;
+ from_bl = va_arg(ap,struct block_list *);
+ to_bl = va_arg(ap,struct block_list *);
+
+ if(ud && ud->target == from_bl->id)
+ ud->target = to_bl->id;
+
+ if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
+ md->target_id = to_bl->id;
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_trap_splash(struct block_list *bl, va_list ap) {
+ struct block_list *src;
+ int64 tick;
+ struct skill_unit *src_su;
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ src = va_arg(ap,struct block_list *);
+ src_su = (struct skill_unit *)src;
+ tick = va_arg(ap,int64);
+
+ if( !src_su->alive || bl->prev == NULL )
+ return 0;
+
+ nullpo_ret(sg = src_su->group);
+ nullpo_ret(ss = map->id2bl(sg->src_id));
+
+ if(battle->check_target(src,bl,sg->target_flag) <= 0)
+ return 0;
+
+ switch(sg->unit_id){
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
+ break;
+ case UNT_GROUNDDRIFT_WIND:
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_GROUNDDRIFT_DARK:
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_GROUNDDRIFT_POISON:
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_GROUNDDRIFT_WATER:
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
+ break;
+ case UNT_GROUNDDRIFT_FIRE:
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
+ break;
+ case UNT_ELECTRICSHOCKER:
+ clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
+ break;
+ case UNT_MAGENTATRAP:
+ case UNT_COBALTTRAP:
+ case UNT_MAIZETRAP:
+ case UNT_VERDURETRAP:
+ if( bl->type != BL_PC && !is_boss(bl) )
+ sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv));
+ break;
+ case UNT_REVERBERATION:
+ if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
+ skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0);
+ skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL);
+ }
+ break;
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ if( src->id == bl->id ) break;
+ if( bl->type == BL_SKILL ){
+ struct skill_unit *su = (struct skill_unit *)bl;
+ if( su->group->unit_id == UNT_USED_TRAPS )
+ break;
+ }
+ case UNT_CLUSTERBOMB:
+ if( ss != bl )
+ skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
+ break;
+ case UNT_CLAYMORETRAP:
+ if( src->id == bl->id ) break;
+ if( bl->type == BL_SKILL ){
+ struct skill_unit *su = (struct skill_unit *)bl;
+ switch( su->group->unit_id ){
+ case UNT_CLAYMORETRAP:
+ case UNT_LANDMINE:
+ case UNT_BLASTMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ clif->changetraplook(bl, UNT_USED_TRAPS);
+ su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500;
+ su->group->unit_id = UNT_USED_TRAPS;
+ }
+ break;
+ }
+ default:
+ skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+ }
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_enchant_elemental_end (struct block_list *bl, int type) {
+ struct status_change *sc;
+ const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS };
+ int i;
+ nullpo_ret(bl);
+ nullpo_ret(sc = status->get_sc(bl));
+
+ if (!sc->count) return 0;
+
+ for (i = 0; i < ARRAYLENGTH(scs); i++)
+ if (type != scs[i] && sc->data[scs[i]])
+ status_change_end(bl, scs[i], INVALID_TIMER);
+
+ return 0;
+}
+
+bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
+{
+ static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
+ static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
+ bool wall = true;
+
+ if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
+ || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1)
+ ) {
+ //Check for walls.
+ int i;
+ ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
+ if( i == 8 )
+ wall = false;
+ }
+
+ if( sce ) {
+ if( !wall ) {
+ if( sce->val1 < 3 ) //End cloaking.
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ else if( sce->val4&1 ) { //Remove wall bonus
+ sce->val4&=~1;
+ status_calc_bl(bl,SCB_SPEED);
+ }
+ } else {
+ if( !(sce->val4&1) ) { //Add wall speed bonus
+ sce->val4|=1;
+ status_calc_bl(bl,SCB_SPEED);
+ }
+ }
+ }
+
+ return wall;
+}
+
+/**
+ * Verifies if an user can use SC_CLOAKING
+ **/
+bool skill_can_cloak(struct map_session_data *sd) {
+ nullpo_retr(false, sd);
+
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL))
+ if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL))
+ return false;
+
+ return true;
+}
+
+/**
+ * Verifies if an user can still be cloaked (AS_CLOAKING)
+ * Is called via map->foreachinrange when any kind of wall disapears
+ **/
+int skill_check_cloaking_end(struct block_list *bl, va_list ap) {
+ TBL_PC *sd = BL_CAST(BL_PC, bl);
+
+ if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd))
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+
+ return 0;
+}
+
+bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
+{
+ static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
+ static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
+ bool wall = true;
+
+ if( bl->type == BL_PC ) { //Check for walls.
+ int i;
+ ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
+ if( i == 8 )
+ wall = false;
+ }
+
+ if( sce ) {
+ if( !wall ) {
+ if( sce->val1 < 3 ) //End camouflage.
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ else if( sce->val3&1 ) { //Remove wall bonus
+ sce->val3&=~1;
+ status_calc_bl(bl,SCB_SPEED);
+ }
+ }
+ }
+
+ return wall;
+}
+
+bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){
+ struct status_change *sc;
+ struct block_list *src;
+
+ nullpo_retr(false, bl);
+
+ sc = status->get_sc(bl);
+
+ if( sc && sc->data[SC__SHADOWFORM] && damage ) {
+ src = map->id2bl(sc->data[SC__SHADOWFORM]->val2);
+
+ if( !src || src->m != bl->m ) {
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ return false;
+ }
+
+ if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){
+ if( src->type == BL_PC )
+ ((TBL_PC*)src)->shadowform_id = 0;
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ return false;
+ }
+
+ status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
+
+ /* because damage can cancel it */
+ if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ if( src->type == BL_PC )
+ ((TBL_PC*)src)->shadowform_id = 0;
+ }
+ return true;
+ }
+ return false;
+}
+/*==========================================
+ *
+ *------------------------------------------*/
+struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) {
+ struct skill_unit *su;
+
+ nullpo_retr(NULL, group);
+ nullpo_retr(NULL, group->unit); // crash-protection against poor coding
+ nullpo_retr(NULL, su=&group->unit[idx]);
+
+ if(!su->alive)
+ group->alive_count++;
+
+ su->bl.id=map->get_new_object_id();
+ su->bl.type=BL_SKILL;
+ su->bl.m=group->map;
+ su->bl.x=x;
+ su->bl.y=y;
+ su->group=group;
+ su->alive=1;
+ su->val1=val1;
+ su->val2=val2;
+
+ idb_put(skill->unit_db, su->bl.id, su);
+ map->addiddb(&su->bl);
+ map->addblock(&su->bl);
+
+ // perform oninit actions
+ switch (group->skill_id) {
+ case WZ_ICEWALL:
+ map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5);
+ clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA);
+ skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
+ break;
+ case SA_LANDPROTECTOR:
+ skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
+ break;
+ case HP_BASILICA:
+ skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
+ break;
+ default:
+ if (group->state.song_dance&0x1) //Check for dissonance.
+ skill->dance_overlap(su, 1);
+ break;
+ }
+
+ clif->getareachar_skillunit(&su->bl,su,AREA);
+
+ return su;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_delunit (struct skill_unit* su) {
+ struct skill_unit_group *group;
+
+ nullpo_ret(su);
+ if( !su->alive )
+ return 0;
+ su->alive=0;
+
+ nullpo_ret(group=su->group);
+
+ if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
+ skill->dance_overlap(su, 0);
+
+ // invoke onout event
+ if( !su->range )
+ map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4);
+
+ // perform ondelete actions
+ switch (group->skill_id) {
+ case HT_ANKLESNARE:
+ {
+ struct block_list* target = map->id2bl(group->val2);
+ if( target )
+ status_change_end(target, SC_ANKLESNARE, INVALID_TIMER);
+ }
+ break;
+ case WZ_ICEWALL:
+ map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false);
+ map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2);
+ clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
+ skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
+ // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be
+ // checked again when a wall disapears! issue:8182 [Panikon]
+ map->foreachinarea(skill->check_cloaking_end, su->bl.m,
+ // Use 3x3 area to check for users near cell
+ su->bl.x - 1, su->bl.y - 1,
+ su->bl.x + 1, su->bl.x + 1,
+ BL_PC);
+ break;
+ case SA_LANDPROTECTOR:
+ skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
+ break;
+ case HP_BASILICA:
+ skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
+ break;
+ case RA_ELECTRICSHOCKER: {
+ struct block_list* target = map->id2bl(group->val2);
+ if( target )
+ status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
+ }
+ break;
+ case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
+ if( group->val2 ) { // Someone Trapped
+ struct status_change *tsc = status->get_sc(map->id2bl(group->val2));
+ if( tsc && tsc->data[SC__MANHOLE] )
+ tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
+ }
+ break;
+ }
+
+ clif->skill_delunit(su);
+
+ su->group=NULL;
+ map->delblock(&su->bl); // don't free yet
+ map->deliddb(&su->bl);
+ idb_remove(skill->unit_db, su->bl.id);
+ if(--group->alive_count==0)
+ skill->del_unitgroup(group,ALC_MARK);
+
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------*/
+/// Returns the target skill_unit_group or NULL if not found.
+struct skill_unit_group* skill_id2group(int group_id)
+{
+ return (struct skill_unit_group*)idb_get(skill->group_db, group_id);
+}
+
+/// Returns a new group_id that isn't being used in skill->group_db.
+/// Fatal error if nothing is available.
+int skill_get_new_group_id(void)
+{
+ if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL )
+ return skill->unit_group_newid++;// available
+ {// find next id
+ int base_id = skill->unit_group_newid;
+ while( base_id != ++skill->unit_group_newid )
+ {
+ if( skill->unit_group_newid < MAX_SKILL_DB )
+ skill->unit_group_newid = MAX_SKILL_DB;
+ if( skill->id2group(skill->unit_group_newid) == NULL )
+ return skill->unit_group_newid++;// available
+ }
+ // full loop, nothing available
+ ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
+ exit(1);
+ }
+}
+
+struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
+{
+ struct unit_data* ud = unit->bl2ud( src );
+ struct skill_unit_group* group;
+ int i;
+
+ if(!(skill_id && skill_lv)) return 0;
+
+ nullpo_retr(NULL, src);
+ nullpo_retr(NULL, ud);
+
+ // find a free spot to store the new unit group
+ ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
+ if(i == MAX_SKILLUNITGROUP) {
+ // array is full, make room by discarding oldest group
+ int j=0;
+ int64 maxdiff = 0, x, tick = timer->gettick();
+ for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
+ if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) {
+ maxdiff = x;
+ j = i;
+ }
+ skill->del_unitgroup(ud->skillunit[j],ALC_MARK);
+ //Since elements must have shifted, we use the last slot.
