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authorMichieru <Michieru@users.noreply.github.com>2015-01-10 19:03:17 +0100
committerMichieru <Michieru@users.noreply.github.com>2015-01-10 19:03:17 +0100
commit9881d5a0554d72be30109dfeee29390fdbdc799a (patch)
treedabf24321a1c1fff90e6c7f3dae0db6df7f83949 /src
parenta1ab053b3b397e8db27f82c66fb53f51a59ba5e8 (diff)
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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')
-rw-r--r--src/common/mapindex.h1
-rw-r--r--src/map/skill.c38105
2 files changed, 19074 insertions, 19032 deletions
diff --git a/src/common/mapindex.h b/src/common/mapindex.h
index 91bf4562e..8e552261a 100644
--- a/src/common/mapindex.h
+++ b/src/common/mapindex.h
@@ -54,6 +54,7 @@
#define MAP_MALANGDO "malangdo"
#define MAP_MALAYA "malaya"
#define MAP_ECLAGE "eclage"
+#define MAP_ECLAGE_IN "ecl_in01"
#define mapindex_id2name(n) mapindex->id2name((n),__FILE__, __LINE__, __func__)
#define mapindex_exists(n) ( mapindex->list[(n)].name[0] != '\0' )
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;
+}