summaryrefslogtreecommitdiff
path: root/src/map/skill.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c835
1 files changed, 629 insertions, 206 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index d33d35d6e..7f4f895d1 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -37,7 +37,7 @@
#include <stdlib.h>
#include <string.h>
#include <time.h>
-
+#include <math.h>
#define SKILLUNITTIMER_INTERVAL 100
@@ -143,7 +143,9 @@ int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx],
int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
+int skill_get_fixedcast( int id ,int lv ) { skill_get (skill_db[id].fixedcast[lv-1], id, lv); }
int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
+int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
@@ -267,10 +269,13 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
{
- int skill, hp;
+ int skill, hp, mod = 100;
struct map_session_data *sd = map_id2sd(src->id);
struct map_session_data *tsd = map_id2sd(target->id);
struct status_change* sc;
+ struct status_data *status;
+
+ status = status_get_status_data(src);
switch( skill_id )
{
@@ -288,32 +293,77 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, int skill
default:
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
+
+ // iRO Wiki states as of 2011/08/22:
+ // heal = ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (1 + (Modifiers / 100)) + MATK
+ // fixme: Does not match up with iRO's heal, level 1 or level 10
+ // with 219 mak + HP_MEDITATO, level 1 = 361; level 10 = 1839
+ if( skill_id == AB_HIGHNESSHEAL ) {
+ skill = pc_checkskill(sd,AL_HEAL);
+ if( skill < 0 )
+ skill = 10;
+ }
+ else
+ skill = skill_lv;
- hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
+ // Calculate base heal rate
+ hp = ( ( ( status_get_lv(src) + status_get_int(src) ) / 5) * 30 ) * skill / 10;
+
+ // Increment skill and status based modifiers
if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
- hp += hp * skill * 2 / 100;
+ mod += skill * 2;
else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
- hp += hp * skill * 2 / 100;
+ mod += skill * 2;
+ if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
+ mod += skill;
+ if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
+ mod += skill;
+
+ sc = status_get_sc(target);
+ if( sc && sc->count )
+ {
+ if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
+ mod -= sc->data[SC_CRITICALWOUND]->val2;
+ if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
+ mod += sc->data[SC_INCHEALRATE]->val1; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
+ }
+
+ // Adjust the HP recovered rate by adding all of the modifiers together.
+ hp = hp * mod / 100;
+
+ // Get weapon level and weapon matk for variance calculations if it's a player.
+ // Mobs have their own variance, we've assumed:
+ // Weapon Level = 1
+ // Weapom_Matk = ?
+ // Need more information before that can be implemented.
+ if( sd )
+ {
+ int matk = 0;
+ int smatk = sd->battle_status.status_matk;
+ int ematk = sd->equipment_matk;
+ int wmatk = 0;
+ int wlv = 1;
+ int index = sd->equip_index[EQI_HAND_R];
+
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
+ wlv = sd->inventory_data[index]->wlv;
+
+ wmatk = (int)( sd->weapon_matk + ( (float)( ( rand() % 20 ) - 10 ) / 100 * wlv * sd->weapon_matk ) + ( sd->battle_status.rhw.atk2 ) );
+ matk = ( smatk + wmatk + ematk );
+
+ hp += matk;
+ }
+
break;
}
+ // mercenaries only take half-effectiveness from heals.
if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
hp >>= 1;
- if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
- hp += hp*skill/100;
-
- if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
- hp += hp*skill/100;
-
- sc = status_get_sc(target);
- if( sc && sc->count )
- {
- if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
- hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
- if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
- hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
- }
+ // Give Highness Heal it's extra heal
+ if( skill_id == AB_HIGHNESSHEAL )
+ hp = hp * (170 + 30 * skill_lv) / 100;
return hp;
}
@@ -403,7 +453,7 @@ int skillnotok (int skillid, struct map_session_data *sd)
case WZ_ICEWALL:
// noicewall flag [Valaris]
if (map[m].flag.noicewall) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
return 1;
}
break;
@@ -413,7 +463,7 @@ int skillnotok (int skillid, struct map_session_data *sd)
!(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
return 1;
}
break;
@@ -591,7 +641,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
else
- clif_skill_fail(sd,RG_SNATCHER,0,0);
+ clif_skill_fail(sd,RG_SNATCHER,0,0,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
if(sc && !sc->data[SC_COMBO]) {
@@ -654,7 +704,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
&& sd && skillid==TF_POISON
)
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
case AS_SONICBLOW:
@@ -926,6 +976,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case NPC_CRITICALWOUND:
sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
break;
+ case AB_ADORAMUS:
+ sc_start(bl, SC_BLIND, 100, skilllv, skill_get_time(skillid, skilllv));
+ sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time2(skillid, skilllv));
+ break;
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
@@ -2214,12 +2268,12 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
{
if( hp > 0 && status->hp <= (unsigned int)hp )
{
- clif_skill_fail(sd, skill, 2, 0);
+ clif_skill_fail(sd, skill, 2, 0, 0);
return 0;
}
if( sp > 0 && status->sp <= (unsigned int)sp )
{
- clif_skill_fail(sd, skill, 1, 0);
+ clif_skill_fail(sd, skill, 1, 0, 0);
return 0;
}
}
@@ -2230,7 +2284,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
case ST_MOVE_ENABLE:
if( !unit_can_move(bl) )
{
- clif_skill_fail(sd, skill, 0, 0);
+ clif_skill_fail(sd, skill, 0, 0, 0);
return 0;
}
break;
@@ -2246,7 +2300,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
index[i] = pc_search_inventory(sd, itemid[i]);
if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
{
- clif_skill_fail(sd, skill, 0, 0);
+ clif_skill_fail(sd, skill, 0, 0, 0);
return 0;
}
}
@@ -2570,6 +2624,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NPC_BLEEDING:
case NPC_CRITICALWOUND:
case NPC_HELLPOWER:
+ case AB_DUPLELIGHT_MELEE:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -2675,7 +2730,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
unit_setdir(bl,dir);
}
else if (sd)
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
@@ -2767,6 +2822,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NPC_PULSESTRIKE:
case NPC_HELLJUDGEMENT:
case NPC_VAMPIRE_GIFT:
+ case AB_JUDEX:
if( flag&1 )
{ //Recursive invocation
// skill_area_temp[0] holds number of targets in area
@@ -2921,6 +2977,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NJ_KOUENKA:
case NJ_HYOUSENSOU:
case NJ_HUUJIN:
+ case AB_ADORAMUS:
+ case AB_RENOVATIO:
+ case AB_HIGHNESSHEAL:
+ case AB_DUPLELIGHT_MAGIC:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -2992,7 +3052,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
@@ -3098,6 +3158,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_consume_requirement(sd,skillid,skilllv,2);
}
+ if( sd && skill_get_cooldown(skillid,skilllv) )
+ skill_blockpc_start (sd, skillid, skill_get_cooldown(skillid, skilllv));
+
return 0;
}