+ i = MAX_SKILLUNITGROUP-1;
+ }
+
+ group = ers_alloc(skill->unit_ers, struct skill_unit_group);
+ group->src_id = src->id;
+ group->party_id = status->get_party_id(src);
+ group->guild_id = status->get_guild_id(src);
+ group->bg_id = bg->team_get_id(src);
+ group->group_id = skill->get_new_group_id();
+ group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
+ group->unit_count = count;
+ group->alive_count = 0;
+ group->val1 = 0;
+ group->val2 = 0;
+ group->val3 = 0;
+ group->skill_id = skill_id;
+ group->skill_lv = skill_lv;
+ group->unit_id = unit_id;
+ group->map = src->m;
+ group->limit = limit;
+ group->interval = interval;
+ group->tick = timer->gettick();
+ group->valstr = NULL;
+
+ ud->skillunit[i] = group;
+
+ if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
+ group->tick += 1500;
+
+ idb_put(skill->group_db, group->group_id, group);
+ return group;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) {
+ struct block_list* src;
+ struct unit_data *ud;
+ int i,j;
+
+ if( group == NULL ) {
+ ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
+ return 0;
+ }
+
+ src=map->id2bl(group->src_id);
+ ud = unit->bl2ud(src);
+ if(!src || !ud) {
+ ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
+ return 0;
+ }
+
+ if( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
+ switch( group->skill_id ) {
+ case BA_DISSONANCE:
+ case BA_POEMBRAGI:
+ case BA_WHISTLE:
+ case BA_ASSASSINCROSS:
+ case BA_APPLEIDUN:
+ case DC_UGLYDANCE:
+ case DC_HUMMING:
+ case DC_DONTFORGETME:
+ case DC_FORTUNEKISS:
+ case DC_SERVICEFORYOU:
+ skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
+ break;
+ }
+ }
+
+ if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
+ struct status_change* sc = status->get_sc(src);
+ if (sc && sc->data[SC_DANCING])
+ {
+ sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex]
+ status_change_end(src, SC_DANCING, INVALID_TIMER);
+ }
+ }
+
+ // end Gospel's status change on 'src'
+ // (needs to be done when the group is deleted by other means than skill deactivation)
+ if (group->unit_id == UNT_GOSPEL) {
+ struct status_change *sc = status->get_sc(src);
+ if(sc && sc->data[SC_GOSPEL]) {
+ sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
+ status_change_end(src, SC_GOSPEL, INVALID_TIMER);
+ }
+ }
+
+ switch( group->skill_id ) {
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
+ sc->data[SC_WARM]->val4 = 0;
+ status_change_end(src, SC_WARM, INVALID_TIMER);
+ }
+ }
+ break;
+ case NC_NEUTRALBARRIER:
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
+ sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
+ status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
+ }
+ }
+ break;
+ case NC_STEALTHFIELD:
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
+ sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
+ status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
+ }
+ }
+ break;
+ case LG_BANDING:
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) {
+ sc->data[SC_BANDING]->val4 = 0;
+ status_change_end(src,SC_BANDING,INVALID_TIMER);
+ }
+ }
+ break;
+ }
+
+ if (src->type==BL_PC && group->state.ammo_consume)
+ battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
+
+ group->alive_count=0;
+
+ // remove all unit cells
+ if(group->unit != NULL)
+ for( i = 0; i < group->unit_count; i++ )
+ skill->delunit(&group->unit[i]);
+
+ // clear Talkie-box string
+ if( group->valstr != NULL ) {
+ aFree(group->valstr);
+ group->valstr = NULL;
+ }
+
+ idb_remove(skill->group_db, group->group_id);
+ map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
+ group->unit=NULL;
+ group->group_id=0;
+ group->unit_count=0;
+
+ // locate this group, swap with the last entry and delete it
+ ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
+ ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
+ if( i < MAX_SKILLUNITGROUP ) {
+ ud->skillunit[i] = ud->skillunit[j];
+ ud->skillunit[j] = NULL;
+ ers_free(skill->unit_ers, group);
+ } else
+ ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
+
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_clear_unitgroup (struct block_list *src)
+{
+ struct unit_data *ud = unit->bl2ud(src);
+
+ nullpo_ret(ud);
+
+ while (ud->skillunit[0])
+ skill->del_unitgroup(ud->skillunit[0],ALC_MARK);
+
+ return 1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) {
+ int i,j=-1,k,s,id;
+ struct unit_data *ud;
+ struct skill_unit_group_tickset *set;
+
+ nullpo_ret(bl);
+ if (group->interval==-1)
+ return NULL;
+
+ ud = unit->bl2ud(bl);
+ if (!ud) return NULL;
+
+ set = ud->skillunittick;
+
+ if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP)
+ id = s = group->skill_id;
+ else
+ id = s = group->group_id;
+
+ for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
+ k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
+ if (set[k].id == id)
+ return &set[k];
+ else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
+ j=k;
+ }
+
+ if (j == -1) {
+ ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type);
+ j = id % MAX_SKILLUNITGROUPTICKSET;
+ }
+
+ set[j].id = id;
+ set[j].tick = tick;
+ return &set[j];
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) {
+ struct skill_unit* su = va_arg(ap,struct skill_unit *);
+ struct skill_unit_group* group = su->group;
+ int64 tick = va_arg(ap,int64);
+
+ if( !su->alive || bl->prev == NULL )
+ return 0;
+
+ nullpo_ret(group);
+
+ if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) )
+ return 0; //AoE skills are ineffective. [Skotlex]
+
+ if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 )
+ return 0;
+
+ skill->unit_onplace_timer(su,bl,tick);
+
+ return 1;
+}
+
+/**
+ * @see DBApply
+ */
+int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
+ struct skill_unit* su = DB->data2ptr(data);
+ struct skill_unit_group* group = su->group;
+ int64 tick = va_arg(ap,int64);
+ bool dissonance;
+ struct block_list* bl = &su->bl;
+
+ if( !su->alive )
+ return 0;
+
+ nullpo_ret(group);
+
+ // check for expiration
+ if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) {
+ // skill unit expired (inlined from skill_unit_onlimit())
+ switch( group->unit_id ) {
+ case UNT_BLASTMINE:
+#ifdef RENEWAL
+ case UNT_CLAYMORETRAP:
+#endif
+ case UNT_GROUNDDRIFT_WIND:
+ case UNT_GROUNDDRIFT_DARK:
+ case UNT_GROUNDDRIFT_POISON:
+ case UNT_GROUNDDRIFT_WATER:
+ case UNT_GROUNDDRIFT_FIRE:
+ group->unit_id = UNT_USED_TRAPS;
+ //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
+ group->limit=DIFF_TICK32(tick+1500,group->tick);
+ su->limit=DIFF_TICK32(tick+1500,group->tick);
+ break;
+
+ case UNT_ANKLESNARE:
+ case UNT_ELECTRICSHOCKER:
+ if( group->val2 > 0 || group->val3 == SC_ESCAPE ) {
+ // Used Trap don't returns back to item
+ skill->delunit(su);
+ break;
+ }
+ case UNT_SKIDTRAP:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+#ifndef RENEWAL
+ case UNT_CLAYMORETRAP:
+#endif
+ case UNT_TALKIEBOX:
+ case UNT_CLUSTERBOMB:
+ case UNT_MAGENTATRAP:
+ case UNT_COBALTTRAP:
+ case UNT_MAIZETRAP:
+ case UNT_VERDURETRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+
+ {
+ struct block_list* src;
+ if( su->val1 > 0 && (src = map->id2bl(group->src_id)) != NULL && src->type == BL_PC ) {
+ // revert unit back into a trap
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
+ item_tmp.identify = 1;
+ map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+ }
+ skill->delunit(su);
+ }
+ break;
+
+ case UNT_WARP_ACTIVE:
+ // warp portal opens (morph to a UNT_WARP_WAITING cell)
+ group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
+ clif->changelook(&su->bl, LOOK_BASE, group->unit_id);
+ // restart timers
+ group->limit = skill->get_time(group->skill_id,group->skill_lv);
+ su->limit = skill->get_time(group->skill_id,group->skill_lv);
+ // apply effect to all units standing on it
+ map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1);
+ break;
+
+ case UNT_CALLFAMILY:
+ {
+ struct map_session_data *sd = NULL;
+ if(group->val1) {
+ sd = map->charid2sd(group->val1);
+ group->val1 = 0;
+ if (sd && !map->list[sd->bl.m].flag.nowarp)
+ pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT);
+ }
+ if(group->val2) {
+ sd = map->charid2sd(group->val2);
+ group->val2 = 0;
+ if (sd && !map->list[sd->bl.m].flag.nowarp)
+ pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT);
+ }
+ skill->delunit(su);
+ }
+ break;
+
+ case UNT_REVERBERATION:
+ if( su->val1 <= 0 ) { // If it was deactivated.
+ skill->delunit(su);
+ break;
+ }
+ clif->changetraplook(bl,UNT_USED_TRAPS);
+ map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+ group->limit = DIFF_TICK32(tick,group->tick)+1500;
+ su->limit = DIFF_TICK32(tick,group->tick)+1500;
+ group->unit_id = UNT_USED_TRAPS;
+ break;
+
+ case UNT_FEINTBOMB: {
+ struct block_list *src = map->id2bl(group->src_id);
+ if( src ) {
+ map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
+ status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER);
+ }
+ skill->delunit(su);
+ break;
+ }
+
+ case UNT_BANDING:
+ {
+ struct block_list *src = map->id2bl(group->src_id);
+ struct status_change *sc;
+ if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
+ skill->delunit(su);
+ break;
+ }
+ // This unit isn't removed while SC_BANDING is active.
+ group->limit = DIFF_TICK32(tick+group->interval,group->tick);
+ su->limit = DIFF_TICK32(tick+group->interval,group->tick);
+ }
+ break;
+
+ default:
+ skill->delunit(su);
+ }
+ } else {// skill unit is still active
+ switch( group->unit_id ) {
+ case UNT_ICEWALL:
+ // icewall loses 50 hp every second
+ su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
+ if( su->val1 <= 0 && su->limit + group->tick > tick + 700 )
+ su->limit = DIFF_TICK32(tick+700,group->tick);
+ break;
+ case UNT_BLASTMINE:
+ case UNT_SKIDTRAP:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_CLAYMORETRAP:
+ case UNT_FREEZINGTRAP:
+ case UNT_TALKIEBOX:
+ case UNT_ANKLESNARE:
+ if( su->val1 <= 0 ) {
+ if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
+ skill->delunit(su);
+ else {
+ clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
+ group->limit = DIFF_TICK32(tick, group->tick) + 1500;
+ group->unit_id = UNT_USED_TRAPS;
+ }
+ }
+ break;
+ case UNT_REVERBERATION:
+ if( su->val1 <= 0 )
+ su->limit = DIFF_TICK32(tick + 700,group->tick);
+ break;
+ case UNT_WALLOFTHORN:
+ if( su->val1 <= 0 ) {
+ group->unit_id = UNT_USED_TRAPS;
+ group->limit = DIFF_TICK32(tick, group->tick) + 1500;
+ }
+ break;
+ }
+ }
+
+ // useless check for !group ?
+ //Don't continue if unit or even group is expired and has been deleted.
+ if( !group || !su->alive )
+ return 0;
+
+ dissonance = skill->dance_switch(su, 0);
+
+ if( su->range >= 0 && group->interval != -1 ) {
+ if( battle_config.skill_wall_check )
+ map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick);
+ else
+ map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick);
+
+ if(su->range == -1) //Unit disabled, but it should not be deleted yet.
+ group->unit_id = UNT_USED_TRAPS;
+ else if( group->unit_id == UNT_TATAMIGAESHI ) {
+ su->range = -1; //Disable processed cell.
+ if (--group->val1 <= 0) { // number of live cells
+ //All tiles were processed, disable skill.
+ group->target_flag=BCT_NOONE;
+ group->bl_flag= BL_NUL;
+ }
+ }
+ }
+
+ if( dissonance ) skill->dance_switch(su, 1);
+
+ return 0;
+}
+/*==========================================
+ * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds.
+ *------------------------------------------*/
+int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) {
+ map->freeblock_lock();
+
+ skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick);
+
+ map->freeblock_unlock();
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_unit_move_sub(struct block_list* bl, va_list ap) {
+ struct skill_unit* su = (struct skill_unit *)bl;
+ struct skill_unit_group* group = su->group;
+
+ struct block_list* target = va_arg(ap,struct block_list*);
+ int64 tick = va_arg(ap,int64);
+ int flag = va_arg(ap,int);
+
+ bool dissonance;
+ uint16 skill_id;
+ int i;
+
+ nullpo_ret(group);
+
+ if( !su->alive || target->prev == NULL )
+ return 0;
+
+ if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) )
+ return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish]
+
+ dissonance = skill->dance_switch(su, 0);
+
+ //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
+ skill_id = su->group->skill_id;
+
+ if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411
+ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
+ if( dissonance ) skill->dance_switch(su, 1);
+ return 0;
+ }
+
+ //Target-type check.
+ if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) {
+ if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
+ if( flag&1 ) {
+ if( flag&2 ) { //Clear this skill id.
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = 0;
+ }
+ } else {
+ if( flag&2 ) { //Store this skill id.
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = skill_id;
+ else
+ ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
+ }
+
+ }
+
+ if( flag&4 )
+ skill->unit_onleft(skill_id,target,tick);
+ }
+
+ if( dissonance ) skill->dance_switch(su, 1);
+
+ return 0;
+ } else {
+ if( flag&1 ) {
+ int result = skill->unit_onplace(su,target,tick);
+ if( flag&2 && result ) { //Clear skill ids we have stored in onout.
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = 0;
+ }
+ } else {
+ int result = skill->unit_onout(su,target,tick);
+ if( flag&2 && result ) { //Store this unit id.
+ ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 );
+ if( i < ARRAYLENGTH(skill->unit_temp) )
+ skill->unit_temp[i] = skill_id;
+ else
+ ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
+ }
+ }
+
+ if( dissonance ) skill->dance_switch(su, 1);
+
+ if( flag&4 )
+ skill->unit_onleft(skill_id,target,tick);
+
+ return 1;
+ }
+}
+
+/*==========================================
+ * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
+ * Flag values:
+ * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
+ * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
+ * units to figure out when they have left a group.
+ * flag&4: Force a onleft event (triggered when the bl is killed, for example)
+ *------------------------------------------*/
+int skill_unit_move(struct block_list *bl, int64 tick, int flag) {
+ nullpo_ret(bl);
+
+ if( bl->prev == NULL )
+ return 0;
+
+ if( flag&2 && !(flag&1) ) { //Onout, clear data
+ memset(skill->unit_temp, 0, sizeof(skill->unit_temp));
+ }
+
+ map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
+
+ if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
+ int i;
+ for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ )
+ if( skill->unit_temp[i] )
+ skill->unit_onleft(skill->unit_temp[i], bl, tick);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) {
+ int i,j;
+ int64 tick = timer->gettick();
+ int *m_flag;
+ struct skill_unit *su1;
+ struct skill_unit *su2;
+
+ if (group == NULL)
+ return 0;
+ if (group->unit_count<=0)
+ return 0;
+ if (group->unit==NULL)
+ return 0;
+
+ if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE)
+ return 0; //Ensembles may not be moved around.
