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-rw-r--r--src/map/skill.c17328
1 files changed, 8703 insertions, 8625 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index a465410b2..06bfca5f8 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1,5 +1,6 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
#include "../common/cbasetypes.h"
#include "../common/timer.h"
@@ -62,8 +63,6 @@ static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Sko
DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
-DBMap* skilldb_name2id = NULL;
-
/**
* Skill Cool Down Delay Saving
* Struct skill_cd is not a member of struct map_session_data
@@ -119,14 +118,8 @@ struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
int earthstrain_unit_pos;
-//early declaration
-int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
-static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
-static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
-static int skill_destroy_trap( struct block_list *bl, va_list ap );
//Since only mob-casted splash skills can hit ice-walls
-static inline int splash_target(struct block_list* bl)
-{
+static inline int splash_target(struct block_list* bl) {
#ifndef RENEWAL
return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
#else // Some skills can now hit ground skills(traps, ice wall & etc.)
@@ -135,8 +128,7 @@ static inline int splash_target(struct block_list* bl)
}
/// Returns the id of the skill, or 0 if not found.
-int skill_name2id(const char* name)
-{
+int skill_name2id(const char* name) {
if( name == NULL )
return 0;
@@ -145,8 +137,7 @@ int skill_name2id(const char* 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 )
-{
+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)
@@ -163,7 +154,20 @@ int skill_get_index( uint16 skill_id )
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;
@@ -171,71 +175,66 @@ int skill_get_index( uint16 skill_id )
return skill_id;
}
-const char* skill_get_name( uint16 skill_id )
-{
- return skill_db[skill_get_index(skill_id)].name;
+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;
+const char* skill_get_desc( uint16 skill_id ) {
+ return skill_db[skill->get_index(skill_id)].desc;
}
// out of bounds error checking [celest]
-static void skill_chk(int16* skill_id, uint16 skill_lv)
-{
- *skill_id = skill_get_index(*skill_id); // checks/adjusts id
- if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
+void skill_chk(int16* skill_id) {
+ *skill_id = skill->get_index(*skill_id); // checks/adjusts id
}
-#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
-
+#define skill_get(var,id) { skill->chk(&id); if(!id) return 0; return var; }
+#define skill_get2(var,id,lv) { skill->chk(&id); if(!id) return 0; if( lv > MAX_SKILL_LEVEL ) { int lv2 = lv; lv = skill_db[id].max; return (var) + (lv2-lv); } return var; }
// Skill DB
-int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
-int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
-int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
-int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
-int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[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, 1); }
-int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[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, 1); }
-int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
-int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
-int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
-int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
-int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
-int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
-int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
-int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
-int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
-int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
-int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
+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_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
+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_lv-1], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[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_lv-1], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[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_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_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_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_lv-1], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[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_lv-1], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[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_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_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_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_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_lv-1], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[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_lv-1], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[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_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_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_lv-1], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
#endif
int skill_tree_get_max(uint16 skill_id, int b_class)
{
@@ -246,124 +245,123 @@ int skill_tree_get_max(uint16 skill_id, int b_class)
if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
return skill_tree[b_class][i].max;
else
- return skill_get_max(skill_id);
+ return skill->get_max(skill_id);
}
-int skill_frostjoke_scream(struct block_list *bl,va_list ap);
-int skill_attack_area(struct block_list *bl,va_list ap);
-struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
-int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
-int skill_greed(struct block_list *bl, va_list ap);
-static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
-static int skill_cell_overlap(struct block_list *bl, va_list ap);
-static int skill_trap_splash(struct block_list *bl, va_list ap);
-struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
-static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
-static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
-static int skill_unit_effect(struct block_list *bl,va_list ap);
-
int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };
-int skill_get_casttype (uint16 skill_id)
-{
- int inf = skill_get_inf(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_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
+ if(skill_db[index].inf2&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
- if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
+ 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 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);
+ range = skill->get_range(skill_id, skill_lv);
- if( range < 0 )
- {
+ 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_FROSTMISTY:
- case WL_MARSHOFABYSS:
- case WL_SIENNAEXECRATE:
- case WL_DRAINLIFE:
- case WL_CRIMSONROCK:
- case WL_HELLINFERNO:
- case WL_COMET:
- case WL_CHAINLIGHTNING:
- case WL_TETRAVORTEX:
- case WL_RELEASE:
+ 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, WL_RADIUS);
+ range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
+ else
+ range += 10; //Assume level 10?
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;
+ // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
+ case GS_RAPIDSHOWER:
+ case GS_PIERCINGSHOT:
+ case GS_FULLBUSTER:
+ case GS_SPREADATTACK:
+ case GS_GROUNDDRIFT:
+ if (bl->type == BL_PC)
+ range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
+ else
+ range += 10; //Assume level 10?
+ break;
+ case NJ_KIRIKAGE:
+ if (bl->type == BL_PC)
+ range = skill->get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_WHITEIMPRISON:
+ case WL_SOULEXPANSION:
+ case WL_FROSTMISTY:
+ case WL_MARSHOFABYSS:
+ case WL_SIENNAEXECRATE:
+ case WL_DRAINLIFE:
+ case WL_CRIMSONROCK:
+ case WL_HELLINFERNO:
+ case WL_COMET:
+ case WL_CHAINLIGHTNING:
+ case WL_TETRAVORTEX:
+ case WL_RELEASE:
+ if( bl->type == BL_PC )
+ range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
+ break;
+ /**
+ * Ranger Bonus
+ **/
+ case HT_LANDMINE:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case RA_CLUSTERBOMB:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ if( bl->type == BL_PC )
+ range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
}
if( !range && bl->type != BL_PC )
@@ -399,7 +397,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
#ifdef RENEWAL
/**
* Renewal Heal Formula
- * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
+ * 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
@@ -407,7 +405,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
#endif
if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill * 2 / 100;
- else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
+ else if( src->type == BL_HOM && (skill = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
hp += hp * skill * 2 / 100;
break;
}
@@ -442,10 +440,11 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
default:
{
struct status_data *status = status_get_status_data(src);
- int min, max, wMatk, variance;
+ int min, max;
min = max = status_base_matk(status, status_get_lv(src));
if( status->rhw.matk > 0 ){
+ int wMatk, variance;
wMatk = status->rhw.matk;
variance = wMatk * status->rhw.wlv / 10;
min += wMatk - variance;
@@ -474,7 +473,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
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))
+ if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// High-class skills
@@ -496,7 +495,7 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b
if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
- else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
+ else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill->get_index(skill_id)] )
return 0;
return 1;
@@ -508,7 +507,7 @@ 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);
+ idx = skill->get_index(skill_id);
if (idx == 0)
return 1; // invalid skill id
@@ -529,27 +528,19 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
return 1;
}
- if (sd->blockskill[idx] > 0){
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
+ if (sd->blockskill[idx] > 0) {
+ 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 above
+ * 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;
- // Check skill restrictions [Celest]
- if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
- (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
- (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
- (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
- (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
- clif_msg(sd, 0x536); // This skill cannot be used within this area
- return 1;
- }
-
- if( sd->sc.option&OPTION_MOUNTING )
+
+ 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) {
@@ -557,7 +548,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
if(map[m].flag.nowarp) {
- clif_skill_teleportmessage(sd,0);
+ clif->skill_teleportmessage(sd,0);
return 1;
}
return 0;
@@ -565,32 +556,40 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case SC_FATALMENACE:
case SC_DIMENSIONDOOR:
if(map[m].flag.noteleport) {
- clif_skill_teleportmessage(sd,0);
+ clif->skill_teleportmessage(sd,0);
return 1;
}
- return 0; // gonna be checked in 'skill_castend_nodamage_id'
+ return 0; // gonna be checked in 'skill->castend_nodamage_id'
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
if (map[m].flag.nomemo) {
- clif_skill_teleportmessage(sd,1);
+ clif->skill_teleportmessage(sd,1);
return 1;
}
break;
case MC_VENDING:
- case MC_IDENTIFY:
case ALL_BUYING_STORE:
+ if( npc_isnear(&sd->bl) ) {
+ // uncomment for more verbose message.
+ //char output[150];
+ //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
+ //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[m].flag.noicewall) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
case GC_DARKILLUSION:
if( map_flag_gvg(m) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
@@ -600,7 +599,7 @@ int skillnotok (uint16 skill_id, 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,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
@@ -617,7 +616,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
* These skills cannot be used while in mado gear (credits to Xantara)
**/
if( pc_ismadogear(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
break;
@@ -628,7 +627,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case WM_LULLABY_DEEPSLEEP:
case WM_SATURDAY_NIGHT_FEVER:
if( !map_flag_vs(m) ) {
- clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
+ clif->skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
return 1;
}
break;
@@ -639,7 +638,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
{
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
nullpo_retr(1,hd);
if (idx == 0)
@@ -665,12 +664,12 @@ int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
}
//Use master's criteria.
- return skillnotok(skill_id, hd->master);
+ 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);
+ uint16 idx = skill->get_index(skill_id);
nullpo_retr(1,md);
if( idx == 0 )
@@ -678,12 +677,11 @@ int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
if( md->blockskill[idx] > 0 )
return 1;
- return skillnotok(skill_id, md->master);
+ return skill->not_ok(skill_id, md->master);
}
-struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
-{
- int pos = skill_get_unit_layout_type(skill_id,skill_lv);
+struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
+ int pos = skill->get_unit_layout_type(skill_id,skill_lv);
uint8 dir;
if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
@@ -718,7 +716,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
struct status_change *sc, *tsc;
enum sc_type status;
- int skill;
+ int temp;
int rate;
nullpo_ret(src);
@@ -742,21 +740,19 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
- if( sd )
- { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
- if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER )
- { // Trigger status effects
+ if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
+ if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
+ // Trigger status effects
enum sc_type type;
int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
- {
+ for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
rate = sd->addeff[i].rate;
if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
rate += sd->addeff[i].arrow_rate;
if( !rate ) continue;
- if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
- { // Trigger has attack type consideration.
+ if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
+ // Trigger has attack type consideration.
if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
(sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
(sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
@@ -764,39 +760,38 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
continue;
}
- if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
- { // Trigger has range consideration.
+ if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
+ // Trigger has range consideration.
if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = sd->addeff[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
+ temp = skill->get_time2(status_sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
- status_change_start(bl,type,rate,7,0,0,0,skill,0);
+ status_change_start(bl,type,rate,7,0,0,0,temp,0);
if (sd->addeff[i].flag&ATF_SELF)
- status_change_start(src,type,rate,7,0,0,0,skill,0);
+ status_change_start(src,type,rate,7,0,0,0,temp,0);
}
}
- if( skill_id )
- { // Trigger status effects on skills
+ if( skill_id ) {
+ // Trigger status effects on skills
enum sc_type type;
int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
- {
+ for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
+ temp = skill->get_time2(status_sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
- status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+ status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
if( sd->addeff3[i].target&ATF_SELF )
- status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+ status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
}
}
}
@@ -804,615 +799,613 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if( dmg_lv < ATK_DEF ) // no damage, return;
return 0;
- switch(skill_id)
- {
- case 0: // Normal attacks (no skill used)
- {
- if( attack_type&BF_SKILL )
- break; // If a normal attack is a skill, it's splash damage. [Inkfish]
- if(sd) {
- // Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
- rnd()%1000 <= sstatus->luk*10/3+1 ) {
- rate=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
- }
- // Automatic trigger of Warg Strike [Jobbie]
- if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
- skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
- // Gank
- if(dstmd && sd->status.weapon != W_BOW &&
- (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
- (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
- if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
- clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
- else
- clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
- }
- // Chance to trigger Taekwon kicks [Dralnu]
- if(sc && !sc->data[SC_COMBO]) {
- if(sc->data[SC_READYSTORM] &&
- sc_start(src,SC_COMBO, 15, TK_STORMKICK,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_READYDOWN] &&
- sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if(sc->data[SC_READYTURN] &&
- sc_start(src,SC_COMBO, 15, TK_TURNKICK,
- (2000 - 4*sstatus->agi - 2*sstatus->dex)))
- ; //Stance triggered
- else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
- rate = 20;
- if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
- rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
- status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
+ switch(skill_id) {
+ case 0: { // Normal attacks (no skill used)
+ if( attack_type&BF_SKILL )
+ break; // If a normal attack is a skill, it's splash damage. [Inkfish]
+ if(sd) {
+ // Automatic trigger of Blitz Beat
+ if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
+ rnd()%1000 <= sstatus->luk*10/3+1 ) {
+ rate=(sd->status.job_level+9)/10;
+ skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
+ }
+ // Automatic trigger of Warg Strike [Jobbie]
+ if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
+ skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
+ // Gank
+ if(dstmd && sd->status.weapon != W_BOW &&
+ (temp=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
+ (temp*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
+ if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
+ clif->skill_nodamage(src,bl,TF_STEAL,temp,1);
+ else
+ clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
+ }
+ // Chance to trigger Taekwon kicks [Dralnu]
+ if(sc && !sc->data[SC_COMBO]) {
+ if(sc->data[SC_READYSTORM] &&
+ sc_start(src,SC_COMBO, 15, TK_STORMKICK,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex)))
+ ; //Stance triggered
+ else if(sc->data[SC_READYDOWN] &&
+ sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex)))
+ ; //Stance triggered
+ else if(sc->data[SC_READYTURN] &&
+ sc_start(src,SC_COMBO, 15, TK_TURNKICK,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex)))
+ ; //Stance triggered
+ else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
+ rate = 20;
+ if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
+ rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
+ status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
+ }
+ sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
+ (2000 - 4*sstatus->agi - 2*sstatus->dex));
}
- sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
- (2000 - 4*sstatus->agi - 2*sstatus->dex));
}
+ if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
+ skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
}
- if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
- skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
- }
-
- if (sc) {
- struct status_change_entry *sce;
- // Enchant Poison gives a chance to poison attacked enemies
- if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
- skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
- // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
- if((sce=sc->data[SC_EDP]))
- sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
- skill_get_time2(ASC_EDP,sce->val1));
- }
- }
- break;
- case SM_BASH:
- if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
- //TODO: How much % per base level it actually is?
- sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
- skill_lv,skill_get_time2(SM_FATALBLOW,skill_lv));
+ if (sc) {
+ struct status_change_entry *sce;
+ // Enchant Poison gives a chance to poison attacked enemies
+ if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
+ status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+ skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
+ // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
+ if((sce=sc->data[SC_EDP]))
+ sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
+ skill->get_time2(ASC_EDP,sce->val1));
+ }
}
break;
- case MER_CRASH:
- sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case SM_BASH:
+ if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
+ //TODO: How much % per base level it actually is?
+ sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
+ skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv));
+ }
+ break;
- case AS_VENOMKNIFE:
- if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skill_lv = pc_checkskill(sd, TF_POISON);
- case TF_POISON:
- case AS_SPLASHER:
- if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
- && sd && skill_id==TF_POISON
- )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ case MER_CRASH:
+ sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case AS_SONICBLOW:
- sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case AS_VENOMKNIFE:
+ if (sd) //Poison chance must be that of Envenom. [Skotlex]
+ skill_lv = pc_checkskill(sd, TF_POISON);
+ case TF_POISON:
+ case AS_SPLASHER:
+ if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
+ && sd && skill_id==TF_POISON
+ )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
- case WZ_FIREPILLAR:
- unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
- break;
+ case AS_SONICBLOW:
+ sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case MG_FROSTDIVER:
-#ifndef RENEWAL
- case WZ_FROSTNOVA:
-#endif
- sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case WZ_FIREPILLAR:
+ unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1);
+ break;
-#ifdef RENEWAL
- case WZ_FROSTNOVA:
- sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
-#endif
+ case MG_FROSTDIVER:
+ #ifndef RENEWAL
+ case WZ_FROSTNOVA:
+ #endif
+ sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case WZ_STORMGUST:
- /**
- * Storm Gust counter was dropped in renewal
- **/
#ifdef RENEWAL
- sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- #else
- //Tharis pointed out that this is normal freeze chance with a base of 300%
- if(tsc->sg_counter >= 3 &&
- sc_start(bl,SC_FREEZE,300,skill_lv,skill_get_time2(skill_id,skill_lv)))
- tsc->sg_counter = 0;
+ case WZ_FROSTNOVA:
+ sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ #endif
+
+ case WZ_STORMGUST:
/**
- * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
+ * Storm Gust counter was dropped in renewal
**/
- else if( tsc->sg_counter > 250 )
- tsc->sg_counter = 0;
- #endif
- break;
+ #ifdef RENEWAL
+ sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ #else
+ //Tharis pointed out that this is normal freeze chance with a base of 300%
+ if(tsc->sg_counter >= 3 &&
+ sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv)))
+ tsc->sg_counter = 0;
+ /**
+ * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
+ **/
+ else if( tsc->sg_counter > 250 )
+ tsc->sg_counter = 0;
+ #endif
+ break;
- case WZ_METEOR:
- sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case WZ_METEOR:
+ sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case WZ_VERMILION:
- sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case WZ_VERMILION:
+ sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case HT_FLASHER:
- sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case HT_FLASHER:
+ sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case HT_LANDMINE:
- case MA_LANDMINE:
- sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case HT_SHOCKWAVE:
- status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
- break;
+ case HT_SHOCKWAVE:
+ status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
+ break;
- case HT_SANDMAN:
- case MA_SANDMAN:
- sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case TF_SPRINKLESAND:
- sc_start(bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case TF_SPRINKLESAND:
+ sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case TF_THROWSTONE:
- sc_start(bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case TF_THROWSTONE:
+ sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS:
- sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case NPC_DARKCROSS:
+ case CR_HOLYCROSS:
+ sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Chance to cause blind status vs demon and undead element, but not against players
- if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- attack_type |= BF_WEAPON;
- break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ //Chance to cause blind status vs demon and undead element, but not against players
+ if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
+ sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ attack_type |= BF_WEAPON;
+ break;
- case AM_ACIDTERROR:
- sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
- clif_emotion(bl,E_OMG);
- break;
+ case AM_ACIDTERROR:
+ sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
+ clif->emotion(bl,E_OMG);
+ break;
- case AM_DEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
- break;
+ case AM_DEMONSTRATION:
+ skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
+ break;
- case CR_SHIELDCHARGE:
- sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case CR_SHIELDCHARGE:
+ sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case PA_PRESSURE:
- status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
- break;
+ case PA_PRESSURE:
+ status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
+ break;
- case RG_RAID:
- sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
+ case RG_RAID:
+ sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-#ifdef RENEWAL
- sc_start(bl,SC_RAID,100,7,5000);
- break;
+ #ifdef RENEWAL
+ sc_start(bl,SC_RAID,100,7,5000);
+ break;
- case RG_BACKSTAP:
- sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
-#endif
- break;
+ case RG_BACKSTAP:
+ sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+ #endif
+ break;
- case BA_FROSTJOKER:
- sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case BA_FROSTJOKER:
+ sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case DC_SCREAM:
- sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case DC_SCREAM:
+ sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case BD_LULLABY:
- sc_start(bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case BD_LULLABY:
+ sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case DC_UGLYDANCE:
- rate = 5+5*skill_lv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- rate += 5+skill;
- status_zap(bl, 0, rate);
- break;
- case SL_STUN:
- if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
- sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
- break;
+ case DC_UGLYDANCE:
+ rate = 5+5*skill_lv;
+ if(sd && (temp=pc_checkskill(sd,DC_DANCINGLESSON)))
+ rate += 5+temp;
+ status_zap(bl, 0, rate);
+ break;
+ case SL_STUN:
+ if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
+ sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
- case NPC_PETRIFYATTACK:
- sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
- skill_lv,0,0,skill_get_time(skill_id,skill_lv),
- skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_HELLPOWER:
- sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_ACIDBREATH:
- case NPC_ICEBREATH:
- sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_BLEEDING:
- sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_MENTALBREAKER:
- { //Based on observations by Tharis, Mental Breaker should do SP damage
- //equal to Matk*skLevel.
- rate = sstatus->matk_min;
- if (rate < sstatus->matk_max)
- rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
- rate*=skill_lv;
- status_zap(bl, 0, rate);
- break;
- }
- // Equipment breaking monster skills [Celest]
- case NPC_WEAPONBRAKER:
- skill_break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_ARMORBRAKE:
- skill_break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_HELMBRAKE:
- skill_break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
- break;
- case NPC_SHIELDBRAKE:
- skill_break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
- break;
+ case NPC_PETRIFYATTACK:
+ sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
+ skill_lv,0,0,skill->get_time(skill_id,skill_lv),
+ skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_CURSEATTACK:
+ case NPC_SLEEPATTACK:
+ case NPC_BLINDATTACK:
+ case NPC_POISON:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ case NPC_HELLPOWER:
+ sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_ACIDBREATH:
+ case NPC_ICEBREATH:
+ sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_BLEEDING:
+ sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_MENTALBREAKER:
+ { //Based on observations by Tharis, Mental Breaker should do SP damage
+ //equal to Matk*skLevel.
+ rate = sstatus->matk_min;
+ if (rate < sstatus->matk_max)
+ rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
+ rate*=skill_lv;
+ status_zap(bl, 0, rate);
+ break;
+ }
+ // Equipment breaking monster skills [Celest]
+ case NPC_WEAPONBRAKER:
+ skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
+ break;
+ case NPC_ARMORBRAKE:
+ skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
+ break;
+ case NPC_HELMBRAKE:
+ skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
+ break;
+ case NPC_SHIELDBRAKE:
+ skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
+ break;
- case CH_TIGERFIST:
- sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
- break;
+ case CH_TIGERFIST:
+ sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv));
+ break;
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill_get_time2(skill_id,skill_lv));
- break;
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill->get_time2(skill_id,skill_lv));
+ break;
- case ST_REJECTSWORD:
- sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
- break;
+ case ST_REJECTSWORD:
+ sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
- case PF_FOGWALL:
- if (src != bl && !tsc->data[SC_DELUGE])
- sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case PF_FOGWALL:
+ if (src != bl && !tsc->data[SC_DELUGE])
+ sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
- if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
- break;
+ case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
+ if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
+ sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
+ break;
- case LK_JOINTBEAT:
- status = status_skill2sc(skill_id);
- if (tsc->jb_flag) {
- sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
- tsc->jb_flag = 0;
- }
- break;
- case ASC_METEORASSAULT:
- //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
- switch(rnd()%3) {
- case 0:
- sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
- break;
- case 1:
- sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
- break;
- default:
- sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
- }
- break;
+ case LK_JOINTBEAT:
+ status = status_skill2sc(skill_id);
+ if (tsc->jb_flag) {
+ sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
+ tsc->jb_flag = 0;
+ }
+ break;
+ case ASC_METEORASSAULT:
+ //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
+ switch(rnd()%3) {
+ case 0:
+ sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1));
+ break;
+ case 1:
+ sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
+ break;
+ default:
+ sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
+ }
+ break;
- case HW_NAPALMVULCAN:
- sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case HW_NAPALMVULCAN:
+ sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case WS_CARTTERMINATION: // Cart termination
- sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case WS_CARTTERMINATION: // Cart termination
+ sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case CR_ACIDDEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
- break;
+ case CR_ACIDDEMONSTRATION:
+ skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
+ break;
- case TK_DOWNKICK:
- sc_start(bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case TK_DOWNKICK:
+ sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case TK_JUMPKICK:
- if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
- {// debuff the following statuses
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- status_change_end(bl, SC_KAAHI, INVALID_TIMER);
- status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
- if(attack_type&BF_MISC) //70% base stun chance...
- sc_start(bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case GS_BULLSEYE: //0.1% coma rate.
- if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
- break;
- case GS_PIERCINGSHOT:
- sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- break;
- case NJ_HYOUSYOURAKU:
- sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case GS_FLING:
- sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
- break;
- case GS_DISARM:
- rate = 3*skill_lv;
- if (sstatus->dex > tstatus->dex)
- rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
- skill_strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case NPC_EVILLAND:
- sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_HELLJUDGEMENT:
- sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case NPC_CRITICALWOUND:
- sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case RK_HUNDREDSPEAR:
- if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
- break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
- rate = 10 + 3 * skill_lv;
- if( rnd()%100 < rate )
- skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
- break;
- case RK_WINDCUTTER:
- sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case RK_DRAGONBREATH:
- sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
- break;
- case AB_ADORAMUS:
- if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
- sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case WL_CRIMSONROCK:
- sc_start(bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case WL_COMET:
- sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
- break;
- case WL_EARTHSTRAIN:
- {
- int rate = 0, i;
- const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
- rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
- //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
+ case TK_JUMPKICK:
+ if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
+ {// debuff the following statuses
+ status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ status_change_end(bl, SC_KAAHI, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
+ status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
+ }
+ break;
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
+ if(attack_type&BF_MISC) //70% base stun chance...
+ sc_start(bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case GS_BULLSEYE: //0.1% coma rate.
+ if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
+ status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ break;
+ case GS_PIERCINGSHOT:
+ sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NJ_HYOUSYOURAKU:
+ sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case GS_FLING:
+ sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv));
+ break;
+ case GS_DISARM:
+ rate = 3*skill_lv;
+ if (sstatus->dex > tstatus->dex)
+ rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
+ skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case NPC_EVILLAND:
+ sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_HELLJUDGEMENT:
+ sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case NPC_CRITICALWOUND:
+ sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case RK_HUNDREDSPEAR:
+ if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
+ break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
+ rate = 10 + 3 * skill_lv;
+ if( rnd()%100 < rate )
+ skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
+ break;
+ case RK_WINDCUTTER:
+ sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case RK_DRAGONBREATH:
+ sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ break;
+ case AB_ADORAMUS:
+ if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
+ sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case WL_CRIMSONROCK:
+ sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case WL_COMET:
+ sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ break;
+ case WL_EARTHSTRAIN:
+ {
+ int rate = 0, i;
+ const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
+ rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
+ //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
- for( i = 0; i < skill_lv; i++ )
- skill_strip_equip(bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
- }
- break;
- case WL_JACKFROST:
- sc_start(bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case RA_WUGBITE:
- sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
- break;
- case RA_SENSITIVEKEEN:
- if( rnd()%100 < 8 * skill_lv )
- skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
- break;
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case NC_PILEBUNKER:
- if( rnd()%100 < 5 + 15*skill_lv )
- { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
- status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
- }
- break;
- case NC_FLAMELAUNCHER:
- sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
- break;
- case NC_COLDSLOWER:
- sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case NC_POWERSWING:
- sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- if( rnd()%100 < 5*skill_lv )
- skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
- break;
- case GC_WEAPONCRUSH:
- skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
- break;
- case LG_SHIELDPRESS:
- sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- case LG_PINPOINTATTACK:
- rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
- switch( skill_lv ) {
- case 1:
- sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
- break;
- case 2:
- if( dstsd && dstsd->spiritball && rnd()%100 < rate )
- pc_delspiritball(dstsd, dstsd->spiritball, 0);
- break;
- default:
- skill_break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
- break;
- }
- break;
- case LG_MOONSLASHER:
- rate = 32 + 8 * skill_lv;
- if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
- skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
- else if( dstmd && !is_boss(bl) )
- sc_start(bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
- if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
- sc_start(bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- case LG_EARTHDRIVE:
- skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
- sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SR_DRAGONCOMBO:
- sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SR_FALLENEMPIRE:
- sc_start(bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SR_WINDMILL:
- if( dstsd )
- skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
- else if( dstmd && !is_boss(bl) )
- sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
- break;
- case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case SR_EARTHSHAKER:
- sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case SR_HOWLINGOFLION:
- sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case WM_SOUND_OF_DESTRUCTION:
- if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
- status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
- status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
- status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
- status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
- status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
- status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
- status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
- status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
- status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
- status_change_end(bl, SC_HUMMING, INVALID_TIMER);
- status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
- status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
- status_change_end(bl, SC_LONGING, INVALID_TIMER);
- status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
- status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
- status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
- status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
- status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
- status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
- status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
- status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
- status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
- status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
- }
- break;
- case SO_EARTHGRAVE:
- sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
- break;
- case SO_DIAMONDDUST:
- rate = 5 + 5 * skill_lv;
- if( sc && sc->data[SC_COOLER_OPTION] )
- rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
- sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case SO_VARETYR_SPEAR:
- sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- break;
- case GN_SLINGITEM_RANGEMELEEATK:
- if( sd ) {
- switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
- case 13261:
- sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
- sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
+ for( i = 0; i < skill_lv; i++ )
+ skill->strip_equip(bl,pos[i],rate,skill_lv,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case WL_JACKFROST:
+ sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case RA_WUGBITE:
+ sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
+ break;
+ case RA_SENSITIVEKEEN:
+ if( rnd()%100 < 8 * skill_lv )
+ skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
+ break;
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+ break;
+ case NC_PILEBUNKER:
+ if( rnd()%100 < 5 + 15*skill_lv )
+ { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
+ }
+ break;
+ case NC_FLAMELAUNCHER:
+ sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time2(skill_id, skill_lv));
+ break;
+ case NC_COLDSLOWER:
+ sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case NC_POWERSWING:
+ sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ if( rnd()%100 < 5*skill_lv )
+ skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
+ break;
+ case GC_WEAPONCRUSH:
+ skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
+ break;
+ case LG_SHIELDPRESS:
+ sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
+ break;
+ case LG_PINPOINTATTACK:
+ rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
+ switch( skill_lv ) {
+ case 1:
+ sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
break;
- case 13262:
- sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
+ case 2:
+ if( dstsd && dstsd->spiritball && rnd()%100 < rate )
+ pc_delspiritball(dstsd, dstsd->spiritball, 0);
break;
- case 13264:
- sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
- sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
+ default:
+ skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
break;
}
- sd->itemid = -1;
- }
- break;
- case GN_HELLS_PLANT_ATK:
- sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
- break;
- case EL_WIND_SLASH: // Non confirmed rate.
- sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
- break;
- case EL_STONE_HAMMER:
- rate = 10 * skill_lv;
- sc_start(bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
- break;
- case EL_ROCK_CRUSHER:
- case EL_ROCK_CRUSHER_ATK:
- sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
- break;
- case EL_TYPOON_MIS:
- sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case KO_JYUMONJIKIRI: // needs more info
- sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case KO_MAKIBISHI:
- sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
- break;
- case MH_LAVA_SLIDE:
- if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
- break;
- case MH_STAHL_HORN:
- sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
- break;
- case MH_NEEDLE_OF_PARALYZE:
- sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
- break;
+ break;
+ case LG_MOONSLASHER:
+ rate = 32 + 8 * skill_lv;
+ if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet.
+ skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
+ else if( dstmd && !is_boss(bl) )
+ sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
+ if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
+ sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
+ break;
+ case LG_EARTHDRIVE:
+ skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF);
+ sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_DRAGONCOMBO:
+ sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_FALLENEMPIRE:
+ sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_WINDMILL:
+ if( dstsd )
+ skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
+ else if( dstmd && !is_boss(bl) )
+ sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
+ break;
+ case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
+ sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case SR_EARTHSHAKER:
+ sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case SR_HOWLINGOFLION:
+ sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case WM_SOUND_OF_DESTRUCTION:
+ if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
+ status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
+ status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
+ status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
+ status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
+ status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
+ status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
+ status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
+ status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
+ status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
+ status_change_end(bl, SC_HUMMING, INVALID_TIMER);
+ status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
+ status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
+ status_change_end(bl, SC_LONGING, INVALID_TIMER);
+ status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
+ status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
+ status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
+ status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+ status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
+ status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
+ status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
+ status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+ status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
+ status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
+ }
+ break;
+ case SO_EARTHGRAVE:
+ sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
+ break;
+ case SO_DIAMONDDUST:
+ rate = 5 + 5 * skill_lv;
+ if( sc && sc->data[SC_COOLER_OPTION] )
+ rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
+ sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill->get_time2(skill_id, skill_lv));
+ break;
+ case SO_VARETYR_SPEAR:
+ sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ if( sd ) {
+ switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
+ case 13261:
+ sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv));
+ sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv));
+ break;
+ case 13262:
+ sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
+ break;
+ case 13264:
+ sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
+ sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
+ break;
+ }
+ sd->itemid = -1;
+ }
+ break;
+ case GN_HELLS_PLANT_ATK:
+ sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+ sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
+ break;
+ case EL_WIND_SLASH: // Non confirmed rate.
+ sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+ break;
+ case EL_STONE_HAMMER:
+ rate = 10 * skill_lv;
+ sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+ break;
+ case EL_ROCK_CRUSHER:
+ case EL_ROCK_CRUSHER_ATK:
+ sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+ break;
+ case EL_TYPOON_MIS:
+ sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case KO_JYUMONJIKIRI: // needs more info
+ sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case KO_MAKIBISHI:
+ sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(skill_id,skill_lv));
+ break;
+ case MH_LAVA_SLIDE:
+ if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv));
+ break;
+ case MH_STAHL_HORN:
+ sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
+ case MH_NEEDLE_OF_PARALYZE:
+ sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
@@ -1436,13 +1429,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
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_MAXOVERTHRUST])
rate += 10;
}
if( rate )
- skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
+ 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.