@@ -3148,17 +3211,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
switch (skillid) {
case HLIF_HEAL: //[orn]
if (bl->type != BL_HOM) {
- if (sd) clif_skill_fail(sd,skillid,0,0) ;
+ if (sd) clif_skill_fail(sd,skillid,0,0,0) ;
break ;
}
case AL_HEAL:
case ALL_RESURRECTION:
case PR_ASPERSIO:
+ case AB_RENOVATIO:
+ case AB_HIGHNESSHEAL:
//Apparently only player casted skills can be offensive like this.
if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
//Offensive heal does not works on non-enemies. [Skotlex]
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
return 0;
}
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
@@ -3187,6 +3252,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
case HLIF_HEAL: //[orn]
case AL_HEAL:
+ case AB_HIGHNESSHEAL:
{
int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
int heal_get_jobexp;
@@ -3228,7 +3294,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case PR_REDEMPTIO:
if (sd && !(flag&1)) {
if (sd->status.party_id == 0) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
skill_area_temp[0] = 0;
@@ -3237,7 +3303,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
if (skill_area_temp[0] == 0) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
@@ -3259,7 +3325,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case ALL_RESURRECTION:
if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
{ //No reviving in WoE grounds!
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
if (!status_isdead(bl))
@@ -3304,8 +3370,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case AL_DECAGI:
case MER_DECAGI:
- clif_skill_nodamage (src, bl, skillid, skilllv,
- sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
+ if (skilllv >= battle_config.max_decagi_lv)
+ clif_skill_nodamage (src, bl, skillid, skilllv,
+ sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), (battle_config.max_decagi - 2), (battle_config.max_decagi_dur * 100)));
+ else
+ clif_skill_nodamage (src, bl, skillid, skilllv,
+ sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
break;
case AL_CRUCIS:
@@ -3425,7 +3495,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int class_;
if ( sd && dstmd->status.mode&MD_BOSS )
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
@@ -3444,7 +3514,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SA_DEATH:
if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -3470,7 +3540,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CR_PROVIDENCE:
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
@@ -3485,7 +3555,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
@@ -3508,7 +3578,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else
{
if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
@@ -3538,7 +3608,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
dstsd->sc.data[SC_ENCPOISON]
))
) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
@@ -3546,7 +3616,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
// 100% success rate at lv4 & 5, but lasts longer at lv5
if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
if (sd)
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
clif_displaymessage(sd->fd,"You broke target's weapon");
}
@@ -3658,6 +3728,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case ST_PRESERVE:
case NPC_INVINCIBLE:
case NPC_INVINCIBLEOFF:
+ case AB_RENOVATIO:
+ case AB_EXPIATIO:
+ case AB_DUPLELIGHT:
+ case AB_SECRAMENT:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
@@ -3668,7 +3742,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case HP_ASSUMPTIO:
if( sd && dstmd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
else
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
@@ -3726,7 +3800,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
// dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
}
@@ -3749,12 +3823,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int id;
if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
id = mob_get_random_id(0,0xE, sd->status.base_level);
if (!id) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
sd->mission_mobid = id;
@@ -3789,7 +3863,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !i )
{
if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 0;
}
@@ -3817,7 +3891,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !dstsd || (!sd && !mer) )
{ // Only players can be devoted
if( sd )
- clif_skill_fail(sd, skillid, 0, 0);
+ clif_skill_fail(sd, skillid, 0, 0, 0);
break;
}
@@ -3830,7 +3904,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
(dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
{
if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
@@ -3845,7 +3919,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
ARR_FIND(0, count, i, sd->devotion[i] == 0 );
if( i == count )
{ // No free slots, skill Fail
- clif_skill_fail(sd, skillid, 0, 0);
+ clif_skill_fail(sd, skillid, 0, 0, 0);
map_freeblock_unlock();
return 1;
}
@@ -4070,7 +4144,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
dstsd->status.char_id == sd->status.child
)) {
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
}
@@ -4113,7 +4187,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( i )
clif_skill_nodamage(src,bl,skillid,-1,i);
else if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 0;
}
@@ -4121,7 +4195,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( i )
clif_skill_nodamage(src,bl,skillid,-1,i);
else if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
case BD_ADAPTATION:
@@ -4162,7 +4236,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
else
{
clif_skill_nodamage(src,bl,skillid,skilllv,0);
- if(sd) clif_skill_fail(sd,skillid,0,0);
+ if(sd) clif_skill_fail(sd,skillid,0,0,0);
}
}
break;
@@ -4172,7 +4246,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(pc_steal_item(sd,bl,skilllv))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
- clif_skill_fail(sd,skillid,0x0a,0);
+ clif_skill_fail(sd,skillid,10,0,0);
}
break;
@@ -4186,14 +4260,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
else
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
case MG_STONECURSE:
{
if (tstatus->mode&MD_BOSS) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
break;
}
if(status_isimmune(bl) || !tsc)
@@ -4201,7 +4275,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (tsc->data[SC_STONE]) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
break;
}
if (sc_start4(bl,SC_STONE,(skilllv*4+20),
@@ -4209,7 +4283,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_get_time2(skillid,skilllv)))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else if(sd) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
// Level 6-10 doesn't consume a red gem if it fails [celest]
if (skilllv > 5)
{ // not to consume items
@@ -4313,7 +4387,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
if( dstsd )
{ // Fail on Players
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
@@ -4345,7 +4419,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(sd)
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
if ( !pc_can_give_items(pc_isGM(sd)) )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
else
clif_openvendingreq(sd,2+skilllv);
}
@@ -4391,7 +4465,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
@@ -4473,7 +4547,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
//Nothing stripped.