+
+ if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
+ return 0; //Icewalls and Wall of Thorns don't get knocked back
+
+ m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
+ // m_flag:
+ // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
+ // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
+ // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
+ // 3: Both 1+2.
+ for(i=0;i<group->unit_count;i++) {
+ su1=&group->unit[i];
+ if (!su1->alive || su1->bl.m!=m)
+ continue;
+ for(j=0;j<group->unit_count;j++) {
+ su2=&group->unit[j];
+ if (!su2->alive)
+ continue;
+ if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) {
+ m_flag[i] |= 0x1;
+ }
+ if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) {
+ m_flag[i] |= 0x2;
+ }
+ }
+ }
+ j = 0;
+ for (i=0;i<group->unit_count;i++) {
+ su1=&group->unit[i];
+ if (!su1->alive)
+ continue;
+ if (!(m_flag[i]&0x2)) {
+ if (group->state.song_dance&0x1) //Cancel dissonance effect.
+ skill->dance_overlap(su1, 0);
+ map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,4);
+ }
+ //Move Cell using "smart" criteria (avoid useless moving around)
+ switch(m_flag[i]) {
+ case 0:
+ //Cell moves independently, safely move it.
+ map->moveblock(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick);
+ break;
+ case 1:
+ //Cell moves unto another cell, look for a replacement cell that won't collide
+ //and has no cell moving into it (flag == 2)
+ for(;j<group->unit_count;j++) {
+ if(m_flag[j]!=2 || !group->unit[j].alive)
+ continue;
+ //Move to where this cell would had moved.
+ su2 = &group->unit[j];
+ map->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick);
+ j++; //Skip this cell as we have used it.
+ break;
+ }
+ break;
+ case 2:
+ case 3:
+ break; //Don't move the cell as a cell will end on this tile anyway.
+ }
+ if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
+ if (group->state.song_dance&0x1) //Check for dissonance effect.
+ skill->dance_overlap(su1, 1);
+ clif->getareachar_skillunit(&su1->bl,su1,AREA);
+ map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1);
+ }
+ }
+ aFree(m_flag);
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
+{
+ int i,j;
+
+ nullpo_ret(sd);
+
+ if(nameid<=0)
+ return 0;
+
+ for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
+ if(skill->produce_db[i].nameid == nameid ){
+ if((j=skill->produce_db[i].req_skill)>0 &&
+ pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv)
+ continue; // must iterate again to check other skills that produce it. [malufett]
+ if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
+ continue; // special case
+ break;
+ }
+ }
+
+ if( i >= MAX_SKILL_PRODUCE_DB )
+ return 0;
+
+ if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
+ {// cannot carry the produced stuff
+ return 0;
+ }
+
+ if(trigger>=0){
+ if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
+ if(skill->produce_db[i].itemlv!=trigger)
+ return 0;
+ } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
+ if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20)
+ return 0;
+ } else { // Weapon (itemlv must be higher or equal)
+ if(skill->produce_db[i].itemlv>trigger)
+ return 0;
+ }
+ }
+
+ for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
+ int id,x,y;
+ if( (id=skill->produce_db[i].mat_id[j]) <= 0 )
+ continue;
+ if (skill->produce_db[i].mat_amount[j] <= 0) {
+ if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND)
+ return 0;
+ } else {
+ for(y=0,x=0;y<MAX_INVENTORY;y++)
+ if( sd->status.inventory[y].nameid == id )
+ x+=sd->status.inventory[y].amount;
+ if(x<qty*skill->produce_db[i].mat_amount[j])
+ return 0;
+ }
+ }
+ return i+1;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) {
+ int slot[3];
+ int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
+ int num = -1; // exclude the recipe
+ struct status_data *st;
+ struct item_data* data;
+
+ nullpo_ret(sd);
+ st = status->get_status_data(&sd->bl);
+
+ if( sd->skill_id_old == skill_id )
+ skill_lv = sd->skill_lv_old;
+
+ if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) )
+ return 0;
+ idx--;
+
+ if (qty < 1)
+ qty = 1;
+
+ if (!skill_id) //A skill can be specified for some override cases.
+ skill_id = skill->produce_db[idx].req_skill;
+
+ if( skill_id == GC_RESEARCHNEWPOISON )
+ skill_id = GC_CREATENEWPOISON;
+
+ slot[0]=slot1;
+ slot[1]=slot2;
+ slot[2]=slot3;
+
+ for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
+ int j;
+ if( slot[i]<=0 )
+ continue;
+ j = pc->search_inventory(sd,slot[i]);
+ if (j == INDEX_NOT_FOUND)
+ continue;
+ if( slot[i]==ITEMID_STAR_CRUMB ) {
+ pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
+ sc++;
+ }
+ if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) {
+ static const int ele_table[4]={3,1,4,2};
+ pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
+ ele=ele_table[slot[i]-994];
+ }
+ }
+
+ if( skill_id == RK_RUNEMASTERY ) {
+ int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id);
+ data = itemdb->search(nameid);
+
+ if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3;
+ else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2;
+ else temp_qty = 1;
+
+ if (data->stack.inventory) {
+ for( i = 0; i < MAX_INVENTORY; i++ ) {
+ if( sd->status.inventory[i].nameid == nameid ) {
+ if( sd->status.inventory[i].amount >= data->stack.amount ) {
+ clif->msgtable(sd->fd,0x61b);
+ return 0;
+ } else {
+ /**
+ * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
+ **/
+ if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
+ temp_qty = data->stack.amount - sd->status.inventory[i].amount;
+ }
+ break;
+ }
+ }
+ }
+ qty = temp_qty;
+ }
+
+ for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
+ int j,id,x;
+ if( (id=skill->produce_db[idx].mat_id[i]) <= 0 )
+ continue;
+ num++;
+ x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i];
+ do{
+ int y=0;
+ j = pc->search_inventory(sd,id);
+
+ if (j != INDEX_NOT_FOUND) {
+ y = sd->status.inventory[j].amount;
+ if(y>x)y=x;
+ pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
+ } else
+ ShowError("skill_produce_mix: material item error\n");
+
+ x-=y;
+ }while( j>=0 && x>0 );
+ }
+
+ if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
+ wlv = itemdb_wlv(nameid);
+ if(!equip) {
+ switch(skill_id){
+ case BS_IRON:
+ case BS_STEEL:
+ case BS_ENCHANTEDSTONE:
+ // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
+ i = pc->checkskill(sd,skill_id);
+ make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance
+ switch(nameid){
+ case ITEMID_IRON:
+ make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
+ break;
+ case ITEMID_STEEL:
+ make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
+ break;
+ case ITEMID_STAR_CRUMB:
+ make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
+ break;
+ default: // Enchanted Stones
+ make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
+ break;
+ }
+ break;
+ case ASC_CDP:
+ make_per = (2000 + 40*st->dex + 20*st->luk);
+ break;
+ case AL_HOLYWATER:
+ /**
+ * Arch Bishop
+ **/
+ case AB_ANCILLA:
+ make_per = 100000; //100% success
+ break;
+ case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50
+ + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ + (st->int_/2)*10 + st->dex*10+st->luk*10;
+ if(homun_alive(sd->hd)) {//Player got a homun
+ int skill2_lv;
+ if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
+ make_per += skill2_lv*100; //+1% bonus per level
+ }
+ switch(nameid){
+ case ITEMID_RED_POTION:
+ case ITEMID_YELLOW_POTION:
+ case ITEMID_WHITE_POTION:
+ make_per += (1+rnd()%100)*10 + 2000;
+ break;
+ case ITEMID_ALCHOL:
+ make_per += (1+rnd()%100)*10 + 1000;
+ break;
+ case ITEMID_FIRE_BOTTLE:
+ case ITEMID_ACID_BOTTLE:
+ case ITEMID_MENEATER_PLANT_BOTTLE:
+ case ITEMID_MINI_BOTTLE:
+ make_per += (1+rnd()%100)*10;
+ break;
+ case ITEMID_YELLOW_SLIM_POTION:
+ make_per -= (1+rnd()%50)*10;
+ break;
+ case ITEMID_WHITE_SLIM_POTION:
+ case ITEMID_COATING_BOTTLE:
+ make_per -= (1+rnd()%100)*10;
+ break;
+ //Common items, receive no bonus or penalty, listed just because they are commonly produced
+ case ITEMID_BLUE_POTION:
+ case ITEMID_RED_SLIM_POTION:
+ case ITEMID_ANODYNE:
+ case ITEMID_ALOEBERA:
+ default:
+ break;
+ }
+ if(battle_config.pp_rate != 100)
+ make_per = make_per * battle_config.pp_rate / 100;
+ break;
+ case SA_CREATECON: // Elemental Converter Creation
+ make_per = 100000; // should be 100% success rate
+ break;
+ /**
+ * Rune Knight
+ **/
+ case RK_RUNEMASTERY:
+ {
+ int A = 5100 + 200 * pc->checkskill(sd, skill_id);
+ int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level);
+ int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
+ int D = 2500;
+ switch (nameid) { //rune rank it_diff 9 craftable rune
+ case ITEMID_RAIDO:
+ case ITEMID_THURISAZ:
+ case ITEMID_HAGALAZ:
+ case ITEMID_OTHILA:
+ D -= 500; //Rank C
+ case ITEMID_ISA:
+ case ITEMID_WYRD:
+ D -= 500; //Rank B
+ case ITEMID_NAUTHIZ:
+ case ITEMID_URUZ:
+ D -= 500; //Rank A
+ case ITEMID_BERKANA:
+ case ITEMID_LUX_ANIMA:
+ D -= 500; //Rank S
+ }
+ make_per = A + B + C - D;
+ break;
+ }
+ /**
+ * Guilotine Cross
+ **/
+ case GC_CREATENEWPOISON:
+ {
+ const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6};
+ const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9};
+ int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1);
+ qty = min[lv] + rnd()%(max[lv] - min[lv]);
+ make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10;
+ }
+ break;
+ case GN_CHANGEMATERIAL:
+ for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
+ if( skill->changematerial_db[i].itemid == nameid ){
+ make_per = skill->changematerial_db[i].rate * 10;
+ break;
+ }
+ break;
+ case GN_S_PHARMACY:
+ {
+ int difficulty = 0;
+
+ difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
+
+ make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
+ (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
+
+ switch(nameid){// difficulty factor
+ case ITEMID_HP_INCREASE_POTIONS:
+ case ITEMID_SP_INCREASE_POTIONS:
+ case ITEMID_ENRICH_WHITE_POTIONZ:
+ difficulty += 10;
+ break;
+ case ITEMID_BOMB_MUSHROOM_SPORE:
+ case ITEMID_SP_INCREASE_POTIONM:
+ difficulty += 15;
+ break;
+ case ITEMID_BANANA_BOMB:
+ case ITEMID_HP_INCREASE_POTIONM:
+ case ITEMID_SP_INCREASE_POTIONL:
+ case ITEMID_VITATA500:
+ difficulty += 20;
+ break;
+ case ITEMID_SEED_OF_HORNY_PLANT:
+ case ITEMID_BLOODSUCK_PLANT_SEED:
+ case ITEMID_ENRICH_CELERMINE_JUICE:
+ difficulty += 30;
+ break;
+ case ITEMID_HP_INCREASE_POTIONL:
+ case ITEMID_CURE_FREE:
+ difficulty += 40;
+ break;
+ }
+
+ if( make_per >= 400 && make_per > difficulty)
+ qty = 10;
+ else if( make_per >= 300 && make_per > difficulty)
+ qty = 7;
+ else if( make_per >= 100 && make_per > difficulty)
+ qty = 6;
+ else if( make_per >= 1 && make_per > difficulty)
+ qty = 5;
+ else
+ qty = 4;
+ make_per = 10000;
+ }
+ break;
+ case GN_MAKEBOMB:
+ case GN_MIX_COOKING:
+ {
+ int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
+
+ make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
+ qty = ~(5 + rnd()%5) + 1;
+
+ switch(nameid){// difficulty factor
+ case ITEMID_APPLE_BOMB:
+ difficulty += 5;
+ break;
+ case ITEMID_COCONUT_BOMB:
+ case ITEMID_MELON_BOMB:
+ difficulty += 10;
+ break;
+ case ITEMID_SAVAGE_BBQ:
+ case ITEMID_WUG_BLOOD_COCKTAIL:
+ case ITEMID_MINOR_BRISKET:
+ case ITEMID_SIROMA_ICETEA:
+ case ITEMID_DROCERA_HERB_STEW:
+ case ITEMID_PETTI_TAIL_NOODLE:
+ case ITEMID_PINEAPPLE_BOMB:
+ difficulty += 15;
+ break;
+ case ITEMID_BANANA_BOMB:
+ difficulty += 20;
+ break;
+ }
+
+ if( make_per >= 30 && make_per > difficulty)
+ qty = 10 + rnd()%2;
+ else if( make_per >= 10 && make_per > difficulty)
+ qty = 10;
+ else if( make_per == 10 && make_per > difficulty)
+ qty = 8;
+ else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
+ ;// Food/Bomb creation fails.