@@ -1453,7 +1448,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if( sc && sc->data[SC_MELTDOWN] )
rate += sc->data[SC_MELTDOWN]->val2;
if( rate )
- skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
+ skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
// Target armor breaking
rate = 0;
@@ -1462,7 +1457,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if( sc && sc->data[SC_MELTDOWN] )
rate += sc->data[SC_MELTDOWN]->val3;
if( rate )
- skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
+ skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
}
}
@@ -1470,25 +1465,25 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
struct unit_data *ud = unit_bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
- skill = sc->data[SC_WILD_STORM_OPTION]->val2;
+ temp = sc->data[SC_WILD_STORM_OPTION]->val2;
else if( sc->data[SC_UPHEAVAL_OPTION] )
- skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
+ temp = sc->data[SC_UPHEAVAL_OPTION]->val2;
else if( sc->data[SC_TROPIC_OPTION] )
- skill = sc->data[SC_TROPIC_OPTION]->val3;
+ temp = sc->data[SC_TROPIC_OPTION]->val3;
else if( sc->data[SC_CHILLY_AIR_OPTION] )
- skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
+ temp = sc->data[SC_CHILLY_AIR_OPTION]->val3;
else
- skill = 0;
+ temp = 0;
- if ( rnd()%100 < 25 && skill ){
- skill_castend_damage_id(src, bl, skill, 5, tick, 0);
+ if ( rnd()%100 < 25 && temp ){
+ skill->castend_damage_id(src, bl, temp, 5, tick, 0);
if (ud) {
- rate = skill_delayfix(src, skill, skill_lv);
+ 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_ACTIONDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
}
}
}
@@ -1508,10 +1503,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sd->autospell[i].flag&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
- skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
+ temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
sd->state.autocast = 1;
- notok = skillnotok(skill, sd);
+ notok = skill->not_ok(temp, sd);
sd->state.autocast = 0;
if ( notok )
@@ -1527,26 +1522,26 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
tbl = (sd->autospell[i].id < 0) ? src : bl;
- if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
+ if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
- skill_get_unit_flag(skill)&UF_NOREITERATION &&
- skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
+ skill->get_unit_flag(temp)&UF_NOREITERATION &&
+ skill->check_unit_range(src,tbl->x,tbl->y,temp,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
- skill_get_unit_flag(skill)&UF_NOFOOTSET &&
- skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv)
+ skill->get_unit_flag(temp)&UF_NOFOOTSET &&
+ skill->check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
+ (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 == skill)
+ if(sd->ud.skillunit[v]->skill_id == temp)
maxcount--;
}
if( maxcount == 0 ) {
@@ -1555,37 +1550,37 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
}
if( battle_config.autospell_check_range &&
- !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
+ !battle->check_range(src, tbl, skill->get_range2(src, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) )
continue;
- if (skill == AS_SONICBLOW)
+ if (temp == AS_SONICBLOW)
pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
- if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
+ else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding.
type = CAST_GROUND;
sd->state.autocast = 1;
- skill_consume_requirement(sd,skill,skill_lv,1);
- skill_toggle_magicpower(src, skill);
+ skill->consume_requirement(sd,temp,skill_lv,1);
+ skill->toggle_magicpower(src, temp);
switch (type) {
case CAST_GROUND:
- skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
+ skill->castend_pos2(src, tbl->x, tbl->y, temp, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
+ skill->castend_nodamage_id(src, tbl, temp, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
+ skill->castend_damage_id(src, tbl, temp, skill_lv, tick, 0);
break;
}
sd->state.autocast = 0;
//Set canact delay. [Skotlex]
ud = unit_bl2ud(src);
if (ud) {
- rate = skill_delayfix(src, skill, skill_lv);
+ 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 && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
}
}
}
@@ -1616,7 +1611,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
{
struct mob_db *mob;
int class_;
- skill = 0;
+ temp = 0;
do {
do {
class_ = rnd() % MAX_MOB_DB;
@@ -1626,8 +1621,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
mob = mob_db(class_);
} while (
(mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
- (skill++) < 2000);
- if (skill < 2000)
+ (temp++) < 2000);
+ if (temp < 2000)
mob_class_change(dstmd,class_);
}
@@ -1635,7 +1630,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
- int skill, skill_lv, i, type, notok;
+ int temp, skill_lv, i, type, notok;
struct block_list *tbl;
if( sd == NULL || !skill_id )
@@ -1648,10 +1643,10 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
if( sd->autospell3[i].lock )
continue; // autospell already being executed
- skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
+ temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
sd->state.autocast = 1;
- notok = skillnotok(skill, sd);
+ notok = skill->not_ok(temp, sd);
sd->state.autocast = 0;
if ( notok )
@@ -1667,26 +1662,26 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
- if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
+ if( (type = skill->get_casttype(temp)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
- skill_get_unit_flag(skill)&UF_NOREITERATION &&
- skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
+ 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(skill)&UF_NOFOOTSET &&
- skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
+ 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(skill, skill_lv)) > 0
+ (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 == skill)
+ if(sd->ud.skillunit[v]->skill_id == temp)
maxcount--;
}
if( maxcount == 0 ) {
@@ -1695,26 +1690,23 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
}
}
if( battle_config.autospell_check_range &&
- !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
+ !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,skill,skill_lv,1);
- switch( type )
- {
- case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
- case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
- case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
+ 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 && sd->autobonus3[0].rate )
- {
- for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
- {
+ if( sd && sd->autobonus3[0].rate ) {
+ for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
if( rnd()%1000 >= sd->autobonus3[i].rate )
continue;
if( sd->autobonus3[i].active != INVALID_TIMER )
@@ -1728,12 +1720,12 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
return 1;
}
-/* Splitted off from skill_additional_effect, which is never called when the
+/* Splitted 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
+ * 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, unsigned int tick)
@@ -1768,7 +1760,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
continue; //Range Failed.
}
type = dstsd->addeff2[i].id;
- time = skill_get_time2(status_sc2skill(type),7);
+ time = skill->get_time2(status_sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
status_change_start(src,type,rate,7,0,0,0,time,0);
@@ -1779,25 +1771,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
switch(skill_id){
- case MO_EXTREMITYFIST:
- sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case GS_FULLBUSTER:
- sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case HFLI_SBR44: //[orn]
- case HVAN_EXPLOSION:
- if(src->type == BL_HOM){
- TBL_HOM *hd = (TBL_HOM*)src;
- hd->homunculus.intimacy = 200;
- if (hd->master)
- clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- attack_type |= BF_WEAPON;
- break;
+ case MO_EXTREMITYFIST:
+ sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case GS_FULLBUSTER:
+ sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case HFLI_SBR44: //[orn]
+ case HVAN_EXPLOSION:
+ if(src->type == BL_HOM){
+ TBL_HOM *hd = (TBL_HOM*)src;
+ hd->homunculus.intimacy = 200;
+ if (hd->master)
+ clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
+ }
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ attack_type |= BF_WEAPON;
+ break;
}
if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
@@ -1805,11 +1797,11 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
sc_start(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)) &&
+ !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
(rate=pc_checkskill(sd,HW_SOULDRAIN))>0
){ //Soul Drain should only work on targetted spells [Skotlex]
if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
+ clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
}
@@ -1840,9 +1832,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
// Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
- !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
- {
+ if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_id, skill_lv, rate, type, notok;
@@ -1863,7 +1853,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
rate>>=1;
dstsd->state.autocast = 1;
- notok = skillnotok(skill_id, dstsd);
+ notok = skill->not_ok(skill_id, dstsd);
dstsd->state.autocast = 0;
if ( notok )
@@ -1874,22 +1864,22 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
- if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
+ if( (type = skill->get_casttype(skill_id)) == CAST_GROUND ) {
int maxcount = 0;
if( !(BL_PC&battle_config.skill_reiteration) &&
- skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
- skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
+ skill->get_unit_flag(skill_id)&UF_NOREITERATION &&
+ skill->check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.skill_nofootset &&
- skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
- skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
+ skill->get_unit_flag(skill_id)&UF_NOFOOTSET &&
+ skill->check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
) {
continue;
}
if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
+ (maxcount = skill->get_maxcount(skill_id, skill_lv)) > 0
) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
@@ -1902,42 +1892,40 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
}
- if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
+ if( !battle->check_range(src, tbl, skill->get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
continue;
dstsd->state.autocast = 1;
- skill_consume_requirement(dstsd,skill_id,skill_lv,1);
+ skill->consume_requirement(dstsd,skill_id,skill_lv,1);
switch (type) {
case CAST_GROUND:
- skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
+ skill->castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
break;
case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
+ skill->castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
break;
case CAST_DAMAGE:
- skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
+ skill->castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
break;
}
dstsd->state.autocast = 0;
//Set canact delay. [Skotlex]
ud = unit_bl2ud(bl);
if (ud) {
- rate = skill_delayfix(bl, skill_id, skill_lv);
+ rate = skill->delay_fix(bl, skill_id, 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_ACTIONDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(bl, SI_ACTIONDELAY, 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) )
- {
+ if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
int i;
- for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
- {
+ for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
if( rnd()%1000 >= dstsd->autobonus2[i].rate )
continue;
if( dstsd->autobonus2[i].active != INVALID_TIMER )
@@ -1958,8 +1946,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
- flag is a BCT_ flag to indicate which type of adjustment should be used
(BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
--------------------------------------------------------------------------*/
-int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
-{
+int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) {
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
@@ -2005,7 +1992,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
else if (rnd()%10000 >= rate)
where&=~where_list[i];
else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
- sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
+ sc_start(bl,scatk[i],100,0,skill->get_time(status_sc2skill(scatk[i]),1));
}
}
if (!where) //Nothing to break.
@@ -2043,14 +2030,13 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
pc_unequipitem(sd, j, 3);
}
}
- clif_equiplist(sd);
+ 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)
-{
+int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) {
struct status_change *sc;
const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
@@ -2085,15 +2071,14 @@ static int skill_area_temp[8];
- if 'flag&0x1', position update packets must not be sent.
- if 'flag&0x2', skill blown ignores players' special_state.no_knockback
-------------------------------------------------------------------------*/
-int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag)
-{
+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_flag_gvg(target->m) || map[target->m].flag.battleground))
- return 0; //No knocking back in WoE
+ if (src != target && map[src->m].flag.noknockback)
+ return 0; //No knocking
if (count == 0)
return 0; //Actual knockback distance is 0.
@@ -2136,8 +2121,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
-static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
-{
+int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
struct status_change *sc = status_get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
@@ -2160,7 +2144,7 @@ static int skill_magic_reflect(struct block_list* src, struct block_list* bl, in
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);
+ clif->specialeffect(bl, 438, AREA);
if( --sc->data[SC_KAITE]->val2 <= 0 )
status_change_end(bl, SC_KAITE, INVALID_TIMER);
return 2;
@@ -2191,6 +2175,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
struct map_session_data *sd, *tsd;
int type,damage,rdamage=0;
int8 rmdamage=0;//magic reflected
+ bool additional_effects = true;
if(skill_id > 0 && !skill_lv) return 0;
@@ -2202,7 +2187,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//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) {
+ } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
if (!status_check_skilluse(src, bl, skill_id, 2))
return 0;
@@ -2220,22 +2205,20 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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] && !(sstatus->mode&MD_BOSS))
+ if (sc && sc->data[SC_TRICKDEAD])
return 0;
- dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
+ dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
//Skotlex: Adjusted to the new system
- if(src->type==BL_PET)
- { // [Valaris]
+ if( src->type == BL_PET ) { // [Valaris]
struct pet_data *pd = (TBL_PET*)src;
- if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id)
- {
- int element = skill_get_ele(skill_id, skill_lv);
+ 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);
+ dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
else
dmg.damage= skill_lv;
dmg.damage2=0;
@@ -2245,12 +2228,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
- if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
+ if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) )
{ //Magic reflection, switch caster/target
struct block_list *tbl = bl;
rmdamage = 1;
bl = src;
src = tbl;
+ dsrc = tbl;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
sc = status_get_sc(bl);
@@ -2270,18 +2254,41 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sc->data[SC_SPIRIT]->val3 = skill_id;
sc->data[SC_SPIRIT]->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
- if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
- dmg = battle_calc_attack(BF_MAGIC,bl,bl,skill_id,skill_lv,flag&0xFFF);
+ if( dmg.dmg_lv != ATK_MISS ){ //Wiz SL cancelled and consumed fragment
+ 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 *status = status_get_status_data(bl);
+ int per = 100*status->sp / status->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)*status->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
}
if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
- int sp = skill_get_sp(skill_id,skill_lv);
+ 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;
@@ -2300,19 +2307,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
|| (sc && sc->data[SC_REFLECTDAMAGE])) )
- rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
+ rdamage = battle->calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
- struct block_list *nbl = NULL;
- nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
+ 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.
damage = damage / 2; // Deflect half of the damage to a target nearby
- clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
+ clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
}
}
//Skill hit type
- type=(skill_id==0)?5:skill_get_hit(skill_id);
+ type=(skill_id==0)?5:skill->get_hit(skill_id);
if(damage < dmg.div_
//Only skills that knockback even when they miss. [Skotlex]
@@ -2379,7 +2386,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
{
//TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
- clif_combo_delay(src,2000);
+ clif->combo_delay(src,2000);
}
break;
case TK_COUNTER:
@@ -2392,7 +2399,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case SL_STIN:
case SL_STUN:
if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
- sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
+ sc_start(src,SC_SMA,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]
@@ -2408,116 +2415,114 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
} //Switch End
if (flag) { //Possible to chain
- flag = DIFF_TICK(sd->ud.canact_tick, tick);
- if (flag < 1) flag = 1;
+ if ( (flag = DIFF_TICK(sd->ud.canact_tick, tick)) < 50 ) flag = 50;/* less is a waste. */
sc_start2(src,SC_COMBO,100,skill_id,bl->id,flag);
- clif_combo_delay(src, flag);
+ clif->combo_delay(src, flag);
}
}
//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,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
- break;
+ 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,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
+ break;
- case AS_SPLASHER:
- if( flag&SD_ANIMATION ) // the surrounding targets
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, 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 WL_SOULEXPANSION:
- case WL_COMET:
- case KO_MUCHANAGE:
- case NJ_HUUMA:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,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_PLUSATK:
- case EL_FIRE_BOMB:
- case EL_FIRE_BOMB_ATK:
- case EL_FIRE_WAVE:
- case EL_FIRE_WAVE_ATK:
- case EL_FIRE_MANTLE:
- case EL_CIRCLE_OF_FIRE:
- case EL_FIRE_ARROW:
- case EL_ICE_NEEDLE:
- case EL_WATER_SCREW:
- case EL_WATER_SCREW_ATK:
- case EL_WIND_SLASH:
- case EL_TIDAL_WEAPON:
- case EL_ROCK_CRUSHER:
- case EL_ROCK_CRUSHER_ATK:
- case EL_HURRICANE:
- case EL_HURRICANE_ATK:
- case KO_BAKURETSU:
- case GN_CRAZYWEED_ATK:
- 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 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,skill_lv,5);
- break;
- case WM_REVERBERATION_MELEE:
- case WM_REVERBERATION_MAGIC:
- dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
- break;
- case HT_CLAYMORETRAP:
- case HT_BLASTMINE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case RA_CLUSTERBOMB:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, 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);
+ 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 WL_SOULEXPANSION:
+ case WL_COMET:
+ case KO_MUCHANAGE:
+ case NJ_HUUMA:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,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_PLUSATK:
+ case EL_FIRE_BOMB:
+ case EL_FIRE_BOMB_ATK:
+ case EL_FIRE_WAVE:
+ case EL_FIRE_WAVE_ATK:
+ case EL_FIRE_MANTLE:
+ case EL_CIRCLE_OF_FIRE:
+ case EL_FIRE_ARROW:
+ case EL_ICE_NEEDLE:
+ case EL_WATER_SCREW:
+ case EL_WATER_SCREW_ATK:
+ case EL_WIND_SLASH:
+ case EL_TIDAL_WEAPON:
+ case EL_ROCK_CRUSHER:
+ case EL_ROCK_CRUSHER_ATK:
+ case EL_HURRICANE:
+ case EL_HURRICANE_ATK:
+ case KO_BAKURETSU:
+ case GN_CRAZYWEED_ATK:
+ 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 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,skill_lv,5);
+ break;
+ case WM_REVERBERATION_MELEE:
+ case WM_REVERBERATION_MAGIC:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
+ break;
+ case HT_CLAYMORETRAP:
+ case HT_BLASTMINE:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case RA_CLUSTERBOMB:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, 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;
- 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();
@@ -2527,7 +2532,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
&& (!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;
+ int copy_skill = skill_id, cidx = 0;
/**
* Copy Referal: dummy skills should point to their source upon copying
**/
@@ -2557,36 +2562,43 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
copy_skill = LG_OVERBRAND;
break;
}
-
- if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
+ 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;
+ 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 && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
- tsd->status.skill[tsd->reproduceskill_id].id = 0;
- tsd->status.skill[tsd->reproduceskill_id].lv = 0;
- tsd->status.skill[tsd->reproduceskill_id].flag = 0;
- clif_deleteskill(tsd,tsd->reproduceskill_id);
+ lv = min(lv,skill->get_max(copy_skill));
+ idx = skill->get_index(tsd->reproduceskill_id);
+ 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, "REPRODUCE_SKILL", copy_skill);
pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
- tsd->status.skill[copy_skill].id = copy_skill;
- tsd->status.skill[copy_skill].lv = lv;
- tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
- clif_addskill(tsd,copy_skill);
+ 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 && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
- tsd->status.skill[tsd->cloneskill_id].id = 0;
- tsd->status.skill[tsd->cloneskill_id].lv = 0;
- tsd->status.skill[tsd->cloneskill_id].flag = 0;
- clif_deleteskill(tsd,tsd->cloneskill_id);
+ if ( 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)
@@ -2596,34 +2608,34 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
- tsd->status.skill[skill_id].id = copy_skill;
- tsd->status.skill[skill_id].lv = lv;
- tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
- clif_addskill(tsd,skill_id);
+ tsd->status.skill[idx].id = copy_skill;
+ tsd->status.skill[idx].lv = lv;
+ tsd->status.skill[idx].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
+ 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;
}
- if( !dmg.amotion )
- { //Instant damage
+ if( !dmg.amotion ) {
+ //Instant damage
if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !status_isdead(bl) )
- skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
+ 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);
+ 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 )
- sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
+ sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,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;
@@ -2654,35 +2666,35 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//blown-specific handling
switch( skill_id ) {
case LG_OVERBRAND:
- if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
+ if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) ) {
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 + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
+ skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
} else
- skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
+ skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
break;
case SR_KNUCKLEARROW:
- if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
+ 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);
+ skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
}
break;
case GN_WALLOFTHORN:
unit_stop_walking(bl,1);
- skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
- clif_fixpos(bl);
+ skill->blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
+ clif->fixpos(bl);
break;
default:
- skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
+ 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);
+ skill->blown(src, bl, 3, -1, 0);
}
break;
}
@@ -2690,10 +2702,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
- battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion);
+ 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 )
- {
+ 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);
@@ -2703,13 +2714,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
) && check_distance_bl(bl, d_bl, sce->val3) )
{
if(!rmdamage){
- clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(d_bl,d_bl, gettick(), 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
+ } 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, gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(bl,bl, damage, 0);
}
}
@@ -2725,9 +2735,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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);
+ 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);
+ 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)
@@ -2737,25 +2747,33 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
(dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
{
if (battle_config.left_cardfix_to_right)
- battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
+ 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);
+ battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
}
if( rdamage > 0 ) {
if( sc && sc->data[SC_REFLECTDAMAGE] ) {
- if( src != bl )// Don't reflect your own damage (Grand Cross)
- map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
+ if( src != bl ) {// Don't reflect your own damage (Grand Cross)
+ bool change = false;
+ if( sd && !sd->state.autocast )
+ change = true;
+ if( change )
+ sd->state.autocast = 1;
+ map_foreachinshootrange(battle->damage_area,bl,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
+ if( change )
+ sd->state.autocast = 0;
+ }
} else {
if( dmg.amotion )
- battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
+ battle->delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0,additional_effects);
else
status_fix_damage(bl,src,rdamage,0);
- clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
+ clif->damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
if( tsd && src != bl )
- battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
+ battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
+ skill->additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
}
if( damage > 0 ) {
@@ -2764,14 +2782,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
**/
switch( skill_id ) {
case RK_CRUSHSTRIKE:
- skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
+ skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
case GC_VENOMPRESSURE: {
struct status_change *ssc = status_get_sc(src);
if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
- sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
+ sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
}
break;
@@ -2783,7 +2801,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
}
if( sd )
- skill_onskillusage(sd, bl, skill_id, tick);
+ skill->onskillusage(sd, bl, skill_id, tick);
}
if (!(flag&2) &&
@@ -2794,8 +2812,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sc->data[SC_DOUBLECAST] &&
rnd() % 100 < sc->data[SC_DOUBLECAST]->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);
+// 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();
@@ -2809,8 +2827,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
* then call func with source,target,skill_id,skill_lv,tick,flag
*------------------------------------------*/
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
-int skill_area_sub (struct block_list *bl, va_list ap)
-{
+int skill_area_sub (struct block_list *bl, va_list ap) {
struct block_list *src;
uint16 skill_id,skill_lv;
int flag;
@@ -2826,11 +2843,10 @@ int skill_area_sub (struct block_list *bl, va_list ap)
flag=va_arg(ap,int);
func=va_arg(ap,SkillFunc);
- if(battle_check_target(src,bl,flag) > 0)
- {
+ 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);
+ 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]++;
@@ -2840,8 +2856,7 @@ int skill_area_sub (struct block_list *bl, va_list ap)
return 0;
}
-static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
struct skill_unit *unit;
uint16 skill_id,g_skill_id;
@@ -2891,7 +2906,7 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
case SC_DIMENSIONDOOR:
case SC_BLOODYLUST:
//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)
+ 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]
@@ -2903,22 +2918,20 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
return 1;
}
-static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
-{
+int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
//Non players do not check for the skill's splash-trigger area.
- int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
- int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+ int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0;
+ int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
+ if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) {
ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
return 0;
}
range += layout_type;
- return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
+ return map_foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
}
-static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
uint16 skill_id;
if(bl->prev == NULL)
@@ -2937,24 +2950,22 @@ static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
return 1;
}
-static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
-{
+int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
int range, type;
switch (skill_id) { // to be expanded later
- case WZ_ICEWALL:
- range = 2;
- break;
- default:
- {
- int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
- return 0;
+ case WZ_ICEWALL:
+ range = 2;
+ break;
+ default: {
+ int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
+ if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+ ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
+ return 0;
+ }
+ range = skill->get_unit_range(skill_id,skill_lv) + layout_type;
}
- range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
- }
- break;
+ break;
}
// if the caster is a monster/NPC, only check for players
@@ -2964,7 +2975,7 @@ static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16
else
type = BL_PC;
- return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
+ return map_foreachinarea(skill->check_unit_range2_sub, bl->m,
x - range, y - range, x + range, y + range,
type, skill_id);
}
@@ -2993,8 +3004,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag
* &1: finished casting the skill (invoke hp/sp/item consumption)
* &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
*------------------------------------------*/
-static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
-{
+int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) {
struct status_data *status;
struct map_session_data *sd = NULL;
int i, hp, sp, hp_rate, sp_rate, state, mhp;
@@ -3012,7 +3022,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
}
status = status_get_status_data(bl);
- if( (idx = skill_get_index(skill)) == 0 )
+ if( (idx = skill->get_index(skill_id)) == 0 )
return 0;
// Requeriments
@@ -3037,11 +3047,9 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
else
sp += (status->max_sp * (-sp_rate)) / 100;
- if( bl->type == BL_HOM )
- { // Intimacy Requeriments
+ if( bl->type == BL_HOM ) { // Intimacy Requeriments
struct homun_data *hd = BL_CAST(BL_HOM, bl);
- switch( skill )
- {
+ switch( skill_id ) {
case HFLI_SBR44:
if( hd->homunculus.intimacy <= 200 )
return 0;
@@ -3053,27 +3061,22 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
}
}
- if( !(type&2) )
- {
- if( hp > 0 && status->hp <= (unsigned int)hp )
- {
- clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
+ if( !(type&2) ) {
+ if( hp > 0 && status->hp <= (unsigned int)hp ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
return 0;
}
- if( sp > 0 && status->sp <= (unsigned int)sp )
- {
- clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
+ if( sp > 0 && status->sp <= (unsigned int)sp ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
return 0;
}
}
if( !type )
- switch( state )
- {
+ switch( state ) {
case ST_MOVE_ENABLE:
- if( !unit_can_move(bl) )
- {
- clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
+ if( !unit_can_move(bl) ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
break;
@@ -3089,7 +3092,7 @@ 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, USESKILL_FAIL_LEVEL, 0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
}
@@ -3110,21 +3113,19 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
}
/*==========================================
- *
+ * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~
*------------------------------------------*/
-int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
-{
+int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) {
return 1;
}
/*==========================================
*
*------------------------------------------*/
-static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
-{
+int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
struct block_list *src = map_id2bl(id),*target;
struct unit_data *ud = unit_bl2ud(src);
- struct skill_timerskill *skl = NULL;
+ struct skill_timerskill *skl;
int range;
nullpo_ret(src);
@@ -3162,24 +3163,24 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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,
+ range= skill->get_splash(skl->skill_id, skl->skill_lv);
+ map_foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
break;
case NPC_EARTHQUAKE:
if( skl->type > 1 )
- skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
+ skill->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);
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
break;
case WZ_WATERBALL:
- skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+ skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
if (!status_isdead(target))
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ 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);
+ 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) {
@@ -3193,41 +3194,35 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
/**
* Warlock
**/
- case WL_CHAINLIGHTNING_ATK:
- {
+ case WL_CHAINLIGHTNING_ATK: {
struct block_list *nbl = NULL; // Next Target of Chain
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
- skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if( skl->type > 1 )
- { // Remaining Chains Hit
- nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
- if( nbl == NULL && skl->x > 1 )
- {
+ skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
+ skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+ if( skl->type > 1 ) { // Remaining Chains Hit
+ nbl = battle->get_enemy_area(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
+ if( nbl == NULL && skl->x > 1 ) {
nbl = target;
skl->x--;
- }
- else skl->x = 3;
+ } else
+ skl->x = 3;
}
if( nbl )
- skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
+ skill->addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
}
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
- skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if( skl->type >= 3 )
- { // Final Hit
- if( !status_isdead(target) )
- { // Final Status Effect
+ skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
+ skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+ if( skl->type >= 3 ) { // Final Hit
+ if( !status_isdead(target) ) { // Final Status Effect
int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
applyeffects[4] = { 0, 0, 0, 0 },
i, j = 0, k = 0;
- for( i = 1; i <= 8; i = i + i )
- {
+ for( i = 1; i <= 8; i = i + i ) {
if( skl->x&i )
{
applyeffects[j] = effects[k];
@@ -3235,20 +3230,19 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
}
k++;
}
- if( j )
- {
+ if( j ) {
i = applyeffects[rnd()%j];
status_change_start(target, i, 10000, skl->skill_lv,
(i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
(i == SC_BURNING ? src->id : 0),
- 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
+ 0, skill->get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
}
}
}
break;
case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC:
- skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
+ skill->castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
break;
case SC_FATALMENACE:
if( src == target ) // Casters Part
@@ -3265,19 +3259,19 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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);
+ skill->sit(tsd,1);
+ clif->sitting(&tsd->bl);
}
}
break;
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
case SR_KNUCKLEARROW:
- skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
+ skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
break;
case GN_SPORE_EXPLOSION:
- map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
- src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
+ map_foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
+ src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id);
break;
case CH_PALMSTRIKE:
{
@@ -3285,39 +3279,35 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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 );
+ 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);
+ skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
}
- }
- else {
+ } else {
if(src->m != skl->map)
break;
- switch( skl->skill_id )
- {
+ switch( skl->skill_id ) {
case WZ_METEOR:
- if( skl->type >= 0 )
- {
+ if( skl->type >= 0 ) {
int x = skl->type>>16, y = skl->type&0xFFFF;
if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
+ skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
- clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
+ 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);
+ skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
break;
- case GN_CRAZYWEED_ATK:
- {
- int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
- map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
+ case GN_CRAZYWEED_ATK: {
+ int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv);
+ map_foreachinarea(skill->cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
}
case WL_EARTHSTRAIN:
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
+ skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
break;
}
@@ -3345,7 +3335,7 @@ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target,
if( i == MAX_SKILLTIMERSKILL ) return 1;
ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
- ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
+ ud->skilltimerskill[i]->timer = add_timer(tick, skill->timerskill, src->id, i);
ud->skilltimerskill[i]->src_id = src->id;
ud->skilltimerskill[i]->target_id = target;
ud->skilltimerskill[i]->skill_id = skill_id;
@@ -3371,34 +3361,32 @@ int skill_cleartimerskill (struct block_list *src)
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
if(ud->skilltimerskill[i]) {
- delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
+ delete_timer(ud->skilltimerskill[i]->timer, skill->timerskill);
ers_free(skill_timer_ers, ud->skilltimerskill[i]);
ud->skilltimerskill[i]=NULL;
}
}
return 1;
}
-static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
+int skill_activate_reverbetion( struct block_list *bl, va_list ap) {
struct skill_unit *su = (TBL_SKILL*)bl;
struct skill_unit_group *sg;
if( bl->type != BL_SKILL )
return 0;
if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
- map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
+ map_foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
su->limit=DIFF_TICK(gettick(),sg->tick);
sg->unit_id = UNT_USED_TRAPS;
}
return 0;
}
-static int skill_reveal_trap (struct block_list *bl, va_list ap)
-{
+int skill_reveal_trap (struct block_list *bl, va_list ap) {
TBL_SKILL *su = (TBL_SKILL*)bl;
- if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
- { //Reveal trap.
+ if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap.
//Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
- //clif_changetraplook(bl, su->group->unit_id);
- clif_skill_setunit(su);
+ //clif->changetraplook(bl, su->group->unit_id);
+ clif->skill_setunit(su);
return 1;
}
return 0;
@@ -3430,12 +3418,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if (status_isdead(bl))
return 1;
- if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
- { //GTB makes all targetted magic display miss with a single bolt.
+ if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) {
+ //GTB makes all targetted magic display miss with a single bolt.
sc_type sct = status_skill2sc(skill_id);
if(sct != SC_NONE)
status_change_end(bl, sct, INVALID_TIMER);
- 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));
+ 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;
}
@@ -3447,1200 +3435,1187 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
map_freeblock_lock();
- switch(skill_id)
- {
- case MER_CRASH:
- case SM_BASH:
- case MS_BASH:
- case MC_MAMMONITE:
- case TF_DOUBLE:
- case AC_DOUBLE:
- case MA_DOUBLE:
- case AS_SONICBLOW:
- case KN_PIERCE:
- case ML_PIERCE:
- case KN_SPEARBOOMERANG:
- case TF_POISON:
- case TF_SPRINKLESAND:
- case AC_CHARGEARROW:
- case MA_CHARGEARROW:
- case RG_INTIMIDATE:
- case AM_ACIDTERROR:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- case BA_DISSONANCE:
- case CR_HOLYCROSS:
- case NPC_DARKCROSS:
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_RANDOMATTACK:
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_ARMORBRAKE:
- case NPC_WEAPONBRAKER:
- case NPC_HELMBRAKE:
- case NPC_SHIELDBRAKE:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case LK_AURABLADE:
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- case LK_HEADCRUSH:
- case CG_ARROWVULCAN:
- case HW_MAGICCRASHER:
- case ITM_TOMAHAWK:
- case MO_TRIPLEATTACK:
- case CH_CHAINCRUSH:
- case CH_TIGERFIST:
- case PA_SHIELDCHAIN: // Shield Chain
- case PA_SACRIFICE:
- case WS_CARTTERMINATION: // Cart Termination
- case AS_VENOMKNIFE:
- case HT_PHANTASMIC:
- case HT_POWER:
- case TK_DOWNKICK:
- case TK_COUNTER:
- case GS_CHAINACTION:
- case GS_TRIPLEACTION:
- case GS_MAGICALBULLET:
- case GS_TRACKING:
- case GS_PIERCINGSHOT:
- case GS_RAPIDSHOWER:
- case GS_DUST:
- case GS_DISARM: // Added disarm. [Reddozen]
- case GS_FULLBUSTER:
- case NJ_SYURIKEN:
- case NJ_KUNAI:
- case ASC_BREAKER:
- case HFLI_MOON: //[orn]
- case HFLI_SBR44: //[orn]
- case NPC_BLEEDING:
- case NPC_CRITICALWOUND:
- case NPC_HELLPOWER:
- case RK_SONICWAVE:
- case RK_HUNDREDSPEAR:
- case AB_DUPLELIGHT_MELEE:
- case RA_AIMEDBOLT:
- case NC_AXEBOOMERANG:
- case NC_POWERSWING:
- case GC_CROSSIMPACT:
- case GC_VENOMPRESSURE:
- case SC_TRIANGLESHOT:
- case SC_FEINTBOMB:
- case LG_BANISHINGPOINT:
- case LG_SHIELDPRESS:
- case LG_RAGEBURST:
- case LG_RAYOFGENESIS:
- case LG_HESPERUSLIT:
- case SR_FALLENEMPIRE:
- case SR_CRESCENTELBOW_AUTOSPELL:
- case SR_GATEOFHELL:
- case SR_GENTLETOUCH_QUIET:
- case WM_SEVERE_RAINSTORM_MELEE:
- case WM_GREAT_ECHO:
- case GN_SLINGITEM_RANGEMELEEATK:
- case KO_JYUMONJIKIRI:
- case KO_SETSUDAN:
- case KO_KAIHOU:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- /**
- * Mechanic (MADO GEAR)
- **/
- case NC_BOOSTKNUCKLE:
- case NC_PILEBUNKER:
- case NC_VULCANARM:
- case NC_COLDSLOWER:
- case NC_ARMSCANNON:
- if (sd) pc_overheat(sd,1);
- case RK_WINDCUTTER:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- break;
-
- case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
- switch( rnd()%6 ){
- case 0: flag |= BREAK_ANKLE; break;
- case 1: flag |= BREAK_WRIST; break;
- case 2: flag |= BREAK_KNEE; break;
- case 3: flag |= BREAK_SHOULDER; break;
- case 4: flag |= BREAK_WAIST; break;
- case 5: flag |= BREAK_NECK; break;
- }
- //TODO: is there really no cleaner way to do this?