if( sd && !i )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
@@ -4492,13 +4566,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
if(i < 0 || skill_db[skillid].itemid[x] <= 0)
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
@@ -4506,7 +4580,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
@@ -4599,7 +4673,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,1);
//Prepare 200 White Potions.
if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
case AM_TWILIGHT2:
@@ -4607,7 +4681,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,1);
//Prepare 200 Slim White Potions.
if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
case AM_TWILIGHT3:
@@ -4617,7 +4691,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|| !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
|| !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4635,7 +4709,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|| rand()%100 >= 50+10*skilllv)
{
if (sd)
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
if(status_isimmune(bl) || !tsc || !tsc->count)
@@ -4750,7 +4824,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{ //Only 10% success chance against bosses. [Skotlex]
if (rand()%100 < 90)
{
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
break;
}
} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
@@ -5024,7 +5098,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct map_session_data *m_sd = pc_get_mother(sd);
// if neither was found
if(!f_sd && !m_sd){
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 0;
}
@@ -5040,7 +5114,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
hp = sstatus->max_hp/10;
sp = hp * 10 * skilllv / 100;
if (!status_charge(src,hp,0)) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
break;
}
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
@@ -5136,7 +5210,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case AS_SPLASHER:
if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 1;
}
@@ -5164,7 +5238,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
{
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 0;
}
@@ -5188,7 +5262,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
unsigned int sp1 = 0, sp2 = 0;
if (dstmd) {
if (dstmd->state.soul_change_flag) {
- if(sd) clif_skill_fail(sd,skillid,0,0);
+ if(sd) clif_skill_fail(sd,skillid,0,0,0);
break;
}
dstmd->state.soul_change_flag = 1;
@@ -5270,7 +5344,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
{
if( sd )
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
map_freeblock_unlock();
return 0;
@@ -5373,7 +5447,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SL_WIZARD:
//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
@@ -5389,7 +5463,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case SL_HIGH:
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
@@ -5405,7 +5479,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SL_SKA: // [marquis007]
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
break;
}
@@ -5497,7 +5571,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (!pc_set_hate_mob(sd, skilllv-1, bl))
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
@@ -5520,12 +5594,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
}
else if (sd)
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
case AM_CALLHOMUN: //[orn]
if (sd && !merc_call_homunculus(sd))
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
case AM_REST:
@@ -5534,7 +5608,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (merc_hom_vaporize(sd,1))
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
else
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
}
break;
@@ -5563,9 +5637,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
// Failed
else if (hd && hd->master)
- clif_skill_fail(hd->master, skillid, 0, 0);
+ clif_skill_fail(hd->master, skillid, 0, 0, 0);
else if (sd)
- clif_skill_fail(sd, skillid, 0, 0);
+ clif_skill_fail(sd, skillid, 0, 0, 0);
break;
case HVAN_CHAOTIC: //[orn]
{
@@ -5645,6 +5719,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_castend_nodamage_id);
}
break;
+ case ALL_PARTYFLEE:
+ if( sd && !(flag&1) )
+ {
+ if( !sd->status.party_id )
+ {
+ clif_skill_fail(sd,skillid,0,0,0);
+ break;
+ }
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ }
+ else
+ clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+ break;
case NPC_TALK:
case ALL_WEWISH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -5655,6 +5742,193 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
}
break;
+ case AB_ANCILLA:
+ if(sd) {
+ if (skill_produce_mix(sd, skillid, 12333, 0, 0, 0, 1))
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ else
+ clif_skill_fail(sd,skillid,0,0,0);
+ }
+ break;
+ case AB_CLEMENTIA:
+ case AB_CANTO:
+ if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) {
+ int lv = 0;
+ switch(skillid) {
+ case AB_CLEMENTIA: lv = pc_checkskill(sd,AL_BLESSING); break;
+ case AB_CANTO: lv = pc_checkskill(sd,AL_INCAGI); break;
+ }
+ clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,(lv < 1)? 1: lv,skill_get_time(skillid,skilllv)));
+ }
+ else if( sd )
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ break;