+ else if( make_per >= 30 && make_per < difficulty)
+ qty = 5;
+
+ if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
+ qty = ~qty + 1;
+ make_per = 0;
+ }else
+ make_per = 10000;
+ qty = (skill_lv > 1 ? qty : 1);
+ }
+ break;
+ default:
+ if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) {
+ //Assume Cooking Dish
+ if (sd->menuskill_val >= 15) //Legendary Cooking Set.
+ make_per = 10000; //100% Success
+ else
+ make_per = 1200 * (sd->menuskill_val - 10)
+ + 20 * (sd->status.base_level + 1)
+ + 20 * (st->dex + 1)
+ + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
+ - 400 * (skill->produce_db[idx].itemlv - 11 + 1)
+ - 10 * (100 - st->luk + 1)
+ - 500 * (num - 1)
+ - 100 * (rnd()%4 + 1);
+ break;
+ }
+ make_per = 5000;
+ break;
+ }
+ } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
+ make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->luk*10; // Base
+ make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
+ make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
+ make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
+ if (pc->search_inventory(sd,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND)
+ make_per+= 1000; // +10
+ else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND)
+ make_per+= 500; // +5
+ else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND)
+ make_per+= 300; // +3
+ else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND)
+ make_per+= 0; // +0?
+ if(battle_config.wp_rate != 100)
+ make_per = make_per * battle_config.wp_rate / 100;
+ }
+
+ if (sd->class_&JOBL_BABY) //if it's a Baby Class
+ make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
+
+ if(make_per < 1) make_per = 1;
+
+
+ if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
+ struct item tmp_item;
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.nameid=nameid;
+ tmp_item.amount=1;
+ tmp_item.identify=1;
+ if(equip){
+ tmp_item.card[0]=CARD0_FORGE;
+ tmp_item.card[1]=((sc*5)<<8)+ele;
+ tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
+ tmp_item.card[3]=GetWord(sd->status.char_id,1);
+ } else {
+ //Flag is only used on the end, so it can be used here. [Skotlex]
+ switch (skill_id) {
+ case BS_DAGGER:
+ case BS_SWORD:
+ case BS_TWOHANDSWORD:
+ case BS_AXE:
+ case BS_MACE:
+ case BS_KNUCKLE:
+ case BS_SPEAR:
+ flag = battle_config.produce_item_name_input&0x1;
+ break;
+ case AM_PHARMACY:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ flag = battle_config.produce_item_name_input&0x2;
+ break;
+ case AL_HOLYWATER:
+ /**
+ * Arch Bishop
+ **/
+ case AB_ANCILLA:
+ flag = battle_config.produce_item_name_input&0x8;
+ break;
+ case ASC_CDP:
+ flag = battle_config.produce_item_name_input&0x10;
+ break;
+ default:
+ flag = battle_config.produce_item_name_input&0x80;
+ break;
+ }
+ if (flag) {
+ tmp_item.card[0]=CARD0_CREATE;
+ tmp_item.card[1]=0;
+ tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
+ tmp_item.card[3]=GetWord(sd->status.char_id,1);
+ }
+ }
+
+#if 0 // TODO: update PICKLOG
+ if(log_config.produce > 0)
+ log_produce(sd,nameid,slot1,slot2,slot3,1);
+#endif // 0
+
+ if(equip){
+ clif->produce_effect(sd,0,nameid);
+ clif->misceffect(&sd->bl,3);
+ if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
+ pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
+ } else {
+ int fame = 0;
+ tmp_item.amount = 0;
+
+ for (i=0; i< qty; i++) {
+ //Apply quantity modifiers.
+ if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
+ tmp_item.amount = qty;
+ break;
+ }
+ if (rnd()%10000 < make_per || qty == 1) { //Success
+ tmp_item.amount++;
+ if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
+ continue;
+ if( skill_id != AM_PHARMACY &&
+ skill_id != AM_TWILIGHT1 &&
+ skill_id != AM_TWILIGHT2 &&
+ skill_id != AM_TWILIGHT3 )
+ continue;
+ //Add fame as needed.
+ switch(++sd->potion_success_counter) {
+ case 3:
+ fame+=1; // Success to prepare 3 Condensed Potions in a row
+ break;
+ case 5:
+ fame+=3; // Success to prepare 5 Condensed Potions in a row
+ break;
+ case 7:
+ fame+=10; // Success to prepare 7 Condensed Potions in a row
+ break;
+ case 10:
+ fame+=50; // Success to prepare 10 Condensed Potions in a row
+ sd->potion_success_counter = 0;
+ break;
+ }
+ } else //Failure
+ sd->potion_success_counter = 0;
+ }
+
+ if (fame)
+ pc->addfame(sd,fame);
+ //Visual effects and the like.
+ switch (skill_id) {
+ case AM_PHARMACY:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ case ASC_CDP:
+ clif->produce_effect(sd,2,nameid);
+ clif->misceffect(&sd->bl,5);
+ break;
+ case BS_IRON:
+ case BS_STEEL:
+ case BS_ENCHANTEDSTONE:
+ clif->produce_effect(sd,0,nameid);
+ clif->misceffect(&sd->bl,3);
+ break;
+ case RK_RUNEMASTERY:
+ case GC_CREATENEWPOISON:
+ clif->produce_effect(sd,2,nameid);
+ clif->misceffect(&sd->bl,5);
+ break;
+ default: //Those that don't require a skill?
+ if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20)
+ { //Cooking items.
+ clif->specialeffect(&sd->bl, 608, AREA);
+ if( sd->cook_mastery < 1999 )
+ pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5);
+ }
+ break;
+ }
+ }
+ if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
+ int j, k = 0;
+ for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
+ if( skill->changematerial_db[i].itemid == nameid ){
+ for(j=0; j<5; j++){
+ if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){
+ tmp_item.amount = qty * skill->changematerial_db[i].qty[j];
+ if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ clif->additem(sd,0,0,flag);
+ map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ k++;
+ }
+ }
+ break;
+ }
+ if( k ){
+ clif->msg_skill(sd,skill_id,0x627);
+ return 1;
+ }
+ } else if (tmp_item.amount) { //Success
+ if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ clif->additem(sd,0,0,flag);
+ map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
+ clif->msg_skill(sd,skill_id,0x627);
+ return 1;
+ }
+ }
+ //Failure
+#if 0 // TODO: update PICKLOG
+ if(log_config.produce)
+ log_produce(sd,nameid,slot1,slot2,slot3,0);
+#endif // 0
+
+ if(equip){
+ clif->produce_effect(sd,1,nameid);
+ clif->misceffect(&sd->bl,2);
+ } else {
+ switch (skill_id) {
+ case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
+ status_percent_damage(NULL, &sd->bl, -25, 0, true);
+ case AM_PHARMACY:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ clif->produce_effect(sd,3,nameid);
+ clif->misceffect(&sd->bl,6);
+ sd->potion_success_counter = 0; // Fame point system [DracoRPG]
+ break;
+ case BS_IRON:
+ case BS_STEEL:
+ case BS_ENCHANTEDSTONE:
+ clif->produce_effect(sd,1,nameid);
+ clif->misceffect(&sd->bl,2);
+ break;
+ case RK_RUNEMASTERY:
+ case GC_CREATENEWPOISON:
+ clif->produce_effect(sd,3,nameid);
+ clif->misceffect(&sd->bl,6);
+ break;
+ case GN_MIX_COOKING: {
+ struct item tmp_item;
+ const int compensation[5] = {
+ ITEMID_BLACK_LUMP,
+ ITEMID_BLACK_HARD_LUMP,
+ ITEMID_VERY_HARD_LUMP,
+ ITEMID_BLACK_THING,
+ ITEMID_MYSTERIOUS_POWDER,
+ };
+ int rate = rnd()%500;
+ memset(&tmp_item,0,sizeof(tmp_item));
+ if( rate < 50) i = 4;
+ else if( rate < 100) i = 2+rnd()%1;
+ else if( rate < 250 ) i = 1;
+ else if( rate < 500 ) i = 0;
+ tmp_item.nameid = compensation[i];
+ tmp_item.amount = qty;
+ tmp_item.identify = 1;
+ if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
+ clif->additem(sd,0,0,flag);
+ map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ clif->msg_skill(sd,skill_id,0x628);
+ }
+ break;
+ case GN_MAKEBOMB:
+ case GN_S_PHARMACY:
+ case GN_CHANGEMATERIAL:
+ clif->msg_skill(sd,skill_id,0x628);
+ break;
+ default:
+ if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 )
+ { //Cooking items.
+ clif->specialeffect(&sd->bl, 609, AREA);
+ if( sd->cook_mastery > 0 )
+ pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
+ }
+ }
+ }
+ return 0;
+}
+
+int skill_arrow_create (struct map_session_data *sd, int nameid)
+{
+ int i,j,flag,index=-1;
+ struct item tmp_item;
+
+ nullpo_ret(sd);
+
+ if(nameid <= 0)
+ return 1;
+
+ for(i=0;i<MAX_SKILL_ARROW_DB;i++)
+ if(nameid == skill->arrow_db[i].nameid) {
+ index = i;
+ break;
+ }
+
+ if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND)
+ return 1;
+
+ pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
+ for(i=0;i<MAX_ARROW_RESOURCE;i++) {
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.identify = 1;
+ tmp_item.nameid = skill->arrow_db[index].cre_id[i];
+ tmp_item.amount = skill->arrow_db[index].cre_amount[i];
+ if(battle_config.produce_item_name_input&0x4) {
+ tmp_item.card[0]=CARD0_CREATE;
+ tmp_item.card[1]=0;
+ tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
+ tmp_item.card[3]=GetWord(sd->status.char_id,1);
+ }
+ if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
+ continue;
+ if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ clif->additem(sd,0,0,flag);
+ map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ }
+
+ return 0;
+}
+int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
+ sc_type type;
+ int chance, i;
+ nullpo_ret(sd);
+ if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
+ clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ switch( nameid )
+ { // t_lv used to take duration from skill->get_time2
+ case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break;
+ case ITEMID_POISON_FEVER: type = SC_PYREXIA; break;
+ case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break;
+ case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break;
+ case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break;
+ case ITEMID_POISON_NUMB: type = SC_TOXIN; break;
+ case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break;
+ case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break;
+ default:
+ clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+
+ status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech]
+ chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
+ sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
+ type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val));
+
+ return 0;
+}
+
+void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
+ struct status_change *sc = status->get_sc(bl);
+
+ // non-offensive and non-magic skills do not affect the status
+ if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
+ return;
+
+ if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
+ if (sc->data[SC_MAGICPOWER]->val4) {
+ status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
+ } else {
+ sc->data[SC_MAGICPOWER]->val4 = 1;
+ status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER));
+#ifndef RENEWAL
+ if(bl->type == BL_PC){// update current display.
+ clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
+ clif->updatestatus(((TBL_PC *)bl),SP_MATK2);
+ }
+#endif
+ }
+ }
+}
+
+
+int skill_magicdecoy(struct map_session_data *sd, int nameid) {
+ int x, y, i, class_, skill_id;
+ struct mob_data *md;
+ nullpo_ret(sd);
+ skill_id = sd->menuskill_val;
+
+ if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND
+ || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME)
+ ) {
+ clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+
+ // Spawn Position
+ pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
+ x = sd->sc.comet_x;
+ y = sd->sc.comet_y;
+ sd->sc.comet_x = sd->sc.comet_y = 0;
+ sd->menuskill_val = 0;
+
+ class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045;
+
+
+ md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
+ if( md ) {
+ md->master_id = sd->bl.id;
+ md->special_state.ai = AI_FLORA;
+ if( md->deletetimer != INVALID_TIMER )
+ timer->delete(md->deletetimer, mob->timer_delete);
+ md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0);
+ mob->spawn(md);
+ md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id);
+ }
+
+ return 0;
+}
+
+// Warlock Spellbooks. [LimitLine/3CeAM]
+int skill_spellbook (struct map_session_data *sd, int nameid) {
+ int i, max_preserve, skill_id, point;
+ struct status_change *sc;
+
+ nullpo_ret(sd);
+
+ sc = status->get_sc(&sd->bl);
+ status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
+
+ for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
+ if( i > SC_SPELLBOOK7 )
+ {
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
+ return 0;
+ }
+
+ ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item
+ if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
+
+ if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) )
+ { // User don't know the skill
+ sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB)));
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
+ return 0;
+ }
+
+ max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10;
+ point = skill->spellbook_db[i].point;
+
+ if( sc && sc->data[SC_READING_SB] ) {
+ if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
+ return 0;
+ }
+ for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
+ if( !sc->data[i] ){
+ sc->data[SC_READING_SB]->val2 += point; // increase points
+ sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
+ break;
+ }
+ }
+ }else{
+ sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
+ sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
+ }
+
+ return 1;
+}
+int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
+ int id, lv, prob, aslvl = 0, idx = 0;
+ nullpo_ret(sd);
+
+ if (sd->sc.data[SC_STOP]) {
+ aslvl = sd->sc.data[SC_STOP]->val1;
+ status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
+ }
+
+ idx = skill->get_index(skill_id);
+
+ if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC ||
+ (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) {
+ clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
+ return 0;
+ }
+
+ lv = (aslvl + 1) / 2; // The level the skill will be autocasted
+ lv = min(lv,sd->status.skill[idx].lv);
+ prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
+ sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl));
+ return 0;
+}
+int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
+ int i;
+
+ nullpo_ret(sd);
+ nullpo_ret(item_list);
+
+ if( n <= 0 )
+ return 1;
+
+ for( i = 0; i < n; i++ ) {
+ int nameid, add_amount, del_amount, idx, product, flag;
+ struct item tmp_item;
+
+ idx = item_list[i*2+0]-2;
+ del_amount = item_list[i*2+1];
+
+ if( skill_lv == 2 )
+ del_amount -= (del_amount % 10);
+ add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
+
+ if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
+ clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+
+ switch( nameid ) {
+ // Level 1
+ case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break;
+ case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
+ case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
+ case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
+ // Level 2
+ case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break;
+ case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
+ case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
+ case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
+ default:
+ clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+
+ if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
+ clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+
+ if( skill_lv == 2 && rnd()%100 < 25 ) {
+ // At level 2 have a fail chance. You loose your items if it fails.
+ clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+
+
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.nameid = product;
+ tmp_item.amount = add_amount;
+ tmp_item.identify = 1;
+
+ if( tmp_item.amount ) {
+ if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
+ clif->additem(sd,0,0,flag);
+ map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ }
+
+ }
+
+ return 0;
+}
+
+int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
+ int i, j, k, c, p = 0, nameid, amount;
+
+ nullpo_ret(sd);
+ nullpo_ret(item_list);
+
+ // Search for objects that can be created.
+ for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
+ if( skill->produce_db[i].itemlv == 26 ) {
+ p = 0;
+ do {
+ c = 0;
+ // Verification of overlap between the objects required and the list submitted.
+ for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
+ if( skill->produce_db[i].mat_id[j] > 0 ) {
+ for( k = 0; k < n; k++ ) {
+ int idx = item_list[k*2+0]-2;
+ nameid = sd->status.inventory[idx].nameid;
+ amount = item_list[k*2+1];
+ if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
+ clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
+ return 0;
+ }
+ if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j]
+ && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
+ c++; // match
+ }
+ }
+ else
+ break; // No more items required
+ }
+ p++;
+ } while(n == j && c == n);
+ p--;
+ if ( p > 0 ) {
+ skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p);
+ return 1;
+ }
+ }
+ }
+
+ if( p == 0)
+ clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623);
+
+ return 0;
+}
+/**
+ * for Royal Guard's LG_TRAMPLE
+ **/
+int skill_destroy_trap(struct block_list *bl, va_list ap) {
+ struct skill_unit *su = (struct skill_unit *)bl;
+ struct skill_unit_group *sg;
+ int64 tick;
+
+ nullpo_ret(su);
+ tick = va_arg(ap, int64);
+
+ if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) {
+ switch( sg->unit_id ) {
+ case UNT_CLAYMORETRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
+ break;
+ case UNT_LANDMINE:
+ case UNT_BLASTMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLUSTERBOMB:
+ map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
+ break;
+ }
+ // Traps aren't recovered.
+ skill->delunit(su);
+ }
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) {
+ struct map_session_data *sd = map->id2sd(id);
+ struct skill_cd * cd = NULL;
+
+ if (data <= 0 || data >= MAX_SKILL)
+ return 0;
+ if (!sd || !sd->blockskill[data])
+ return 0;
+
+ if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) {
+ int i;
+
+ for( i = 0; i < cd->cursor; i++ ) {
+ if( cd->entry[i]->skidx == data )
+ break;
+ }
+
+ if (i == cd->cursor) {
+ ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data);
+ } else {
+ int cursor = 0;
+
+ ers_free(skill->cd_entry_ers, cd->entry[i]);
+
+ cd->entry[i] = NULL;
+
+ for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
+ if( !cd->entry[i] )
+ continue;
+ if( cursor != i )
+ cd->entry[cursor] = cd->entry[i];
+ cursor++;
+ }
+
+ if( (cd->cursor = cursor) == 0 ) {
+ idb_remove(skill->cd_db,sd->status.char_id);
+ ers_free(skill->cd_ers, cd);
+ }
+ }
+ }
+
+ sd->blockskill[data] = false;
+ return 1;
+}
+
+/**
+ * flags a singular skill as being blocked from persistent usage.
+ * @param sd the player the skill delay affects
+ * @param skill_id the skill which should be delayed
+ * @param tick the length of time the delay should last
+ * @return 0 if successful, -1 otherwise
+ */
+int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) {
+ struct skill_cd* cd = NULL;
+ uint16 idx = skill->get_index(skill_id);
+ int64 now = timer->gettick();
+
+ nullpo_retr (-1, sd);
+
+ if (idx == 0)
+ return -1;
+
+ if (tick < 1) {
+ sd->blockskill[idx] = false;
+ return -1;
+ }
+
+ if( battle_config.display_status_timers )
+ clif->skill_cooldown(sd, skill_id, tick);
+
+ if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
+ cd = ers_alloc(skill->cd_ers, struct skill_cd);
+
+ idb_put( skill->cd_db, sd->status.char_id, cd );
+ } else {
+ int i;
+
+ for(i = 0; i < cd->cursor; i++) {
+ if( cd->entry[i] && cd->entry[i]->skidx == idx )
+ break;
+ }
+
+ if( i != cd->cursor ) {/* duplicate, update necessary */
+ cd->entry[i]->duration = tick;
+#if PACKETVER >= 20120604
+ cd->entry[i]->total = tick;
+#endif
+ cd->entry[i]->started = now;
+ timer->settick(cd->entry[i]->timer,now+tick);
+ return 0;
+ }
+
+ }
+
+ if( cd->cursor == MAX_SKILL_TREE ) {
+ ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE);
+ return -1;
+ }
+
+ cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry);
+
+ cd->entry[cd->cursor]->duration = tick;
+#if PACKETVER >= 20120604
+ cd->entry[cd->cursor]->total = tick;
+#endif
+ cd->entry[cd->cursor]->skidx = idx;
+ cd->entry[cd->cursor]->skill_id = skill_id;
+ cd->entry[cd->cursor]->started = now;
+ cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx);
+
+ cd->cursor++;
+
+ sd->blockskill[idx] = true;
+ return 0;
+}
+
+int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn]
+ struct homun_data *hd = (TBL_HOM*)map->id2bl(id);
+ if (data <= 0 || data >= MAX_SKILL)
+ return 0;
+ if (hd) hd->blockskill[data] = 0;
+
+ return 1;
+}
+
+int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn]
+ uint16 idx = skill->get_index(skill_id);
+ nullpo_retr (-1, hd);
+
+
+ if (idx == 0)
+ return -1;
+
+ if (tick < 1) {
+ hd->blockskill[idx] = 0;
+ return -1;
+ }
+ hd->blockskill[idx] = 1;
+ return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
+}
+
+int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn]
+ struct mercenary_data *md = (TBL_MER*)map->id2bl(id);
+ if( data <= 0 || data >= MAX_SKILL )
+ return 0;
+ if( md ) md->blockskill[data] = 0;
+
+ return 1;
+}
+
+int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
+{
+ uint16 idx = skill->get_index(skill_id);
+ nullpo_retr (-1, md);
+
+ if (idx == 0)
+ return -1;
+ if( tick < 1 )
+ {
+ md->blockskill[idx] = 0;
+ return -1;
+ }
+ md->blockskill[idx] = 1;
+ return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
+}
+/**
+ * Adds a new skill unit entry for this player to recast after map load
+ **/
+void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
+ struct skill_unit_save * sus = NULL;
+
+ if( idb_exists(skill->usave_db,sd->status.char_id) ) {
+ idb_remove(skill->usave_db,sd->status.char_id);
+ }
+
+ CREATE( sus, struct skill_unit_save, 1 );
+ idb_put( skill->usave_db, sd->status.char_id, sus );
+
+ sus->skill_id = skill_id;
+ sus->skill_lv = skill_lv;
+
+ return;
+}
+void skill_usave_trigger(struct map_session_data *sd) {
+ struct skill_unit_save * sus = NULL;
+
+ if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) {
+ return;
+ }
+
+ skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
+
+ idb_remove(skill->usave_db,sd->status.char_id);
+
+ return;
+}
+/*
+ *
+ */
+int skill_split_str (char *str, char **val, int num) {
+ int i;
+
+ for( i = 0; i < num && str; i++ ) {
+ val[i] = str;
+ str = strchr(str,',');
+ if( str )
+ *str++=0;
+ }
+
+ return i;
+}
+/*
+ *
+ */
+int skill_split_atoi (char *str, int *val) {
+ int i, j, diff, step = 1;
+
+ for (i=0; i<MAX_SKILL_LEVEL; i++) {
+ if (!str) break;
+ val[i] = atoi(str);
+ str = strchr(str,':');
+ if (str)
+ *str++=0;
+ }
+ if(i==0) //No data found.
+ return 0;
+ if(i==1) {
+ //Single value, have the whole range have the same value.
+ for (; i < MAX_SKILL_LEVEL; i++)
+ val[i] = val[i-1];
+ return i;
+ }
+ //Check for linear change with increasing steps until we reach half of the data acquired.
+ for (step = 1; step <= i/2; step++) {
+ diff = val[i-1] - val[i-step-1];
+ for(j = i-1; j >= step; j--)
+ if ((val[j]-val[j-step]) != diff)
+ break;
+
+ if (j>=step) //No match, try next step.
+ continue;
+
+ for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
+ val[i] = val[i-step]+diff;
+ if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
+ { val[i] = 1; diff = 0; step = 1; }
+ }
+ return i;
+ }
+ //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
+ for (;i<MAX_SKILL_LEVEL; i++)
+ val[i] = val[i-1];
+ return i;
+}
+
+/*
+ *
+ */
+void skill_init_unit_layout (void) {
+ int i,j,size,pos = 0;
+
+ //when != it was already cleared during skill_defaults() no need to repeat
+ if( runflag == MAPSERVER_ST_RUNNING )
+ memset(skill->unit_layout,0,sizeof(skill->unit_layout));
+
+ // standard square layouts go first
+ for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
+ size = i*2+1;
+ skill->unit_layout[i].count = size*size;
+ for (j=0; j<size*size; j++) {
+ skill->unit_layout[i].dx[j] = (j%size-i);
+ skill->unit_layout[i].dy[j] = (j/size-i);
+ }
+ }
+
+ // afterwards add special ones
+ pos = i;
+ for (i=0;i<MAX_SKILL_DB;i++) {
+ if (!skill->db[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1)
+ continue;
+
+ switch (skill->db[i].nameid) {
+ case MG_FIREWALL:
+ case WZ_ICEWALL:
+ case WL_EARTHSTRAIN://Warlock
+ // these will be handled later
+ break;
+ case PR_SANCTUARY:
+ case NPC_EVILLAND: {
+ static const int dx[] = {
+ -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
+ 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
+ static const int dy[]={
+ -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
+ 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
+ skill->unit_layout[pos].count = 21;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case PR_MAGNUS: {
+ static const int dx[] = {
+ -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
+ 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
+ -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
+ static const int dy[] = {
+ -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
+ -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
+ 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
+ skill->unit_layout[pos].count = 33;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case MH_POISON_MIST:
+ case AS_VENOMDUST: {
+ static const int dx[] = {-1, 0, 0, 0, 1};
+ static const int dy[] = { 0,-1, 0, 1, 0};
+ skill->unit_layout[pos].count = 5;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS: {
+ static const int dx[] = {
+ 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
+ -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
+ -1, 0, 1, 2,-1, 0, 1, 0, 0};
+ static const int dy[] = {
+ -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
+ 1, 1, 1, 1, 2, 2, 2, 3, 4};
+ skill->unit_layout[pos].count = 29;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case PF_FOGWALL: {
+ static const int dx[] = {
+ -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
+ static const int dy[] = {
+ -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
+ skill->unit_layout[pos].count = 15;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case PA_GOSPEL: {
+ static const int dx[] = {
+ -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
+ 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
+ -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
+ -1, 0, 1};
+ static const int dy[] = {
+ -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
+ -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
+ 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
+ 3, 3, 3};
+ skill->unit_layout[pos].count = 33;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case NJ_KAENSIN: {
+ static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
+ static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
+ skill->unit_layout[pos].count = 24;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case NJ_TATAMIGAESHI: {
+ //Level 1 (count 4, cross of 3x3)
+ static const int dx1[] = {-1, 1, 0, 0};
+ static const int dy1[] = { 0, 0,-1, 1};
+ //Level 2-3 (count 8, cross of 5x5)
+ static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
+ static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
+ //Level 4-5 (count 12, cross of 7x7
+ static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
+ static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
+ //lv1
+ j = 0;
+ skill->unit_layout[pos].count = 4;
+ memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1));
+ memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1));
+ skill->db[i].unit_layout_type[j] = pos;
+ //lv2/3
+ j++;
+ pos++;
+ skill->unit_layout[pos].count = 8;
+ memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2));
+ memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2));
+ skill->db[i].unit_layout_type[j] = pos;
+ skill->db[i].unit_layout_type[++j] = pos;
+ //lv4/5
+ j++;
+ pos++;
+ skill->unit_layout[pos].count = 12;
+ memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3));
+ memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3));
+ skill->db[i].unit_layout_type[j] = pos;
+ skill->db[i].unit_layout_type[++j] = pos;
+ //Fill in the rest using lv 5.