- sc = status_get_sc(bl);
- if (sc) sc->jb_flag = flag;
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ switch(skill_id) {
+ case MER_CRASH:
+ case SM_BASH:
+ case MS_BASH:
+ case MC_MAMMONITE:
+ case TF_DOUBLE:
+ case AC_DOUBLE:
+ case MA_DOUBLE:
+ case AS_SONICBLOW:
+ case KN_PIERCE:
+ case ML_PIERCE:
+ case KN_SPEARBOOMERANG:
+ case TF_POISON:
+ case TF_SPRINKLESAND:
+ case AC_CHARGEARROW:
+ case MA_CHARGEARROW:
+ case RG_INTIMIDATE:
+ case AM_ACIDTERROR:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ case BA_DISSONANCE:
+ case CR_HOLYCROSS:
+ case NPC_DARKCROSS:
+ case CR_SHIELDCHARGE:
+ case CR_SHIELDBOOMERANG:
+ case NPC_PIERCINGATT:
+ case NPC_MENTALBREAKER:
+ case NPC_RANGEATTACK:
+ case NPC_CRITICALSLASH:
+ case NPC_COMBOATTACK:
+ case NPC_GUIDEDATTACK:
+ case NPC_POISON:
+ case NPC_RANDOMATTACK:
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ case NPC_UNDEADATTACK:
+ case NPC_ARMORBRAKE:
+ case NPC_WEAPONBRAKER:
+ case NPC_HELMBRAKE:
+ case NPC_SHIELDBRAKE:
+ case NPC_BLINDATTACK:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ case NPC_PETRIFYATTACK:
+ case NPC_CURSEATTACK:
+ case NPC_SLEEPATTACK:
+ case LK_AURABLADE:
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ case LK_HEADCRUSH:
+ case CG_ARROWVULCAN:
+ case HW_MAGICCRASHER:
+ case ITM_TOMAHAWK:
+ case MO_TRIPLEATTACK:
+ case CH_CHAINCRUSH:
+ case CH_TIGERFIST:
+ case PA_SHIELDCHAIN: // Shield Chain
+ case PA_SACRIFICE:
+ case WS_CARTTERMINATION: // Cart Termination
+ case AS_VENOMKNIFE:
+ case HT_PHANTASMIC:
+ case HT_POWER:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ case GS_CHAINACTION:
+ case GS_TRIPLEACTION:
+ case GS_MAGICALBULLET:
+ case GS_TRACKING:
+ case GS_PIERCINGSHOT:
+ case GS_RAPIDSHOWER:
+ case GS_DUST:
+ case GS_DISARM: // Added disarm. [Reddozen]
+ case GS_FULLBUSTER:
+ case NJ_SYURIKEN:
+ case NJ_KUNAI:
+ case ASC_BREAKER:
+ case HFLI_MOON: //[orn]
+ case HFLI_SBR44: //[orn]
+ case NPC_BLEEDING:
+ case NPC_CRITICALWOUND:
+ case NPC_HELLPOWER:
+ case RK_SONICWAVE:
+ case RK_HUNDREDSPEAR:
+ case AB_DUPLELIGHT_MELEE:
+ case RA_AIMEDBOLT:
+ case NC_AXEBOOMERANG:
+ case NC_POWERSWING:
+ case GC_CROSSIMPACT:
+ case GC_VENOMPRESSURE:
+ case SC_TRIANGLESHOT:
+ case SC_FEINTBOMB:
+ case LG_BANISHINGPOINT:
+ case LG_SHIELDPRESS:
+ case LG_RAGEBURST:
+ case LG_RAYOFGENESIS:
+ case LG_HESPERUSLIT:
+ case SR_FALLENEMPIRE:
+ case SR_CRESCENTELBOW_AUTOSPELL:
+ case SR_GATEOFHELL:
+ case SR_GENTLETOUCH_QUIET:
+ case WM_SEVERE_RAINSTORM_MELEE:
+ case WM_GREAT_ECHO:
+ case GN_SLINGITEM_RANGEMELEEATK:
+ case KO_JYUMONJIKIRI:
+ case KO_SETSUDAN:
+ case KO_KAIHOU:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
- case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
- { //Becomes a splash attack when Soul Linked.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv),splash_target(src),
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- } else
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
+ /**
+ * Mechanic (MADO GEAR)
+ **/
+ case NC_BOOSTKNUCKLE:
+ case NC_PILEBUNKER:
+ case NC_VULCANARM:
+ case NC_COLDSLOWER:
+ case NC_ARMSCANNON:
+ if (sd) pc_overheat(sd,1);
+ case RK_WINDCUTTER:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+ break;
- case 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 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 KN_CHARGEATK:
- {
- bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
- unsigned int dist = distance_bl(src, bl);
- uint8 dir = map_calc_dir(bl, src->x, src->y);
+ case MO_COMBOFINISH:
+ if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
+ { //Becomes a splash attack when Soul Linked.
+ map_foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv),splash_target(src),
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ } else
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- // teleport to target (if not on WoE grounds)
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
- clif_slide(src, bl->x, bl->y);
+ case 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;
- // cause damage and knockback if the path to target was a straight one
- if( path )
- {
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
- skill_blown(src, bl, dist, dir, 0);
- //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
- // make the caster look in the direction of the target
- unit_setdir(src, (dir+4)%8);
- }
+ case KN_CHARGEATK: {
+ bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
+ unsigned int dist = distance_bl(src, bl);
+ uint8 dir = map_calc_dir(bl, src->x, src->y);
+
+ // teleport to target (if not on WoE grounds)
+ if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
+ clif->slide(src, bl->x, bl->y);
+
+ // cause damage and knockback if the path to target was a straight one
+ if( path ) {
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
+ skill->blown(src, bl, dist, dir, 0);
+ //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
+ // make the caster look in the direction of the target
+ unit_setdir(src, (dir+4)%8);
+ }
- }
- break;
+ }
+ break;
- case NC_FLAMELAUNCHER:
- if (sd) pc_overheat(sd,1);
- case SN_SHARPSHOOTING:
- case MA_SHARPSHOOTING:
- case NJ_KAMAITACHI:
- case LG_CANNONSPEAR:
- //It won't shoot through walls since on castend there has to be a direct
- //line of sight between caster and target.
- skill_area_temp[1] = bl->id;
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
- skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
- break;
+ case NC_FLAMELAUNCHER:
+ if (sd) pc_overheat(sd,1);
+ case SN_SHARPSHOOTING:
+ case MA_SHARPSHOOTING:
+ case NJ_KAMAITACHI:
+ case LG_CANNONSPEAR:
+ //It won't shoot through walls since on castend there has to be a direct
+ //line of sight between caster and target.
+ skill_area_temp[1] = bl->id;
+ map_foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
+ skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+ break;
- case NPC_ACIDBREATH:
- case NPC_DARKNESSBREATH:
- case NPC_FIREBREATH:
- case NPC_ICEBREATH:
- case NPC_THUNDERBREATH:
- skill_area_temp[1] = bl->id;
- map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
- skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
- break;
+ case NPC_ACIDBREATH:
+ case NPC_DARKNESSBREATH:
+ case NPC_FIREBREATH:
+ case NPC_ICEBREATH:
+ case NPC_THUNDERBREATH:
+ skill_area_temp[1] = bl->id;
+ map_foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
+ skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+ break;
- case MO_INVESTIGATE:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- break;
+ case MO_INVESTIGATE:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ break;
- case RG_BACKSTAP:
- {
- uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
- if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
- unit_setdir(bl,dir);
+ case RG_BACKSTAP:
+ {
+ uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
+ if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
+ unit_setdir(bl,dir);
+ }
+ else if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
- else if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case MO_FINGEROFFENSIVE:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if (battle_config.finger_offensive_type && sd) {
- int i;
- for (i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- }
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- break;
+ break;
- case MO_CHAINCOMBO:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- break;
+ case MO_FINGEROFFENSIVE:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ if (battle_config.finger_offensive_type && sd) {
+ int i;
+ for (i = 1; i < sd->spiritball_old; i++)
+ skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+ }
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ break;
- case NJ_ISSEN:
- status_change_end(src, SC_NEN, INVALID_TIMER);
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- // fall through
- case MO_EXTREMITYFIST:
- {
- short x, y, i = 2; // Move 2 cells for Issen(from target)
- struct block_list *mbl = bl;
- short dir = 0;
-
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ case MO_CHAINCOMBO:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ break;
- if( skill_id == MO_EXTREMITYFIST )
+ case NJ_ISSEN:
+ status_change_end(src, SC_NEN, INVALID_TIMER);
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ // fall through
+ case MO_EXTREMITYFIST:
{
- mbl = src;
- i = 3; // for Asura(from caster)
- status_set_sp(src, 0, 0);
- status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-#ifdef RENEWAL
- sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
-#endif
- }else
- status_set_hp(src,
-#ifdef RENEWAL
- max(status_get_max_hp(src)/100, 1)
-#else
- 1
-#endif
- , 0);
-
- dir = map_calc_dir(src,bl->x,bl->y);
- if( dir > 0 && dir < 4) x = -i;
- else if( dir > 4 ) x = i;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = -i;
- else if( dir == 7 || dir < 2 ) y = i;
- else y = 0;
- if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
- unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
- clif_slide(src, src->x, src->y);
- //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
- //clif_fixpos(src);
- }
- }
- break;
+ short x, y, i = 2; // Move 2 cells for Issen(from target)
+ struct block_list *mbl = bl;
+ short dir = 0;
+
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- //Splash attack skills.
- case AS_GRIMTOOTH:
- case MC_CARTREVOLUTION:
- case NPC_SPLASHATTACK:
- flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
- case AS_SPLASHER:
- case SM_MAGNUM:
- case MS_MAGNUM:
- case HT_BLITZBEAT:
- case AC_SHOWER:
- case MA_SHOWER:
- case MG_NAPALMBEAT:
- case MG_FIREBALL:
- case RG_RAID:
- case HW_NAPALMVULCAN:
- case NJ_HUUMA:
- case NJ_BAKUENRYU:
- case ASC_METEORASSAULT:
- case GS_DESPERADO:
- case GS_SPREADATTACK:
- case NPC_EARTHQUAKE:
- case NPC_PULSESTRIKE:
- case NPC_HELLJUDGEMENT:
- case NPC_VAMPIRE_GIFT:
- case RK_IGNITIONBREAK:
- case AB_JUDEX:
- case WL_SOULEXPANSION:
- case WL_CRIMSONROCK:
- case WL_COMET:
- case WL_JACKFROST:
- case RA_ARROWSTORM:
- case RA_WUGDASH:
- case NC_SELFDESTRUCTION:
- case NC_AXETORNADO:
- case GC_ROLLINGCUTTER:
- case GC_COUNTERSLASH:
- case LG_MOONSLASHER:
- case LG_EARTHDRIVE:
- case SR_TIGERCANNON:
- case SR_RAMPAGEBLASTER:
- case SR_SKYNETBLOW:
- case SR_WINDMILL:
- case SR_RIDEINLIGHTNING:
- case WM_SOUND_OF_DESTRUCTION:
- case WM_REVERBERATION_MELEE:
- case WM_REVERBERATION_MAGIC:
- case SO_VARETYR_SPEAR:
- case GN_CART_TORNADO:
- case GN_CARTCANNON:
- case KO_HAPPOKUNAI:
- case KO_HUUMARANKA:
- case KO_MUCHANAGE:
- case KO_BAKURETSU:
- if( flag&1 ) {//Recursive invocation
- // skill_area_temp[0] holds number of targets in area
- // skill_area_temp[1] holds the id of the original target
- // skill_area_temp[2] counts how many targets have already been processed
- int sflag = skill_area_temp[0] & 0xFFF, heal;
- if( flag&SD_LEVEL )
- sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
- sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
-
- heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
- if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src,heal,0,0);
+ if( skill_id == MO_EXTREMITYFIST )
+ {
+ mbl = src;
+ i = 3; // for Asura(from caster)
+ status_set_sp(src, 0, 0);
+ status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+ #ifdef RENEWAL
+ sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ #endif
+ }else
+ status_set_hp(src,
+ #ifdef RENEWAL
+ max(status_get_max_hp(src)/100, 1)
+ #else
+ 1
+ #endif
+ , 0);
+
+ dir = map_calc_dir(src,bl->x,bl->y);
+ if( dir > 0 && dir < 4) x = -i;
+ else if( dir > 4 ) x = i;
+ else x = 0;
+ if( dir > 2 && dir < 6 ) y = -i;
+ else if( dir == 7 || dir < 2 ) y = i;
+ else y = 0;
+ if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
+ unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
+ clif->slide(src, src->x, src->y);
+ //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
+ //clif->fixpos(src);
+ }
}
- } else {
- switch ( skill_id ) {
- case NJ_BAKUENRYU:
- case LG_EARTHDRIVE:
- case GN_CARTCANNON:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case LG_MOONSLASHER:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
- case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
- skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
- default:
- break;
+ break;
+
+ //Splash attack skills.
+ case AS_GRIMTOOTH:
+ case MC_CARTREVOLUTION:
+ case NPC_SPLASHATTACK:
+ flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
+ case AS_SPLASHER:
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ case HT_BLITZBEAT:
+ case AC_SHOWER:
+ case MA_SHOWER:
+ case MG_NAPALMBEAT:
+ case MG_FIREBALL:
+ case RG_RAID:
+ case HW_NAPALMVULCAN:
+ case NJ_HUUMA:
+ case NJ_BAKUENRYU:
+ case ASC_METEORASSAULT:
+ case GS_DESPERADO:
+ case GS_SPREADATTACK:
+ case NPC_EARTHQUAKE:
+ case NPC_PULSESTRIKE:
+ case NPC_HELLJUDGEMENT:
+ case NPC_VAMPIRE_GIFT:
+ case RK_IGNITIONBREAK:
+ case AB_JUDEX:
+ case WL_SOULEXPANSION:
+ case WL_CRIMSONROCK:
+ case WL_COMET:
+ case WL_JACKFROST:
+ case RA_ARROWSTORM:
+ case RA_WUGDASH:
+ case NC_SELFDESTRUCTION:
+ case NC_AXETORNADO:
+ case GC_ROLLINGCUTTER:
+ case GC_COUNTERSLASH:
+ case LG_MOONSLASHER:
+ case LG_EARTHDRIVE:
+ case SR_TIGERCANNON:
+ case SR_RAMPAGEBLASTER:
+ case SR_SKYNETBLOW:
+ case SR_WINDMILL:
+ case SR_RIDEINLIGHTNING:
+ case WM_SOUND_OF_DESTRUCTION:
+ case WM_REVERBERATION_MELEE:
+ case WM_REVERBERATION_MAGIC:
+ case SO_VARETYR_SPEAR:
+ case GN_CART_TORNADO:
+ case GN_CARTCANNON:
+ case KO_HAPPOKUNAI:
+ case KO_HUUMARANKA:
+ case KO_MUCHANAGE:
+ case KO_BAKURETSU:
+ if( flag&1 ) {//Recursive invocation
+ // skill_area_temp[0] holds number of targets in area
+ // skill_area_temp[1] holds the id of the original target
+ // skill_area_temp[2] counts how many targets have already been processed
+ int sflag = skill_area_temp[0] & 0xFFF, heal;
+ if( flag&SD_LEVEL )
+ sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
+ if( skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL) )
+ sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
+
+ heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
+ if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ status_heal(src,heal,0,0);
+ }
+ } else {
+ switch ( skill_id ) {
+ case NJ_BAKUENRYU:
+ case LG_EARTHDRIVE:
+ case GN_CARTCANNON:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case LG_MOONSLASHER:
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
+ case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
+ skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
+ default:
+ break;
+ }
+
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ skill_area_temp[2] = 0;
+ if( skill_id == WL_CRIMSONROCK ) {
+ skill_area_temp[4] = bl->x;
+ skill_area_temp[5] = bl->y;
+ }
+ if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
+ skill_area_temp[1] = 0;
+ // if skill damage should be split among targets, count them
+ //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
+ //special case: Venom Splasher uses a different range for searching than for splashing
+ if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
+ skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+
+ // recursive invocation of skill->castend_damage_id() with flag|1
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
}
+ break;
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = 0;
- if( skill_id == WL_CRIMSONROCK ) {
- skill_area_temp[4] = bl->x;
- skill_area_temp[5] = bl->y;
- }
- if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
- skill_area_temp[1] = 0;
- // if skill damage should be split among targets, count them
- //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
- //special case: Venom Splasher uses a different range for searching than for splashing
- if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
-
- // recursive invocation of skill_castend_damage_id() with flag|1
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- }
- break;
+ case KN_BRANDISHSPEAR:
+ case ML_BRANDISH:
+ //Coded apart for it needs the flag passed to the damage calculation.
+ if (skill_area_temp[1] != bl->id)
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
+ else
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
- case KN_BRANDISHSPEAR:
- case ML_BRANDISH:
- //Coded apart for it needs the flag passed to the damage calculation.
- if (skill_area_temp[1] != bl->id)
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- else
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- break;
+ case KN_BOWLINGBASH:
+ case MS_BOWLINGBASH:
+ if(flag&1){
+ if(bl->id==skill_area_temp[1])
+ break;
+ //two hits for 500%
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
+ } else {
+ int i,c;
+ c = skill->get_blewcount(skill_id,skill_lv);
+ // keep moving target in the direction that src is looking, square by square
+ for(i=0;i<c;i++){
+ if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
+ break; //Can't knockback
+ skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
+ if( skill_area_temp[0] > 1 ) break; // collision
+ }
+ clif->blown(bl); //Update target pos.
+ if (i!=c) { //Splash
+ skill_area_temp[1] = bl->id;
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ }
+ //Weirdo dual-hit property, two attacks for 500%
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
+ }
+ break;
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- if(flag&1){
- if(bl->id==skill_area_temp[1])
- break;
- //two hits for 500%
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
- } else {
- int i,c;
- c = skill_get_blewcount(skill_id,skill_lv);
- // keep moving target in the direction that src is looking, square by square
- for(i=0;i<c;i++){
- if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
- break; //Can't knockback
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count);
- if( skill_area_temp[0] > 1 ) break; // collision
- }
- clif_blown(bl); //Update target pos.
- if (i!=c) { //Splash
+ case KN_SPEARSTAB:
+ if(flag&1) {
+ if (bl->id==skill_area_temp[1])
+ break;
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
+ skill->blown(src,bl,skill_area_temp[2],-1,0);
+ } else {
+ int x=bl->x,y=bl->y,i,dir;
+ dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+ skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
+ // all the enemies between the caster and the target are hit, as well as the target
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
+ skill->blown(src,bl,skill_area_temp[2],-1,0);
+ for (i=0;i<4;i++) {
+ map_foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ x += dirx[dir];
+ y += diry[dir];
+ }
}
- //Weirdo dual-hit property, two attacks for 500%
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
- }
- break;
+ break;
- case KN_SPEARSTAB:
- if(flag&1) {
- if (bl->id==skill_area_temp[1])
- break;
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
- skill_blown(src,bl,skill_area_temp[2],-1,0);
- } else {
- int x=bl->x,y=bl->y,i,dir;
- dir = map_calc_dir(bl,src->x,src->y);
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
- // all the enemies between the caster and the target are hit, as well as the target
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
- skill_blown(src,bl,skill_area_temp[2],-1,0);
- for (i=0;i<4;i++) {
- map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- x += dirx[dir];
- y += diry[dir];
- }
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
+ {
+ skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
+ map_foreachinrange(skill->area_sub,bl,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
+ skill->castend_nodamage_id);
}
- break;
-
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
- {
- skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
- map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- }
- break;
- case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
- clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
- skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
- break;
+ break;
+ case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
+ // clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
+ clif->damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
+ skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+ break;
- case PR_TURNUNDEAD:
- case ALL_RESURRECTION:
- if (!battle_check_undead(tstatus->race, tstatus->def_ele))
+ case PR_TURNUNDEAD:
+ case ALL_RESURRECTION:
+ if (!battle->check_undead(tstatus->race, tstatus->def_ele))
+ break;
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case MG_SOULSTRIKE:
- case NPC_DARKSTRIKE:
- case MG_COLDBOLT:
- case MG_FIREBOLT:
- case MG_LIGHTNINGBOLT:
- case WZ_EARTHSPIKE:
- case AL_HEAL:
- case AL_HOLYLIGHT:
- case WZ_JUPITEL:
- case NPC_DARKTHUNDER:
- case PR_ASPERSIO:
- case MG_FROSTDIVER:
- case WZ_SIGHTBLASTER:
- case WZ_SIGHTRASHER:
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HUUJIN:
- case AB_ADORAMUS:
- case AB_RENOVATIO:
- case AB_HIGHNESSHEAL:
- case AB_DUPLELIGHT_MAGIC:
- case WM_METALICSOUND:
- case MH_ERASER_CUTTER:
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
+ case MG_SOULSTRIKE:
+ case NPC_DARKSTRIKE:
+ case MG_COLDBOLT:
+ case MG_FIREBOLT:
+ case MG_LIGHTNINGBOLT:
+ case WZ_EARTHSPIKE:
+ case AL_HEAL:
+ case AL_HOLYLIGHT:
+ case WZ_JUPITEL:
+ case NPC_DARKTHUNDER:
+ case PR_ASPERSIO:
+ case MG_FROSTDIVER:
+ case WZ_SIGHTBLASTER:
+ case WZ_SIGHTRASHER:
+ case NJ_KOUENKA:
+ case NJ_HYOUSENSOU:
+ case NJ_HUUJIN:
+ case AB_ADORAMUS:
+ case AB_RENOVATIO:
+ case AB_HIGHNESSHEAL:
+ case AB_DUPLELIGHT_MAGIC:
+ case WM_METALICSOUND:
+ case MH_ERASER_CUTTER:
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- case NPC_MAGICALATTACK:
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
+ case NPC_MAGICALATTACK:
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
- case HVAN_CAPRICE: //[blackhole89]
- {
- int ran=rnd()%4;
- int sid = 0;
- switch(ran)
+ case HVAN_CAPRICE: //[blackhole89]
{
- case 0: sid=MG_COLDBOLT; break;
- case 1: sid=MG_FIREBOLT; break;
- case 2: sid=MG_LIGHTNINGBOLT; break;
- case 3: sid=WZ_EARTHSPIKE; break;
+ int ran=rnd()%4;
+ int sid = 0;
+ switch(ran)
+ {
+ case 0: sid=MG_COLDBOLT; break;
+ case 1: sid=MG_FIREBOLT; break;
+ case 2: sid=MG_LIGHTNINGBOLT; break;
+ case 3: sid=WZ_EARTHSPIKE; break;
+ }
+ skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
}
- skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
- }
- break;
- case WZ_WATERBALL:
- {
- int range = skill_lv / 2;
- int maxlv = skill_get_max(skill_id); // learnable level
- int count = 0;
- int x, y;
- struct skill_unit* unit;
-
- if( skill_lv > maxlv )
+ break;
+ case WZ_WATERBALL:
{
- if( src->type == BL_MOB && skill_lv == 10 )
- range = 4;
- else
- range = maxlv / 2;
- }
+ int range = skill_lv / 2;
+ int maxlv = skill->get_max(skill_id); // learnable level
+ int count = 0;
+ int x, y;
+ struct skill_unit* unit;
- for( y = src->y - range; y <= src->y + range; ++y )
- for( x = src->x - range; x <= src->x + range; ++x )
+ if( skill_lv > maxlv )
{
- if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
+ if( src->type == BL_MOB && skill_lv == 10 )
+ range = 4;
+ else
+ range = maxlv / 2;
+ }
+
+ for( y = src->y - range; y <= src->y + range; ++y )
+ for( x = src->x - range; x <= src->x + range; ++x )
{
- if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
- count++; // natural water cell
- else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
+ if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
{
- count++; // skill-induced water cell
- skill_delunit(unit); // consume cell
+ if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
+ count++; // natural water cell
+ else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
+ {
+ count++; // skill-induced water cell
+ skill->delunit(unit); // consume cell
+ }
}
}
- }
- if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
- skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
- }
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case PR_BENEDICTIO:
- //Should attack undead and demons. [Skotlex]
- if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
- skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
-
- case SL_SMA:
- status_change_end(src, SC_SMA, INVALID_TIMER);
- case SL_STIN:
- case SL_STUN:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
+ skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
+ }
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
- }
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case NPC_DARKBREATH:
- clif_emotion(src,E_AG);
- case SN_FALCONASSAULT:
- case PA_PRESSURE:
- case CR_ACIDDEMONSTRATION:
- case TF_THROWSTONE:
- case NPC_SMOKING:
- case GS_FLING:
- case NJ_ZENYNAGE:
- case GN_THORNS_TRAP:
- case GN_HELLS_PLANT_ATK:
- skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- /**
- * Rune Knight
- **/
- case RK_DRAGONBREATH: {
- struct status_change *tsc = NULL;
- if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- } else
- skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- }
+ case PR_BENEDICTIO:
+ //Should attack undead and demons. [Skotlex]
+ if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
+ skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
break;
- case NPC_SELFDESTRUCTION: {
- struct status_change *tsc = NULL;
- if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
+ case SL_SMA:
+ status_change_end(src, SC_SMA, INVALID_TIMER);
+ case SL_STIN:
+ case SL_STUN:
+ if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
- }
- case HVAN_EXPLOSION:
- if (src != bl)
- skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- // Celest
- case PF_SOULBURN:
- if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (skill_lv == 5)
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- status_percent_damage(src, bl, 0, 100, false);
- } else {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- if (skill_lv == 5)
- skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
- status_percent_damage(src, src, 0, 100, false);
- }
- break;
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skill_id, skill_lv, tick, flag);
- if (heal > 0){
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src, heal, 0, 0);
+ case NPC_DARKBREATH:
+ clif->emotion(src,E_AG);
+ case SN_FALCONASSAULT:
+ case PA_PRESSURE:
+ case CR_ACIDDEMONSTRATION:
+ case TF_THROWSTONE:
+ case NPC_SMOKING:
+ case GS_FLING:
+ case NJ_ZENYNAGE:
+ case GN_THORNS_TRAP:
+ case GN_HELLS_PLANT_ATK:
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+ /**
+ * Rune Knight
+ **/
+ case RK_DRAGONBREATH: {
+ struct status_change *tsc = NULL;
+ if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ } else
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
}
- }
- break;
-
- case GS_BULLSEYE:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case NJ_KASUMIKIRI:
- if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
- sc_start(src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case NJ_KIRIKAGE:
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
- { //You don't move on GVG grounds.
- short x, y;
- map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
- if (unit_movepos(src, x, y, 0, 0))
- clif_slide(src,src->x,src->y);
- }
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case RK_PHANTOMTHRUST:
- unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-
- skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
- if( battle_check_target(src,bl,BCT_ENEMY) )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
+ break;
- case RK_STORMBLAST:
- case RK_CRUSHSTRIKE:
- if( sd ) {
- if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- } else //non-sd support
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
- case GC_DARKILLUSION:
- {
- short x, y;
- short dir = map_calc_dir(src,bl->x,bl->y);
+ case NPC_SELFDESTRUCTION: {
+ struct status_change *tsc = NULL;
+ if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
+ break;
+ }
+ case HVAN_EXPLOSION:
+ if (src != bl)
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- if( dir > 0 && dir < 4) x = 2;
- else if( dir > 4 ) x = -2;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = 2;
- else if( dir == 7 || dir < 2 ) y = -2;
- else y = 0;
+ // Celest
+ case PF_SOULBURN:
+ if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (skill_lv == 5)
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_percent_damage(src, bl, 0, 100, false);
+ } else {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ if (skill_lv == 5)
+ skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
+ status_percent_damage(src, src, 0, 100, false);
+ }
+ break;
- if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
+ case NPC_BLOODDRAIN:
+ case NPC_ENERGYDRAIN:
{
- clif_slide(src,bl->x+x,bl->y+y);
- clif_fixpos(src); // the official server send these two packts.
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if( rnd()%100 < 4 * skill_lv )
- skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
+ int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+ src, src, bl, skill_id, skill_lv, tick, flag);
+ if (heal > 0){
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ status_heal(src, heal, 0, 0);
+ }
}
+ break;
- }
- break;
-
- case GC_WEAPONCRUSH:
- if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
- 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 + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
- break;
- case WL_DRAINLIFE:
- {
- int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- int rate = 70 + 5 * skill_lv;
+ case GS_BULLSEYE:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- heal = heal * (5 + 5 * skill_lv) / 100;
+ case NJ_KASUMIKIRI:
+ if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
+ sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case NJ_KIRIKAGE:
+ if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
+ { //You don't move on GVG grounds.
+ short x, y;
+ map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
+ if (unit_movepos(src, x, y, 0, 0))
+ clif->slide(src,src->x,src->y);
+ }
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+ case RK_PHANTOMTHRUST:
+ unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( bl->type == BL_SKILL )
- heal = 0; // Don't absorb heal from Ice Walls or other skill units.
+ skill->blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
+ if( battle->check_target(src,bl,BCT_ENEMY) > 0 )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- if( heal && rnd()%100 < rate )
+ case RK_STORMBLAST:
+ case RK_CRUSHSTRIKE:
+ if( sd ) {
+ if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ } else //non-sd support
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
+ case GC_DARKILLUSION:
{
- status_heal(src, heal, 0, 0);
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- }
- }
- break;
+ short x, y;
+ short dir = map_calc_dir(src,bl->x,bl->y);
- case WL_TETRAVORTEX:
- if( sd )
- {
- int spheres[5] = { 0, 0, 0, 0, 0 },
- positions[5] = {-1,-1,-1,-1,-1 },
- i, j = 0, k, subskill = 0;
+ if( dir > 0 && dir < 4) x = 2;
+ else if( dir > 4 ) x = -2;
+ else x = 0;
+ if( dir > 2 && dir < 6 ) y = 2;
+ else if( dir == 7 || dir < 2 ) y = -2;
+ else y = 0;
- for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
- if( sc && sc->data[i] )
+ if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
{
- spheres[j] = i;
- positions[j] = sc->data[i]->val2;
- j++; //
+ clif->slide(src,bl->x+x,bl->y+y);
+ clif->fixpos(src); // the official server send these two packts.
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ if( rnd()%100 < 4 * skill_lv )
+ skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
}
- if( j < 4 )
- { // Need 4 spheres minimum
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
}
+ break;
- // Sphere Sort, this time from new to old
- for( i = 0; i <= j - 2; i++ )
- for( k = i + 1; k <= j - 1; k++ )
- if( positions[i] < positions[k] )
- {
- swap(positions[i],positions[k]);
- swap(spheres[i],spheres[k]);
- }
+ case GC_WEAPONCRUSH:
+ if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
+ break;
- k = 0;
- for( i = 0; i < 4; i++ )
+ case GC_CROSSRIPPERSLASHER:
+ if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ else
{
- switch( sc->data[spheres[i]]->val1 )
- {
- case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
- case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
- case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
- case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
- }
- skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
- clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
- status_change_end(src, spheres[i], INVALID_TIMER);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
}
- }
- break;
-
- case WL_RELEASE:
- if( sd )
- {
- int i;
- // Priority is to release SpellBook
- if( sc && sc->data[SC_READING_SB] )
- { // SpellBook
- uint16 skill_id, skill_lv, point, s = 0;
- int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
-
- for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
- if( sc->data[i] ) spell[s++] = i;
-
- if ( s == 0 )
- break;
+ break;
- i = spell[s==1?0:rand()%s];// Random select of spell to be released.
- if( s && sc->data[i] ){// Now extract the data from the preserved spell
- skill_id = sc->data[i]->val1;
- skill_lv = sc->data[i]->val2;
- point = sc->data[i]->val3;
- status_change_end(src, (sc_type)i, INVALID_TIMER);
- }else //something went wrong :(
- break;
+ case GC_PHANTOMMENACE:
+ if( flag&1 )
+ { // Only Hits Invisible Targets
+ struct status_change *tsc = status_get_sc(bl);
+ if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ }
+ break;
+ case WL_CHAINLIGHTNING:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
+ break;
+ case WL_DRAINLIFE:
+ {
+ int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ int rate = 70 + 5 * skill_lv;
- if( sc->data[SC_READING_SB]->val2 > point )
- sc->data[SC_READING_SB]->val2 -= point;
- else // Last spell to be released
- status_change_end(src, SC_READING_SB, INVALID_TIMER);
+ heal = heal * (5 + 5 * skill_lv) / 100;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
- break;
+ if( bl->type == BL_SKILL )
+ heal = 0; // Don't absorb heal from Ice Walls or other skill units.