+ case AB_CHEAL:
+ if( sd == NULL || sd->status.party_id == 0 || flag&1 )
+ {
+ int lv = pc_checkskill(sd, AL_HEAL);
+ if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
+ {
+ int heal = skill_calc_heal(src, bl, AL_HEAL, lv>=1?lv:1, true);
+ if( status_isimmune(bl) )
+ heal = 0;
+ clif_skill_nodamage(bl, bl, skillid, heal, 1);
+ status_heal(bl, heal, 0, 0);
+ }
+ }
+ else if( sd )
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ break;
+ case AB_PRAEFATIO:
+ if( (flag&1) || sd == NULL || sd->status.party_id == 0 )
+ {
+ if( dstsd && dstsd->special_state.no_magic_damage )
+ break;
+ clif_skill_nodamage(bl,bl,skillid,skilllv,1);
+ clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
+ }
+ else
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ break;
+ case AB_ORATIO:
+ if (flag&1)
+ sc_start(bl, type, 40+skilllv*5, skilllv, skill_get_time(skillid, skilllv));
+ else {
+ clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ map_foreachinrange(skill_area_sub, bl,
+ skill_get_splash(skillid, skilllv), BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+ case AB_LAUDAAGNUS:
+ case AB_LAUDARAMUS:
+ if( flag&1 || sd == NULL )
+ {
+ if( tsc && (rand()%100 < 30+5*skilllv) )
+ {
+ switch(skillid)
+ {
+ case AB_LAUDAAGNUS:
+ if( tsc->data[SC_STONE] || tsc->data[SC_FREEZE] || tsc->data[SC_BLIND] )
+ {
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ }
+ break;
+ case AB_LAUDARAMUS:
+ if( tsc->data[SC_STUN] || tsc->data[SC_SLEEP] || tsc->data[SC_SILENCE] )
+ {
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ }
+ break;
+ }
+ }
+ clif_skill_nodamage(bl, bl, skillid, skilllv,
+ sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
+ }
+ else if( sd )
+ party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
+ src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
+ break;
+ case AB_CLEARANCE:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if( rand()%100 >= 50+10*skilllv )
+ {
+ if (sd)
+ clif_skill_fail(sd,skillid,0,0,0);
+ break;
+ }
+
+ if(status_isimmune(bl) || !tsc || !tsc->count)
+ break;
+ for(i=0;i<SC_MAX;i++)
+ {
+ if (!tsc->data[i])
+ continue;
+ //Initial list of status effects cancelled by Clearance. Does not contain third job status.
+ switch (i) {
+ case SC_WEIGHT50: case SC_WEIGHT90: case SC_TWOHANDQUICKEN:
+ case SC_QUAGMIRE: case SC_SLOWPOISON: case SC_BENEDICTIO:
+ case SC_TRICKDEAD: case SC_HALLUCINATION: case SC_ASPDPOTION0:
+ case SC_ASPDPOTION1: case SC_SPEEDUP1: case SC_STRIPWEAPON:
+ case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM:
+ case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR:
+ case SC_CP_HELM: case SC_AUTOGUARD: case SC_REFLECTSHIELD:
+ case SC_MAGICROD: case SC_SAFETYWALL: case SC_FIREWEAPON:
+ case SC_WATERWEAPON: case SC_WINDWEAPON: case SC_EARTHWEAPON:
+ case SC_VOLCANO: case SC_DELUGE: case SC_VIOLENTGALE:
+ case SC_AUTOBERSERK: case SC_CARTBOOST: case SC_BLADESTOP:
+ case SC_ARMOR_ELEMENT: case SC_STOP: case SC_EXPLOSIONSPIRITS:
+ case SC_NOCHAT: case SC_PARRYING: case SC_TENSIONRELAX:
+ case SC_SACRIFICE: case SC_BASILICA: case SC_GUILDAURA:
+ case SC_BLEEDING: case SC_JOINTBEAT: case SC_FOGWALL:
+ case SC_SPIDERWEB: case SC_RUN: case SC_SPURT:
+ case SC_SHADOWWEAPON: case SC_GHOSTWEAPON: case SC_SPIRIT:
+ case SC_WATKFOOD: case SC_MATKFOOD: case SC_KAITE:
+ case SC_KAAHI: case SC_KAUPE: case SC_ONEHAND:
+ case SC_CHASEWALK: case SC_SLOWDOWN: case SC_DOUBLECAST:
+ case SC_GRAVITATION: case SC_CLOSECONFINE: case SC_CLOSECONFINE2:
+ case SC_UTSUSEMI: case SC_BUNSINJYUTSU: case SC_SUITON:
+ case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
+ case SC_DEXFOOD: case SC_INTFOOD: case SC_LUKFOOD:
+ case SC_FLEEFOOD: case SC_HITFOOD: case SC_JAILED:
+ case SC_SUMMER: case SC_WEDDING: case SC_DANCING:
+ case SC_EXPBOOST: case SC_LIFEINSURANCE: case SC_ITEMBOOST:
+ case SC_BOSSMAPINFO: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
+ case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
+ case SC_FOOD_LUK_CASH: case SC_MERC_FLEEUP: case SC_MERC_ATKUP:
+ case SC_MERC_HPUP: case SC_MERC_SPUP: case SC_MERC_HITUP:
+ case SC_SLOWCAST: case SC_CRITICALWOUND: case SC_SPEEDUP0:
+ case SC_DEF_RATE: case SC_MDEF_RATE: case SC_INCHEALRATE:
+ case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_INCCRI:
+ case SC_SPCOST_RATE: case SC_COMMONSC_RESIST: case SC_ELEMENTALCHANGE:
+ case SC_INCFLEE2: case SC_PNEUMA: case SC_AUTOTRADE:
+ case SC_KSPROTECTED: case SC_ARMOR_RESIST: case SC_HELLPOWER:
+ case SC_JEXPBOOST: case SC_ITEMSCRIPT: case SC_INVINCIBLE:
+ case SC_INVINCIBLEOFF: case SC_MANU_ATK: case SC_MANU_DEF:
+ case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
+ case SC_SPL_MATK: case SC_SEVENWIND: case SC_NEN:
+ case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
+ case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
+ case SC_SMA: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
+ case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
+ case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
+ case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
+ case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
+ case SC_SERVICE4U: case SC_EPICLESIS: case SC_PARTYFLEE:
+ // not implemented
+ //case SC_ANGEL_PROTECT: case SC_BUCHEDENOEL: case SC_POPECOOKIE:
+ //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
+ //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
+ //case SC_CRIFOOD: case SC_STR_SCROLL: case SC_INT_SCROLL:
+ //case SC_ACARAJE:
+ //
+ continue;
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ }
+ if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ break;
+ case AB_SILENTIUM:
+ if (flag&1)
+ sc_start(bl,SC_SILENCE,100,skilllv,skill_get_time(skillid,skilllv));
+ else {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinrange(skill_area_sub, bl,
+ skill_get_splash(skillid, skilllv),BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -5675,6 +5949,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_consume_requirement(sd,skillid,skilllv,2);
}
+ if( sd && skill_get_cooldown(skillid,skilllv) )
+ skill_blockpc_start (sd, skillid, skill_get_cooldown(skillid, skilllv));
+
map_freeblock_unlock();
return 0;
}
@@ -5819,7 +6096,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
sc->data[SC_FOGWALL] &&
rand()%100 < 75)
{ //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
+ if (sd) clif_skill_fail(sd,ud->skillid,0,0,0);
break;
}
}
@@ -5838,7 +6115,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
!check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
{
if (sd) {
- clif_skill_fail(sd,ud->skillid,0,0);
+ clif_skill_fail(sd,ud->skillid,0,0,0);
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
}
@@ -5952,7 +6229,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
clif_slide(src,src->x,src->y);
clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
}
- clif_skill_fail(sd,ud->skillid,0,0);
+ clif_skill_fail(sd,ud->skillid,0,0,0);
}
}
@@ -6013,7 +6290,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
)
{
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
+ if (sd) clif_skill_fail(sd,ud->skillid,0,0,0);
break;
}
if( src->type&battle_config.skill_nofootset &&
@@ -6021,7 +6298,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
)
{
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
+ if (sd) clif_skill_fail(sd,ud->skillid,0,0,0);
break;
}
if( src->type&battle_config.land_skill_limit &&
@@ -6034,7 +6311,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
}
if( maxcount == 0 )
{
- if (sd) clif_skill_fail(sd,ud->skillid,0,0);
+ if (sd) clif_skill_fail(sd,ud->skillid,0,0,0);
break;
}
}
@@ -6386,7 +6663,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
return 1;
}
potion_flag = 1;
@@ -6442,7 +6719,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else {
- if (sd) clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0,0);
return 1;
}
break;
@@ -6459,12 +6736,12 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int i;
if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
return 1;
}
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
if (rand()%100 < 50) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
} else {
TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
if (!md) break;
@@ -6514,12 +6791,23 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
{
if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
{
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,0,0,0);
break;
}
}
break;
+ case AB_EPICLESIS:
+ if( skill_unitsetting(src, skillid, skilllv, x, y, 0) )
+ {
+ int range = skill_get_splash(skillid,skilllv); // Use Splash Range.
+ map_foreachinarea(skill_area_sub,
+ src->m, x-range, y-range, x+range, y+range, BL_CHAR,
+ src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+
default:
ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
return 1;
@@ -6535,6 +6823,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
skill_consume_requirement(sd,skillid,skilllv,2);
}
+ if( sd && skill_get_cooldown(skillid,skilllv) )
+ skill_blockpc_start (sd, skillid, skill_get_cooldown(skillid, skilllv));
+
return 0;
}
@@ -6604,7 +6895,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
mapindex = mapindex_name2id((char*)map);
if(!mapindex) { //Given map not found?
- clif_skill_fail(sd,skill_num,0,0);
+ clif_skill_fail(sd,skill_num,0,0,0);
skill_failed(sd);
return 0;
}
@@ -6619,7 +6910,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
maxcount--;
}
if(!maxcount) {
- clif_skill_fail(sd,skill_num,0,0);
+ clif_skill_fail(sd,skill_num,0,0,0);
skill_failed(sd);
return 0;
}
@@ -7723,6 +8014,61 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
//clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
break;
+
+ case UNT_EPICLESIS:
+ sg->val2--; // track when units should be healed. Initial tick heals immediately.
+ if ( !battle_check_undead(tstatus->race, tstatus->def_ele) || bl->type == BL_PC)
+ { //Effect only players who are not undead element.
+
+ //Unknown if any status effects should prevent Epiclesis.
+ //if( tsc->data[SC_BERSERK] )
+ // break;
+
+ //Apply status effect if standing in unit, should cancel upon stepping out of skill_get_splash() area. [FIXME]
+ if( tsc && !tsc->data[SC_EPICLESIS] )
+ sc_start(bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id,sg->skill_lv));
+
+ //There's probably a better way to handle this...