+ for (;j<MAX_SKILL_LEVEL;j++)
+ skill->db[i].unit_layout_type[j] = pos;
+ //Skip, this way the check below will fail and continue to the next skill.
+ pos++;
+ }
+ break;
+ case GN_WALLOFTHORN: {
+ static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
+ static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
+ skill->unit_layout[pos].count = 16;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case EL_FIRE_MANTLE: {
+ static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
+ static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
+ skill->unit_layout[pos].count = 8;
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ default:
+ ShowError("unknown unit layout at skill %d\n",i);
+ break;
+ }
+ if (!skill->unit_layout[pos].count)
+ continue;
+ for (j=0;j<MAX_SKILL_LEVEL;j++)
+ skill->db[i].unit_layout_type[j] = pos;
+ pos++;
+ }
+
+ // firewall and icewall have 8 layouts (direction-dependent)
+ skill->firewall_unit_pos = pos;
+ for (i=0;i<8;i++) {
+ if (i&1) {
+ skill->unit_layout[pos].count = 5;
+ if (i&0x2) {
+ int dx[] = {-1,-1, 0, 0, 1};
+ int dy[] = { 1, 0, 0,-1,-1};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ } else {
+ int dx[] = { 1, 1 ,0, 0,-1};
+ int dy[] = { 1, 0, 0,-1,-1};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ } else {
+ skill->unit_layout[pos].count = 3;
+ if (i%4==0) {
+ int dx[] = {-1, 0, 1};
+ int dy[] = { 0, 0, 0};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ } else {
+ int dx[] = { 0, 0, 0};
+ int dy[] = {-1, 0, 1};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ }
+ pos++;
+ }
+ skill->icewall_unit_pos = pos;
+ for (i=0;i<8;i++) {
+ skill->unit_layout[pos].count = 5;
+ if (i&1) {
+ if (i&0x2) {
+ int dx[] = {-2,-1, 0, 1, 2};
+ int dy[] = { 2, 1, 0,-1,-2};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ } else {
+ int dx[] = { 2, 1 ,0,-1,-2};
+ int dy[] = { 2, 1, 0,-1,-2};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ } else {
+ if (i%4==0) {
+ int dx[] = {-2,-1, 0, 1, 2};
+ int dy[] = { 0, 0, 0, 0, 0};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ } else {
+ int dx[] = { 0, 0, 0, 0, 0};
+ int dy[] = {-2,-1, 0, 1, 2};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ }
+ pos++;
+ }
+ skill->earthstrain_unit_pos = pos;
+ for( i = 0; i < 8; i++ )
+ { // For each Direction
+ skill->unit_layout[pos].count = 15;
+ switch( i )
+ {
+ case 0: case 1: case 3: case 4: case 5: case 7:
+ {
+ int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
+ int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case 2:
+ case 6:
+ {
+ int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
+ int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
+ memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ }
+ pos++;
+ }
+
+}
+
+int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
+ int inf = 0;
+ struct status_change *sc = status->get_sc(bl);
+
+ if( !sc || !bl || !skill_id )
+ return 0; // Can do it
+
+ switch(type){
+ case SC_STASIS:
+ inf = skill->get_inf2(skill_id);
+ if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
+ return 1; // Can't do it.
+ switch( skill_id ) {
+ case NV_FIRSTAID:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case WZ_SIGHTRASHER:
+ case RG_STRIPWEAPON:
+ case RG_STRIPSHIELD:
+ case RG_STRIPARMOR:
+ case WZ_METEOR:
+ case RG_STRIPHELM:
+ case SC_STRIPACCESSARY:
+ case ST_FULLSTRIP:
+ case WZ_SIGHTBLASTER:
+ case ST_CHASEWALK:
+ case SC_ENERVATION:
+ case SC_GROOMY:
+ case WZ_ICEWALL:
+ case SC_IGNORANCE:
+ case SC_LAZINESS:
+ case SC_UNLUCKY:
+ case WZ_STORMGUST:
+ case SC_WEAKNESS:
+ case AL_RUWACH:
+ case AL_PNEUMA:
+ case WZ_JUPITEL:
+ case AL_HEAL:
+ case AL_BLESSING:
+ case AL_INCAGI:
+ case WZ_VERMILION:
+ case AL_TELEPORT:
+ case AL_WARP:
+ case AL_HOLYWATER:
+ case WZ_EARTHSPIKE:
+ case AL_HOLYLIGHT:
+ case PR_IMPOSITIO:
+ case PR_ASPERSIO:
+ case WZ_HEAVENDRIVE:
+ case PR_SANCTUARY:
+ case PR_STRECOVERY:
+ case PR_MAGNIFICAT:
+ case WZ_QUAGMIRE:
+ case ALL_RESURRECTION:
+ case PR_LEXDIVINA:
+ case PR_LEXAETERNA:
+ case HW_GRAVITATION:
+ case PR_MAGNUS:
+ case PR_TURNUNDEAD:
+ case MG_SRECOVERY:
+ case HW_MAGICPOWER:
+ case MG_SIGHT:
+ case MG_NAPALMBEAT:
+ case MG_SAFETYWALL:
+ case HW_GANBANTEIN:
+ case MG_SOULSTRIKE:
+ case MG_COLDBOLT:
+ case MG_FROSTDIVER:
+ case WL_DRAINLIFE:
+ case MG_STONECURSE:
+ case MG_FIREBALL:
+ case MG_FIREWALL:
+ case WL_SOULEXPANSION:
+ case MG_FIREBOLT:
+ case MG_LIGHTNINGBOLT:
+ case MG_THUNDERSTORM:
+ case MG_ENERGYCOAT:
+ case WL_WHITEIMPRISON:
+ case WL_SUMMONFB:
+ case WL_SUMMONBL:
+ case WL_SUMMONWB:
+ case WL_SUMMONSTONE:
+ case WL_SIENNAEXECRATE:
+ case WL_RELEASE:
+ case WL_EARTHSTRAIN:
+ case WL_RECOGNIZEDSPELL:
+ case WL_READING_SB:
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ case SA_DISPELL:
+ case SA_FLAMELAUNCHER:
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ case SA_LANDPROTECTOR:
+ case PF_HPCONVERSION:
+ case PF_SOULCHANGE:
+ case PF_SPIDERWEB:
+ case PF_FOGWALL:
+ case TK_RUN:
+ case TK_HIGHJUMP:
+ case TK_SEVENWIND:
+ case SL_KAAHI:
+ case SL_KAUPE:
+ case SL_KAITE:
+
+ // Skills that need to be confirmed.
+ case SO_FIREWALK:
+ case SO_ELECTRICWALK:
+ case SO_SPELLFIST:
+ case SO_EARTHGRAVE:
+ case SO_DIAMONDDUST:
+ case SO_POISON_BUSTER:
+ case SO_PSYCHIC_WAVE:
+ case SO_CLOUD_KILL:
+ case SO_STRIKING:
+ case SO_WARMER:
+ case SO_VACUUM_EXTREME:
+ case SO_VARETYR_SPEAR:
+ case SO_ARRULLO:
+ return 1; // Can't do it.
+ }
+ break;
+ case SC_KG_KAGEHUMI:
+ switch(skill_id) {
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case GC_CLOAKINGEXCEED:
+ case SC_SHADOWFORM:
+ case MI_HARMONIZE:
+ case CG_MARIONETTE:
+ case AL_TELEPORT:
+ case TF_BACKSLIDING:
+ case RA_CAMOUFLAGE:
+ case ST_CHASEWALK:
+ case GD_EMERGENCYCALL:
+ return 1; // needs more info
+ }
+ break;
+ }
+
+ return 0;
+}
+
+int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
+ int type = 0;
+
+ switch( skill_id ) {
+ case SO_SUMMON_AGNI: type = 2114; break;
+ case SO_SUMMON_AQUA: type = 2117; break;
+ case SO_SUMMON_VENTUS: type = 2120; break;
+ case SO_SUMMON_TERA: type = 2123; break;
+ }
+
+ type += skill_lv - 1;
+
+ return type;
+}
+
+/**
+ * update stored skill cooldowns for player logout
+ * @param sd the affected player structure
+ */
+void skill_cooldown_save(struct map_session_data * sd) {
+ int i;
+ struct skill_cd* cd = NULL;
+ int64 now = 0;
+
+ // always check to make sure the session properly exists
+ nullpo_retv(sd);
+
+ if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
+ return;
+ }
+
+ now = timer->gettick();
+
+ // process each individual cooldown associated with the character
+ for( i = 0; i < cd->cursor; i++ ) {
+ cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now);
+ if( cd->entry[i]->timer != INVALID_TIMER ) {
+ timer->delete(cd->entry[i]->timer,skill->blockpc_end);
+ cd->entry[i]->timer = INVALID_TIMER;
+ }
+ }
+}
+
+/**
+ * reload stored skill cooldowns when a player logs in.
+ * @param sd the affected player structure
+ */
+void skill_cooldown_load(struct map_session_data * sd) {
+ int i;
+ struct skill_cd* cd = NULL;
+ int64 now = 0;
+
+ // always check to make sure the session properly exists
+ nullpo_retv(sd);
+
+ if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
+ return;
+ }
+
+ clif->cooldown_list(sd->fd,cd);
+
+ now = timer->gettick();
+
+ // process each individual cooldown associated with the character
+ for( i = 0; i < cd->cursor; i++ ) {
+ cd->entry[i]->started = now;
+ cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx);
+ sd->blockskill[cd->entry[i]->skidx] = true;
+ }
+}
+
+/*==========================================
+ * sub-function of DB reading.