- switch( skill_get_casttype(skill_id) )
+ if( heal && rnd()%100 < rate )
{
- case CAST_GROUND:
- skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
- break;
+ status_heal(src, heal, 0, 0);
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
-
- sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
}
- else
- { // Summon Balls
- int j = 0, k, skele;
+ break;
+
+ case WL_TETRAVORTEX:
+ if( sd ) {
int spheres[5] = { 0, 0, 0, 0, 0 },
- positions[5] = {-1,-1,-1,-1,-1 };
+ positions[5] = {-1,-1,-1,-1,-1 },
+ i, j = 0, k, subskill = 0;
for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
if( sc && sc->data[i] )
{
spheres[j] = i;
positions[j] = sc->data[i]->val2;
- sc->data[i]->val2--; // Prepares for next position
- j++;
+ j++; //
}
- if( j == 0 )
- { // No Spheres
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
+ if( j < 4 )
+ { // Need 4 spheres minimum
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- // Sphere Sort
+ // Sphere Sort, this time from new to old
for( i = 0; i <= j - 2; i++ )
for( k = i + 1; k <= j - 1; k++ )
- if( positions[i] > positions[k] )
+ if( positions[i] < positions[k] )
{
swap(positions[i],positions[k]);
swap(spheres[i],spheres[k]);
}
- if( skill_lv == 1 ) j = 1; // Limit only to one ball
- for( i = 0; i < j; i++ )
+ k = 0;
+ for( i = 0; i < 4; i++ )
{
- skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
- // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
- skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
- status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
+ switch( sc->data[spheres[i]]->val1 )
+ {
+ case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
+ case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
+ case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
+ case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
+ }
+ skill->addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
+ clif->skill_nodamage(src, bl, subskill, skill_lv, 1);
+ status_change_end(src, spheres[i], INVALID_TIMER);
}
- clif_skill_nodamage(src,bl,skill_id,0,1);
- }
- }
- break;
- case WL_FROSTMISTY:
- // Causes Freezing status through walls.
- sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
- // Doesn't deal damage through non-shootable walls.
- if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
- break;
- case WL_HELLINFERNO:
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
- break;
- case RA_WUGSTRIKE:
- if( sd && pc_isridingwug(sd) ){
- short x[8]={0,-1,-1,-1,0,1,1,1};
- short y[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map_calc_dir(bl, src->x, src->y);
-
- 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 WL_RELEASE:
+ if( sd ) {
+ int i;
+ // Priority is to release SpellBook
+ if( sc && sc->data[SC_READING_SB] ) { // SpellBook
+ uint16 skill_id, skill_lv, point, s = 0;
+ int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
- 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);
+ for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
+ if( sc->data[i] ) spell[s++] = i;
+
+ if ( s == 0 )
+ break;
+
+ i = spell[s==1?0:rand()%s];// Random select of spell to be released.
+ if( s && sc->data[i] ){// Now extract the data from the preserved spell
+ skill_id = sc->data[i]->val1;
+ skill_lv = sc->data[i]->val2;
+ point = sc->data[i]->val3;
+ status_change_end(src, (sc_type)i, INVALID_TIMER);
+ }else //something went wrong :(
+ break;
+
+ if( sc->data[SC_READING_SB]->val2 > point )
+ sc->data[SC_READING_SB]->val2 -= point;
+ else // Last spell to be released
+ status_change_end(src, SC_READING_SB, INVALID_TIMER);
+ if( bl->type != BL_SKILL ) /* skill types will crash the client */
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
+ break;
+
+ switch( skill->get_casttype(skill_id) ) {
+ case CAST_GROUND:
+ skill->castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
+ break;
+ }
+
+ sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv);
+ clif->status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0);
+ } else { // Summon Balls
+ int j = 0, k, skele;
+ int spheres[5] = { 0, 0, 0, 0, 0 },
+ positions[5] = {-1,-1,-1,-1,-1 };
+
+ for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
+ if( sc && sc->data[i] ) {
+ spheres[j] = i;
+ positions[j] = sc->data[i]->val2;
+ sc->data[i]->val2--; // Prepares for next position
+ j++;
+ }
+
+ if( j == 0 ) { // No Spheres
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
+ break;
+ }
+
+ // Sphere Sort
+ for( i = 0; i <= j - 2; i++ )
+ for( k = i + 1; k <= j - 1; k++ )
+ if( positions[i] > positions[k] ) {
+ swap(positions[i],positions[k]);
+ swap(spheres[i],spheres[k]);
+ }
+
+ if( skill_lv == 1 ) j = 1; // Limit only to one ball
+ for( i = 0; i < j; i++ ) {
+ skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
+ // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
+ skill->addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
+ status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
+ }
+ clif->skill_nodamage(src,bl,skill_id,0,1);
+ }
}
- }
- else
- {
- struct skill_unit *su = BL_CAST(BL_SKILL,bl);
- struct skill_unit_group* sg;
+ break;
+ case WL_FROSTMISTY:
+ // Causes Freezing status through walls.
+ sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill->get_time(skill_id,skill_lv));
+ // Doesn't deal damage through non-shootable walls.
+ if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+ break;
+ case WL_HELLINFERNO:
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
+ break;
+ case RA_WUGSTRIKE:
+ if( sd && pc_isridingwug(sd) ){
+ short x[8]={0,-1,-1,-1,0,1,1,1};
+ short y[8]={1,1,0,-1,-1,-1,0,1};
+ uint8 dir = map_calc_dir(bl, src->x, src->y);
- 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 )) )
+ if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
{
- 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);
+ 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);
}
- skill_delunit(su);
+ break;
}
- }
- break;
- case NC_INFRAREDSCAN:
- if( flag&1 )
- { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
- if( rnd()%100 < 50 )
- sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
- }
- else
- {
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( sd ) pc_overheat(sd,1);
- }
- break;
-
- case NC_MAGNETICFIELD:
- sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
- break;
- case SC_FATALMENACE:
- if( flag&1 )
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else
- {
- short x, y;
- map_search_freecell(src, 0, &x, &y, -1, -1, 0);
- // Destination area
- skill_area_temp[4] = x;
- skill_area_temp[5] = y;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- }
- break;
- case LG_PINPOINTATTACK:
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
- clif_slide(src,bl->x,bl->y);
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
+ case 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);
- case LG_SHIELDSPELL:
- // flag&1: Phisycal Attack, flag&2: Magic Attack.
- skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
-
- case LG_OVERBRAND:
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
- break;
+ break;
- case LG_OVERBRAND_BRANDISH:
- skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
- break;
- case SR_DRAGONCOMBO:
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
+ case 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;
- case SR_KNUCKLEARROW:
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
- clif_slide(src,bl->x,bl->y);
- clif_fixpos(src); // Aegis send this packet too.
+ if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP )
+ {
+ if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
+ {
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
+ item_tmp.identify = 1;
+ if( item_tmp.nameid )
+ map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+ }
+ skill->delunit(su);
+ }
+ }
+ break;
+ case NC_INFRAREDSCAN:
+ if( flag&1 )
+ { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
+ if( rnd()%100 < 50 )
+ sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv));
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
}
+ else
+ {
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( sd ) pc_overheat(sd,1);
+ }
+ break;
+ case NC_MAGNETICFIELD:
+ sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
+ break;
+ case SC_FATALMENACE:
if( flag&1 )
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else
- skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
- break;
+ {
+ short x, y;
+ map_search_freecell(src, 0, &x, &y, -1, -1, 0);
+ // Destination area
+ skill_area_temp[4] = x;
+ skill_area_temp[5] = y;
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
+ clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ }
+ break;
+ case LG_PINPOINTATTACK:
+ if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
+ clif->slide(src,bl->x,bl->y);
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- case SR_HOWLINGOFLION:
- status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
- status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
- status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
- status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
- status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
- status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
- status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
- status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
- status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
- status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
- break;
+ case LG_SHIELDSPELL:
+ // flag&1: Phisycal Attack, flag&2: Magic Attack.
+ skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- case 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 LG_OVERBRAND:
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+ 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 LG_OVERBRAND_BRANDISH:
+ skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
+ break;
+ case SR_DRAGONCOMBO:
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
- case GN_SPORE_EXPLOSION:
- if( flag&1 )
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- else {
- clif_skill_nodamage(src, bl, skill_id, 0, 1);
- skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
- }
- break;
+ case SR_KNUCKLEARROW:
+ if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
+ clif->slide(src,bl->x,bl->y);
+ clif->fixpos(src); // Aegis send this packet too.
+ }
- case 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;
+ 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 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 SR_HOWLINGOFLION:
+ status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
+ status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
+ status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
+ status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+ status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
+ status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
+ status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
+ status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+ status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
+ status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
+ break;
- case 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 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 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 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 EL_TIDAL_WEAPON:
- if( src->type == BL_ELEM ) {
- struct elemental_data *ele = BL_CAST(BL_ELEM,src);
- struct status_change *sc = status_get_sc(&ele->bl);
- struct status_change *tsc = status_get_sc(bl);
- sc_type type = status_skill2sc(skill_id), type2;
- type2 = type-1;
+ case GN_SPORE_EXPLOSION:
+ if( flag&1 )
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ else {
+ clif->skill_nodamage(src, bl, skill_id, 0, 1);
+ skill->addtimerskill(src, gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
+ }
+ break;
- clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental_clean_single_effect(ele, skill_id);
+ 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(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ 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 {
- sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
+ 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);
}
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
+ 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;
- //recursive homon skill
- case MH_MAGMA_FLOW:
- case MH_XENO_SLASHER:
- case MH_HEILIGE_STANGE:
- if(flag & 1)
- skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- else {
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
- }
- break;
+ case EL_TIDAL_WEAPON:
+ if( src->type == BL_ELEM ) {
+ struct elemental_data *ele = BL_CAST(BL_ELEM,src);
+ struct status_change *sc = status_get_sc(&ele->bl);
+ struct status_change *tsc = status_get_sc(bl);
+ sc_type type = status_skill2sc(skill_id), type2;
+ type2 = type-1;
- case MH_STAHL_HORN:
- case MH_NEEDLE_OF_PARALYZE:
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
- case MH_TINDER_BREAKER:
- if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
-#if PACKETVER >= 20111005
- clif_snap(src, bl->x, bl->y);
-#else
- clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
-#endif
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
- skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- break;
+ clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental_clean_single_effect(ele, skill_id);
+ }
+ if( rnd()%100 < 50 )
+ skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+ else {
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv));
+ }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ }
+ 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]
+
+ //recursive homon skill
+ case MH_MAGMA_FLOW:
+ case MH_XENO_SLASHER:
+ case MH_HEILIGE_STANGE:
+ if(flag & 1)
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ else {
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id);
}
- }
- break;
+ 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;
+ case MH_STAHL_HORN:
+ case MH_NEEDLE_OF_PARALYZE:
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
+ case MH_TINDER_BREAKER:
+ if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
+ #if PACKETVER >= 20111005
+ clif->snap(src, bl->x, bl->y);
+ #else
+ clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
+ #endif
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ break;
+
+ case 0:/* no skill - basic/normal attack */
+ if(sd) {
+ if (flag & 3){
+ if (bl->id != skill_area_temp[1])
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
+ } else {
+ skill_area_temp[1] = bl->id;
+ map_foreachinrange(skill->area_sub, bl,
+ sd->bonus.splash_range, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
+ skill->castend_damage_id);
+ flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
+ }
+ }
+ 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.
@@ -4654,11 +4629,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if( sd->state.arrow_atk )
{// consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skill_id, skill_lv);
+ battle->consume_ammo(sd, skill_id, skill_lv);
}
// perform skill requirement consumption
- skill_consume_requirement(sd,skill_id,skill_lv,2);
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
}
return 0;
@@ -4723,7 +4698,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
switch (skill_id) {
case HLIF_HEAL: //[orn]
if (bl->type != BL_HOM) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
break ;
}
case AL_HEAL:
@@ -4735,33 +4710,33 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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) {
+ 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,skill_id,USESKILL_FAIL_LEVEL,0);
+ 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);
+ return skill->castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
}
break;
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
+ 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);
+ 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 homon
- 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(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
+ ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
+ if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
+ ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
return ret;
}
break;
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);
+ 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);
@@ -4769,4286 +4744,4294 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
- (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
- skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
- battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
+ (i = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
+ skill->get_inf(skill_id) != INF_SUPPORT_SKILL &&
+ battle->attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
return 1; //Skills that cause an status should be blocked if the target element blocks its element.
map_freeblock_lock();
- switch(skill_id)
- {
- case HLIF_HEAL: //[orn]
- case AL_HEAL:
- /**
- * Arch Bishop
- **/
- case AB_HIGHNESSHEAL:
- {
- int heal = skill_calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
- int heal_get_jobexp;
- //Highness Heal: starts at 1.5 boost + 0.5 for each level
- if( skill_id == AB_HIGHNESSHEAL ) {
- heal = heal * ( 15 + 5 * skill_lv ) / 10;
- }
- if( status_isimmune(bl) ||
- (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
- (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
- heal=0;
+ switch(skill_id) {
+ case HLIF_HEAL: //[orn]
+ case AL_HEAL:
+ /**
+ * Arch Bishop
+ **/
+ case AB_HIGHNESSHEAL:
+ {
+ int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
+ int heal_get_jobexp;
+ //Highness Heal: starts at 1.5 boost + 0.5 for each level
+ if( skill_id == AB_HIGHNESSHEAL ) {
+ heal = heal * ( 15 + 5 * skill_lv ) / 10;
+ }
+ if( status_isimmune(bl) ||
+ (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
+ (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
+ heal=0;
- if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
- heal = heal*2;
+ if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
+ heal = heal*2;
- if( tsc && tsc->count )
- {
- if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
- { //Bounce back heal
- if (--tsc->data[SC_KAITE]->val2 <= 0)
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- if (src == bl)
- heal=0; //When you try to heal yourself under Kaite, the heal is voided.
- else {
- bl = src;
- dstsd = sd;
+ if( tsc && tsc->count )
+ {
+ if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
+ { //Bounce back heal
+ if (--tsc->data[SC_KAITE]->val2 <= 0)
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ if (src == bl)
+ heal=0; //When you try to heal yourself under Kaite, the heal is voided.
+ else {
+ bl = src;
+ dstsd = sd;
+ }
}
+ else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
+ heal = 0; //Needed so that it actually displays 0 when healing.
}
- else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
- heal = 0; //Needed so that it actually displays 0 when healing.
- }
- clif_skill_nodamage (src, bl, skill_id, heal, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
- heal = ~heal + 1;
- heal_get_jobexp = status_heal(bl,heal,0,0);
-
- 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;
+ 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);
- case PR_REDEMPTIO:
- if (sd && !(flag&1)) {
- if (sd->status.party_id == 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill_area_temp[0] = 0;
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skill_id, skill_lv),
- src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- if (skill_area_temp[0] == 0) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
- if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
- sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
- sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_JOBEXP);
+ 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);
+ }
}
- status_set_hp(src, 1, 0);
- status_set_sp(src, 0, 0);
- break;
- } else if (status_isdead(bl) && flag&1) { //Revive
- skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
- skill_lv = 3; //Resurrection level 3 is used
- } else //Invalid target, skip resurrection.
break;
- case ALL_RESURRECTION:
- if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
- { //No reviving in WoE grounds!
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if (!status_isdead(bl))
- break;
- {
- int per = 0, sper = 0;
- if (tsc && tsc->data[SC_HELLPOWER])
+ case PR_REDEMPTIO:
+ if (sd && !(flag&1)) {
+ if (sd->status.party_id == 0) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ skill_area_temp[0] = 0;
+ party_foreachsamemap(skill->area_sub,
+ sd,skill->get_splash(skill_id, skill_lv),
+ src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
+ skill->castend_nodamage_id);
+ if (skill_area_temp[0] == 0) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
+ if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
+ sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
+ sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
+ clif->updatestatus(sd,SP_BASEEXP);
+ clif->updatestatus(sd,SP_JOBEXP);
+ }
+ status_set_hp(src, 1, 0);
+ status_set_sp(src, 0, 0);
break;
-
- if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
+ } else if (status_isdead(bl) && flag&1) { //Revive
+ skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
+ skill_lv = 3; //Resurrection level 3 is used
+ } else //Invalid target, skip resurrection.
break;
- switch(skill_lv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
+ case ALL_RESURRECTION:
+ if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
+ { //No reviving in WoE grounds!
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
}
- if(dstsd && dstsd->special_state.restart_full_recover)
- per = sper = 100;
- if (status_revive(bl, per, sper))
+ if (!status_isdead(bl))
+ break;
{
- 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 per = 0, sper = 0;
+ if (tsc && tsc->data[SC_HELLPOWER])
+ break;
+
+ if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
+ break;
+
+ switch(skill_lv){
+ case 1: per=10; break;
+ case 2: per=30; break;
+ case 3: per=50; break;
+ case 4: per=80; break;
+ }
+ if(dstsd && dstsd->special_state.restart_full_recover)
+ per = sper = 100;
+ if (status_revive(bl, per, sper))
{
- int exp = 0,jexp = 0;
- int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
- if(lv > 0 && pc_nextbaseexp(dstsd)) {
- exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (exp < 1) exp = 1;
- }
- if(jlv > 0 && pc_nextjobexp(dstsd)) {
- jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (jexp < 1) jexp = 1;
+ clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
+ if(sd && dstsd && battle_config.resurrection_exp > 0)
+ {
+ int exp = 0,jexp = 0;
+ int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
+ if(lv > 0 && pc_nextbaseexp(dstsd)) {
+ exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if (exp < 1) exp = 1;
+ }
+ if(jlv > 0 && pc_nextjobexp(dstsd)) {
+ jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if (jexp < 1) jexp = 1;
+ }
+ if(exp > 0 || jexp > 0)
+ pc_gainexp (sd, bl, exp, jexp, false);
}
- if(exp > 0 || jexp > 0)
- pc_gainexp (sd, bl, exp, jexp, false);
}
}
- }
- break;
+ break;
- case AL_DECAGI:
- case MER_DECAGI:
- clif_skill_nodamage (src, bl, skill_id, skill_lv,
- sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
- break;
+ case AL_DECAGI:
+ case MER_DECAGI:
+ clif->skill_nodamage (src, bl, skill_id, skill_lv,
+ sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
+ break;
- case AL_CRUCIS:
- if (flag&1)
- sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
- else {
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
+ case AL_CRUCIS:
+ if (flag&1)
+ sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
- case PR_LEXDIVINA:
- case MER_LEXDIVINA:
- if( tsce )
- status_change_end(bl,type, INVALID_TIMER);
- else
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
- break;
+ case PR_LEXDIVINA:
+ case MER_LEXDIVINA:
+ if( tsce )
+ status_change_end(bl,type, INVALID_TIMER);
+ else
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+ break;
- case SA_ABRACADABRA:
- {
- int abra_skill_id = 0, abra_skill_lv;
- do {
- i = rnd() % MAX_SKILL_ABRA_DB;
- abra_skill_id = skill_abra_db[i].skill_id;
- } while (abra_skill_id == 0 ||
- skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
- rnd()%10000 >= skill_abra_db[i].per
- );
- abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+ case SA_ABRACADABRA:
+ {
+ int abra_skill_id = 0, abra_skill_lv;
+ do {
+ i = rnd() % MAX_SKILL_ABRA_DB;
+ abra_skill_id = skill_abra_db[i].skill_id;
+ } while (abra_skill_id == 0 ||
+ skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
+ rnd()%10000 >= skill_abra_db[i].per
+ );
+ abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
- if( sd )
- {// player-casted
- sd->state.abra_flag = 1;
- sd->skillitem = abra_skill_id;
- sd->skillitemlv = abra_skill_lv;
- clif_item_skill(sd, abra_skill_id, abra_skill_lv);
- }
- else
- {// mob-casted
- struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(abra_skill_id);
- int target_id = 0;
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->msd;
- if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
- } else { //Assume offensive skills
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
- case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
- }
- if (!target_id)
- break;
- if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
- bl = map_id2bl(target_id);
+ if( sd )
+ {// player-casted
+ sd->state.abra_flag = 1;
+ sd->skillitem = abra_skill_id;
+ sd->skillitemlv = abra_skill_lv;
+ clif->item_skill(sd, abra_skill_id, abra_skill_lv);
+ }
+ else
+ {// mob-casted
+ struct unit_data *ud = unit_bl2ud(src);
+ int inf = skill->get_inf(abra_skill_id);
+ if (!ud) break;
+ if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
+ if (src->type == BL_PET)
+ bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
- } else
- unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
+ unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
+ } else { //Assume offensive skills
+ int target_id = 0;
+ if (ud->target)
+ target_id = ud->target;
+ else switch (src->type) {
+ case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
+ case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
+ }
+ if (!target_id)
+ break;
+ if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
+ bl = map_id2bl(target_id);
+ if (!bl) bl = src;
+ unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
+ } else
+ unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
+ }
}
}
- }
- break;
+ break;
- case SA_COMA:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (status_isimmune(bl))
+ case SA_COMA:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
break;
- status_percent_heal(bl, 100, 100);
- break;
- case NPC_ALLHEAL:
- {
- int heal;
- if( status_isimmune(bl) )
+ case SA_FULLRECOVERY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (status_isimmune(bl))
break;
- heal = status_percent_heal(bl, 100, 0);
- clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
- if( dstmd )
- { // Reset Damage Logs
- memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
- dstmd->tdmg = 0;
+ 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 )
+ 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)
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ int class_;
+ if ( sd && dstmd->status.mode&MD_BOSS )
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ mob_class_change(dstmd,class_);
+ if( tsc && dstmd->status.mode&MD_BOSS )
+ {
+ const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
+ if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ for (i = 0; i < ARRAYLENGTH(scs); i++)
+ if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ }
}
- 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 )
+ break;
+ case SA_DEATH:
+ if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
{
- const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
- if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
- for (i = 0; i < ARRAYLENGTH(scs); i++)
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
}
- }
- break;
- case SA_DEATH:
- if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_kill(bl);
break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_kill(bl);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
- break;
- case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
- break;
- case SA_TAMINGMONSTER:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd && dstmd) {
- ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
- if( i < MAX_PET_DB )
- pet_catch_process1(sd, dstmd->class_);
- }
- break;
-
- case CR_PROVIDENCE:
- if(sd && dstsd){ //Check they are not another crusader [Skotlex]
- if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
+ case SA_REVERSEORCISH:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
+ break;
+ case SA_FORTUNE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ break;
+ case SA_TAMINGMONSTER:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if (sd && dstmd) {
+ ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
+ if( i < MAX_PET_DB )
+ pet_catch_process1(sd, dstmd->class_);
}
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
-
- case CG_MARIONETTE:
- {
- struct status_change* sc = status_get_sc(src);
+ break;
- if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
- {// Cannot cast on another bard/dancer-type class of the same gender as caster
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
+ case CR_PROVIDENCE:
+ if(sd && dstsd){ //Check they are not another crusader [Skotlex]
+ if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 1;
+ }
}
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
- if( sc && tsc )
+ case CG_MARIONETTE:
{
- if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
- {
- sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
- sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ struct status_change* sc = status_get_sc(src);
+
+ if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
+ {// Cannot cast on another bard/dancer-type class of the same gender as caster
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 1;
}
- else
- if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
- tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
+
+ if( sc && tsc )
{
- status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
- status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
+ if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
+ {
+ sc_start(src,SC_MARIONETTE,100,bl->id,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,SC_MARIONETTE2,100,src->id,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ else
+ if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
+ tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
+ {
+ status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
+ status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
+ }
+ else
+ {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+ map_freeblock_unlock();
+ return 1;
+ }
}
- else
- {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
- map_freeblock_unlock();
- return 1;
+ case RG_CLOSECONFINE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+ break;
+ case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ if (dstsd) {
+ if(dstsd->status.weapon == W_FIST ||
+ (dstsd->sc.count && !dstsd->sc.data[type] &&
+ ( //Allow re-enchanting to lenghten time. [Skotlex]
+ dstsd->sc.data[SC_FIREWEAPON] ||
+ dstsd->sc.data[SC_WATERWEAPON] ||
+ dstsd->sc.data[SC_WINDWEAPON] ||
+ dstsd->sc.data[SC_EARTHWEAPON] ||
+ dstsd->sc.data[SC_SHADOWWEAPON] ||
+ dstsd->sc.data[SC_GHOSTWEAPON] ||
+ dstsd->sc.data[SC_ENCPOISON]
+ ))
+ ) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
}
}
- }
- break;
+ // 100% success rate at lv4 & 5, but lasts longer at lv5
+ if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) {
+ if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
+ clif->message(sd->fd, msg_txt(669));
+ }
+ break;
- case RG_CLOSECONFINE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
- break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if (dstsd) {
- if(dstsd->status.weapon == W_FIST ||
- (dstsd->sc.count && !dstsd->sc.data[type] &&
- ( //Allow re-enchanting to lenghten time. [Skotlex]
- dstsd->sc.data[SC_FIREWEAPON] ||
- dstsd->sc.data[SC_WATERWEAPON] ||
- dstsd->sc.data[SC_WINDWEAPON] ||
- dstsd->sc.data[SC_EARTHWEAPON] ||
- dstsd->sc.data[SC_SHADOWWEAPON] ||
- dstsd->sc.data[SC_GHOSTWEAPON] ||
- dstsd->sc.data[SC_ENCPOISON]
- ))
- ) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+ case PR_ASPERSIO:
+ if (sd && dstmd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
- }
- // 100% success rate at lv4 & 5, but lasts longer at lv5
- if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
- clif_displaymessage(sd->fd, msg_txt(669));
- }
- break;
-
- case PR_ASPERSIO:
- if (sd && dstmd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case ITEM_ENCHANTARMS:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(bl,type,100,skill_lv,
- skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
- break;
+ case ITEM_ENCHANTARMS:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,
+ skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv)));
+ break;
- case TK_SEVENWIND:
- switch(skill_get_ele(skill_id,skill_lv)) {
- case ELE_EARTH : type = SC_EARTHWEAPON; break;
- case ELE_WIND : type = SC_WINDWEAPON; break;
- case ELE_WATER : type = SC_WATERWEAPON; break;
- case ELE_FIRE : type = SC_FIREWEAPON; break;
- case ELE_GHOST : type = SC_GHOSTWEAPON; break;
- case ELE_DARK : type = SC_SHADOWWEAPON; break;
- case ELE_HOLY : type = SC_ASPERSIO; break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
+ case TK_SEVENWIND:
+ switch(skill->get_ele(skill_id,skill_lv)) {
+ case ELE_EARTH : type = SC_EARTHWEAPON; break;
+ case ELE_WIND : type = SC_WINDWEAPON; break;
+ case ELE_WATER : type = SC_WATERWEAPON; break;
+ case ELE_FIRE : type = SC_FIREWEAPON; break;
+ case ELE_GHOST : type = SC_GHOSTWEAPON; break;
+ case ELE_DARK : type = SC_SHADOWWEAPON; break;
+ case ELE_HOLY : type = SC_ASPERSIO; break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- sc_start(bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start(bl,SC_SEVENWIND,100,skill_lv,skill->get_time(skill_id,skill_lv));
- break;
+ break;
- case PR_KYRIE:
- case MER_KYRIE:
- clif_skill_nodamage(bl,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- //Passive Magnum, should had been casted on yourself.
- case SM_MAGNUM:
- case MS_MAGNUM:
- skill_area_temp[1] = 0;
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- clif_skill_nodamage (src,src,skill_id,skill_lv,1);
- // Initiate 10% of your damage becomes fire element.
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
- if( sd )
- skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
- else if( bl->type == BL_MER )
- skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
- break;
+ case PR_KYRIE:
+ case MER_KYRIE:
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ //Passive Magnum, should had been casted on yourself.
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ skill_area_temp[1] = 0;
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ clif->skill_nodamage (src,src,skill_id,skill_lv,1);
+ // Initiate 10% of your damage becomes fire element.
+ sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
+ if( sd )
+ skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false);
+ else if( bl->type == BL_MER )
+ skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));
+ break;
- case TK_JUMPKICK:
- /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
- if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
- {
- if( unit_movepos(src, bl->x, bl->y, 1, 1) )
+ case TK_JUMPKICK:
+ /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
+ if( battle->check_target(src, bl, BCT_ENEMY) > 0 )
{
- skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- clif_slide(src,bl->x,bl->y);
+ if( unit_movepos(src, bl->x, bl->y, 1, 1) )
+ {
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+ clif->slide(src,bl->x,bl->y);
+ }
}
- }
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- break;
-
- case AL_INCAGI:
- case AL_BLESSING:
- case MER_INCAGI:
- case MER_BLESSING:
- if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
- skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
break;
- }
- case PR_SLOWPOISON:
- case PR_IMPOSITIO:
- case PR_LEXAETERNA:
- case PR_SUFFRAGIUM:
- case PR_BENEDICTIO:
- case LK_BERSERK:
- case MS_BERSERK:
- case KN_AUTOCOUNTER:
- case KN_TWOHANDQUICKEN:
- case KN_ONEHAND:
- case MER_QUICKEN:
- case CR_SPEARQUICKEN:
- case CR_REFLECTSHIELD:
- case MS_REFLECTSHIELD:
- case AS_POISONREACT:
- case MC_LOUD:
- case MG_ENERGYCOAT:
- case MO_EXPLOSIONSPIRITS:
- case MO_STEELBODY:
- case MO_BLADESTOP:
- case LK_AURABLADE:
- case LK_PARRYING:
- case MS_PARRYING:
- case LK_CONCENTRATION:
- case WS_CARTBOOST:
- case SN_SIGHT:
- case WS_MELTDOWN:
- case WS_OVERTHRUSTMAX:
- case ST_REJECTSWORD:
- case HW_MAGICPOWER:
- case PF_MEMORIZE:
- case PA_SACRIFICE:
- case ASC_EDP:
- case PF_DOUBLECASTING:
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- case NPC_HALLUCINATION:
- case GS_MADNESSCANCEL:
- case GS_ADJUSTMENT:
- case GS_INCREASING:
- case NJ_KASUMIKIRI:
- case NJ_UTSUSEMI:
- case NJ_NEN:
- case NPC_DEFENDER:
- case NPC_MAGICMIRROR:
- case ST_PRESERVE:
- case NPC_INVINCIBLE:
- case NPC_INVINCIBLEOFF:
- case RK_DEATHBOUND:
- case AB_RENOVATIO:
- case AB_EXPIATIO:
- case AB_DUPLELIGHT:
- case AB_SECRAMENT:
- case NC_ACCELERATION:
- case NC_HOVERING:
- case NC_SHAPESHIFT:
- case WL_RECOGNIZEDSPELL:
- case GC_VENOMIMPRESS:
- case SC_DEADLYINFECT:
- case LG_EXEEDBREAK:
- case LG_PRESTIGE:
- case SR_CRESCENTELBOW:
- case SR_LIGHTNINGWALK:
- case SR_GENTLETOUCH_ENERGYGAIN:
- case GN_CARTBOOST:
- case KO_MEIKYOUSISUI:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
-
- case SO_STRIKING:
- if (sd) {
- int bonus = 25 + 10 * skill_lv;
- bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
- clif_skill_nodamage( src, bl, skill_id, skill_lv,
- battle_check_target(src,bl,BCT_PARTY) ?