+ if( sg->val2 < 1 )
+ {
+ int heal, sp;
+ struct map_session_data *sd = (struct map_session_data *)bl;
+
+ if( tstatus->hp < tstatus->max_hp )
+ {
+ heal = tstatus->max_hp * (((sg->skill_lv - 1) / 2) + 3) / 100;
+ if( tstatus->hp + heal > tstatus->max_hp )
+ heal = tstatus->max_hp - tstatus->hp;
+ if( heal > 0 )
+ {
+ clif_heal(sd->fd,SP_HP,heal);
+ status_heal(bl, heal, 0, 0);
+ }
+ }
+
+ if( tstatus->sp < tstatus->max_sp )
+ {
+ sp = tstatus->max_sp * (((sg->skill_lv - 1) / 2) + 2) / 100;
+ if( tstatus->sp + sp > tstatus->max_sp )
+ sp = tstatus->max_sp - tstatus->sp;
+ if( sp > 0 )
+ {
+ clif_heal(sd->fd,SP_SP,sp);
+ status_heal(bl, 0, sp, 0);
+ }
+ }
+ sg->val2 = 3; // then every three seconds after.
+ }
+ }
+
+ sg->val3--; // track when units should be unhidden. Initial tick unhides units immediately.
+ if( sg->val3 < 1 )
+ {
+ status_change_end(bl,SC_HIDING,-1);
+ status_change_end(bl,SC_CLOAKING,-1);
+ sg->val3 = 5; //then every five seconds after.
+ }
+ break;
}
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
@@ -7760,6 +8106,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
switch(sg->unit_id){
case UNT_SAFETYWALL:
case UNT_PNEUMA:
+ case UNT_EPICLESIS:
if (sce)
status_change_end(bl, type, INVALID_TIMER);
break;
@@ -8004,6 +8351,13 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
p_sd[(*c)++]=tsd->bl.id;
return 1;
}
+ case AB_ADORAMUS:
+ {
+ int skilllv = pc_checkskill(sd,skillid);
+ if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST && tsd->status.sp >= 2*skilllv)
+ p_sd[(*c)++]=tsd->bl.id;
+ return 1;
+ }
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
int skilllv;
@@ -8053,6 +8407,10 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
status_charge(&tsd->bl, 0, 10);
}
return c;
+ case AB_ADORAMUS:
+ if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
+ status_charge(&tsd->bl, 0, 2*(*skill_lv));
+ break;
default: //Warning: Assuming Ensemble skills here (for speed)
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
{
@@ -8071,7 +8429,7 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
memset (p_sd, 0, sizeof(p_sd));
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) //Apply the average lv to encore skills.
+ if (skill_id != PR_BENEDICTIO || skill_id != AB_ADORAMUS) //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;
}
@@ -8180,7 +8538,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
if( pc_is90overweight(sd) )
{
- clif_skill_fail(sd,skill,9,0);
+ clif_skill_fail(sd,skill,9,0,0);
return 0;
}
@@ -8207,7 +8565,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
{
case SA_CASTCANCEL:
if(sd->ud.skilltimer == INVALID_TIMER) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8219,7 +8577,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
break;
case MO_CALLSPIRITS:
if(sd->spiritball >= lv) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8270,7 +8628,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
}
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,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8278,7 +8636,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case TK_MISSION:
if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
{// Cannot be used by Non-Taekwon classes
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8290,7 +8648,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case TK_JUMPKICK:
if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
{// Soul Linkers cannot use this skill
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8323,7 +8681,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
int time;
if(!(sc && sc->data[SC_DANCING]))
{
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
time = 1000*(sc->data[SC_DANCING]->val3>>16);
@@ -8332,7 +8690,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
(sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
- time <= skill_get_time2(skill,lv))
{
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
}
@@ -8341,7 +8699,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case PR_BENEDICTIO:
if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
{
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8359,7 +8717,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case CG_HERMODE:
if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
{
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8371,7 +8729,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
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,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
}
@@ -8382,7 +8740,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
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,0,0); //Not enough exp.
+ clif_skill_fail(sd,skill,0,0,0); //Not enough exp.
return 0;
}
break;
@@ -8391,7 +8749,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case AM_TWILIGHT3:
if (!party_skill_check(sd, sd->status.party_id, skill, lv))
{
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8403,7 +8761,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
i = skill-SG_SUN_WARM;
if (sd->bl.m == sd->feel_map[i].m)
break;
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
break;
case SG_SUN_COMFORT:
@@ -8415,7 +8773,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
if (sd->bl.m == sd->feel_map[i].m &&
(battle_config.allow_skill_without_day || sg_info[i].day_func()))
break;
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
case SG_FUSION:
if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
@@ -8425,7 +8783,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
if( require.sp > 0 )
{
if (status->sp < (unsigned int)require.sp)
- clif_skill_fail(sd,skill,1,0);
+ clif_skill_fail(sd,skill,1,0,0);
else
status_zap(&sd->bl, 0, require.sp);
}
@@ -8434,7 +8792,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case GD_REGENERATION:
case GD_RESTORE:
if (!map_flag_gvg2(sd->bl.m)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
case GD_EMERGENCYCALL:
@@ -8445,26 +8803,26 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
case GS_GLITTERING:
if(sd->spiritball >= 10) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case NJ_ISSEN:
if (status->hp < 2) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
case NJ_BUNSINJYUTSU:
if (!(sc && sc->data[SC_NEN])) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case NJ_ZENYNAGE:
if(sd->status.zeny < require.zeny) {
- clif_skill_fail(sd,skill,5,0);
+ clif_skill_fail(sd,skill,5,0,0);
return 0;
}
break;
@@ -8474,82 +8832,119 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
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,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
{
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
+ return 0;
+ }
+ break;
+ case AB_ANCILLA:
+ i = pc_search_inventory(sd,12333);
+ if( i >= 0 && sd->status.inventory[i].amount >= 3 )
+ {
+ clif_skill_fail(sd, skill, 12, 0, 0);
+ return 0;
+ }
+ break;
+ case AB_ADORAMUS: // Should this be here or in skill_check_condition_castend?