+ * skill_db.txt
+ *------------------------------------------*/
+bool skill_parse_row_skilldb(char* split[], int columns, int current) {
+// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx;
+ if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
+ || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
+ || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
+ || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
+ ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
+ return false;
+ }
+
+ idx = skill->get_index(skill_id);
+ if( !idx ) // invalid skill id
+ return false;
+
+ skill->db[idx].nameid = skill_id;
+ skill->split_atoi(split[1],skill->db[idx].range);
+ skill->db[idx].hit = atoi(split[2]);
+ skill->db[idx].inf = atoi(split[3]);
+ skill->split_atoi(split[4],skill->db[idx].element);
+ skill->db[idx].nk = (int)strtol(split[5], NULL, 0);
+ skill->split_atoi(split[6],skill->db[idx].splash);
+ skill->db[idx].max = atoi(split[7]);
+ skill->split_atoi(split[8],skill->db[idx].num);
+
+ if( strcmpi(split[9],"yes") == 0 )
+ skill->db[idx].castcancel = 1;
+ else
+ skill->db[idx].castcancel = 0;
+ skill->db[idx].cast_def_rate = atoi(split[10]);
+ skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0);
+ skill->split_atoi(split[12],skill->db[idx].maxcount);
+ if( strcmpi(split[13],"weapon") == 0 )
+ skill->db[idx].skill_type = BF_WEAPON;
+ else if( strcmpi(split[13],"magic") == 0 )
+ skill->db[idx].skill_type = BF_MAGIC;
+ else if( strcmpi(split[13],"misc") == 0 )
+ skill->db[idx].skill_type = BF_MISC;
+ else
+ skill->db[idx].skill_type = 0;
+ skill->split_atoi(split[14],skill->db[idx].blewcount);
+ safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name));
+ safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc));
+ strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id);
+ script->set_constant2(skill->db[idx].name,(int)skill_id,0);
+
+ return true;
+}
+
+bool skill_parse_row_requiredb(char* split[], int columns, int current) {
+// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
+ char* p;
+ int j;
+
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill->get_index(skill_id);
+ if( !idx ) // invalid skill id
+ return false;
+
+ skill->split_atoi(split[1],skill->db[idx].hp);
+ skill->split_atoi(split[2],skill->db[idx].mhp);
+ skill->split_atoi(split[3],skill->db[idx].sp);
+ skill->split_atoi(split[4],skill->db[idx].hp_rate);
+ skill->split_atoi(split[5],skill->db[idx].sp_rate);
+ skill->split_atoi(split[6],skill->db[idx].zeny);
+
+ //Which weapon type are required, see doc/item_db for types
+ p = split[7];
+ for( j = 0; j < 32; j++ ) {
+ int l = atoi(p);
+ if( l == 99 ) { // Any weapon
+ skill->db[idx].weapon = 0;
+ break;
+ } else
+ skill->db[idx].weapon |= 1<<l;
+ p = strchr(p,':');
+ if(!p)
+ break;
+ p++;
+ }
+
+ //FIXME: document this
+ p = split[8];
+ for( j = 0; j < 32; j++ ) {
+ int l = atoi(p);
+ if( l == 99 ) { // Any ammo type
+ skill->db[idx].ammo = 0xFFFFFFFF;
+ break;
+ } else if( l ) // 0 stands for no requirement
+ skill->db[idx].ammo |= 1<<l;
+ p = strchr(p,':');
+ if( !p )
+ break;
+ p++;
+ }
+ skill->split_atoi(split[9],skill->db[idx].ammo_qty);
+
+ if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING;
+ else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING;
+ else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN;
+ else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING;
+ else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON;
+ else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART;
+ else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD;
+ else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT;
+ else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS;
+ else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST;
+ else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE;
+ else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE;
+ else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER;
+ else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON;
+ else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG;
+ else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG;
+ else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO;
+ else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT;
+ else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON;
+ else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER;
+ else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING;
+ else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING;
+ else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO;
+ /**
+ * Unknown or no state
+ **/
+ else skill->db[idx].state = ST_NONE;
+
+ skill->split_atoi(split[11],skill->db[idx].spiritball);
+ for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
+ skill->db[idx].itemid[j] = atoi(split[12+ 2*j]);
+ skill->db[idx].amount[j] = atoi(split[13+ 2*j]);
+ }
+
+ return true;
+}
+
+bool skill_parse_row_castdb(char* split[], int columns, int current) {
+// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill->get_index(skill_id);
+ if( !idx ) // invalid skill id
+ return false;
+
+ skill->split_atoi(split[1],skill->db[idx].cast);
+ skill->split_atoi(split[2],skill->db[idx].delay);
+ skill->split_atoi(split[3],skill->db[idx].walkdelay);
+ skill->split_atoi(split[4],skill->db[idx].upkeep_time);
+ skill->split_atoi(split[5],skill->db[idx].upkeep_time2);
+ skill->split_atoi(split[6],skill->db[idx].cooldown);
+#ifdef RENEWAL_CAST
+ skill->split_atoi(split[7],skill->db[idx].fixed_cast);
+#endif
+ return true;
+}
+
+bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
+// Skill id,Cast,Delay (optional)
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill->get_index(skill_id);
+ if( !idx ) // invalid skill id
+ return false;
+
+ skill->split_atoi(split[1],skill->db[idx].castnodex);
+ if( split[2] ) // optional column
+ skill->split_atoi(split[2],skill->db[idx].delaynodex);
+
+ return true;
+}
+
+bool skill_parse_row_unitdb(char* split[], int columns, int current) {
+// ID,unit ID,unit ID 2,layout,range,interval,target,flag
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill->get_index(skill_id);
+ if( !idx ) // invalid skill id
+ return false;
+
+ skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16);
+ skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16);
+ skill->split_atoi(split[3],skill->db[idx].unit_layout_type);
+ skill->split_atoi(split[4],skill->db[idx].unit_range);
+ skill->db[idx].unit_interval = atoi(split[5]);
+
+ if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY;
+ else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY;
+ else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY;
+ else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD;
+ else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD;
+ else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL;
+ else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY;
+ else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF;
+ else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
+ else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE;
+ else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16);
+
+ skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16);
+
+ if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
+ skill->db[idx].unit_target = BCT_NOENEMY;
+
+ //By default, target just characters.
+ skill->db[idx].unit_target |= BL_CHAR;
+ if (skill->db[idx].unit_flag&UF_NOPC)
+ skill->db[idx].unit_target &= ~BL_PC;
+ if (skill->db[idx].unit_flag&UF_NOMOB)
+ skill->db[idx].unit_target &= ~BL_MOB;
+ if (skill->db[idx].unit_flag&UF_SKILL)
+ skill->db[idx].unit_target |= BL_SKILL;
+
+ return true;
+}
+
+bool skill_parse_row_producedb(char* split[], int columns, int current) {
+// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
+ int x,y;
+
+ int i = atoi(split[0]);
+ if( !i )
+ return false;
+
+ skill->produce_db[current].nameid = i;
+ skill->produce_db[current].itemlv = atoi(split[1]);
+ skill->produce_db[current].req_skill = atoi(split[2]);
+ skill->produce_db[current].req_skill_lv = atoi(split[3]);
+
+ for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
+ skill->produce_db[current].mat_id[y] = atoi(split[x]);
+ skill->produce_db[current].mat_amount[y] = atoi(split[x+1]);
+ }
+
+ return true;
+}
+
+bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
+// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
+ int x,y;
+
+ int i = atoi(split[0]);
+ if( !i )
+ return false;
+
+ skill->arrow_db[current].nameid = i;
+
+ for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
+ skill->arrow_db[current].cre_id[y] = atoi(split[x]);
+ skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]);
+ }
+
+ return true;
+}
+bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
+// skill_id,PreservePoints
+
+ uint16 skill_id = atoi(split[0]);
+ int points = atoi(split[1]);
+ int nameid = atoi(split[2]);
+
+ if( !skill->get_index(skill_id) || !skill->get_max(skill_id) )
+ ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
+ if ( !skill->get_inf(skill_id) )
+ ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id));
+ if( points < 1 )
+ ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
+ else {
+ skill->spellbook_db[current].skill_id = skill_id;
+ skill->spellbook_db[current].point = points;
+ skill->spellbook_db[current].nameid = nameid;
+
+ return true;
+ }
+
+ return false;
+}
+bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
+// SkillID,Rate
+ uint16 skill_id = atoi(split[0]);
+ short j = atoi(split[1]);
+
+ if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
+ ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
+ return false;
+ }
+ if ( !skill->get_inf(skill_id) ) {
+ ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
+ return false;
+ }
+ if( j < 1 ) {
+ ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
+ return false;
+ }
+ if( current >= MAX_SKILL_IMPROVISE_DB ) {
+ ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
+ }
+ skill->improvise_db[current].skill_id = skill_id;
+ skill->improvise_db[current].per = j; // Still need confirm it.
+
+ return true;
+}
+bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
+// SkillID
+ uint16 skill_id = atoi(split[0]);
+
+ if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
+ ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
+ return false;
+ }
+ if ( !skill->get_inf(skill_id) ) {
+ ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
+ return false;
+ }
+
+ skill->magicmushroom_db[current].skill_id = skill_id;
+
+ return true;
+}
+
+bool skill_parse_row_reproducedb(char* split[], int column, int current) {
+ uint16 skill_id = atoi(split[0]);
+ uint16 idx = skill->get_index(skill_id);
+ if( !idx )
+ return false;
+
+ skill->reproduce_db[idx] = true;
+
+ return true;
+}
+
+
+bool skill_parse_row_abradb(char* split[], int columns, int current) {
+// skill_id,DummyName,RequiredHocusPocusLevel,Rate
+ uint16 skill_id = atoi(split[0]);
+ if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
+ ShowError("abra_db: Invalid skill ID %d\n", skill_id);
+ return false;
+ }
+ if ( !skill->get_inf(skill_id) ) {
+ ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
+ return false;
+ }
+
+ skill->abra_db[current].skill_id = skill_id;
+ skill->abra_db[current].req_lv = atoi(split[2]);
+ skill->abra_db[current].per = atoi(split[3]);
+
+ return true;
+}
+
+bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
+// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
+ uint16 skill_id = atoi(split[0]);
+ short j = atoi(split[1]);
+ int x,y;
+
+ for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
+ if( skill->produce_db[x].nameid == skill_id )
+ if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL )
+ break;
+ }
+
+ if( x >= MAX_SKILL_PRODUCE_DB ){
+ ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
+ return false;
+ }
+
+ if( current >= MAX_SKILL_PRODUCE_DB ) {
+ ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
+ }
+
+ skill->changematerial_db[current].itemid = skill_id;
+ skill->changematerial_db[current].rate = j;
+
+ for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
+ skill->changematerial_db[current].qty[y] = atoi(split[x]);
+ skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
+ }
+
+ return true;
+}
+
+/*===============================
+ * DB reading.