- sc_start2(bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
- 0
- );
- }
- break;
- case NPC_STOP:
- if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
- sc_start2(src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
- break;
- case HP_ASSUMPTIO:
- if( sd && dstmd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- else
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case MG_SIGHT:
- case MER_SIGHT:
- case AL_RUWACH:
- case WZ_SIGHTBLASTER:
- case NPC_WIDESIGHT:
- case NPC_STONESKIN:
- case NPC_ANTIMAGIC:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
- break;
- case HLIF_AVOID:
- case HAMI_DEFENCE:
- i = skill_get_time(skill_id,skill_lv);
- clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
- clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
- break;
- case NJ_BUNSINJYUTSU:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- status_change_end(bl, SC_NEN, INVALID_TIMER);
- break;
-/* Was modified to only affect targetted char. [Skotlex]
- case HP_ASSUMPTIO:
- if (flag&1)
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else
- {
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv), BL_PC,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-*/
- case SM_ENDURE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if (sd)
- skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv));
- break;
-
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (sd && dstsd && dstsd->sc.count) {
- if (dstsd->sc.data[SC_FIREWEAPON] ||
- dstsd->sc.data[SC_WATERWEAPON] ||
- dstsd->sc.data[SC_WINDWEAPON] ||
- dstsd->sc.data[SC_EARTHWEAPON] ||
- dstsd->sc.data[SC_SHADOWWEAPON] ||
- dstsd->sc.data[SC_GHOSTWEAPON]
- // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
- ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ case AL_INCAGI:
+ case AL_BLESSING:
+ case MER_INCAGI:
+ case MER_BLESSING:
+ if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ break;
}
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
-
- case LK_TENSIONRELAX:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
- skill_get_time(skill_id,skill_lv)));
- break;
-
- case MC_CHANGECART:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
+ case PR_SLOWPOISON:
+ case PR_IMPOSITIO:
+ case PR_LEXAETERNA:
+ case PR_SUFFRAGIUM:
+ case PR_BENEDICTIO:
+ case LK_BERSERK:
+ case MS_BERSERK:
+ case KN_AUTOCOUNTER:
+ case KN_TWOHANDQUICKEN:
+ case KN_ONEHAND:
+ case MER_QUICKEN:
+ case CR_SPEARQUICKEN:
+ case CR_REFLECTSHIELD:
+ case MS_REFLECTSHIELD:
+ case AS_POISONREACT:
+ case MC_LOUD:
+ case MG_ENERGYCOAT:
+ case MO_EXPLOSIONSPIRITS:
+ case MO_STEELBODY:
+ case MO_BLADESTOP:
+ case LK_AURABLADE:
+ case LK_PARRYING:
+ case MS_PARRYING:
+ case LK_CONCENTRATION:
+ case WS_CARTBOOST:
+ case SN_SIGHT:
+ case WS_MELTDOWN:
+ case WS_OVERTHRUSTMAX:
+ case ST_REJECTSWORD:
+ case HW_MAGICPOWER:
+ case PF_MEMORIZE:
+ case PA_SACRIFICE:
+ case ASC_EDP:
+ case PF_DOUBLECASTING:
+ case SG_SUN_COMFORT:
+ case SG_MOON_COMFORT:
+ case SG_STAR_COMFORT:
+ case NPC_HALLUCINATION:
+ case GS_MADNESSCANCEL:
+ case GS_ADJUSTMENT:
+ case GS_INCREASING:
+ case NJ_KASUMIKIRI:
+ case NJ_UTSUSEMI:
+ case NJ_NEN:
+ case NPC_DEFENDER:
+ case NPC_MAGICMIRROR:
+ case ST_PRESERVE:
+ case NPC_INVINCIBLE:
+ case NPC_INVINCIBLEOFF:
+ case RK_DEATHBOUND:
+ case AB_RENOVATIO:
+ case AB_EXPIATIO:
+ case AB_DUPLELIGHT:
+ case AB_SECRAMENT:
+ case NC_ACCELERATION:
+ case NC_HOVERING:
+ case NC_SHAPESHIFT:
+ case WL_RECOGNIZEDSPELL:
+ case GC_VENOMIMPRESS:
+ case SC_DEADLYINFECT:
+ case LG_EXEEDBREAK:
+ case LG_PRESTIGE:
+ case SR_CRESCENTELBOW:
+ case SR_LIGHTNINGWALK:
+ case SR_GENTLETOUCH_ENERGYGAIN:
+ case GN_CARTBOOST:
+ case KO_MEIKYOUSISUI:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
- case 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;
+ 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(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) :
+ 0
+ );
}
- id = mob_get_random_id(0,0xF, sd->status.base_level);
- if (!id) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ break;
+
+ case NPC_STOP:
+ if( clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) )
+ sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv));
+ break;
+ case HP_ASSUMPTIO:
+ if( sd && dstmd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ else
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case MG_SIGHT:
+ case MER_SIGHT:
+ case AL_RUWACH:
+ case WZ_SIGHTBLASTER:
+ case NPC_WIDESIGHT:
+ case NPC_STONESKIN:
+ case NPC_ANTIMAGIC:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv)));
+ break;
+ case HLIF_AVOID:
+ case HAMI_DEFENCE:
+ i = skill->get_time(skill_id,skill_lv);
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
+ clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
+ break;
+ case NJ_BUNSINJYUTSU:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ status_change_end(bl, SC_NEN, INVALID_TIMER);
+ break;
+ /* Was modified to only affect targetted char. [Skotlex]
+ case HP_ASSUMPTIO:
+ if (flag&1)
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else
+ {
+ map_foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
+ skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- sd->mission_mobid = id;
- sd->mission_count = 0;
- pc_setglobalreg(sd,"TK_MISSION_ID", id);
- clif_mission_info(sd, id, 0);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ break;
+ */
+ case SM_ENDURE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if (sd)
+ skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false);
+ break;
- case AC_CONCENTRATION:
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- map_foreachinrange( status_change_timer_sub, src,
- skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src,NULL,type,tick);
- }
- break;
+ case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
+ if (sd && dstsd && dstsd->sc.count) {
+ if (dstsd->sc.data[SC_FIREWEAPON] ||
+ dstsd->sc.data[SC_WATERWEAPON] ||
+ dstsd->sc.data[SC_WINDWEAPON] ||
+ dstsd->sc.data[SC_EARTHWEAPON] ||
+ dstsd->sc.data[SC_SHADOWWEAPON] ||
+ dstsd->sc.data[SC_GHOSTWEAPON]
+ // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
+ ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
- case SM_PROVOKE:
- case SM_SELFPROVOKE:
- case MER_PROVOKE:
- if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
- {
- map_freeblock_unlock();
- return 1;
- }
- //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
- clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
- (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
- if( !i )
- {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- unit_skillcastcancel(bl, 2);
+ case LK_TENSIONRELAX:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv),
+ skill->get_time(skill_id,skill_lv)));
+ break;
- if( tsc && tsc->count )
- {
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
- }
+ case MC_CHANGECART:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
- if( dstmd )
- {
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
- }
- break;
+ case TK_MISSION:
+ if (sd) {
+ int id;
+ if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
+ clif->mission_info(sd, sd->mission_mobid, sd->mission_count);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ id = mob_get_random_id(0,0xF, sd->status.base_level);
+ if (!id) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ sd->mission_mobid = id;
+ sd->mission_count = 0;
+ pc_setglobalreg(sd,"TK_MISSION_ID", id);
+ clif->mission_info(sd, id, 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
- case ML_DEVOTION:
- case CR_DEVOTION:
- {
- int count, lv;
- if( !dstsd || (!sd && !mer) )
- { // Only players can be devoted
- if( sd )
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
+ case AC_CONCENTRATION:
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ map_foreachinrange( status_change_timer_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src,NULL,type,tick);
}
+ break;
- if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
- lv = -lv;
- if( lv > battle_config.devotion_level_difference || // Level difference requeriments
- (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
- (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
- (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
+ case SM_PROVOKE:
+ case SM_SELFPROVOKE:
+ case MER_PROVOKE:
+ if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) )
{
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
+ //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
+ (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
+ if( !i )
+ {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ unit_skillcastcancel(bl, 2);
- i = 0;
- count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
- if( sd )
- { // Player Devoting Player
- ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
- if( i == count )
+ if( tsc && tsc->count )
+ {
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
+ }
+
+ if( dstmd )
+ {
+ dstmd->state.provoke_flag = src->id;
+ mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
+ }
+ break;
+
+ case ML_DEVOTION:
+ case CR_DEVOTION:
+ {
+ int count, lv;
+ if( !dstsd || (!sd && !mer) )
+ { // Only players can be devoted
+ if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+
+ if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
+ lv = -lv;
+ if( lv > battle_config.devotion_level_difference || // Level difference requeriments
+ (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
+ (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
+ (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
+ (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
{
- ARR_FIND(0, count, i, sd->devotion[i] == 0 );
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ i = 0;
+ count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
+ if( sd )
+ { // Player Devoting Player
+ ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
if( i == count )
- { // No free slots, skill Fail
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
- return 1;
+ {
+ ARR_FIND(0, count, i, sd->devotion[i] == 0 );
+ if( i == count )
+ { // No free slots, skill Fail
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ map_freeblock_unlock();
+ return 1;
+ }
}
+
+ sd->devotion[i] = bl->id;
}
+ else
+ mer->devotion_flag = 1; // Mercenary Devoting Owner
- sd->devotion[i] = bl->id;
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv)));
+ clif->devotion(src, NULL);
}
- else
- mer->devotion_flag = 1; // Mercenary Devoting Owner
-
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
- clif_devotion(src, NULL);
- }
- break;
+ break;
- case MO_CALLSPIRITS:
- if(sd) {
- int limit = skill_lv;
- if( sd->sc.data[SC_RAISINGDRAGON] )
- limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
- }
- break;
+ case MO_CALLSPIRITS:
+ if(sd) {
+ int limit = skill_lv;
+ if( sd->sc.data[SC_RAISINGDRAGON] )
+ limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+ }
+ break;
- case CH_SOULCOLLECT:
- if(sd) {
- int limit = 5;
- if( sd->sc.data[SC_RAISINGDRAGON] )
- limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- for (i = 0; i < limit; i++)
- pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
- }
- break;
+ case CH_SOULCOLLECT:
+ if(sd) {
+ int limit = 5;
+ if( sd->sc.data[SC_RAISINGDRAGON] )
+ limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ for (i = 0; i < limit; i++)
+ pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+ }
+ break;
- case MO_KITRANSLATION:
- if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
- pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
- }
- break;
+ case MO_KITRANSLATION:
+ if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
+ pc_addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
+ }
+ break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
- if (skill_area_temp[1] != bl->id) {
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
- skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
- }
- break;
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
+ if (skill_area_temp[1] != bl->id) {
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
+ skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
+ }
+ break;
- case MO_ABSORBSPIRITS:
- i = 0;
- if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
- { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
- i = dstsd->spiritball * 7;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
- { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
- i = 2 * dstmd->level;
- mob_target(dstmd,src,0);
- }
- if (i) status_heal(src, 0, i, 3);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
- break;
+ case MO_ABSORBSPIRITS:
+ i = 0;
+ if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
+ { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
+ i = dstsd->spiritball * 7;
+ pc_delspiritball(dstsd,dstsd->spiritball,0);
+ } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
+ { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
+ i = 2 * dstmd->level;
+ mob_target(dstmd,src,0);
+ }
+ if (i) status_heal(src, 0, i, 3);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
+ break;
- case AC_MAKINGARROW:
- if(sd) {
- clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ case 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 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 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(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 BS_HAMMERFALL:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
+ case RG_RAID:
+ skill_area_temp[1] = 0;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ break;
- case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
- case RK_STORMBLAST:
- case NC_AXETORNADO:
- case GC_COUNTERSLASH:
- case SR_SKYNETBLOW:
- case SR_RAMPAGEBLASTER:
- case SR_HOWLINGOFLION:
- case KO_HAPPOKUNAI:
- skill_area_temp[1] = 0;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
+ case ASC_METEORASSAULT:
+ case GS_SPREADATTACK:
+ case RK_STORMBLAST:
+ case NC_AXETORNADO:
+ case GC_COUNTERSLASH:
+ case SR_SKYNETBLOW:
+ case SR_RAMPAGEBLASTER:
+ case SR_HOWLINGOFLION:
+ case KO_HAPPOKUNAI:
+ skill_area_temp[1] = 0;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ i = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
- case NC_EMERGENCYCOOL:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
- status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
- break;
- case SR_WINDMILL:
- case GN_CART_TORNADO:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- case SR_EARTHSHAKER:
- case NC_INFRAREDSCAN:
- case NPC_EARTHQUAKE:
- case NPC_VAMPIRE_GIFT:
- case NPC_HELLJUDGEMENT:
- case NPC_PULSESTRIKE:
- case LG_MOONSLASHER:
- skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- break;
+ case 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 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 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 NJ_HYOUSYOURAKU:
+ case NJ_RAIGEKISAI:
+ case WZ_FROSTNOVA:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill_area_temp[1] = 0;
+ map_foreachinrange(skill->attack_area, src,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
+ break;
- case HVAN_EXPLOSION: //[orn]
- case NPC_SELFDESTRUCTION:
- //Self Destruction hits everyone in range (allies+enemies)
- //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
- i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
- BCT_ENEMY:BCT_ALL;
- clif_skill_nodamage(src, src, skill_id, -1, 1);
- map_delblock(src); //Required to prevent chain-self-destructions hitting back.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv), splash_target(src),
- src, skill_id, skill_lv, tick, flag|i,
- skill_castend_damage_id);
- map_addblock(src);
- status_damage(src, src, sstatus->max_hp,0,0,1);
- break;
+ case HVAN_EXPLOSION: //[orn]
+ case NPC_SELFDESTRUCTION:
+ //Self Destruction hits everyone in range (allies+enemies)
+ //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
+ i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
+ BCT_ENEMY:BCT_ALL;
+ clif->skill_nodamage(src, src, skill_id, -1, 1);
+ map_delblock(src); //Required to prevent chain-self-destructions hitting back.
+ map_foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv), splash_target(src),
+ src, skill_id, skill_lv, tick, flag|i,
+ skill->castend_damage_id);
+ map_addblock(src);
+ status_damage(src, src, sstatus->max_hp,0,0,1);
+ break;
- case AL_ANGELUS:
- case PR_MAGNIFICAT:
- case PR_GLORIA:
- case SN_WINDWALK:
- case CASH_BLESSING:
- case CASH_INCAGI:
- case CASH_ASSUMPTIO:
- if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- break;
- case MER_MAGNIFICAT:
- if( mer != NULL )
- {
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
- party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- else if( mer->master && !(flag&1) )
- clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- break;
+ case AL_ANGELUS:
+ case PR_MAGNIFICAT:
+ case PR_GLORIA:
+ case SN_WINDWALK:
+ case CASH_BLESSING:
+ case CASH_INCAGI:
+ case CASH_ASSUMPTIO:
+ if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else if( sd )
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
+ case MER_MAGNIFICAT:
+ if( mer != NULL )
+ {
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
+ party_foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ else if( mer->master && !(flag&1) )
+ clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
+ break;
- case BS_ADRENALINE:
- case BS_ADRENALINE2:
- case BS_WEAPONPERFECT:
- case BS_OVERTHRUST:
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- clif_skill_nodamage(bl,bl,skill_id,skill_lv,
- sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
- } else if (sd) {
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skill_id, skill_lv),
- src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
+ case BS_ADRENALINE:
+ case BS_ADRENALINE2:
+ case BS_WEAPONPERFECT:
+ case BS_OVERTHRUST:
+ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv)));
+ } else if (sd) {
+ party_foreachsamemap(skill->area_sub,
+ sd,skill->get_splash(skill_id, skill_lv),
+ src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
+ skill->castend_nodamage_id);
+ }
+ break;
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case CR_DEFENDER:
- case ML_DEFENDER:
- case CR_AUTOGUARD:
- case ML_AUTOGUARD:
- case TK_READYSTORM:
- case TK_READYDOWN:
- case TK_READYTURN:
- case TK_READYCOUNTER:
- case TK_DODGE:
- case CR_SHRINK:
- case SG_FUSION:
- case GS_GATLINGFEVER:
- if( tsce )
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case SL_KAITE:
- case SL_KAAHI:
- case SL_KAIZEL:
- case SL_KAUPE:
- if (sd) {
- if (!dstsd || !(
- (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
- dstsd->status.char_id == sd->status.char_id ||
- dstsd->status.char_id == sd->status.partner_id ||
- dstsd->status.char_id == sd->status.child
- )) {
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case TK_READYSTORM:
+ case TK_READYDOWN:
+ case TK_READYTURN:
+ case TK_READYCOUNTER:
+ case TK_DODGE:
+ case CR_SHRINK:
+ case SG_FUSION:
+ case GS_GATLINGFEVER:
+ if( tsce )
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+ map_freeblock_unlock();
+ return 0;
}
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
- break;
- case SM_AUTOBERSERK:
- case MER_AUTOBERSERK:
- if( tsce )
- i = status_change_end(bl, type, INVALID_TIMER);
- else
- i = sc_start(bl,type,100,skill_lv,60000);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
- break;
- case TF_HIDING:
- case ST_CHASEWALK:
- case KO_YAMIKUMO:
- if (tsce)
- {
- clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
- map_freeblock_unlock();
- return 0;
- } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
- //Mado Gear cannot hide
- if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case TK_RUN:
- if (tsce)
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map_freeblock_unlock();
- return 0;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
- if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
- clif_walkok(sd); // So aegis has to resend the walk ok.
- break;
- case AS_CLOAKING:
- case GC_CLOAKINGEXCEED:
- case LG_FORCEOFVANGUARD:
- case SC_REPRODUCE:
- case SC_INVISIBILITY:
- if (tsce) {
- i = status_change_end(bl, type, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case SL_KAITE:
+ case SL_KAAHI:
+ case SL_KAIZEL:
+ case SL_KAUPE:
+ if (sd) {
+ if (!dstsd || !(
+ (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
+ (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
+ dstsd->status.char_id == sd->status.char_id ||
+ dstsd->status.char_id == sd->status.partner_id ||
+ dstsd->status.char_id == sd->status.child
+ )) {
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
+ break;
+ case SM_AUTOBERSERK:
+ case MER_AUTOBERSERK:
+ if( tsce )
+ i = status_change_end(bl, type, INVALID_TIMER);
+ else
+ i = sc_start(bl,type,100,skill_lv,60000);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
+ break;
+ case TF_HIDING:
+ case ST_CHASEWALK:
+ case KO_YAMIKUMO:
+ if (tsce)
+ {
+ clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
+ map_freeblock_unlock();
+ return 0;
+ } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
+ //Mado Gear cannot hide
+ if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ clif->skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case TK_RUN:
+ if (tsce)
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+ map_freeblock_unlock();
+ return 0;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
+ if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
+ clif->walkok(sd); // So aegis has to resend the walk ok.
+ break;
+ case AS_CLOAKING:
+ case GC_CLOAKINGEXCEED:
+ case LG_FORCEOFVANGUARD:
+ case SC_REPRODUCE:
+ case SC_INVISIBILITY:
+ if (tsce) {
+ i = status_change_end(bl, type, INVALID_TIMER);
+ if( i )
+ clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ case RA_CAMOUFLAGE:
+ i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
if( i )
- clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
+ clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
- case RA_CAMOUFLAGE:
- i = sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- if( i )
- clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
- else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ 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 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_message(&md->bl,temp);
- }
- 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);
- case BA_PANGVOICE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
- break;
+ 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 DC_WINKCHARM:
- if( dstsd )
- clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
- else
- if( dstmd )
- {
- if( status_get_lv(src) > status_get_lv(bl)
- && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
- && !(tstatus->mode&MD_BOSS) )
- clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
+ case BA_PANGVOICE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv)));
+ break;
+
+ case DC_WINKCHARM:
+ if( dstsd )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
else
+ if( dstmd )
{
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if( status_get_lv(src) > status_get_lv(bl)
+ && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
+ && !(tstatus->mode&MD_BOSS) )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
+ else
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
}
- }
- break;
+ break;
- case TF_STEAL:
- if(sd) {
- if(pc_steal_item(sd,bl,skill_lv))
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- }
- break;
+ case TF_STEAL:
+ if(sd) {
+ if(pc_steal_item(sd,bl,skill_lv))
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ }
+ break;
+
+ case RG_STEALCOIN:
+ if(sd) {
+ if(pc_steal_coin(sd,bl))
+ {
+ dstmd->state.provoke_flag = src->id;
+ mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- case RG_STEALCOIN:
- if(sd) {
- if(pc_steal_coin(sd,bl))
+ }
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+
+ case MG_STONECURSE:
{
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ int brate = 0;
+ if (tstatus->mode&MD_BOSS) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if(status_isimmune(bl) || !tsc)
+ break;
+ if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
+ brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
+
+ if (tsc->data[SC_STONE]) {
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
+ skill_lv, 0, 0, skill->get_time(skill_id, skill_lv),
+ skill->get_time2(skill_id,skill_lv)))
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ else if(sd) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ // Level 6-10 doesn't consume a red gem if it fails [celest]
+ if (skill_lv > 5)
+ { // not to consume items
+ map_freeblock_unlock();
+ return 0;
+ }
+ }
}
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
+ break;
- case MG_STONECURSE:
- {
- int brate = 0;
- if (tstatus->mode&MD_BOSS) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ case NV_FIRSTAID:
+ clif->skill_nodamage(src,bl,skill_id,5,1);
+ status_heal(bl,5,0,0);
+ break;
+
+ case AL_CURE:
+ if(status_isimmune(bl)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
- if(status_isimmune(bl) || !tsc)
- break;
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
- if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
- brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
+ case TF_DETOXIFY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ status_change_end(bl, SC_DPOISON, INVALID_TIMER);
+ break;
- if (tsc->data[SC_STONE]) {
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ case PR_STRECOVERY:
+ if(status_isimmune(bl)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
- if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
- skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
- skill_get_time2(skill_id,skill_lv)))
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- else if(sd) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skill_lv > 5)
- { // not to consume items
- map_freeblock_unlock();
- return 0;
- }
+ if (tsc && tsc->opt1) {
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
}
- }
- break;
-
- case NV_FIRSTAID:
- clif_skill_nodamage(src,bl,skill_id,5,1);
- status_heal(bl,5,0,0);
- break;
-
- case AL_CURE:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+ //Is this equation really right? It looks so... special.
+ if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+ status_change_start(bl, SC_BLIND,
+ 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
+ 1,0,0,0,
+ skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(dstmd)
+ mob_unlocktarget(dstmd,tick);
break;
- }
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case TF_DETOXIFY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- status_change_end(bl, SC_DPOISON, INVALID_TIMER);
- break;
- case PR_STRECOVERY:
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+ // Mercenary Supportive Skills
+ case MER_BENEDICTION:
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
- }
- if (tsc && tsc->opt1) {
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
+ case MER_COMPRESS:
+ status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_MENTALCURE:
+ status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_RECUPERATE:
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case MER_REGAIN:
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
- status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
- }
- //Is this equation really right? It looks so... special.
- if(battle_check_undead(tstatus->race,tstatus->def_ele))
- {
- status_change_start(bl, SC_BLIND,
- 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
- 1,0,0,0,
- skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(dstmd)
- mob_unlocktarget(dstmd,tick);
- break;
-
- // Mercenary Supportive Skills
- case MER_BENEDICTION:
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_COMPRESS:
- status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_MENTALCURE:
- status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_RECUPERATE:
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_REGAIN:
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case MER_TENDER:
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
-
- case MER_SCAPEGOAT:
- if( mer && mer->master )
- {
- status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
- }
- break;
-
- case MER_ESTIMATION:
- if( !mer )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
- sd = mer->master;
- case WZ_ESTIMATION:
- if( sd == NULL )
+ case MER_TENDER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
- if( dstsd )
- { // Fail on Players
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+ case MER_SCAPEGOAT:
+ if( mer && mer->master )
+ {
+ status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
+ }
break;
- }
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
- break; // Cannot be Used on Emperium
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- clif_skill_estimation(sd, bl);
- if( skill_id == MER_ESTIMATION )
- sd = NULL;
- break;
+ case MER_ESTIMATION:
+ if( !mer )
+ break;
+ sd = mer->master;
+ case WZ_ESTIMATION:
+ if( sd == NULL )
+ break;
+ if( dstsd )
+ { // Fail on Players
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
+ break; // Cannot be Used on Emperium
- case BS_REPAIRWEAPON:
- if(sd && dstsd)
- clif_item_repair_list(sd,dstsd,skill_lv);
- break;
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ clif->skill_estimation(sd, bl);
+ if( skill_id == MER_ESTIMATION )
+ sd = NULL;
+ break;
- case MC_IDENTIFY:
- if(sd)
- clif_item_identify_list(sd);
- break;
+ case BS_REPAIRWEAPON:
+ if(sd && dstsd)
+ clif->item_repair_list(sd,dstsd,skill_lv);
+ break;
- // Weapon Refining [Celest]
- case WS_WEAPONREFINE:
- if(sd)
- clif_item_refine_list(sd);
- break;
+ case MC_IDENTIFY:
+ if(sd)
+ clif->item_identify_list(sd);
+ break;
- case MC_VENDING:
- if(sd)
- { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
- if ( !pc_can_give_items(sd) )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- else {
- sd->state.prevend = 1;
- clif_openvendingreq(sd,2+skill_lv);
- }
- }
- break;
+ // Weapon Refining [Celest]
+ case WS_WEAPONREFINE:
+ if(sd)
+ clif->item_refine_list(sd);
+ break;
- case AL_TELEPORT:
- if(sd)
- {
- if (map[bl->m].flag.noteleport && skill_lv <= 2) {
- clif_skill_teleportmessage(sd,0);
- break;
- }
- if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
- char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
- clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
- break;
+ case MC_VENDING:
+ if(sd)
+ { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
+ if ( !pc_can_give_items(sd) )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ else {
+ sd->state.prevend = 1;
+ clif->openvendingreq(sd,2+skill_lv);
+ }
}
+ break;
- if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
+ case AL_TELEPORT:
+ if(sd)
{
+ if (map[bl->m].flag.noteleport && skill_lv <= 2) {
+ clif->skill_teleportmessage(sd,0);
+ break;
+ }
+ if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
+ char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT));
+ clif->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 )
- pc_randomwarp(sd,CLR_TELEPORT);
+ clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
else
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
- break;
- }
+ clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
+ } else
+ unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
+ break;
- 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
+ case NPC_EXPULSION:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
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;
+ 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);
+ 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 ASC_CDP:
- if(sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
- }
- break;
-
- case RG_STRIPWEAPON:
- case RG_STRIPSHIELD:
- case RG_STRIPARMOR:
- case RG_STRIPHELM:
- case ST_FULLSTRIP:
- case GC_WEAPONCRUSH:
- case SC_STRIPACCESSARY: {
- unsigned short location = 0;
- int d = 0;
-
- //Rate in percent
- if ( skill_id == ST_FULLSTRIP ) {
- i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
- } else if( skill_id == SC_STRIPACCESSARY ) {
- i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
- } else {
- i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
- }
-
- if (i < 5) i = 5; //Minimum rate 5%
-
- //Duration in ms
- if( skill_id == GC_WEAPONCRUSH){
- d = skill_get_time(skill_id,skill_lv);
- if(bl->type == BL_PC)
- d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
- else
- d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
- }else
- d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
+ break;
- if (d < 0) d = 0; //Minimum duration 0ms
+ 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;
- switch (skill_id) {
case RG_STRIPWEAPON:
- case GC_WEAPONCRUSH:
- location = EQP_WEAPON;
- break;
case RG_STRIPSHIELD:
- location = EQP_SHIELD;
- break;
case RG_STRIPARMOR:
- location = EQP_ARMOR;
- break;
case RG_STRIPHELM:
- location = EQP_HELM;
- break;
case ST_FULLSTRIP:
- location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
- break;
- case SC_STRIPACCESSARY:
- location = EQP_ACC;
- break;
- }
+ case GC_WEAPONCRUSH:
+ case SC_STRIPACCESSARY: {
+ unsigned short location = 0;
+ int d = 0;
+
+ //Rate in percent
+ if ( skill_id == ST_FULLSTRIP ) {
+ i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
+ } else if( skill_id == SC_STRIPACCESSARY ) {
+ i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
+ } else {
+ i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
+ }
- //Special message when trying to use strip on FCP [Jobbie]
- if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
- {
- clif_gospel_info(sd, 0x28);
- break;
- }
+ if (i < 5) i = 5; //Minimum rate 5%
- //Attempts to strip at rate i and duration d
- if( (i = skill_strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
+ //Duration in ms
+ if( skill_id == GC_WEAPONCRUSH){
+ d = skill->get_time(skill_id,skill_lv);
+ if(bl->type == BL_PC)
+ d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
+ else
+ d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
+ }else
+ d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
- //Nothing stripped.
- if( sd && !i )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
+ if (d < 0) d = 0; //Minimum duration 0ms
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER: {
- int i,x,hp = 0,sp = 0,bonus=100;
- if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
- map_freeblock_unlock();
- return 1;
+ switch (skill_id) {
+ case RG_STRIPWEAPON:
+ case GC_WEAPONCRUSH:
+ location = EQP_WEAPON;
+ break;
+ case RG_STRIPSHIELD:
+ location = EQP_SHIELD;
+ break;
+ case RG_STRIPARMOR:
+ location = EQP_ARMOR;
+ break;
+ case RG_STRIPHELM:
+ location = EQP_HELM;
+ break;
+ case ST_FULLSTRIP:
+ location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
+ break;
+ case SC_STRIPACCESSARY:
+ location = EQP_ACC;
+ break;
}
- if( sd ) {
- x = skill_lv%11 - 1;
- i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
- if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+ //Special message when trying to use strip on FCP [Jobbie]
+ if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
+ {
+ clif->gospel_info(sd, 0x28);
+ break;
+ }
+
+ //Attempts to strip at rate i and duration d
+ if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
+
+ //Nothing stripped.
+ if( sd && !i )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+
+ case AM_BERSERKPITCHER:
+ case AM_POTIONPITCHER: {
+ int i,hp = 0,sp = 0;
+ if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
map_freeblock_unlock();
return 1;
}
- if( skill_id == AM_BERSERKPITCHER ) {
- if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if( sd ) {
+ int x,bonus=100;
+ x = skill_lv%11 - 1;
+ i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
+ if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
- }
- potion_flag = 1;
- potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
- potion_target = bl->id;
- run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
- potion_flag = potion_target = 0;
- if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
- bonus += sd->status.base_level;
- if( potion_per_hp > 0 || potion_per_sp > 0 ) {
- hp = tstatus->max_hp * potion_per_hp / 100;
- hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- if( dstsd ) {
- sp = dstsd->status.max_sp * potion_per_sp / 100;
- sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 1;
}
- } else {
- if( potion_hp > 0 ) {
- hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ if( skill_id == AM_BERSERKPITCHER ) {
+ if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 1;
+ }
}
- if( potion_sp > 0 ) {
- sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- sp = sp * (100 + (tstatus->int_<<1)) / 100;
- if( dstsd )
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+ potion_flag = 1;
+ potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
+ potion_target = bl->id;
+ run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
+ potion_flag = potion_target = 0;
+ if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
+ bonus += sd->status.base_level;
+ if( potion_per_hp > 0 || potion_per_sp > 0 ) {
+ hp = tstatus->max_hp * potion_per_hp / 100;
+ hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ if( dstsd ) {
+ sp = dstsd->status.max_sp * potion_per_sp / 100;
+ sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ }
+ } else {
+ if( potion_hp > 0 ) {
+ hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ hp = hp * (100 + (tstatus->vit<<1)) / 100;
+ if( dstsd )
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ if( potion_sp > 0 ) {
+ sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ sp = sp * (100 + (tstatus->int_<<1)) / 100;
+ if( dstsd )
+ sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+ }
}
- }
- if (sd->itemgrouphealrate[IG_POTION]>0) {
- hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
- sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
- }
+ if (sd->itemgrouphealrate[IG_POTION]>0) {
+ hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
+ sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
+ }
- if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
+ if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
+ hp += hp * i / 100;
+ sp += sp * i / 100;
+ }
+ } else {
+ hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
+ hp = hp * (100 + (tstatus->vit<<1)) / 100;
+ if( dstsd )
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
- } else {
- hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
- hp = hp * (100 + (tstatus->vit<<1)) / 100;
- if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
- hp += hp * i / 100;
- sp += sp * i / 100;
- }
- if( tsc && tsc->count ) {
- if( tsc->data[SC_CRITICALWOUND] ) {
- hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- }
- if( tsc->data[SC_DEATHHURT] ) {
- hp -= hp * 20 / 100;
- sp -= sp * 20 / 100;
- }
- if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
- hp += hp / 10;
- sp += sp / 10;
- }
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if( sp > 0 )
- clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
-#ifdef RENEWAL
- if( tsc && tsc->data[SC_EXTREMITYFIST2] )
- sp = 0;
-#endif
- status_heal(bl,hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- case AM_CP_SHIELD:
- case AM_CP_ARMOR:
- case AM_CP_HELM:
- {
- unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
-
- if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock(); // Don't consume item requirements
- return 0;
+ if( tsc && tsc->count ) {
+ if( tsc->data[SC_CRITICALWOUND] ) {
+ hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ }
+ if( tsc->data[SC_DEATHHURT] ) {
+ hp -= hp * 20 / 100;
+ sp -= sp * 20 / 100;
+ }
+ if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
+ hp += hp / 10;
+ sp += sp / 10;
+ }
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
+ clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+ if( sp > 0 )
+ clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
+ #ifdef RENEWAL
+ if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+ sp = 0;
+ #endif
+ status_heal(bl,hp,sp,0);
}
+ break;
+ case AM_CP_WEAPON:
+ case AM_CP_SHIELD:
+ case AM_CP_ARMOR:
+ case AM_CP_HELM:
+ {
+ unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- break;
- case AM_TWILIGHT1:
- if (sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- //Prepare 200 White Potions.
- if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case AM_TWILIGHT2:
- if (sd) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- //Prepare 200 Slim White Potions.
- if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case AM_TWILIGHT3:
- if (sd) {
- int ebottle = pc_search_inventory(sd,713);
- if( ebottle >= 0 )
- ebottle = sd->status.inventory[ebottle].amount;
- //check if you can produce all three, if not, then fail:
- if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
- || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
- || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
- || ebottle < 200 //200 empty bottle are required at total.
- ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock(); // Don't consume item requirements
+ return 0;
+ }
+
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
- skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
- skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
- }
- break;
- case SA_DISPELL:
- if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
- || rnd()%100 >= 50+10*skill_lv
- || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
- {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ break;
+ case AM_TWILIGHT1:
+ if (sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ //Prepare 200 White Potions.
+ if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
- if(status_isimmune(bl) || !tsc || !tsc->count)
- break;
- for(i=0;i<SC_MAX;i++)
+ break;
+ case AM_TWILIGHT2:
+ if (sd) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ //Prepare 200 Slim White Potions.