+ i = pc_search_inventory(sd,require.itemid[0]);
+ if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 &&
+ (i < 0 || sd->status.inventory[i].amount < require.amount[0]) )
+ {
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
+ case AB_EPICLESIS: // Skill should fail if items are not present. Why the curveball, RO?
+ if ( require.itemid[0] )
+ {
+ i = pc_search_inventory(sd,require.itemid[0]);
+ if( i < 0 || sd->status.inventory[i].amount < require.amount[0] )
+ {
+ clif_skill_fail(sd,skill,14,0,0); //Ancilla required
+ return 0;
+ }
+ }
+ if ( require.itemid[1] )
+ {
+ i = pc_search_inventory(sd,require.itemid[1]);
+ if(i < 0 || sd->status.inventory[i].amount < require.amount[1] )
+ {
+ clif_skill_fail(sd,skill,13,0,0); //Holy Water required
+ return 0;
+ }
+ }
+ break;
}
switch(require.state) {
case ST_HIDING:
if(!(sc && sc->option&OPTION_HIDE)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_CLOAKING:
if(!pc_iscloaking(sd)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_HIDDEN:
if(!pc_ishiding(sd)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_RIDING:
if(!pc_isriding(sd)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_FALCON:
if(!pc_isfalcon(sd)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_CARTBOOST:
if(!(sc && sc->data[SC_CARTBOOST])) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
case ST_CART:
if(!pc_iscarton(sd)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_SHIELD:
if(sd->status.shield <= 0) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_SIGHT:
if(!(sc && sc->data[SC_SIGHT])) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
case ST_EXPLOSIONSPIRITS:
if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
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,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8558,7 +8953,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
if (!unit_can_move(&sd->bl)) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
break;
@@ -8567,34 +8962,34 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
break;
if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
break;
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
//mhp is the max-hp-requirement, that is,
//you must have this % or less of HP to cast it.
- clif_skill_fail(sd,skill,2,0);
+ clif_skill_fail(sd,skill,2,0,0);
return 0;
}
if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
- clif_skill_fail(sd,skill,6,0);
+ clif_skill_fail(sd,skill,6,0,0);
return 0;
}
if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
- clif_skill_fail(sd,skill,1,0);
+ clif_skill_fail(sd,skill,1,0,0);
return 0;
}
if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
- clif_skill_fail(sd,skill,5,0);
+ clif_skill_fail(sd,skill,5,0,0);
return 0;
}
if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
@@ -8639,7 +9034,7 @@ int skill_check_condition_castend(struct map_session_data* sd, short skill, shor
if( pc_is90overweight(sd) )
{
- clif_skill_fail(sd,skill,9,0);
+ clif_skill_fail(sd,skill,9,0,0);
return 0;
}
@@ -8662,12 +9057,20 @@ int skill_check_condition_castend(struct map_session_data* sd, short skill, shor
if(c >= maxcount ||
(skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
{ //Fails when: exceed max limit. There are other plant types already out.
- clif_skill_fail(sd,skill,0,0);
+ clif_skill_fail(sd,skill,0,0,0);
return 0;
}
}
break;
}
+ case AB_LAUDAAGNUS:
+ case AB_LAUDARAMUS:
+ if( !sd->status.party_id )
+ {
+ clif_skill_fail(sd,skill,0,0,0);
+ return 0;
+ }
+ break;
}
status = &sd->battle_status;
@@ -8675,7 +9078,7 @@ int skill_check_condition_castend(struct map_session_data* sd, short skill, shor
require = skill_get_requirement(sd,skill,lv);
if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
- clif_skill_fail(sd,skill,2,0);
+ clif_skill_fail(sd,skill,2,0,0);
return 0;
}
@@ -8703,11 +9106,18 @@ int skill_check_condition_castend(struct map_session_data* sd, short skill, shor
index[i] = pc_search_inventory(sd,require.itemid[i]);
if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
if( require.itemid[i] == ITEMID_RED_GEMSTONE )
- clif_skill_fail(sd,skill,7,0);// red gemstone required
+ clif_skill_fail(sd,skill,7,0,0);// red gemstone required
else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
- clif_skill_fail(sd,skill,8,0);// blue gemstone required
+ clif_skill_fail(sd,skill,8,0,0);// blue gemstone required
+ else if( require.itemid[i] == 523 )
+ clif_skill_fail(sd,skill,13,0,0); //Holy Water required
+ else if( require.itemid[i] == 12333 )
+ clif_skill_fail(sd,skill,14,0,0); //Ancilla required
else
- clif_skill_fail(sd,skill,0,0);
+ {
+ //clif_skill_fail(sd,skill,71,require.amount[i],require.itemid[i]);
+ clif_skill_fail(sd,skill,0,0,0);
+ }
return 0;
}
}
@@ -8864,7 +9274,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
{
- if( sd->special_state.no_gemstone )
+ if( sd->special_state.no_gemstone ||
+ (skill == AB_ADORAMUS && skill_check_pc_partner(sd,skill,&lv, 1, 2) )) // Do not consume Gemstone if next to another priest.
{ //Make it substract 1 gem rather than skipping the cost.
if( --req.amount[i] < 1 )
req.itemid[i] = 0;
@@ -8949,22 +9360,39 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
*------------------------------------------*/
int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
{
- int time = skill_get_cast(skill_id, skill_lv);
+ int scale = 0, max_fixedReduction = 0;
+ int time = skill_get_cast(skill_id, skill_lv); // Skill's base cast time.