+ * skill_db.txt
+ * skill_require_db.txt
+ * skill_cast_db.txt
+ * skill_castnodex_db.txt
+ * skill_nocast_db.txt
+ * skill_unit_db.txt
+ * produce_db.txt
+ * create_arrow_db.txt
+ * abra_db.txt
+ *------------------------------*/
+void skill_readdb(bool minimal) {
+ // init skill db structures
+ db_clear(skill->name2id_db);
+
+ /* when != it was called during init and this procedure was already performed by skill_defaults() */
+ if( runflag == MAPSERVER_ST_RUNNING ) {
+ memset(skill->db,0,sizeof(skill->db)
+ + sizeof(skill->produce_db)
+ + sizeof(skill->arrow_db)
+ + sizeof(skill->abra_db)
+ + sizeof(skill->magicmushroom_db)
+ + sizeof(skill->improvise_db)
+ + sizeof(skill->changematerial_db)
+ + sizeof(skill->spellbook_db)
+ + sizeof(skill->reproduce_db)
+ );
+ }
+
+ // load skill databases
+ safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name));
+ safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc));
+
+#ifdef ENABLE_CASE_CHECK
+ script->parser_current_file = DBPATH"skill_db.txt";
+#endif // ENABLE_CASE_CHECK
+ sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
+#ifdef ENABLE_CASE_CHECK
+ script->parser_current_file = NULL;
+#endif // ENABLE_CASE_CHECK
+
+ if (minimal)
+ return;
+
+ sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
+#ifdef RENEWAL_CAST
+ sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
+#else
+ sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
+#endif
+ sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
+ sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
+
+ skill->init_unit_layout();
+ sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
+ sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
+ sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
+ //Warlock
+ sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
+ //Guillotine Cross
+ sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
+ sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb);
+ sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
+ sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
+}
+
+void skill_reload (void) {
+ struct s_mapiterator *iter;
+ struct map_session_data *sd;
+ int i,c,k;
+
+ skill->read_db(false);
+
+ //[Ind/Hercules] refresh index cache
+ for(c = 0; c < CLASS_COUNT; c++) {
+ for( i = 0; i < MAX_SKILL_TREE; i++ ) {
+ if( pc->skill_tree[c][i].id ) {
+ pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id);
+ for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) {
+ if( pc->skill_tree[c][i].need[k].id )
+ pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id);
+ }
+ }
+ }
+ }
+ chrif->skillid2idx(0);
+ /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
+ iter = mapit_getallusers();
+ for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
+ clif->skillinfoblock(sd);
+ mapit->free(iter);
+
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int do_init_skill(bool minimal) {
+ skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH);
+ skill->read_db(minimal);
+
+ if (minimal)
+ return 0;
+
+ skill->group_db = idb_alloc(DB_OPT_BASE);
+ skill->unit_db = idb_alloc(DB_OPT_BASE);
+ skill->cd_db = idb_alloc(DB_OPT_BASE);
+ skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA);
+ skill->bowling_db = idb_alloc(DB_OPT_BASE);
+ skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
+ skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK);
+ skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
+ skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
+
+ ers_chunk_size(skill->cd_ers, 25);
+ ers_chunk_size(skill->cd_entry_ers, 100);
+ ers_chunk_size(skill->unit_ers, 150);
+ ers_chunk_size(skill->timer_ers, 150);
+
+ timer->add_func_list(skill->unit_timer,"skill_unit_timer");
+ timer->add_func_list(skill->castend_id,"skill_castend_id");
+ timer->add_func_list(skill->castend_pos,"skill_castend_pos");
+ timer->add_func_list(skill->timerskill,"skill_timerskill");
+ timer->add_func_list(skill->blockpc_end, "skill_blockpc_end");
+
+ timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
+
+ return 0;
+}
+
+int do_final_skill(void) {
+
+ db_destroy(skill->name2id_db);
+ db_destroy(skill->group_db);
+ db_destroy(skill->unit_db);
+ db_destroy(skill->cd_db);
+ db_destroy(skill->usave_db);
+ db_destroy(skill->bowling_db);
+ ers_destroy(skill->unit_ers);
+ ers_destroy(skill->timer_ers);
+ ers_destroy(skill->cd_ers);
+ ers_destroy(skill->cd_entry_ers);
+ return 0;
+}
+/* initialize the interface */
+void skill_defaults(void) {
+ const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 };
+ const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 };
+
+ skill = &skill_s;
+ skill->init = do_init_skill;
+ skill->final = do_final_skill;
+ skill->reload = skill_reload;
+ skill->read_db = skill_readdb;
+ /* */
+ skill->cd_db = NULL;
+ skill->name2id_db = NULL;
+ skill->unit_db = NULL;
+ skill->usave_db = NULL;
+ skill->bowling_db = NULL;
+ skill->group_db = NULL;
+ /* */
+ skill->unit_ers = NULL;
+ skill->timer_ers = NULL;
+ skill->cd_ers = NULL;
+ skill->cd_entry_ers = NULL;
+ /* one huge 0, follows skill.h order */
+ memset(skill->db,0,sizeof(skill->db)
+ + sizeof(skill->produce_db)
+ + sizeof(skill->arrow_db)
+ + sizeof(skill->abra_db)
+ + sizeof(skill->magicmushroom_db)
+ + sizeof(skill->improvise_db)
+ + sizeof(skill->changematerial_db)
+ + sizeof(skill->spellbook_db)
+ + sizeof(skill->reproduce_db)
+ + sizeof(skill->unit_layout)
+ );
+ /* */
+ memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff));
+ memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff));
+ skill->firewall_unit_pos = 0;
+ skill->icewall_unit_pos = 0;
+ skill->earthstrain_unit_pos = 0;
+ memset(&skill->area_temp,0,sizeof(skill->area_temp));
+ memset(&skill->unit_temp,0,sizeof(skill->unit_temp));
+ skill->unit_group_newid = 0;
+ /* accessors */
+ skill->get_index = skill_get_index;
+ skill->get_type = skill_get_type;
+ skill->get_hit = skill_get_hit;
+ skill->get_inf = skill_get_inf;
+ skill->get_ele = skill_get_ele;
+ skill->get_nk = skill_get_nk;
+ skill->get_max = skill_get_max;
+ skill->get_range = skill_get_range;
+ skill->get_range2 = skill_get_range2;
+ skill->get_splash = skill_get_splash;
+ skill->get_hp = skill_get_hp;
+ skill->get_mhp = skill_get_mhp;
+ skill->get_sp = skill_get_sp;
+ skill->get_state = skill_get_state;
+ skill->get_spiritball = skill_get_spiritball;
+ skill->get_zeny = skill_get_zeny;
+ skill->get_num = skill_get_num;
+ skill->get_cast = skill_get_cast;
+ skill->get_delay = skill_get_delay;
+ skill->get_walkdelay = skill_get_walkdelay;
+ skill->get_time = skill_get_time;
+ skill->get_time2 = skill_get_time2;
+ skill->get_castnodex = skill_get_castnodex;
+ skill->get_delaynodex = skill_get_delaynodex;
+ skill->get_castdef = skill_get_castdef;
+ skill->get_weapontype = skill_get_weapontype;
+ skill->get_ammotype = skill_get_ammotype;
+ skill->get_ammo_qty = skill_get_ammo_qty;
+ skill->get_unit_id = skill_get_unit_id;
+ skill->get_inf2 = skill_get_inf2;
+ skill->get_castcancel = skill_get_castcancel;
+ skill->get_maxcount = skill_get_maxcount;
+ skill->get_blewcount = skill_get_blewcount;
+ skill->get_unit_flag = skill_get_unit_flag;
+ skill->get_unit_target = skill_get_unit_target;
+ skill->get_unit_interval = skill_get_unit_interval;
+ skill->get_unit_bl_target = skill_get_unit_bl_target;
+ skill->get_unit_layout_type = skill_get_unit_layout_type;
+ skill->get_unit_range = skill_get_unit_range;
+ skill->get_cooldown = skill_get_cooldown;
+ skill->tree_get_max = skill_tree_get_max;
+ skill->get_name = skill_get_name;
+ skill->get_desc = skill_get_desc;
+ skill->chk = skill_chk;
+ skill->get_casttype = skill_get_casttype;
+ skill->get_casttype2 = skill_get_casttype2;
+ skill->is_combo = skill_is_combo;
+ skill->name2id = skill_name2id;
+ skill->isammotype = skill_isammotype;
+ skill->castend_id = skill_castend_id;
+ skill->castend_pos = skill_castend_pos;
+ skill->castend_map = skill_castend_map;
+ skill->cleartimerskill = skill_cleartimerskill;
+ skill->addtimerskill = skill_addtimerskill;
+ skill->additional_effect = skill_additional_effect;
+ skill->counter_additional_effect = skill_counter_additional_effect;
+ skill->blown = skill_blown;
+ skill->break_equip = skill_break_equip;
+ skill->strip_equip = skill_strip_equip;
+ skill->id2group = skill_id2group;
+ skill->unitsetting = skill_unitsetting;
+ skill->initunit = skill_initunit;
+ skill->delunit = skill_delunit;
+ skill->init_unitgroup = skill_initunitgroup;
+ skill->del_unitgroup = skill_delunitgroup;
+ skill->clear_unitgroup = skill_clear_unitgroup;
+ skill->clear_group = skill_clear_group;
+ skill->unit_onplace = skill_unit_onplace;
+ skill->unit_ondamaged = skill_unit_ondamaged;
+ skill->cast_fix = skill_castfix;
+ skill->cast_fix_sc = skill_castfix_sc;
+ skill->vf_cast_fix = skill_vfcastfix;
+ skill->delay_fix = skill_delay_fix;
+ skill->check_condition_castbegin = skill_check_condition_castbegin;
+ skill->check_condition_castend = skill_check_condition_castend;
+ skill->consume_requirement = skill_consume_requirement;
+ skill->get_requirement = skill_get_requirement;
+ skill->check_pc_partner = skill_check_pc_partner;
+ skill->unit_move = skill_unit_move;
+ skill->unit_onleft = skill_unit_onleft;
+ skill->unit_onout = skill_unit_onout;
+ skill->unit_move_unit_group = skill_unit_move_unit_group;
+ skill->sit = skill_sit;
+ skill->brandishspear = skill_brandishspear;
+ skill->repairweapon = skill_repairweapon;
+ skill->identify = skill_identify;
+ skill->weaponrefine = skill_weaponrefine;
+ skill->autospell = skill_autospell;
+ skill->calc_heal = skill_calc_heal;
+ skill->check_cloaking = skill_check_cloaking;
+ skill->check_cloaking_end = skill_check_cloaking_end;
+ skill->can_cloak = skill_can_cloak;
+ skill->enchant_elemental_end = skill_enchant_elemental_end;
+ skill->not_ok = skillnotok;
+ skill->not_ok_hom = skillnotok_hom;
+ skill->not_ok_mercenary = skillnotok_mercenary;
+ skill->chastle_mob_changetarget = skill_chastle_mob_changetarget;
+ skill->can_produce_mix = skill_can_produce_mix;
+ skill->produce_mix = skill_produce_mix;
+ skill->arrow_create = skill_arrow_create;
+ skill->castend_nodamage_id = skill_castend_nodamage_id;
+ skill->castend_damage_id = skill_castend_damage_id;
+ skill->castend_pos2 = skill_castend_pos2;
+ skill->blockpc_start = skill_blockpc_start_;
+ skill->blockhomun_start = skill_blockhomun_start;
+ skill->blockmerc_start = skill_blockmerc_start;
+ skill->attack = skill_attack;
+ skill->attack_area = skill_attack_area;
+ skill->area_sub = skill_area_sub;
+ skill->area_sub_count = skill_area_sub_count;
+ skill->check_unit_range = skill_check_unit_range;
+ skill->check_unit_range_sub = skill_check_unit_range_sub;
+ skill->check_unit_range2 = skill_check_unit_range2;
+ skill->check_unit_range2_sub = skill_check_unit_range2_sub;
+ skill->toggle_magicpower = skill_toggle_magicpower;
+ skill->magic_reflect = skill_magic_reflect;
+ skill->onskillusage = skill_onskillusage;
+ skill->cell_overlap = skill_cell_overlap;
+ skill->timerskill = skill_timerskill;
+ skill->trap_splash = skill_trap_splash;
+ skill->check_condition_mercenary = skill_check_condition_mercenary;
+ skill->locate_element_field = skill_locate_element_field;
+ skill->graffitiremover = skill_graffitiremover;
+ skill->activate_reverberation = skill_activate_reverberation;
+ skill->dance_overlap = skill_dance_overlap;
+ skill->dance_overlap_sub = skill_dance_overlap_sub;
+ skill->get_unit_layout = skill_get_unit_layout;
+ skill->frostjoke_scream = skill_frostjoke_scream;
+ skill->greed = skill_greed;
+ skill->destroy_trap = skill_destroy_trap;
+ skill->unitgrouptickset_search = skill_unitgrouptickset_search;
+ skill->dance_switch = skill_dance_switch;
+ skill->check_condition_char_sub = skill_check_condition_char_sub;
+ skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub;
+ skill->brandishspear_first = skill_brandishspear_first;
+ skill->brandishspear_dir = skill_brandishspear_dir;
+ skill->get_fixed_cast = skill_get_fixed_cast;
+ skill->sit_count = skill_sit_count;
+ skill->sit_in = skill_sit_in;
+ skill->sit_out = skill_sit_out;
+ skill->unitsetmapcell = skill_unitsetmapcell;
+ skill->unit_onplace_timer = skill_unit_onplace_timer;
+ skill->unit_effect = skill_unit_effect;
+ skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace;
+ skill->unit_move_sub = skill_unit_move_sub;
+ skill->blockpc_end = skill_blockpc_end;
+ skill->blockhomun_end = skill_blockhomun_end;
+ skill->blockmerc_end = skill_blockmerc_end;
+ skill->split_atoi = skill_split_atoi;
+ skill->unit_timer = skill_unit_timer;
+ skill->unit_timer_sub = skill_unit_timer_sub;
+ skill->init_unit_layout = skill_init_unit_layout;
+ skill->parse_row_skilldb = skill_parse_row_skilldb;
+ skill->parse_row_requiredb = skill_parse_row_requiredb;
+ skill->parse_row_castdb = skill_parse_row_castdb;
+ skill->parse_row_castnodexdb = skill_parse_row_castnodexdb;
+ skill->parse_row_unitdb = skill_parse_row_unitdb;
+ skill->parse_row_producedb = skill_parse_row_producedb;
+ skill->parse_row_createarrowdb = skill_parse_row_createarrowdb;
+ skill->parse_row_abradb = skill_parse_row_abradb;
+ skill->parse_row_spellbookdb = skill_parse_row_spellbookdb;
+ skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb;
+ skill->parse_row_reproducedb = skill_parse_row_reproducedb;
+ skill->parse_row_improvisedb = skill_parse_row_improvisedb;
+ skill->parse_row_changematerialdb = skill_parse_row_changematerialdb;
+ skill->usave_add = skill_usave_add;
+ skill->usave_trigger = skill_usave_trigger;
+ skill->cooldown_load = skill_cooldown_load;
+ skill->spellbook = skill_spellbook;
+ skill->block_check = skill_block_check;
+ skill->detonator = skill_detonator;
+ skill->check_camouflage = skill_check_camouflage;
+ skill->magicdecoy = skill_magicdecoy;
+ skill->poisoningweapon = skill_poisoningweapon;
+ skill->select_menu = skill_select_menu;
+ skill->elementalanalysis = skill_elementalanalysis;
+ skill->changematerial = skill_changematerial;
+ skill->get_elemental_type = skill_get_elemental_type;
+ skill->cooldown_save = skill_cooldown_save;
+ skill->get_new_group_id = skill_get_new_group_id;
+ skill->check_shadowform = skill_check_shadowform;
+}
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