+ if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+ case AM_TWILIGHT3:
+ if (sd) {
+ int ebottle = pc_search_inventory(sd,713);
+ if( ebottle >= 0 )
+ ebottle = sd->status.inventory[ebottle].amount;
+ //check if you can produce all three, if not, then fail:
+ if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol
+ || !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
+ || !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
+ || ebottle < 200 //200 empty bottle are required at total.
+ ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
+ skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
+ skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
+ }
+ break;
+ case SA_DISPELL:
+ if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1)
{
- if (!tsc->data[i])
- continue;
- switch (i) {
- case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
- case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
- case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
- case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
- case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
- case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
- case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
- case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
- case SC_EDP: case SC_AUTOBERSERK:
- case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
- case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
- case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
- case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
- case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
- case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
- case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
- case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
- case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
- case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
- case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
- case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
- case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
- case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
- case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
- case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
- case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
- case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
- case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
- //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
- //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
- case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
- case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
- case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
- case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
- case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
- case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
- case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
- case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
- case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
- case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
- case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
- case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
-#ifdef RENEWAL
- case SC_EXTREMITYFIST2:
-#endif
- continue;
- /**
- * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
- **/
- case SC_WHISTLE:
- case SC_ASSNCROS:
- case SC_POEMBRAGI:
- case SC_APPLEIDUN:
- case SC_HUMMING:
- case SC_DONTFORGETME:
- case SC_FORTUNE:
- case SC_SERVICE4U:
- if( tsc->data[i]->val4 ) //val4 = out-of-song-area
- continue;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
+ || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
+ || rnd()%100 >= 50+10*skill_lv
+ || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
+ {
+ if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
+ }
+ if(status_isimmune(bl) || !tsc || !tsc->count)
+ break;
+
+ if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ for(i=0;i<SC_MAX;i++)
+ {
+ if (!tsc->data[i])
+ continue;
+ switch (i) {
+ case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
+ case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
+ case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
+ case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
+ case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
+ case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
+ case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
+ case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
+ case SC_EDP: case SC_AUTOBERSERK:
+ case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
+ case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
+ case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
+ case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
+ case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
+ case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
+ case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
+ case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
+ case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
+ case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
+ case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
+ case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
+ case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
+ case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
+ case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
+ case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
+ case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
+ case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
+ case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
+ //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
+ //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
+ case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
+ case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
+ case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
+ case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
+ case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
+ case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
+ case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
+ case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
+ case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
+ case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
+ case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
+ case SC_ADJUSTMENT: case SC_MADNESSCANCEL: case SC_ALL_RIDING:
+ #ifdef RENEWAL
+ case SC_EXTREMITYFIST2:
+ #endif
+ continue;
+ /**
+ * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
+ **/
+ case SC_WHISTLE:
+ case SC_ASSNCROS:
+ case SC_POEMBRAGI:
+ case SC_APPLEIDUN:
+ case SC_HUMMING:
+ case SC_DONTFORGETME:
+ case SC_FORTUNE:
+ case SC_SERVICE4U:
+ if( !tsc->data[i]->val4 ) //val4 = out-of-song-area
+ continue;
+ break;
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ }
+ if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ break;
}
+ //Affect all targets on splash area.
+ map_foreachinrange(skill->area_sub, bl, i, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|1,
+ skill->castend_damage_id);
break;
- }
- //Affect all targets on splash area.
- map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|1,
- skill_castend_damage_id);
- break;
- case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
- break;
+ case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
+ break;
- case TK_HIGHJUMP:
- {
- int x,y, dir = unit_getdir(src);
+ case TK_HIGHJUMP:
+ {
+ int x,y, dir = unit_getdir(src);
- //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
- if( map[src->m].flag.noteleport &&
- !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
- ) {
- x = src->x;
- y = src->y;
- } else {
- x = src->x + dirx[dir]*skill_lv*2;
- y = src->y + diry[dir]*skill_lv*2;
- }
+ //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
+ if( map[src->m].flag.noteleport &&
+ !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
+ ) {
+ x = src->x;
+ y = src->y;
+ } else {
+ x = src->x + dirx[dir]*skill_lv*2;
+ y = src->y + diry[dir]*skill_lv*2;
+ }
- clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
- if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
- clif_slide(src,x,y);
- unit_movepos(src, x, y, 1, 0);
+ clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
+ if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
+ clif->slide(src,x,y);
+ unit_movepos(src, x, y, 1, 0);
+ }
}
- }
- break;
+ break;
- case SA_CASTCANCEL:
- case SO_SPELLFIST:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit_skillcastcancel(src,1);
- if(sd) {
- int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
- if( skill_id == SO_SPELLFIST ){
- sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
- sd->skill_id_old = sd->skill_lv_old = 0;
- break;
+ case SA_CASTCANCEL:
+ case SO_SPELLFIST:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ unit_skillcastcancel(src,1);
+ if(sd) {
+ int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old);
+ if( skill_id == SO_SPELLFIST ){
+ sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv));
+ sd->skill_id_old = sd->skill_lv_old = 0;
+ break;
+ }
+ sp = sp * (90 - (skill_lv-1)*20) / 100;
+ if(sp < 0) sp = 0;
+ status_zap(src, 0, sp);
}
- sp = sp * (90 - (skill_lv-1)*20) / 100;
- if(sp < 0) sp = 0;
- status_zap(src, 0, sp);
- }
- break;
- case SA_SPELLBREAKER:
- {
- int sp;
- if(tsc && tsc->data[SC_MAGICROD]) {
- sp = skill_get_sp(skill_id,skill_lv);
- sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
- if(sp < 1) sp = 1;
- status_heal(bl,0,sp,2);
- status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
- } else {
- struct unit_data *ud = unit_bl2ud(bl);
- int bl_skill_id=0,bl_skill_lv=0,hp = 0;
- if (!ud || ud->skilltimer == INVALID_TIMER)
- break; //Nothing to cancel.
- bl_skill_id = ud->skill_id;
- bl_skill_lv = ud->skill_lv;
- if (tstatus->mode & MD_BOSS)
- { //Only 10% success chance against bosses. [Skotlex]
- if (rnd()%100 < 90)
- {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
- hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
+ break;
+ case SA_SPELLBREAKER:
+ {
+ int sp;
+ if(tsc && tsc->data[SC_MAGICROD]) {
+ sp = skill->get_sp(skill_id,skill_lv);
+ sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
+ if(sp < 1) sp = 1;
+ status_heal(bl,0,sp,2);
+ status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
+ } else {
+ struct unit_data *ud = unit_bl2ud(bl);
+ int bl_skill_id=0,bl_skill_lv=0,hp = 0;
+ if (!ud || ud->skilltimer == INVALID_TIMER)
+ break; //Nothing to cancel.
+ bl_skill_id = ud->skill_id;
+ bl_skill_lv = ud->skill_lv;
+ if (tstatus->mode & MD_BOSS)
+ { //Only 10% success chance against bosses. [Skotlex]
+ if (rnd()%100 < 90)
+ {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
+ hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- unit_skillcastcancel(bl,0);
- sp = skill_get_sp(bl_skill_id,bl_skill_lv);
- status_zap(bl, hp, sp);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ unit_skillcastcancel(bl,0);
+ sp = skill->get_sp(bl_skill_id,bl_skill_lv);
+ status_zap(bl, hp, sp);
- if (hp && skill_lv >= 5)
- hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
- else
- hp = 0;
+ if (hp && skill_lv >= 5)
+ hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
+ else
+ hp = 0;
- if (sp) //Recover some of the SP used
- sp = sp*(25*(skill_lv-1))/100;
+ if (sp) //Recover some of the SP used
+ sp = sp*(25*(skill_lv-1))/100;
- if(hp || sp)
- status_heal(src, hp, sp, 2);
+ if(hp || sp)
+ status_heal(src, hp, sp, 2);
+ }
}
- }
- break;
- case SA_MAGICROD:
- clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
- case SA_AUTOSPELL:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd)
- clif_autospell(sd,skill_lv);
- else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skill_lv >= 10) {
- spellid = MG_FROSTDIVER;
-// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
-// maxlv = 10;
-// else
- maxlv = skill_lv - 9;
- }
- else if(skill_lv >=8) {
- spellid = MG_FIREBALL;
- maxlv = skill_lv - 7;
- }
- else if(skill_lv >=5) {
- spellid = MG_SOULSTRIKE;
- maxlv = skill_lv - 4;
- }
- else if(skill_lv >=2) {
- int i = rnd()%3;
- spellid = spellarray[i];
- maxlv = skill_lv - 1;
- }
- else if(skill_lv > 0) {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if(spellid > 0)
- sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skill_lv));
- }
- break;
+ break;
+ case SA_MAGICROD:
+ clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ case SA_AUTOSPELL:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(sd)
+ clif->autospell(sd,skill_lv);
+ else {
+ int maxlv=1,spellid=0;
+ static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
+ if(skill_lv >= 10) {
+ spellid = MG_FROSTDIVER;
+ // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
+ // maxlv = 10;
+ // else
+ maxlv = skill_lv - 9;
+ }
+ else if(skill_lv >=8) {
+ spellid = MG_FIREBALL;
+ maxlv = skill_lv - 7;
+ }
+ else if(skill_lv >=5) {
+ spellid = MG_SOULSTRIKE;
+ maxlv = skill_lv - 4;
+ }
+ else if(skill_lv >=2) {
+ int i = rnd()%3;
+ spellid = spellarray[i];
+ maxlv = skill_lv - 1;
+ }
+ else if(skill_lv > 0) {
+ spellid = MG_NAPALMBEAT;
+ maxlv = 3;
+ }
+ if(spellid > 0)
+ sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
+ skill->get_time(SA_AUTOSPELL,skill_lv));
+ }
+ break;
- case BS_GREED:
- if(sd){
- 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 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(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
- skill_get_time(skill_id, skill_lv)));
- break;
- case NPC_CHANGEUNDEAD:
- //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
- //TO-DO This is ugly, fix it
- if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
- skill_get_time(skill_id, skill_lv)));
- break;
+ case SA_ELEMENTWATER:
+ case SA_ELEMENTFIRE:
+ case SA_ELEMENTGROUND:
+ case SA_ELEMENTWIND:
+ if(sd && !dstmd) //Only works on monsters.
+ break;
+ if(tstatus->mode&MD_BOSS)
+ break;
+ case NPC_ATTRICHANGE:
+ case NPC_CHANGEWATER:
+ case NPC_CHANGEGROUND:
+ case NPC_CHANGEFIRE:
+ case NPC_CHANGEWIND:
+ case NPC_CHANGEPOISON:
+ case NPC_CHANGEHOLY:
+ case NPC_CHANGEDARKNESS:
+ case NPC_CHANGETELEKINESIS:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
+ skill->get_time(skill_id, skill_lv)));
+ break;
+ case NPC_CHANGEUNDEAD:
+ //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
+ //TO-DO This is ugly, fix it
+ if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
+ skill->get_time(skill_id, skill_lv)));
+ break;
- case NPC_PROVOCATION:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (md) mob_unlocktarget(md, tick);
- break;
+ 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(bl,type,100,skill_lv,skill_time))
- && ud) { //Disable attacking/acting/moving for skill's duration.
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = tick + skill_time;
+ case NPC_KEEPING:
+ case NPC_BARRIER:
+ {
+ int skill_time = skill->get_time(skill_id,skill_lv);
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill_time))
+ && ud) { //Disable attacking/acting/moving for skill's duration.
+ ud->attackabletime =
+ ud->canact_tick =
+ ud->canmove_tick = tick + skill_time;
+ }
}
- }
- break;
-
- case NPC_REBIRTH:
- if( md && md->state.rebirth )
- break; // only works once
- sc_start(bl,type,100,skill_lv,-1);
- break;
+ break;
- case NPC_DARKBLESSING:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
- break;
+ case NPC_REBIRTH:
+ if( md && md->state.rebirth )
+ break; // only works once
+ sc_start(bl,type,100,skill_lv,-1);
+ break;
- case NPC_LICK:
- status_zap(bl, 0, 100);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
- break;
+ case NPC_DARKBLESSING:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
- case NPC_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_LICK:
+ status_zap(bl, 0, 100);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)));
+ break;
- case NPC_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_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_CALLSLAVE:
- mob_warpslave(src,MOB_SLAVEDISTANCE);
- 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_RANDOMMOVE:
- if (md) {
- md->next_walktime = tick - 1;
- mob_randomwalk(md,tick);
- }
- break;
+ case NPC_CALLSLAVE:
+ mob_warpslave(src,MOB_SLAVEDISTANCE);
+ break;
- case NPC_SPEEDUP:
- {
- // or does it increase casting rate? just a guess xD
- int i = SC_ASPDPOTION0 + skill_lv - 1;
- if (i > SC_ASPDPOTION3)
- i = SC_ASPDPOTION3;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
- }
- break;
+ case NPC_RANDOMMOVE:
+ if (md) {
+ md->next_walktime = tick - 1;
+ mob_randomwalk(md,tick);
+ }
+ break;
- case NPC_REVENGE:
- // not really needed... but adding here anyway ^^
- if (md && md->master_id > 0) {
- struct block_list *mbl, *tbl;
- if ((mbl = map_id2bl(md->master_id)) == NULL ||
- (tbl = battle_gettargeted(mbl)) == NULL)
- break;
- md->state.provoke_flag = tbl->id;
- mob_target(md, tbl, sstatus->rhw.range);
- }
- break;
+ case NPC_SPEEDUP:
+ {
+ // or does it increase casting rate? just a guess xD
+ int i = SC_ASPDPOTION0 + skill_lv - 1;
+ if (i > SC_ASPDPOTION3)
+ i = SC_ASPDPOTION3;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
+ }
+ break;
- case NPC_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_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_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_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_EMOTION_ON:
- case NPC_EMOTION:
- //va[0] is the emotion to use.
- //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
- //val[1] 'sets' the mode
- //val[2] adds to the current mode
- //val[3] removes from the current mode
- //val[4] if set, asks to delete the previous mode change.
- if(md && md->skill_idx >= 0 && tsc)
- {
- clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
- if(md->db->skill[md->skill_idx].val[4] && tsce)
- status_change_end(bl, type, INVALID_TIMER);
+ case NPC_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;
- if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
- sc_start4(src, type, 100, skill_lv,
- md->db->skill[md->skill_idx].val[1],
- md->db->skill[md->skill_idx].val[2],
- md->db->skill[md->skill_idx].val[3],
- skill_get_time(skill_id, skill_lv));
- }
- break;
+ case NPC_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);
- case NPC_POWERUP:
- sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv)));
- break;
+ //If 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, type, 100, skill_lv,
+ md->db->skill[md->skill_idx].val[1],
+ md->db->skill[md->skill_idx].val[2],
+ md->db->skill[md->skill_idx].val[3],
+ skill->get_time(skill_id, skill_lv));
+ }
+ break;
- case NPC_AGIUP:
- sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv)));
- break;
+ case NPC_POWERUP:
+ sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
+ break;
- case NPC_INVISIBLE:
- //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
- break;
+ case NPC_AGIUP:
+ sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
+ break;
- case NPC_SIEGEMODE:
- // not sure what it does
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
+ case NPC_INVISIBLE:
+ //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv)));
+ break;
- case WE_MALE:
- {
- int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
- int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
- }
- break;
- case WE_FEMALE:
- {
- int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
- int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
- }
- break;
+ case NPC_SIEGEMODE:
+ // not sure what it does
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
- // parent-baby skills
- case WE_BABY:
- if(sd){
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- // if neither was found
- if(!f_sd && !m_sd){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
+ case WE_MALE:
+ {
+ int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
+ int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
}
- status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
- if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- }
- break;
+ break;
+ case WE_FEMALE:
+ {
+ int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
+ int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
+ }
+ break;
- case 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;
+ // parent-baby skills
+ case WE_BABY:
+ if(sd){
+ struct map_session_data *f_sd = pc_get_father(sd);
+ struct map_session_data *m_sd = pc_get_mother(sd);
+ // if neither was found
+ if(!f_sd && !m_sd){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+ if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(bl,0,sp,2);
- }
- break;
+ break;
- case MA_REMOVETRAP:
- case HT_REMOVETRAP:
- {
- struct skill_unit* su;
- struct skill_unit_group* sg;
- su = BL_CAST(BL_SKILL, bl);
+ 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;
- // Mercenaries can remove any trap
- // Players can only remove their own traps or traps on Vs maps.
- if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
+ case MA_REMOVETRAP:
+ case HT_REMOVETRAP:
{
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
- { // prevent picking up expired traps
- if( battle_config.skill_removetrap_type )
- { // get back all items used to deploy the trap
- for( i = 0; i < 10; i++ )
- {
- if( skill_db[su->group->skill_id].itemid[i] > 0 )
+ struct skill_unit* su;
+ struct skill_unit_group* sg;
+ su = BL_CAST(BL_SKILL, bl);
+
+ // Mercenaries can remove any trap
+ // Players can only remove their own traps or traps on Vs maps.
+ if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
+ {
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
+ { // prevent picking up expired traps
+ if( battle_config.skill_removetrap_type )
+ { // get back all items used to deploy the trap
+ for( i = 0; i < 10; i++ )
{
- int flag;
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
- item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
+ if( skill_db[su->group->skill_id].itemid[i] > 0 )
{
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ int flag;
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
+ item_tmp.identify = 1;
+ if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
+ {
+ clif->additem(sd,0,0,flag);
+ map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
}
}
}
- }
- else
- { // get back 1 trap
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
- item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
- {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ else
+ { // get back 1 trap
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
+ item_tmp.identify = 1;
+ if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
+ {
+ clif->additem(sd,0,0,flag);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
}
}
- }
- skill_delunit(su);
- }else if(sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ skill->delunit(su);
+ }else if(sd)
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
- break;
- case HT_SPRINGTRAP:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case UNT_ANKLESNARE: // ankle snare
- if (su->group->val2 != 0)
- // if it is already trapping something don't spring it,
- // remove trap should be used instead
- break;
- // otherwise fallthrough to below
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- su->group->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(bl, UNT_USED_TRAPS);
- su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
- su->limit=DIFF_TICK(tick+1500,su->group->tick);
- }
}
- }
- break;
- case BD_ENCORE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd)
- unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
- break;
-
- case AS_SPLASHER:
- if(tstatus->mode&MD_BOSS
- /**
- * Renewal dropped the 3/4 hp requirement
- **/
- #ifndef RENEWAL
- || tstatus-> hp > tstatus->max_hp*3/4
- #endif
- ) {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
-#ifndef RENEWAL
- if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
-#endif
- break;
-
- case PF_MINDBREAKER:
- {
- if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
+ break;
+ case HT_SPRINGTRAP:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
{
- map_freeblock_unlock();
- return 1;
+ struct skill_unit *su=NULL;
+ if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
+ switch(su->group->unit_id){
+ case UNT_ANKLESNARE: // ankle snare
+ if (su->group->val2 != 0)
+ // if it is already trapping something don't spring it,
+ // remove trap should be used instead
+ break;
+ // otherwise fallthrough to below
+ case UNT_BLASTMINE:
+ case UNT_SKIDTRAP:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLAYMORETRAP:
+ case UNT_TALKIEBOX:
+ su->group->unit_id = UNT_USED_TRAPS;
+ clif->changetraplook(bl, UNT_USED_TRAPS);
+ su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
+ su->limit=DIFF_TICK(tick+1500,su->group->tick);
+ }
+ }
}
+ break;
+ case BD_ENCORE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if(sd)
+ unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
+ break;
- if (tsce)
- { //HelloKitty2 (?) explained that this silently fails when target is
- //already inflicted. [Skotlex]
+ case AS_SPLASHER:
+ if(tstatus->mode&MD_BOSS
+ /**
+ * Renewal dropped the 3/4 hp requirement
+ **/
+ #ifndef RENEWAL
+ || tstatus-> hp > tstatus->max_hp*3/4
+ #endif
+ ) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
map_freeblock_unlock();
return 1;
}
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000));
+ #ifndef RENEWAL
+ if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false);
+ #endif
+ break;
- //Has a 55% + skill_lv*5% success chance.
- if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
+ case PF_MINDBREAKER:
{
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
- }
+ if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+ map_freeblock_unlock();
+ return 1;
+ }
- unit_skillcastcancel(bl,0);
+ if (tsce)
+ { //HelloKitty2 (?) explained that this silently fails when target is
+ //already inflicted. [Skotlex]
+ map_freeblock_unlock();
+ return 1;
+ }
- if(tsc && tsc->count){
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- }
+ //Has a 55% + skill_lv*5% success chance.
+ if (!clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))))
+ {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 0;
+ }
- if(dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
- }
- break;
+ unit_skillcastcancel(bl,0);
- case PF_SOULCHANGE:
- {
- unsigned int sp1 = 0, sp2 = 0;
- if (dstmd) {
- if (dstmd->state.soul_change_flag) {
- if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ if(tsc && tsc->count){
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
}
- 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;
+
+ if(dstmd)
+ mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv));
}
- sp1 = sstatus->sp;
- sp2 = tstatus->sp;
- #ifdef RENEWAL
- sp1 = sp1 / 2;
- sp2 = sp2 / 2;
- if( tsc && tsc->data[SC_EXTREMITYFIST2] )
- sp1 = tstatus->sp;
- #endif
- status_set_sp(src, sp2, 3);
- status_set_sp(bl, sp1, 3);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ 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)) )
+ 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
+ status_set_sp(src, sp2, 3);
+ status_set_sp(bl, sp1, 3);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
break;
- if (potion_hp || potion_sp) {
- int hp = potion_hp, sp = potion_sp;
- hp = hp * (100 + (tstatus->vit<<1))/100;
- sp = sp * (100 + (tstatus->int_<<1))/100;
- if (dstsd) {
- if (hp)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
- if (sp)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
- }
- if( tsc && tsc->count ) {
- if (tsc->data[SC_CRITICALWOUND]) {
- hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
- }
- if (tsc->data[SC_DEATHHURT]) {
- hp -= hp * 20 / 100;
- sp -= sp * 20 / 100;
- }
- if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
- hp += hp / 10;
- sp += sp / 10;
- }
- }
- if(hp > 0)
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status_heal(bl,hp,sp,0);
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION:
- {
- unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
- for (i=0 ; i<4; i++) {
- if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
- continue;
- sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
- s++;
+ // Slim Pitcher
+ case CR_SLIMPITCHER:
+ // Updated to block Slim Pitcher from working on barricades and guardian stones.
+ if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
+ break;
+ if (potion_hp || potion_sp) {
+ int hp = potion_hp, sp = potion_sp;
+ hp = hp * (100 + (tstatus->vit<<1))/100;
+ sp = sp * (100 + (tstatus->int_<<1))/100;
+ if (dstsd) {
+ if (hp)
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
+ if (sp)
+ sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
+ }
+ if( tsc && tsc->count ) {
+ if (tsc->data[SC_CRITICALWOUND]) {
+ hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+ }
+ if (tsc->data[SC_DEATHHURT]) {
+ hp -= hp * 20 / 100;
+ sp -= sp * 20 / 100;
+ }
+ if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
+ hp += hp / 10;
+ sp += sp / 10;
+ }
+ }
+ if(hp > 0)
+ clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+ if(sp > 0)
+ clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
+ status_heal(bl,hp,sp,0);
}
- if( sd && !s ){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock(); // Don't consume item requirements
- return 0;
+ break;
+ // Full Chemical Protection
+ case CR_FULLPROTECTION:
+ {
+ unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
+ int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv);
+
+ for (i=0 ; i<4; i++) {
+ if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
+ continue;
+ sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
+ s++;
+ }
+ if( sd && !s ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock(); // Don't consume item requirements
+ return 0;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ break;
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
+ case RG_CLEANER: //AppleGirl
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
- case CG_LONGINGFREEDOM:
- {
- if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
- && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
+ case CG_LONGINGFREEDOM:
{
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
+ if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
+ && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
}
- }
- break;
+ break;
- case CG_TAROTCARD:
- {
- int eff, count = -1;
- if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
+ case CG_TAROTCARD:
{
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-
- map_freeblock_unlock();
- return 0;
- }
- status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
- do {
- eff = rnd() % 14;
- clif_specialeffect(bl, 523 + eff, AREA);
- switch (eff)
+ int eff, count = -1;
+ if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
{
- case 0: // heals SP to 0
- status_percent_damage(src, bl, 0, 100, false);
- break;
- case 1: // matk halved
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
- break;
- case 2: // all buffs removed
- status_change_clear_buffs(bl,1);
- break;
- case 3: // 1000 damage, random armor destroyed
- {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
- status_fix_damage(src, bl, 1000, 0);
- clif_damage(src,bl,tick,0,0,1000,0,0,0);
- if( !status_isdead(bl) )
- skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
- }
- break;
- case 4: // atk halved
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
- break;
- case 5: // 2000HP heal, random teleported
- status_heal(src, 2000, 0, 0);
- if( !map_flag_vs(bl->m) )
- unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
- break;
- case 6: // random 2 other effects
- if (count == -1)
- count = 3;
- else
- count++; //Should not retrigger this one.
- break;
- case 7: // stop freeze or stoned
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+ map_freeblock_unlock();
+ return 0;
+ }
+ status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
+ do {
+ eff = rnd() % 14;
+ clif->specialeffect(bl, 523 + eff, AREA);
+ switch (eff)
{
- enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
- sc_start(bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
+ case 0: // heals SP to 0
+ status_percent_damage(src, bl, 0, 100, false);
+ break;
+ case 1: // matk halved
+ sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 2: // all buffs removed
+ status_change_clear_buffs(bl,1);
+ break;
+ case 3: // 1000 damage, random armor destroyed
+ {
+ status_fix_damage(src, bl, 1000, 0);
+ clif->damage(src,bl,tick,0,0,1000,0,0,0);
+ if( !status_isdead(bl) ) {
+ int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
+ skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
+ }
+ }
+ break;
+ case 4: // atk halved
+ sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 5: // 2000HP heal, random teleported
+ status_heal(src, 2000, 0, 0);
+ if( !map_flag_vs(bl->m) )
+ unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
+ break;
+ case 6: // random 2 other effects
+ if (count == -1)
+ count = 3;
+ else
+ count++; //Should not retrigger this one.
+ break;
+ case 7: // stop freeze or stoned
+ {
+ enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
+ sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case 8: // curse coma and poison
+ sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 9: // confusion
+ sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 10: // 6666 damage, atk matk halved, cursed
+ status_fix_damage(src, bl, 6666, 0);
+ clif->damage(src,bl,tick,0,0,6666,0,0,0);
+ sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
+ break;
+ case 11: // 4444 damage
+ status_fix_damage(src, bl, 4444, 0);
+ clif->damage(src,bl,tick,0,0,4444,0,0,0);
+ break;
+ case 12: // stun
+ sc_start(bl,SC_STUN,100,skill_lv,5000);
+ break;
+ case 13: // atk,matk,hit,flee,def reduced
+ sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ break;
+ default:
+ break;
}
- break;
- case 8: // curse coma and poison
- sc_start(bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case 9: // confusion
- sc_start(bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
- case 10: // 6666 damage, atk matk halved, cursed
- status_fix_damage(src, bl, 6666, 0);
- clif_damage(src,bl,tick,0,0,6666,0,0,0);
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
- break;
- case 11: // 4444 damage
- status_fix_damage(src, bl, 4444, 0);
- clif_damage(src,bl,tick,0,0,4444,0,0,0);
- break;
- case 12: // stun
- sc_start(bl,SC_STUN,100,skill_lv,5000);
- break;
- case 13: // atk,matk,hit,flee,def reduced
- sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
- sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
- break;
- default:
- break;
- }
- } while ((--count) > 0);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case SL_ALCHEMIST:
- case SL_ASSASIN:
- case SL_BARDDANCER:
- case SL_BLACKSMITH:
- case SL_CRUSADER:
- case SL_HUNTER:
- case SL_KNIGHT:
- case SL_MONK:
- case SL_PRIEST:
- case SL_ROGUE:
- case SL_SAGE:
- case SL_SOULLINKER:
- case SL_STAR:
- case SL_SUPERNOVICE:
- case SL_WIZARD:
- //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
- if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
- { //Erase death count 1% of the casts
- dstsd->die_counter = 0;
- pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
- clif_specialeffect(bl, 0x152, AREA);
- //SC_SPIRIT invokes status_calc_pc for us.
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
- sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
- break;
- case SL_HIGH:
- if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ } while ((--count) > 0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
- sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
- break;
- case SL_SWOO:
- if (tsce) {
- if(sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
- status_change_end(bl, SC_SWOO, INVALID_TIMER);
+ case SL_ALCHEMIST:
+ case SL_ASSASIN:
+ case SL_BARDDANCER:
+ case SL_BLACKSMITH:
+ case SL_CRUSADER:
+ case SL_HUNTER:
+ case SL_KNIGHT:
+ case SL_MONK:
+ case SL_PRIEST:
+ case SL_ROGUE:
+ case SL_SAGE:
+ case SL_SOULLINKER:
+ case SL_STAR:
+ case SL_SUPERNOVICE:
+ case SL_WIZARD:
+ //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
+ if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
+ { //Erase death count 1% of the casts
+ dstsd->die_counter = 0;
+ pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
+ clif->specialeffect(bl, 0x152, AREA);
+ //SC_SPIRIT invokes status_calc_pc for us.
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
+ sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
- }
- case SL_SKA: // [marquis007]
- case SL_SKE:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ case SL_HIGH:
+ if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
+ sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if (skill_id == SL_SKE)
- sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
- break;
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
- }
- break;
- case GD_REGENERATION:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
- }
- break;
- case GD_RESTORE:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
- }
- break;
- case GD_EMERGENCYCALL:
- {
- int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
- int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
- int j = 0;
- struct guild *g = NULL;
- // i don't know if it actually summons in a circle, but oh well. ;P
- g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
- if (!g)
+ case SL_SWOO:
+ if (tsce) {
+ if(sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+ status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- for(i = 0; i < g->max_member; i++, j++) {
- if (j>8) j=0;
- if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
- if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
- continue;
- if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
- dx[j] = dy[j] = 0;
- pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
+ }
+ case SL_SKA: // [marquis007]
+ case SL_SKE:
+ if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if (skill_id == SL_SKE)
+ sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ break;
+
+ // New guild skills [Celest]
+ case GD_BATTLEORDER:
+ if(flag&1) {
+ if (status_get_guild_id(src) == status_get_guild_id(bl))
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ } else if (status_get_guild_id(src)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case GD_REGENERATION:
+ if(flag&1) {
+ if (status_get_guild_id(src) == status_get_guild_id(bl))
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ } else if (status_get_guild_id(src)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case GD_RESTORE:
+ if(flag&1) {
+ if (status_get_guild_id(src) == status_get_guild_id(bl))
+ clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
+ } else if (status_get_guild_id(src)) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
+ case GD_EMERGENCYCALL:
+ {
+ int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
+ int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
+ int j = 0;
+ struct guild *g;
+ // i don't know if it actually summons in a circle, but oh well. ;P
+ g = sd?sd->state.gmaster_flag:guild->search(status_get_guild_id(src));
+ if (!g)
+ break;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ for(i = 0; i < g->max_member; i++, j++) {
+ if (j>8) j=0;
+ if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
+ if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
+ continue;
+ if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
+ dx[j] = dy[j] = 0;
+ pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
+ }
}
+ if (sd)
+ guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
- if (sd)
- guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
- }
- break;
+ 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_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 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_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))
- {
- i =65 -5*distance_bl(src,bl); //Base rate
- if (i < 30) i = 30;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- sc_start(bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
- }
- break;
+ case GS_CRACKER:
+ /* per official standards, this skill works on players and mobs. */
+ if (sd && (dstsd || dstmd))
+ {
+ i =65 -5*distance_bl(src,bl); //Base rate
+ if (i < 30) i = 30;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv));
+ }
+ break;
- case AM_CALLHOMUN: //[orn]
- if (sd && !merc_call_homunculus(sd))
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ case AM_CALLHOMUN: //[orn]
+ if (sd && homun->call(sd))
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
- case AM_REST:
- if (sd) {
- if (merc_hom_vaporize(sd,1))
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
+ case AM_REST:
+ if (sd) {
+ if (homun->vaporize(sd,1))
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
- case HAMI_CASTLE: //[orn]
- if(rnd()%100 < 20*skill_lv && src != bl)
- {
- int x,y;
- x = src->x;
- y = src->y;
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
+ case HAMI_CASTLE: //[orn]
+ if(rnd()%100 < 20*skill_lv && src != bl)
+ {
+ int x,y;
+ x = src->x;
+ y = src->y;
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
- if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
- clif_slide(src,bl->x,bl->y) ;
- if (unit_movepos(bl,x,y,0,0))
- {
- clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
- clif_slide(bl,x,y) ;
- }
+ if (unit_movepos(src,bl->x,bl->y,0,0)) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
+ clif->slide(src,bl->x,bl->y) ;
+ if (unit_movepos(bl,x,y,0,0))
+ {
+ clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
+ clif->slide(bl,x,y) ;
+ }
- //TODO: Shouldn't also players and the like switch targets?
- map_foreachinrange(skill_chastle_mob_changetarget,src,
- AREA_SIZE, BL_MOB, bl, src);
+ //TODO: Shouldn't also players and the like switch targets?