+ int fixedcasttime = skill_get_fixedcast(skill_id, skill_lv); // Skills fixed cast time.
struct map_session_data *sd;
+ struct status_change *sc;
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
+ sc = status_get_sc(bl);
- // calculate base cast time (reduced by dex)
+ // calculate base cast time (reduced by dex and int)
if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
+ {
+ // iRO Wiki states as of 2011/08/22:
+ // castTime = (1 - SQRT((DEX * 2 + INT) / 530)) * (1 - sum_castReduction/100%) * baseCast * 0.8 + (1 - max_fixedReduction/100%) * baseCast * 0.2
+ // let's do (DEX * 2 + INT) here; the rest will come after.
+ scale = cap_value((status_get_dex(bl) * 2 + status_get_int(bl)) * 10000, 0, INT_MAX);
+ }
+
+ //apply variable cast rate modifiers via status effects.
+ if( !(skill_get_castnodex(skill_id, skill_lv)&2) && sc && sc->count )
{
- 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
+ if (sc->data[SC_SLOWCAST])
+ time += time * sc->data[SC_SLOWCAST]->val2 / 100;
+ if (sc->data[SC_SUFFRAGIUM])
+ time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
+ if (sc->data[SC_MEMORIZE])
+ time>>=1;
+ if (sc->data[SC_POEMBRAGI])
+ time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
}
- // calculate cast time reduced by item/card bonuses
+ // calculate variable cast time reduced by item/card bonuses
if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
{
int i;
@@ -8980,6 +9408,41 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
}
}
+ //TODO: apply fixed cast rate modifiers via status effects.
+ if( !(skill_get_castnodex(skill_id, skill_lv)&2) && sc && sc->count )
+ {
+ if( sc->data[SC_AB_SECRAMENT] && sc->data[SC_AB_SECRAMENT]->val2 > max_fixedReduction )
+ max_fixedReduction = sc->data[SC_AB_SECRAMENT]->val2;
+ }
+
+ // calculate fixed cast time reduced by item/card bonuses
+ if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
+ {
+ int i;
+ if( sd->fixedcastrate != 100 )
+ fixedcasttime = fixedcasttime * sd->fixedcastrate / 100;
+ for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
+ {
+ if( sd->skillcast[i].id == skill_id )
+ {
+ fixedcasttime+= fixedcasttime * sd->skillcast[i].val / 100;
+ break;
+ }
+ }
+ }
+
+ // Apply more of the cast time formula for variable cast time post reduction.
+ // Now let's do (1 - SQRT(scale / 530)) * (1 - sum_castReduction/100%)
+ // Ensure this value is not reduced past 0.
+ time = cap_value((100 - (int)sqrt(scale/530.)) * time / 100, 0, INT_MAX);
+
+ // Reduce fixedcasttime by only the highest max_fixedReduction found
+ if( max_fixedReduction )
+ fixedcasttime -= fixedcasttime * max_fixedReduction / 100;
+
+ // Apply the modified fixed cast time to variable cast time.
+ time += fixedcasttime;
+
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
@@ -8989,31 +9452,6 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
}
/*==========================================
- * 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 (sc && sc->count) {
- if (sc->data[SC_SLOWCAST])
- time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- 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;
- }
- return (time > 0) ? time : 0;
-}
-
-/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
@@ -9049,23 +9487,6 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
if( sc && !sc->data[SC_BASILICA] )
time = 0; // There is no Delay on Basilica creation, only on cancel
break;
- default:
- if (battle_config.delay_dependon_dex && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by dex
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- if (battle_config.delay_dependon_agi && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by agi
- int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
}
if ( sc && sc->data[SC_SPIRIT] )
@@ -9314,7 +9735,7 @@ void skill_repairweapon (struct map_session_data *sd, int idx)
else
material = materials [2]; // Armors consume 1 Steel
if (pc_search_inventory(sd,material) < 0 ) {
- clif_skill_fail(sd,sd->menuskill_id,0,0);
+ clif_skill_fail(sd,sd->menuskill_id,0,0,0);
return;
}
clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
@@ -9367,7 +9788,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
|| ditem->flag.no_refine // if the item isn't refinable
|| (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
{
- clif_skill_fail(sd,sd->menuskill_id,0,0);
+ clif_skill_fail(sd,sd->menuskill_id,0,0,0);
return;
}
@@ -11707,17 +12128,19 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
}
static bool skill_parse_row_castdb(char* split[], int columns, int current)
-{// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
+{// SkillID,CastingTime,FixedCastingTime,AfterCastActDelay,Cooldown,AfterCastWalkDelay,Duration1,Duration2
int i = atoi(split[0]);
i = skill_get_index(i);
if( !i ) // invalid skill id
return false;
skill_split_atoi(split[1],skill_db[i].cast);
- skill_split_atoi(split[2],skill_db[i].delay);
- skill_split_atoi(split[3],skill_db[i].walkdelay);
- skill_split_atoi(split[4],skill_db[i].upkeep_time);
- skill_split_atoi(split[5],skill_db[i].upkeep_time2);
+ skill_split_atoi(split[2],skill_db[i].fixedcast);
+ skill_split_atoi(split[3],skill_db[i].delay);
+ skill_split_atoi(split[4],skill_db[i].cooldown);
+ skill_split_atoi(split[5],skill_db[i].walkdelay);
+ skill_split_atoi(split[6],skill_db[i].upkeep_time);
+ skill_split_atoi(split[7],skill_db[i].upkeep_time2);
return true;
}
@@ -11864,7 +12287,7 @@ static void skill_readdb(void)
safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
- sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
+ sv_readdb(db_path, "skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);