+ map_foreachinrange(skill->chastle_mob_changetarget,src,
+ AREA_SIZE, BL_MOB, bl, src);
+ }
}
- }
- // Failed
- else if (hd && hd->master)
- clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
- else if (sd)
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- case HVAN_CHAOTIC: //[orn]
- {
- static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
- int r = rnd()%100;
- i = (skill_lv-1)%5;
- if(r<per[i][0]) //Self
- bl = src;
- else if(r<per[i][1]) //Master
- bl = battle_get_master(src);
- else //Enemy
- bl = map_id2bl(battle_gettarget(src));
-
- if (!bl) bl = src;
- i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
- //Eh? why double skill packet?
- clif_skill_nodamage(src,bl,AL_HEAL,i,1);
- clif_skill_nodamage(src,bl,skill_id,i,1);
- status_heal(bl, i, 0, 0);
- }
- break;
- //Homun single-target support skills [orn]
- case HAMI_BLOODLUST:
- case HFLI_FLEET:
- case HFLI_SPEED:
- case HLIF_CHANGE:
- case MH_ANGRIFFS_MODUS:
- case MH_GOLDENE_FERSE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
- break;
+ // Failed
+ else if (hd && hd->master)
+ clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
+ else if (sd)
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ case HVAN_CHAOTIC: //[orn]
+ {
+ static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
+ int r = rnd()%100;
+ i = (skill_lv-1)%5;
+ if(r<per[i][0]) //Self
+ bl = src;
+ else if(r<per[i][1]) //Master
+ bl = battle->get_master(src);
+ else //Enemy
+ bl = map_id2bl(battle->get_target(src));
+
+ if (!bl) bl = src;
+ i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
+ //Eh? why double skill packet?
+ clif->skill_nodamage(src,bl,AL_HEAL,i,1);
+ clif->skill_nodamage(src,bl,skill_id,i,1);
+ status_heal(bl, i, 0, 0);
+ }
+ break;
+ //Homun single-target support skills [orn]
+ case HAMI_BLOODLUST:
+ case HFLI_FLEET:
+ case HFLI_SPEED:
+ case HLIF_CHANGE:
+ case MH_ANGRIFFS_MODUS:
+ case MH_GOLDENE_FERSE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
+ break;
- case NPC_DRAGONFEAR:
- if (flag&1) {
- const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
- int j;
- j = i = rnd()%ARRAYLENGTH(sc);
- while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
- i++;
- if ( i == ARRAYLENGTH(sc) )
- i = 0;
- if (i == j)
- break;
+ case NPC_DRAGONFEAR:
+ if (flag&1) {
+ const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
+ int j;
+ j = i = rnd()%ARRAYLENGTH(sc);
+ while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
+ i++;
+ if ( i == ARRAYLENGTH(sc) )
+ i = 0;
+ if (i == j)
+ break;
+ }
+ break;
+ }
+ case NPC_WIDEBLEEDING:
+ case NPC_WIDECONFUSE:
+ case NPC_WIDECURSE:
+ case NPC_WIDEFREEZE:
+ case NPC_WIDESLEEP:
+ case NPC_WIDESILENCE:
+ case NPC_WIDESTONE:
+ case NPC_WIDESTUN:
+ case NPC_SLOWCAST:
+ case NPC_WIDEHELLDIGNITY:
+ if (flag&1)
+ sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ else {
+ skill_area_temp[2] = 0; //For SD_PREAMBLE
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill->castend_nodamage_id);
}
break;
- }
- case NPC_WIDEBLEEDING:
- case NPC_WIDECONFUSE:
- case NPC_WIDECURSE:
- case NPC_WIDEFREEZE:
- case NPC_WIDESLEEP:
- case NPC_WIDESILENCE:
- case NPC_WIDESTONE:
- case NPC_WIDESTUN:
- case NPC_SLOWCAST:
- case NPC_WIDEHELLDIGNITY:
- if (flag&1)
- sc_start2(bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
- else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- case NPC_WIDESOULDRAIN:
- if (flag&1)
- status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
- else {
- skill_area_temp[2] = 0; //For SD_PREAMBLE
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skill_id, skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- case ALL_PARTYFLEE:
- if( sd && !(flag&1) )
- {
- if( !sd->status.party_id )
+ case NPC_WIDESOULDRAIN:
+ if (flag&1)
+ status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
+ else {
+ skill_area_temp[2] = 0; //For SD_PREAMBLE
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, bl,
+ skill->get_splash(skill_id, skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+ case ALL_PARTYFLEE:
+ if( sd && !(flag&1) )
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ if( !sd->status.party_id )
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
}
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- }
- else
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- break;
- case NPC_TALK:
- case ALL_WEWISH:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
- case ALL_BUYING_STORE:
- if( sd )
- {// players only, skill allows 5 buying slots
- clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
- }
- break;
- case RK_ENCHANTBLADE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
- sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skill_id,skill_lv)));
- break;
- case RK_DRAGONHOWLING:
- if( flag&1)
- sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
- else
- {
- skill_area_temp[2] = 0;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skill_id,skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
- skill_castend_nodamage_id);
- }
- break;
- case RK_IGNITIONBREAK:
- case LG_EARTHDRIVE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- i = skill_get_splash(skill_id,skill_lv);
- if( skill_id == LG_EARTHDRIVE ) {
- int dummy = 1;
- map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+ else
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ break;
+ case NPC_TALK:
+ case ALL_WEWISH:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
+ case ALL_BUYING_STORE:
+ if( sd )
+ {// players only, skill allows 5 buying slots
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS));
}
- map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
- case RK_STONEHARDSKIN:
- if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
- {
- int heal = sstatus->hp / 4; // 25% HP
- if( status_charge(bl,heal,0) )
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
+ break;
+ case RK_ENCHANTBLADE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
+ sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
+ break;
+ case RK_DRAGONHOWLING:
+ if( flag&1)
+ sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
- case RK_REFRESH:
- if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
- {
- int heal = status_get_max_hp(bl) * 25 / 100;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- status_heal(bl,heal,0,1);
- status_change_clear_buffs(bl,4);
- }
- break;
+ {
+ skill_area_temp[2] = 0;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub, src,
+ skill->get_splash(skill_id,skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
+ skill->castend_nodamage_id);
+ }
+ break;
+ case RK_IGNITIONBREAK:
+ case LG_EARTHDRIVE:
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ i = skill->get_splash(skill_id,skill_lv);
+ if( skill_id == LG_EARTHDRIVE ) {
+ int dummy = 1;
+ map_foreachinarea(skill->cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+ }
+ map_foreachinrange(skill->area_sub, bl,i,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
+ case RK_STONEHARDSKIN:
+ if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
+ {
+ int heal = sstatus->hp / 4; // 25% HP
+ if( status_charge(bl,heal,0) )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
+ else
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ break;
+ case RK_REFRESH:
+ if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
+ {
+ int heal = status_get_max_hp(bl) * 25 / 100;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ status_heal(bl,heal,0,1);
+ status_change_clear_buffs(bl,4);
+ }
+ break;
- case RK_MILLENNIUMSHIELD:
- if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
- {
- short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
- sc_start4(bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
- clif_millenniumshield(sd,shields);
- clif_skill_nodamage(src,bl,skill_id,1,1);
- }
- break;
+ case RK_MILLENNIUMSHIELD:
+ if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
+ {
+ short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
+ sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv));
+ clif->millenniumshield(sd,shields);
+ clif->skill_nodamage(src,bl,skill_id,1,1);
+ }
+ break;
- case RK_GIANTGROWTH:
- case RK_VITALITYACTIVATION:
- case RK_ABUNDANCE:
- case RK_CRUSHSTRIKE:
- if( sd )
- {
- int lv = 1; // RK_GIANTGROWTH
- if( skill_id == RK_VITALITYACTIVATION )
- lv = 2;
- else if( skill_id == RK_ABUNDANCE )
- lv = 6;
- else if( skill_id == RK_CRUSHSTRIKE )
- lv = 7;
- if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- break;
+ case RK_GIANTGROWTH:
+ case RK_VITALITYACTIVATION:
+ case RK_ABUNDANCE:
+ case RK_CRUSHSTRIKE:
+ if( sd )
+ {
+ int lv = 1; // RK_GIANTGROWTH
+ if( skill_id == RK_VITALITYACTIVATION )
+ lv = 2;
+ else if( skill_id == RK_ABUNDANCE )
+ lv = 6;
+ else if( skill_id == RK_CRUSHSTRIKE )
+ lv = 7;
+ if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
+ break;
- case RK_FIGHTINGSPIRIT:
- if( flag&1 ) {
- if( src == bl )
- sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
- else
- sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skill_id,skill_lv));
- } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
- if( sd->status.party_id ) {
- i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
- skill_area_temp[5] = 7 * i; // ATK
- party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
- } else
- sc_start2(bl,type,100,7,5,skill_get_time(skill_id,skill_lv));
- }
- clif_skill_nodamage(src,bl,skill_id,1,1);
- break;
- /**
- * Guilotine Cross
- **/
- case GC_ROLLINGCUTTER:
- {
- short count = 1;
- skill_area_temp[2] = 0;
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
- if( tsc && tsc->data[SC_ROLLINGCUTTER] )
- { // Every time the skill is casted the status change is reseted adding a counter.
- count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
- if( count > 10 )
- count = 10; // Max coounter
- status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
- }
- sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- }
- break;
+ case RK_FIGHTINGSPIRIT:
+ if( flag&1 ) {
+ if( src == bl )
+ sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
+ else
+ sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv));
+ } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
+ if( sd->status.party_id ) {
+ i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count);
+ skill_area_temp[5] = 7 * i; // ATK
+ party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+ } else
+ sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv));
+ }
+ clif->skill_nodamage(src,bl,skill_id,1,1);
+ break;
+ /**
+ * Guilotine Cross
+ **/
+ case GC_ROLLINGCUTTER:
+ {
+ short count = 1;
+ skill_area_temp[2] = 0;
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
+ if( tsc && tsc->data[SC_ROLLINGCUTTER] )
+ { // Every time the skill is casted the status change is reseted adding a counter.
+ count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
+ if( count > 10 )
+ count = 10; // Max coounter
+ status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
+ }
+ sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ }
+ break;
- case GC_WEAPONBLOCKING:
- if( tsc && tsc->data[SC_WEAPONBLOCKING] )
- status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
- else
- sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
+ case GC_WEAPONBLOCKING:
+ if( tsc && tsc->data[SC_WEAPONBLOCKING] )
+ status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
+ else
+ sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
- case GC_CREATENEWPOISON:
- if( sd )
- {
- clif_skill_produce_mix_list(sd,skill_id,25);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
+ case GC_CREATENEWPOISON:
+ if( sd )
+ {
+ clif->skill_produce_mix_list(sd,skill_id,25);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
- case GC_POISONINGWEAPON:
- if( sd ) {
- clif_poison_list(sd,skill_lv);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ case GC_POISONINGWEAPON:
+ if( sd ) {
+ clif->poison_list(sd,skill_lv);
+ 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_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:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
+ case GC_PHANTOMMENACE:
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
- case GC_HALLUCINATIONWALK:
- {
- int heal = status_get_max_hp(bl) / 10;
- if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
- if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- break;
+ case GC_HALLUCINATIONWALK:
+ {
+ int heal = status_get_max_hp(bl) / 10;
+ if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
+ if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ break;
+ }
+ if( !status_charge(bl,heal,0) )
+ {
+ if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }
+ 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);
}
- if( !status_charge(bl,heal,0) )
+ break;
+
+ case AB_CLEMENTIA:
+ case AB_CANTO:
{
- if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
- break;
+ int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
+ int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
+ if( sd == NULL || sd->status.party_id == 0 || flag&1 )
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
+ (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv)));
+ else if( sd )
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }
- break;
- /**
- * Arch Bishop
- **/
- case AB_ANCILLA:
- if( sd ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
- }
- break;
+ break;
- case AB_CLEMENTIA:
- case AB_CANTO:
- {
- int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
- int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
+ case AB_PRAEFATIO:
if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
- (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv)));
else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- }
- break;
-
- case AB_PRAEFATIO:
- if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
- else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- break;
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
- case AB_CHEAL:
- if( sd == NULL || sd->status.party_id == 0 || flag&1 )
- {
- if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
- {
- i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
+ case AB_CHEAL:
+ if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
+ if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
+ i = skill->calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
- if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
- i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
+ if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
+ i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
- clif_skill_nodamage(bl, bl, skill_id, i, 1);
- if( tsc && tsc->data[SC_AKAITSUKI] && i )
- i = ~i + 1;
- status_heal(bl, i, 0, 0);
+ clif->skill_nodamage(bl, bl, skill_id, i, 1);
+ if( tsc && tsc->data[SC_AKAITSUKI] && i )
+ i = ~i + 1;
+ status_heal(bl, i, 0, 0);
+ }
}
- }
- else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- break;
+ else if( sd )
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
- case AB_ORATIO:
- if( flag&1 )
- sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
- else
- {
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
+ case AB_ORATIO:
+ if( flag&1 )
+ sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ else
+ {
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ }
+ break;
- case AB_LAUDAAGNUS:
- if( flag&1 || sd == NULL ) {
- if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
- tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
- // Success Chance: (40 + 10 * Skill Level) %
- if( rnd()%100 > 40+10*skill_lv ) break;
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
- status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
- }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif_skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
- src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- break;
+ case AB_LAUDAAGNUS:
+ if( flag&1 || sd == NULL ) {
+ if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
+ tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
+ // Success Chance: (40 + 10 * Skill Level) %
+ if( rnd()%100 > 40+10*skill_lv ) break;
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
+ }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ } else if( sd )
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
+ src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
- case AB_LAUDARAMUS:
- if( flag&1 || sd == NULL ) {
- if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
- // Success Chance: (40 + 10 * Skill Level) %
- if( rnd()%100 > 40+10*skill_lv ) break;
- status_change_end(bl, SC_SLEEP, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
- clif_skill_nodamage(bl, bl, skill_id, skill_lv,
- sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- } else if( sd )
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
- src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- break;
+ case AB_LAUDARAMUS:
+ if( flag&1 || sd == NULL ) {
+ if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
+ // Success Chance: (40 + 10 * Skill Level) %
+ if( rnd()%100 > 40+10*skill_lv ) break;
+ status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
+ clif->skill_nodamage(bl, bl, skill_id, skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ } else if( sd )
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
+ src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ break;
- case AB_CLEARANCE:
- if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
- { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
- {
- if (sd)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ case AB_CLEARANCE:
+ if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 )
+ { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
+ {
+ if (sd)
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ if(status_isimmune(bl) || !tsc || !tsc->count)
+ break;
+ for(i=0;i<SC_MAX;i++)
+ {
+ if (!tsc->data[i])
+ continue;
+ switch (i) {
+ case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
+ case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
+ case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
+ case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
+ case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
+ case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
+ case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
+ case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
+ case SC_SPIRIT: case SC_AUTOBERSERK:
+ case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
+ case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
+ case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
+ case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
+ case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
+ case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
+ case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
+ case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
+ case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
+ case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
+ case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
+ case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
+ case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
+ case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
+ case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
+ case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
+ case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
+ case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
+ case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
+ case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
+ case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
+ case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
+ case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
+ case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
+ //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
+ case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
+ case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
+ case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
+ case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
+ case SC_PARTYFLEE: case SC_GT_REVITALIZE:
+ case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
+ #ifdef RENEWAL
+ case SC_EXTREMITYFIST2:
+ #endif
+ continue;
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ }
+ if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ status_change_end(bl,(sc_type)i,INVALID_TIMER);
+ }
break;
}
- if(status_isimmune(bl) || !tsc || !tsc->count)
- break;
- for(i=0;i<SC_MAX;i++)
+ map_foreachinrange(skill->area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
+ break;
+
+ case AB_SILENTIUM:
+ // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_STASIS:
+ if( flag&1 )
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else
{
- if (!tsc->data[i])
- continue;
- switch (i) {
- case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
- case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
- case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
- case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
- case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
- case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
- case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
- case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
- case SC_SPIRIT: case SC_AUTOBERSERK:
- case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
- case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
- case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
- case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
- case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
- case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
- case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
- case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
- case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
- case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
- case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
- case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
- case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
- case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
- case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
- case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
- case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
- case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
- case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
- case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
- case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
- case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
- case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
- case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
- //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
- case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
- case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
- case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
- case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
- case SC_PARTYFLEE: case SC_GT_REVITALIZE:
- case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
-#ifdef RENEWAL
- case SC_EXTREMITYFIST2:
-#endif
- continue;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
- continue;
- break;
- }
- if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
- status_change_end(bl,(sc_type)i,INVALID_TIMER);
+ 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;
- }
- map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
- break;
- case AB_SILENTIUM:
- // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
- /**
- * Warlock
- **/
- case WL_STASIS:
- if( flag&1 )
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else
- {
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
- 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;
- case WL_WHITEIMPRISON:
- if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
- {
- int rate = ( sd? sd->status.job_level : 50 ) / 4;
+ if( src == bl ) rate = 100; // Success Chance: On self, 100%
+ else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
+ else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
- 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, false);
+ if( !(tsc && tsc->data[type]) ){
+ i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
+ if( !i )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ }else
if( sd )
- skill_blockpc_start(sd,skill_id,4000);
-
- if( !(tsc && tsc->data[type]) ){
- i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
- if( !i )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }else
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
- break;
-
- case WL_FROSTMISTY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
- break;
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
+ break;
- case WL_JACKFROST:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
+ case WL_FROSTMISTY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+ break;
- case WL_MARSHOFABYSS:
- // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
- skill_get_time(skill_id, skill_lv)));
- break;
+ case WL_JACKFROST:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
- case WL_SIENNAEXECRATE:
- if( status_isimmune(bl) || !tsc )
+ case WL_MARSHOFABYSS:
+ // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
+ skill->get_time(skill_id, skill_lv)));
break;
- if( flag&1 ) {
- if( bl->id == skill_area_temp[1] )
- break; // Already work on this target
+ case WL_SIENNAEXECRATE:
+ if( status_isimmune(bl) || !tsc )
+ break;
- if( tsc && tsc->data[SC_STONE] )
- status_change_end(bl,SC_STONE,INVALID_TIMER);
- else
- status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
- } else {
- int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
- // IroWiki says Rate should be reduced by target stats, but currently unknown
- if( rnd()%100 < rate ) { // Success on First Target
- if( !tsc->data[SC_STONE] )
- rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
- else {
- rate = 1;
+ if( flag&1 ) {
+ if( bl->id == skill_area_temp[1] )
+ break; // Already work on this target
+
+ if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
- }
+ else
+ status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
+ } else {
+ int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
+ // IroWiki says Rate should be reduced by target stats, but currently unknown
+ if( rnd()%100 < rate ) { // Success on First Target
+ if( !tsc->data[SC_STONE] )
+ rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
+ else {
+ rate = 1;
+ status_change_end(bl,SC_STONE,INVALID_TIMER);
+ }
- if( rate ) {
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
+ if( rate ) {
+ skill_area_temp[1] = bl->id;
+ map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
+ }
+ // Doesn't send failure packet if it fails on defense.
}
- // Doesn't send failure packet if it fails on defense.
- }
- else if( sd ) // Failure on Rate
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
- break;
-
- case WL_SUMMONFB:
- case WL_SUMMONBL:
- case WL_SUMMONWB:
- case WL_SUMMONSTONE:
- {
- short element = 0, sctype = 0, pos = -1;
- struct status_change *sc = status_get_sc(src);
- if( !sc ) break;
-
- for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
- {
- if( !sctype && !sc->data[i] )
- sctype = i; // Take the free SC
- if( sc->data[i] )
- pos = max(sc->data[i]->val2,pos);
+ else if( sd ) // Failure on Rate
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
+ break;
- if( !sctype )
+ case WL_SUMMONFB:
+ case WL_SUMMONBL:
+ case WL_SUMMONWB:
+ case WL_SUMMONSTONE:
{
- if( sd ) // No free slots to put SC
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
- break;
- }
+ short element = 0, sctype = 0, pos = -1;
+ struct status_change *sc = status_get_sc(src);
+ if( !sc ) break;
- pos++; // Used in val2 for SC. Indicates the order of this ball
- switch( skill_id )
- { // Set val1. The SC element for this ball
- case WL_SUMMONFB: element = WLS_FIRE; break;
- case WL_SUMMONBL: element = WLS_WIND; break;
- case WL_SUMMONWB: element = WLS_WATER; break;
- case WL_SUMMONSTONE: element = WLS_STONE; break;
- }
+ for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
+ {
+ if( !sctype && !sc->data[i] )
+ sctype = i; // Take the free SC
+ if( sc->data[i] )
+ pos = max(sc->data[i]->val2,pos);
+ }
- sc_start4(src,sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,0,0);
- }
- break;
+ if( !sctype )
+ {
+ if( sd ) // No free slots to put SC
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+ break;
+ }
- case WL_READING_SB:
- if( sd ) {
- struct status_change *sc = status_get_sc(bl);
+ pos++; // Used in val2 for SC. Indicates the order of this ball
+ switch( skill_id ) { // Set val1. The SC element for this ball
+ case WL_SUMMONFB: element = WLS_FIRE; break;
+ case WL_SUMMONBL: element = WLS_WIND; break;
+ case WL_SUMMONWB: element = WLS_WATER; break;
+ case WL_SUMMONSTONE: element = WLS_STONE; break;
+ }
- for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
- if( sc && !sc->data[i] )
- break;
- if( i == SC_MAXSPELLBOOK ) {
- clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
- break;
+ sc_start4(src,sctype,100,element,pos,skill_lv,0,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,0,0);
}
+ break;
- sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
- clif_spellbook_list(sd);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- /**
- * Ranger
- **/
- case RA_FEARBREEZE:
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
+ case WL_READING_SB:
+ if( sd ) {
+ struct status_change *sc = status_get_sc(bl);
- 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;
+ for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
+ if( sc && !sc->data[i] )
+ break;
+ if( i == SC_MAXSPELLBOOK ) {
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
+ break;
+ }
- 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);
+ sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
+ clif->spellbook_list(sd);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_FEARBREEZE:
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
- case RA_WUGDASH:
- if( tsce ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map_freeblock_unlock();
- return 0;
- }
- if( sd && pc_isridingwug(sd) ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
- clif_walkok(sd);
- }
- break;
+ case RA_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_SENSITIVEKEEN:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
- break;
- /**
- * Mechanic
- **/
- case NC_F_SIDESLIDE:
- case NC_B_SIDESLIDE:
- {
- uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
- clif_slide(src,src->x,src->y);
- clif_fixpos(src); //Aegis sent this packet
- 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 NC_SELFDESTRUCTION:
- if( sd ) {
- if( pc_ismadogear(sd) )
- pc_setmadogear(sd, 0);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- status_set_sp(src, 0, 0);
- }
- break;
+ case RA_WUGDASH:
+ if( tsce ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+ map_freeblock_unlock();
+ return 0;
+ }
+ if( sd && pc_isridingwug(sd) ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
+ clif->walkok(sd);
+ }
+ break;
- case NC_ANALYZE:
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
- if( sd ) pc_overheat(sd,1);
- break;
+ case RA_SENSITIVEKEEN:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+ break;
+ /**
+ * Mechanic
+ **/
+ case NC_F_SIDESLIDE:
+ case NC_B_SIDESLIDE:
+ {
+ uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0x1);
+ clif->slide(src,src->x,src->y);
+ clif->fixpos(src); //Aegis sent this packet
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
- case NC_MAGNETICFIELD:
- if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
- {
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- if (sd) pc_overheat(sd,1);
- }
- clif_skill_nodamage(src,src,skill_id,skill_lv,i);
- break;
+ case NC_SELFDESTRUCTION:
+ if( sd ) {
+ if( pc_ismadogear(sd) )
+ pc_setmadogear(sd, 0);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
+ status_set_sp(src, 0, 0);
+ }
+ break;
- case NC_REPAIR:
- if( sd )
- {
- int heal;
- if( dstsd && pc_ismadogear(dstsd) )
+ case NC_ANALYZE:
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
+ if( sd ) pc_overheat(sd,1);
+ break;
+
+ case NC_MAGNETICFIELD:
+ if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
{
- heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
- status_heal(bl,heal,0,2);
- } else {
- heal = sd->status.max_hp * (3+3*skill_lv) / 100;
- status_heal(src,heal,0,2);
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
+ clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ if (sd) pc_overheat(sd,1);
}
+ clif->skill_nodamage(src,src,skill_id,skill_lv,i);
+ break;
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
- }
- break;
+ case NC_REPAIR:
+ if( sd )
+ {
+ int heal;
+ if( dstsd && pc_ismadogear(dstsd) )
+ {
+ heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
+ status_heal(bl,heal,0,2);
+ } else {
+ heal = sd->status.max_hp * (3+3*skill_lv) / 100;
+ status_heal(src,heal,0,2);
+ }
- case NC_DISJOINT:
- {
- if( bl->type != BL_MOB ) break;
- md = map_id2md(bl->id);
- if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
- status_kill(bl);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- }
- break;
- case SC_AUTOSHADOWSPELL:
- if( sd ) {
- if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
- sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
- clif_autoshadowspell_list(sd);
- clif_skill_nodamage(src,bl,skill_id,1,1);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, heal);
}
- else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
- }
- break;
+ break;
- case SC_SHADOWFORM:
- if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
- if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
- dstsd->shadowform_id = src->id;
- }
- else if( sd )
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
+ 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,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_BODYPAINT:
- if( flag&1 ) {
- if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
- tsc->data[SC__INVISIBILITY]) ) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ case SC_SHADOWFORM:
+ if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
+ if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) )
+ dstsd->shadowform_id = src->id;
+ }
+ else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
+ case SC_BODYPAINT:
+ if( flag&1 ) {
+ if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+ tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
+ tsc->data[SC__INVISIBILITY]) ) {
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ }
+ } else {
+ clif->skill_nodamage(src, bl, skill_id, 0, 1);
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
}
- } 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;
+ break;
- case SC_ENERVATION:
- case SC_GROOMY:
- case SC_LAZINESS:
- case SC_UNLUCKY:
- case SC_WEAKNESS:
- if( !(tsc && tsc->data[type]) ) {
- //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
- - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
- rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
- clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
- } else if( sd )
- clif_skill_fail(sd,skill_id,0,0);
- break;
+ case SC_ENERVATION:
+ case SC_GROOMY:
+ case SC_LAZINESS:
+ case SC_UNLUCKY:
+ case SC_WEAKNESS:
+ if( !(tsc && tsc->data[type]) ) {
+ //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
+ - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
+ clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
+ } else if( sd )
+ clif->skill_fail(sd,skill_id,0,0);
+ break;
- case SC_IGNORANCE:
- if( !(tsc && tsc->data[type]) ) {
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
- - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
- rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
- if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
- int sp = 200 * skill_lv;
- if( dstmd ) sp = dstmd->level * 2;
- if( status_zap(bl,0,sp) )
- status_heal(src,0,sp/2,3);
- }
- else if( sd ) clif_skill_fail(sd,skill_id,0,0);
- } else if( sd )
- clif_skill_fail(sd,skill_id,0,0);
- break;
+ case SC_IGNORANCE:
+ if( !(tsc && tsc->data[type]) ) {
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
+ - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
+ if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
+ int sp = 200 * skill_lv;
+ if( dstmd ) sp = dstmd->level * 2;
+ if( status_zap(bl,0,sp) )
+ status_heal(src,0,sp/2,3);
+ }
+ else if( sd ) clif->skill_fail(sd,skill_id,0,0);
+ } else if( sd )
+ clif->skill_fail(sd,skill_id,0,0);
+ break;
- case LG_TRAMPLE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
- break;
+ case LG_TRAMPLE:
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map_foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
+ break;
- case LG_REFLECTDAMAGE:
- if( tsc && tsc->data[type] )
- status_change_end(bl,type,INVALID_TIMER);
- else
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- break;
+ case LG_REFLECTDAMAGE:
+ if( tsc && tsc->data[type] )
+ status_change_end(bl,type,INVALID_TIMER);
+ else
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ break;
- case LG_SHIELDSPELL:
- if( flag&1 ) {
- int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
- sc_start(bl,SC_SILENCE,100,skill_lv,duration);
- } else if( sd ) {
- int opt = skill_lv;
- int rate = rnd()%100;
- int val, brate;
- switch( skill_lv ) {
- case 1:
- {
- struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
+ case LG_SHIELDSPELL:
+ if( flag&1 ) {
+ int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
+ sc_start(bl,SC_SILENCE,100,skill_lv,duration);
+ } else if( sd ) {
+ int opt = skill_lv;
+ int rate = rnd()%100;
+ int val, brate;
+ switch( skill_lv ) {
+ case 1:
+ {
+ struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
+ if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+ brate = shield_data->def * 10;
+ if( rate < 50 )
+ opt = 1;
+ else if( rate < 75 )
+ opt = 2;
+ else
+ opt = 3;
+
+ switch( opt ) {
+ case 1:
+ sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( rate < brate )
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
+ break;
+ case 2:
+ val = shield_data->def / 10; // % Reflected damage.
+ sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
+ break;
+ case 3:
+ val = shield_data->def; // Attack increase.
+ sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
+ break;
+ }
}
- brate = shield_data->def * 10;
- if( rate < 50 )
+ break;
+
+ case 2:
+ brate = sd->bonus.shieldmdef * 20;
+ if( rate < 30 )
opt = 1;
- else if( rate < 75 )
+ else if( rate < 60 )
opt = 2;
else
opt = 3;
-
switch( opt ) {
case 1:
- sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id);
+ status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
break;
case 2:
- val = shield_data->def / 10; // % Reflected damage.
- sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
+ sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( rate < brate )
+ map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
break;
case 3:
- val = shield_data->def; // Attack increase.
- sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
+ if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
+ clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
+ sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
break;
}
- }
- break;
+ break;
- case 2:
- brate = sd->bonus.shieldmdef * 20;
- if( rate < 30 )
- opt = 1;
- else if( rate < 60 )
- opt = 2;
- else
- opt = 3;
- switch( opt ) {
- case 1:
- sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( rate < brate )
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
- status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
- break;
- case 2:
- sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( rate < brate )
- map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
- break;
- case 3:
- if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
- clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
- sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
+ case 3:
+ {
+ struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
+ if( !it ) { // No shield?
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
+ }
+ brate = it->refine * 5;
+ if( rate < 25 )
+ opt = 1;
+ else if( rate < 50 )
+ opt = 2;
+ else
+ opt = 3;
+ switch( opt ) {
+ case 1:
+ val = 105 * it->refine / 10;
+ sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv));
+ break;
+ case 2: case 3:
+ if( rate < brate )
+ {
+ val = sstatus->max_hp * (11 + it->refine) / 100;
+ status_heal(bl, val, 0, 3);
+ }
+ break;
+ /*case 3:
+ // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
+ break;*/
+ }
}
break;
-
- case 3:
- {
- struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
- if( !it ) { // No shield?
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- brate = it->refine * 5;
- if( rate < 25 )
- opt = 1;
- else if( rate < 50 )
- opt = 2;
- else
- opt = 3;
- switch( opt ) {
- case 1:
- val = 105 * it->refine / 10;
- sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
- break;
- case 2: case 3:
- if( rate < brate )
- {
- val = sstatus->max_hp * (11 + it->refine) / 100;
- status_heal(bl, val, 0, 3);
- }
- break;
- /*case 3:
- // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
- break;*/
- }
}
- break;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
-
- case LG_PIETY:
- if( flag&1 )
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else {
- skill_area_temp[2] = 0;
- map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ break;
- case LG_INSPIRATION:
- if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
- sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
- sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_JOBEXP);
- }
- clif_skill_nodamage(bl,src,skill_id,skill_lv,
- sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
- case SR_CURSEDCIRCLE:
- if( flag&1 ) {
- if( is_boss(bl) ) break;
- if( sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
- if( bl->type == BL_MOB )
- mob_unlocktarget((TBL_MOB*)bl,gettick());
- unit_stop_attack(bl);
- clif_bladestop(src, bl->id, 1);
- map_freeblock_unlock();
- return 1;
+ case LG_PIETY:
+ if( flag&1 )
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else {
+ skill_area_temp[2] = 0;
+ map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- } else {
- int count = 0;
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
- BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- if( sd ) pc_delspiritball(sd, count, 0);
- clif_skill_nodamage(src, src, skill_id, skill_lv,
- sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
- }
- break;
-
- case SR_RAISINGDRAGON:
- if( sd ) {
- short max = 5 + skill_lv;
- sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
- pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
- }
- break;
+ break;
- case SR_ASSIMILATEPOWER:
- if( flag&1 ) {
- i = 0;
- if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
- {
- i = dstsd->spiritball; //1%sp per spiritball.
- pc_delspiritball(dstsd, dstsd->spiritball, 0);
+ case LG_INSPIRATION:
+ if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
+ sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
+ sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
+ clif->updatestatus(sd,SP_BASEEXP);
+ clif->updatestatus(sd,SP_JOBEXP);
}
- if( i ) status_percent_heal(src, 0, i);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
- } else {
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
- }
- break;
-
- case SR_POWERVELOCITY:
- if( !dstsd )
+ clif->skill_nodamage(bl,src,skill_id,skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
- if( sd && dstsd->spiritball <= 5 ) {
- for(i = 0; i <= 5; i++) {
- pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
- pc_delspiritball(sd, sd->spiritball, 0);
+ case SR_CURSEDCIRCLE:
+ if( flag&1 ) {
+ if( is_boss(bl) ) break;
+ if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
+ if( bl->type == BL_MOB )
+ mob_unlocktarget((TBL_MOB*)bl,gettick());
+ unit_stop_attack(bl);
+ clif->bladestop(src, bl->id, 1);
+ map_freeblock_unlock();
+ return 1;
+ }
+ } else {
+ int count = 0;
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ count = map_forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
+ BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ if( sd ) pc_delspiritball(sd, count, 0);
+ clif->skill_nodamage(src, src, skill_id, skill_lv,
+ sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv)));
}
- }
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- break;
+ break;
- case SR_GENTLETOUCH_CURE:
- {
- int heal;
+ case SR_RAISINGDRAGON:
+ if( sd ) {
+ short max = 5 + skill_lv;
+ sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
+ pc_addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
+ }
+ break;
- if( status_isimmune(bl) )
- {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
- break;
+ case SR_ASSIMILATEPOWER:
+ if( flag&1 ) {
+ i = 0;
+ if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
+ {
+ i = dstsd->spiritball; //1%sp per spiritball.
+ pc_delspiritball(dstsd, dstsd->spiritball, 0);
+ }
+ if( i ) status_percent_heal(src, 0, i);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
+ } else {
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
}
+ break;
- heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
- status_heal(bl, heal, 0, 0);
+ case SR_POWERVELOCITY:
+ if( !dstsd )
+ break;
+ if( sd && dstsd->spiritball <= 5 ) {
+ for(i = 0; i <= 5; i++) {
+ pc_addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
+ pc_delspiritball(sd, sd->spiritball, 0);
+ }
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ break;
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+ case SR_GENTLETOUCH_CURE:
{
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STUN, INVALID_TIMER);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- status_change_end(bl, SC_SILENCE, INVALID_TIMER);
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
- }
+ int heal;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case SR_GENTLETOUCH_CHANGE:
- case SR_GENTLETOUCH_REVITALIZE:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
- break;
- case WA_SWING_DANCE:
- case WA_MOONLIT_SERENADE:
- if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- else if( sd ) { // Only shows effects on caster.
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- }
- break;
+ if( status_isimmune(bl) )
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
+ break;
+ }
- case WA_SYMPHONY_OF_LOVER:
- case MI_RUSH_WINDMILL:
- case MI_ECHOSONG:
- if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
- sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
- else if( sd ) { // Only shows effects on caster.
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
- }
- break;
+ heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
+ status_heal(bl, heal, 0, 0);
- case MI_HARMONIZE:
- if( src != bl )
- clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
- clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
- break;
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+ {
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STUN, INVALID_TIMER);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ }
- case WM_DEADHILLHERE:
- if( bl->type == BL_PC ) {
- if( !status_isdead(bl) )
- break;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case SR_GENTLETOUCH_CHANGE:
+ case SR_GENTLETOUCH_REVITALIZE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
+ break;
+ case WA_SWING_DANCE:
+ case WA_MOONLIT_SERENADE:
+ if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ else if( sd ) { // Only shows effects on caster.
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+ }
+ break;
- if( rnd()%100 < 88 + 2 * skill_lv ) {
- int heal = tstatus->sp;
- if( heal <= 0 )
- heal = 1;
- tstatus->hp = heal;
- tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_revive((TBL_PC*)bl,heal,0);
- clif_resurrection(bl,1);
+ case WA_SYMPHONY_OF_LOVER:
+ case MI_RUSH_WINDMILL:
+ case MI_ECHOSONG:
+ if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+ sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv));
+ else if( sd ) { // Only shows effects on caster.
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
}
- }
- break;
+ break;
- case WM_SIRCLEOFNATURE:
- flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
- case WM_VOICEOFSIREN:
- if( skill_id != WM_SIRCLEOFNATURE )
- flag &= ~BCT_SELF;
- if( flag&1 ) {
- sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
- } else {
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ case MI_HARMONIZE:
+ if( src != bl )
+ clif->skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
+ break;
- case WM_GLOOMYDAY:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
- pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
- pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
- {
- sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
+ case WM_DEADHILLHERE:
+ if( bl->type == BL_PC ) {
+ if( !status_isdead(bl) )
+ break;
+
+ if( rnd()%100 < 88 + 2 * skill_lv ) {
+ int heal = tstatus->sp;
+ if( heal <= 0 )
+ heal = 1;
+ tstatus->hp = heal;
+ tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ pc_revive((TBL_PC*)bl,heal,0);
+ clif->resurrection(bl,1);
+ }
}
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
+ break;
- case WM_SATURDAY_NIGHT_FEVER:
- if( flag&1 ) { // Affect to all targets arround the caster and caster too.
- if( !(tsc && tsc->data[type]) )
- sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
- } else if( flag&2 ) {
- if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
- status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
- } else if( sd ) {
- short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
- if( !sd->status.party_id || (rnd()%100 > chance)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
- break;
+ case WM_SIRCLEOFNATURE:
+ flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
+ case WM_VOICEOFSIREN:
+ if( skill_id != WM_SIRCLEOFNATURE )
+ flag &= ~BCT_SELF;
+ if( flag&1 ) {
+ sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv));
+ } else {
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
- BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
- flag |= 2;
- else
- flag |= 1;
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
- if( flag&2 ) // Dealed here to prevent conflicts
- status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
- }
- break;
+ break;
- case WM_SONG_OF_MANA:
- case WM_DANCE_WITH_WUG:
- case WM_LERADS_DEW:
- if( flag&1 ) { // These affect to to all party members near the caster.
- struct status_change *sc = status_get_sc(src);
- if( sc && sc->data[type] ) {
- sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
- }
- } else if( sd ) {
- short lv = (short)skill_lv;
- int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
- if( sc_start2(bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
- party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+ case WM_GLOOMYDAY:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
+ pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
+ pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
+ {
+ sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
+ }
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
- }
- break;
+ case WM_SATURDAY_NIGHT_FEVER:
+ if( flag&1 ) { // Affect to all targets arround the caster and caster too.
+ if( !(tsc && tsc->data[type]) )
+ sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
+ } else if( flag&2 ) {
+ if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 )
+ status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0));
+ } else if( sd ) {
+ short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
+ if( !sd->status.party_id || (rnd()%100 > chance)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
+ break;
+ }
+ if( map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id,skill_lv),
+ BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count) > 7 )
+ flag |= 2;
+ else
+ flag |= 1;
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill->castend_nodamage_id);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
+ if( flag&2 ) // Dealed here to prevent conflicts
+ status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0));
+ }
+ break;
- case WM_MELODYOFSINK:
- case WM_BEYOND_OF_WARCRY:
- case WM_UNLIMITED_HUMMING_VOICE:
- if( flag&1 ) {
- sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
- } else { // These affect to all targets arround the caster.
- short lv = (short)skill_lv;
- skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ case WM_SONG_OF_MANA:
+ case WM_DANCE_WITH_WUG:
+ case WM_LERADS_DEW:
+ if( flag&1 ) { // These affect to to all party members near the caster.
+ struct status_change *sc = status_get_sc(src);
+ if( sc && sc->data[type] ) {
+ sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
+ }
+ } else if( sd ) {
+ short lv = (short)skill_lv;
+ int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1);
+ if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) )
+ party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- case WM_RANDOMIZESPELL: {
- int improv_skill_id = 0, improv_skill_lv;
- do {
- i = rnd() % MAX_SKILL_IMPROVISE_DB;
- improv_skill_id = skill_improvise_db[i].skill_id;
- } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
- improv_skill_lv = 4 + skill_lv;
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+ }
+ break;
- if( sd ) {
- sd->state.abra_flag = 2;
- sd->skillitem = improv_skill_id;
- sd->skillitemlv = improv_skill_lv;
- clif_item_skill(sd, improv_skill_id, improv_skill_lv);
- } else {
- struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(improv_skill_id);
- int target_id = 0;
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->msd;
- if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
+ case WM_MELODYOFSINK:
+ case WM_BEYOND_OF_WARCRY:
+ case WM_UNLIMITED_HUMMING_VOICE:
+ if( flag&1 ) {
+ sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv));
+ } else { // These affect to all targets arround the caster.
+ short lv = (short)skill_lv;
+ skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+
+ case WM_RANDOMIZESPELL: {
+ int improv_skill_id = 0, improv_skill_lv;
+ do {
+ i = rnd() % MAX_SKILL_IMPROVISE_DB;
+ improv_skill_id = skill_improvise_db[i].skill_id;
+ } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
+ improv_skill_lv = 4 + skill_lv;
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+
+ if( sd ) {
+ sd->state.abra_flag = 2;
+ sd->skillitem = improv_skill_id;
+ sd->skillitemlv = improv_skill_lv;
+ clif->item_skill(sd, improv_skill_id, improv_skill_lv);
} else {
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
- case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
- }
- if (!target_id)
- break;
- if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
- bl = map_id2bl(target_id);
+ struct unit_data *ud = unit_bl2ud(src);
+ int inf = skill->get_inf(improv_skill_id);
+ if (!ud) break;
+ if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
+ if (src->type == BL_PET)
+ bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
- } else
- unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
+ unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
+ } else {
+ int target_id = 0;
+ if (ud->target)
+ target_id = ud->target;
+ else switch (src->type) {
+ case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
+ case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
+ }
+ if (!target_id)
+ break;
+ if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
+ bl = map_id2bl(target_id);
+ if (!bl) bl = src;
+ unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
+ } else
+ unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
+ }
}
}
- }
- break;
-
+ break;
- case RETURN_TO_ELDICASTES:
- case ALL_GUARDIAN_RECALL:
- if( sd )
- {
- short x, y; // Destiny position.
- unsigned short mapindex;
- if( skill_id == RETURN_TO_ELDICASTES)
- {
- x = 198;
- y = 187;
- mapindex = mapindex_name2id(MAP_DICASTES);
- }
- else
+ case RETURN_TO_ELDICASTES:
+ case ALL_GUARDIAN_RECALL:
+ if( sd )
{
- x = 44;
- y = 151;
- mapindex = mapindex_name2id(MAP_MORA);
- }
+ short x, y; // Destiny position.
+ unsigned short mapindex;
- if(!mapindex)
- { //Given map not found?
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
- return 0;
+ if( skill_id == RETURN_TO_ELDICASTES)
+ {
+ x = 198;
+ y = 187;
+ mapindex = mapindex_name2id(MAP_DICASTES);
+ }
+ else
+ {
+ x = 44;
+ y = 151;
+ mapindex = mapindex_name2id(MAP_MORA);
+ }
+
+ if(!mapindex)
+ { //Given map not found?
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
}
- pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
- }
- break;
+ break;
- case GM_SANDMAN:
- if( tsc ) {
- if( tsc->opt1 == OPT1_SLEEP )
- tsc->opt1 = 0;
- else
- tsc->opt1 = OPT1_SLEEP;
- clif_changeoption(bl);
- clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
- }
- break;
+ case GM_SANDMAN:
+ if( tsc ) {
+ if( tsc->opt1 == OPT1_SLEEP )
+ tsc->opt1 = 0;
+ else
+ tsc->opt1 = OPT1_SLEEP;
+ clif->changeoption(bl);
+ clif->skill_nodamage (src, bl, skill_id, skill_lv, 1);
+ }
+ break;
- case SO_ARRULLO:
- {
- // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
- int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd)?sd->status.job_level:0;
- rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start2(bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
- }
- break;
+ case SO_ARRULLO:
+ {
+ // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
+ int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
+ rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv));
+ }
+ break;
- case WM_LULLABY_DEEPSLEEP:
- if( flag&1 ){
- //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %
- int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
- if( bl != src )
- sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
- }else {
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
- }
- break;
+ case WM_LULLABY_DEEPSLEEP:
+ if( flag&1 ){
+ //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %
+ int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
+ if( bl != src )
+ sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
+ }else {
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
+ }
+ break;
- case SO_SUMMON_AGNI:
- case SO_SUMMON_AQUA:
- case SO_SUMMON_VENTUS:
- case SO_SUMMON_TERA:
- if( sd ) {
- int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
+ case SO_SUMMON_AGNI:
+ case SO_SUMMON_AQUA:
+ case SO_SUMMON_VENTUS:
+ case SO_SUMMON_TERA:
+ if( sd ) {
+ int elemental_class = skill->get_elemental_type(skill_id,skill_lv);
- // Remove previous elemental fisrt.
- if( sd->ed )
- elemental_delete(sd->ed,0);
+ // Remove previous elemental fisrt.
+ if( sd->ed )
+ elemental_delete(sd->ed,0);
- // Summoning the new one.
- if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
- clif_skill_fail(sd,skill_id,0,0);
- break;
+ // Summoning the new one.
+ if( !elemental_create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) {
+ clif->skill_fail(sd,skill_id,0,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ break;
- case SO_EL_CONTROL:
- if( sd ) {
- int mode = EL_MODE_PASSIVE; // Standard mode.
+ case SO_EL_CONTROL:
+ if( sd ) {
+ int mode = EL_MODE_PASSIVE; // Standard mode.
- if( !sd->ed ) break;
+ if( !sd->ed ) break;
- if( skill_lv == 4 ) {// At level 4 delete elementals.
- elemental_delete(sd->ed, 0);
- break;
- }
- switch( skill_lv ) {// Select mode bassed on skill level used.
- case 2: mode = EL_MODE_ASSIST; break;
- case 3: mode = EL_MODE_AGGRESSIVE; break;
- }
- if( !elemental_change_mode(sd->ed,mode) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ if( skill_lv == 4 ) {// At level 4 delete elementals.
+ elemental_delete(sd->ed, 0);
+ break;
+ }
+ switch( skill_lv ) {// Select mode bassed on skill level used.
+ case 2: mode = EL_MODE_ASSIST; break;
+ case 3: mode = EL_MODE_AGGRESSIVE; break;
+ }
+ if( !elemental_change_mode(sd->ed,mode) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
+ break;
- case SO_EL_ACTION:
- if( sd ) {
- int duration = 3000;
- if( !sd->ed ) break;
- sd->skill_id_old = skill_id;
- elemental_action(sd->ed, bl, tick);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- switch(sd->ed->db->class_){
- case 2115:case 2124:
- case 2118:case 2121:
- duration = 6000;
- break;
- case 2116:case 2119:
- case 2122:case 2125:
- duration = 9000;
- break;
- }
- skill_blockpc_start(sd, skill_id, duration);
- }
- break;
+ case SO_EL_ACTION:
+ if( sd ) {
+ int duration = 3000;
+ if( !sd->ed ) break;
+ sd->skill_id_old = skill_id;
+ elemental_action(sd->ed, bl, tick);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ switch(sd->ed->db->class_){
+ case 2115:case 2124:
+ case 2118:case 2121:
+ duration = 6000;
+ break;
+ case 2116:case 2119:
+ case 2122:case 2125:
+ duration = 9000;
+ break;
+ }
+ skill->blockpc_start(sd, skill_id, duration, false);
+ }
+ break;
- case SO_EL_CURE:
- if( sd ) {
- struct elemental_data *ed = sd->ed;
- int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
- int e_hp, e_sp;
+ case SO_EL_CURE:
+ if( sd ) {
+ struct elemental_data *ed = sd->ed;
+ int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
+ int e_hp, e_sp;
- if( !ed ) break;
- if( !status_charge(&sd->bl,s_hp,s_sp) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ if( !ed ) break;
+ if( !status_charge(&sd->bl,s_hp,s_sp) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ e_hp = ed->battle_status.max_hp * 10 / 100;
+ e_sp = ed->battle_status.max_sp * 10 / 100;
+ status_heal(&ed->bl,e_hp,e_sp,3);
+ clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
- e_hp = ed->battle_status.max_hp * 10 / 100;
- e_sp = ed->battle_status.max_sp * 10 / 100;
- status_heal(&ed->bl,e_hp,e_sp,3);
- clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
- }
- break;
+ break;
- case GN_CHANGEMATERIAL:
- case SO_EL_ANALYSIS:
- if( sd ) {
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif_skill_itemlistwindow(sd,skill_id,skill_lv);
- }
- break;
+ case GN_CHANGEMATERIAL:
+ case SO_EL_ANALYSIS:
+ if( sd ) {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_itemlistwindow(sd,skill_id,skill_lv);
+ }
+ break;
- case GN_BLOOD_SUCKER:
- {
- struct status_change *sc = status_get_sc(src);
+ case GN_BLOOD_SUCKER:
+ {
+ struct status_change *sc = status_get_sc(src);
- if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
- if( tsc && tsc->data[type] ){
- (sc->bs_counter)--;
- status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
+ if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
+ if( tsc && tsc->data[type] ){
+ (sc->bs_counter)--;
+ status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
+ }
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+ (sc->bs_counter)++;
+ } else if( sd ) {
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
}
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
- (sc->bs_counter)++;
- } else if( sd ) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
}
- }
- break;
+ break;
- case GN_MANDRAGORA:
- if( flag&1 ) {
- if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
- sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
- status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
- } else
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- break;
+ case GN_MANDRAGORA:
+ if( flag&1 ) {
+ if ( clif->skill_nodamage(bl, src, skill_id, skill_lv,
+ sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) )
+ status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
+ } else
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ break;
- case GN_SLINGITEM:
- if( sd ) {
- short ammo_id;
- i = sd->equip_index[EQI_AMMO];
- if( i <= 0 )
- break; // No ammo.
- ammo_id = sd->inventory_data[i]->nameid;
- if( ammo_id <= 0 )
- break;
- sd->itemid = ammo_id;
- if( itemdb_is_GNbomb(ammo_id) ) {
- if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
- if( ammo_id == 13263 )
- map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- else
- skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
- } else //Otherwise, it fails, shows animation and removes items.
- clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
- } else if( itemdb_is_GNthrowable(ammo_id) ){
- struct script_code *script = sd->inventory_data[i]->script;
- if( !script )
+ case GN_SLINGITEM:
+ if( sd ) {
+ short ammo_id;
+ i = sd->equip_index[EQI_AMMO];
+ if( i <= 0 )
+ break; // No ammo.
+ ammo_id = sd->inventory_data[i]->nameid;
+ if( ammo_id <= 0 )
break;
- if( dstsd )
- run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
- else
- run_script(script,0,src->id,0);
+ sd->itemid = ammo_id;
+ if( itemdb_is_GNbomb(ammo_id) ) {
+ if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
+ if( ammo_id == 13263 )
+ map_foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ else
+ skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
+ } else //Otherwise, it fails, shows animation and removes items.
+ clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
+ } else if( itemdb_is_GNthrowable(ammo_id) ){
+ struct script_code *script = sd->inventory_data[i]->script;
+ if( !script )
+ break;
+ if( dstsd )
+ run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
+ else
+ run_script(script,0,src->id,0);
+ }
}
- }
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
- break;
-
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
- if( sd ) {
- int qty = 1;
- sd->skill_id_old = skill_id;
- sd->skill_lv_old = skill_lv;
- if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
- qty = 10;
- clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
- break;
- case EL_CIRCLE_OF_FIRE:
- case EL_PYROTECHNIC:
- case EL_HEATER:
- case EL_TROPIC:
- case EL_AQUAPLAY:
- case EL_COOLER:
- case EL_CHILLY_AIR:
- case EL_GUST:
- case EL_BLAST:
- case EL_WILD_STORM:
- case EL_PETROLOGY:
- case EL_CURSED_SOIL:
- case EL_UPHEAVAL:
- case EL_FIRE_CLOAK:
- case EL_WATER_DROP:
- case EL_WIND_CURTAIN:
- case EL_SOLID_SKIN:
- case EL_STONE_SHIELD:
- case EL_WIND_STEP: {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- sc_type type2 = type-1;
- struct status_change *sc = status_get_sc(&ele->bl);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
+ break;
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental_clean_single_effect(ele, skill_id);
- } else {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
- skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
- sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
+ case GN_MIX_COOKING:
+ case GN_MAKEBOMB:
+ case GN_S_PHARMACY:
+ if( sd ) {
+ int qty = 1;
+ sd->skill_id_old = skill_id;
+ sd->skill_lv_old = skill_lv;
+ if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
+ qty = 10;
+ clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case EL_CIRCLE_OF_FIRE:
+ case EL_PYROTECHNIC:
+ case EL_HEATER:
+ case EL_TROPIC:
+ case EL_AQUAPLAY:
+ case EL_COOLER:
+ case EL_CHILLY_AIR:
+ case EL_GUST:
+ case EL_BLAST:
+ case EL_WILD_STORM:
+ case EL_PETROLOGY:
+ case EL_CURSED_SOIL:
+ case EL_UPHEAVAL:
+ case EL_FIRE_CLOAK:
+ case EL_WATER_DROP:
+ case EL_WIND_CURTAIN:
+ case EL_SOLID_SKIN:
+ case EL_STONE_SHIELD:
+ case EL_WIND_STEP: {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ sc_type type2 = type-1;
+ struct status_change *sc = status_get_sc(&ele->bl);
+
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental_clean_single_effect(ele, skill_id);
+ } else {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ }
}
}
- }
- break;
+ break;
- case EL_FIRE_MANTLE:
- case EL_WATER_BARRIER:
- case EL_ZEPHYR:
- case EL_POWER_OF_GAIA:
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
- break;
+ case EL_FIRE_MANTLE:
+ case EL_WATER_BARRIER:
+ case EL_ZEPHYR:
+ case EL_POWER_OF_GAIA:
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
+ break;
- case EL_WATER_SCREEN: {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- struct status_change *sc = status_get_sc(&ele->bl);
- sc_type type2 = type-1;
+ case EL_WATER_SCREEN: {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ struct status_change *sc = status_get_sc(&ele->bl);
+ sc_type type2 = type-1;
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental_clean_single_effect(ele, skill_id);
- } else {
- // This not heals at the end.
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
- sc_start(bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental_clean_single_effect(ele, skill_id);
+ } else {
+ // This not heals at the end.
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
+ }
}
}
- }
- break;
+ break;
- case KO_KAHU_ENTEN:
- case KO_HYOUHU_HUBUKI:
- case KO_KAZEHU_SEIRAN:
- case KO_DOHU_KOUKAI:
- if(sd) {
- int ttype = skill_get_ele(skill_id, skill_lv);
- clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
- pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
- }
- break;
+ case KO_KAHU_ENTEN:
+ case KO_HYOUHU_HUBUKI:
+ case KO_KAZEHU_SEIRAN:
+ case KO_DOHU_KOUKAI:
+ if(sd) {
+ int ttype = skill->get_ele(skill_id, skill_lv);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ pc_add_talisman(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
+ }
+ break;
- case KO_ZANZOU:
- if(sd){
- struct mob_data *md;
+ case KO_ZANZOU:
+ if(sd){
+ struct mob_data *md;
- md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
- if( md )
- {
- md->master_id = src->id;
- md->special_state.ai = AI_ZANZOU;
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn( md );
- pc_setinvincibletimer(sd,500);// unlock target lock
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
+ md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+ if( md )
+ {
+ md->master_id = src->id;
+ md->special_state.ai = AI_ZANZOU;
+ if( md->deletetimer != INVALID_TIMER )
+ delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+ mob_spawn( md );
+ pc_setinvincibletimer(sd,500);// unlock target lock
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
+ }
}
- }
- break;
+ break;
- case KO_KYOUGAKU:
- if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- }else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ case KO_KYOUGAKU:
+ if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ }else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
- case KO_JYUSATSU:
- if( dstsd && tsc && !tsc->data[type] &&
- rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- status_change_start(bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
- status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
- if( status_get_lv(bl) <= status_get_lv(src) )
- status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
- }else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ case KO_JYUSATSU:
+ if( dstsd && tsc && !tsc->data[type] &&
+ rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ status_change_start(bl,type,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),1));
+ status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
+ if( status_get_lv(bl) <= status_get_lv(src) )
+ status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ }else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+
+ case KO_GENWAKU:
+ if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
+ int x = src->x, y = src->y;
+
+ if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
- case KO_GENWAKU:
- if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
- int x = src->x, y = src->y;
+ if (unit_movepos(src,bl->x,bl->y,0,0)) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->slide(src,bl->x,bl->y) ;
+ sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
+ if (unit_movepos(bl,x,y,0,0))
+ {
+ clif->skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
+ if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
+ clif->sitting(bl); //Avoid sitting sync problem
+ clif->slide(bl,x,y) ;
+ sc_start(bl,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
+ }
+ }
+ }
+ break;
- if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ case OB_AKAITSUKI:
+ case OB_OBOROGENSOU:
+ if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
+ || is_boss(bl) ) ){ // Does not work on Boss monsters.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
+ case KO_IZAYOI:
+ case OB_ZANGETSU:
+ case KG_KYOMU:
+ case KG_KAGEMUSYA:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
- if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- clif_slide(src,bl->x,bl->y) ;
- sc_start(src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
- if (unit_movepos(bl,x,y,0,0))
- {
- clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
- if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
- clif_sitting(bl); //Avoid sitting sync problem
- clif_slide(bl,x,y) ;
- sc_start(bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
+ case KG_KAGEHUMI:
+ if( flag&1 ){
+ if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
+ tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
+ sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
+ status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ }
+ if( skill_area_temp[2] == 1 ){
+ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
}
+ }else{
+ skill_area_temp[2] = 0;
+ map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
}
- }
- break;
-
- case OB_AKAITSUKI:
- case OB_OBOROGENSOU:
- if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
- || is_boss(bl) ) ){ // Does not work on Boss monsters.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
- }
- case KO_IZAYOI:
- case OB_ZANGETSU:
- case KG_KYOMU:
- case KG_KAGEMUSYA:
- clif_skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
- case KG_KAGEHUMI:
- if( flag&1 ){
- if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
- tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
- sc_start(src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
- status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- }
- if( skill_area_temp[2] == 1 ){
- clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- sc_start(src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- }
- }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_SILENT_BREEZE: {
+ struct status_change *ssc = status_get_sc(src);
+ struct block_list *m_bl = battle->get_master(src);
+ const enum sc_type scs[] = {
+ SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
+ };
+ int heal;
+ if(tsc){
+ for (i = 0; i < ARRAYLENGTH(scs); i++) {
+ if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ }
+ if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
+ status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ }
+ heal = status_get_matk_min(src)*4;
+ status_heal(bl, heal, 0, 7);
+
+ //now inflict silence on everyone
+ if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
+ status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ if(m_bl){
+ struct status_change *msc = status_get_sc(m_bl);
+ if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
+ status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ }
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case MH_OVERED_BOOST:
+ if (hd){
+ struct block_list *s_bl = battle->get_master(src);
+ if(hd->homunculus.hunger>50) //reduce hunger
+ hd->homunculus.hunger = hd->homunculus.hunger/2;
+ else
+ hd->homunculus.hunger = min(1,hd->homunculus.hunger);
+ if(s_bl && s_bl->type==BL_PC){
+ status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
+ clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
+ sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
+ }
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case MH_GRANITIC_ARMOR:
+ case MH_PYROCLASTIC: {
+ struct block_list *s_bl = battle->get_master(src);
+ if(s_bl)
+ sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
+ sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
- case MH_SILENT_BREEZE: {
- struct status_change *ssc = status_get_sc(src);
- struct block_list *m_bl = battle_get_master(src);
- const enum sc_type scs[] = {
- SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
- };
- int heal;
- if(tsc){
- for (i = 0; i < ARRAYLENGTH(scs); i++) {
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
- }
- if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
- status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
- }
- heal = status_get_matk_min(src)*4;
- status_heal(bl, heal, 0, 7);
-
- //now inflict silence on everyone
- if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
- status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
- if(m_bl){
- struct status_change *msc = status_get_sc(m_bl);
- if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
- status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
- }
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_OVERED_BOOST:
- if (hd){
- struct block_list *s_bl = battle_get_master(src);
- if(hd->homunculus.hunger>50) //reduce hunger
- hd->homunculus.hunger = hd->homunculus.hunger/2;
- else
- hd->homunculus.hunger = min(1,hd->homunculus.hunger);
- if(s_bl && s_bl->type==BL_PC){
- status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
- clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
- sc_start(s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
- }
- sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_GRANITIC_ARMOR:
- case MH_PYROCLASTIC: {
- struct block_list *s_bl = battle_get_master(src);
- if(s_bl) sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
- sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
- if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
-
- case MH_LIGHT_OF_REGENE:
- if(hd){
- hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
- if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
- }
- //don't break need to start status and start block timer
- case MH_STYLE_CHANGE:
- case MH_MAGMA_FLOW:
- case MH_PAIN_KILLER:
- sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- break;
- case MH_SUMMON_LEGION:
- {
- int summons[5] = {1004, 1303, 1303, 1994, 1994};
- int qty[5] = {3 , 3 , 4 , 4 , 5};
- struct mob_data *md;
- int i;
-
- for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
- md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
- if (md) {
- md->master_id = src->id;
- if (md->deletetimer != INVALID_TIMER)
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn(md); //Now it is ready for spawning.
- sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
- }
- }
- if (hd)
- skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
- }
- break;
- default:
- ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
- clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_freeblock_unlock();
- return 1;
+ case MH_LIGHT_OF_REGENE:
+ if(hd){
+ hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
+ if(sd) clif->send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
+ }
+ //don't break need to start status and start block timer
+ case MH_STYLE_CHANGE:
+ case MH_MAGMA_FLOW:
+ case MH_PAIN_KILLER:
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ break;
+ case MH_SUMMON_LEGION:
+ {
+ int summons[5] = {1004, 1303, 1303, 1994, 1994};
+ int qty[5] = {3 , 3 , 4 , 4 , 5};
+ struct mob_data *md;
+ int i;
+
+ for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
+ md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
+ if (md) {
+ md->master_id = src->id;
+ if (md->deletetimer != INVALID_TIMER)
+ delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = add_timer(gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+ mob_spawn(md); //Now it is ready for spawning.
+ sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
+ }
+ }
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ default:
+ ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ map_freeblock_unlock();
+ return 1;
}
if(skill_id != SR_CURSEDCIRCLE){
@@ -9062,17 +9045,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
}
- if( sd && !(flag&1) )
- {// ensure that the skill last-cast tick is recorded
+ if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded
sd->canskill_tick = gettick();
- if( sd->state.arrow_atk )
- {// consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skill_id, skill_lv);
+ if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill.
+ battle->consume_ammo(sd, skill_id, skill_lv);
}
- skill_onskillusage(sd, bl, skill_id, tick);
+ skill->onskillusage(sd, bl, skill_id, tick);
// perform skill requirement consumption
- skill_consume_requirement(sd,skill_id,skill_lv,2);
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
}
map_freeblock_unlock();
@@ -9143,13 +9124,13 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
switch (ud->skill_id) {
//These should become skill_castend_pos
case WE_CALLPARTNER:
- if(sd) clif_callpartner(sd);
+ 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);
+ 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)) {
@@ -9157,12 +9138,12 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
ud->skilly = target->y;
}
ud->skilltimer=tid;
- return skill_castend_pos(tid,tick,id,data);
+ 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);
+ return skill->castend_pos(tid,tick,id,data);
}
if(ud->skill_id == RG_BACKSTAP) {
@@ -9172,10 +9153,9 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
}
- if( ud->skill_id == PR_TURNUNDEAD )
- {
+ if( ud->skill_id == PR_TURNUNDEAD ) {
struct status_data *tstatus = status_get_status_data(target);
- if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
+ if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
break;
}
@@ -9187,16 +9167,16 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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( 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);
+ 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);
+ 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
@@ -9216,20 +9196,25 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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);
+ else if (inf && battle->check_target(src, target, inf) <= 0){
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
sc->data[SC_FOGWALL] &&
rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
+ if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
}
@@ -9241,36 +9226,35 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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);
+ 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))
+ !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);
+ 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);
+ 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) )
+ 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);
+ 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) )
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
break;
- if (ud->state.running && ud->skill_id == TK_JUMPKICK)
- {
+ if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
ud->state.running = 0;
status_change_end(src, SC_RUN, INVALID_TIMER);
flag = 1;
@@ -9279,10 +9263,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
if (sd) { //Cooldown application
- int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
+ int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
if (sd->skillcooldown[i].id == ud->skill_id){
cooldown += sd->skillcooldown[i].val;
@@ -9290,31 +9274,31 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
}
if(cooldown)
- skill_blockpc_start(sd, ud->skill_id, cooldown);
+ skill->blockpc_start(sd, ud->skill_id, cooldown, false);
}
if( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
+ clif->status_change(src, SI_ACTIONDELAY, 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);
+ 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_STRIPSHIELD] )
{
const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
- if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
break;
}
- sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
+ sc_start2(src, SC_STRIPSHIELD, 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 (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",
@@ -9323,14 +9307,14 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
map_freeblock_lock();
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
- skill_toggle_magicpower(src, ud->skill_id);
+ skill->toggle_magicpower(src, ud->skill_id);
if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
- if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
- skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
+ 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);
+ skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
sc = status_get_sc(src);
if(sc && sc->count) {
@@ -9340,8 +9324,8 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
ud->skill_id != WZ_WATERBALL)
sc->data[SC_SPIRIT]->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( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
+ skill->blockpc_start(sd,BD_ADAPTATION,3000, false);
}
if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
@@ -9360,7 +9344,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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);
+ skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
status_set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
@@ -9368,22 +9352,30 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
- sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
+ sc_start(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.
- if (unit_movepos(src, src->x+3, src->y+3, 1, 1))
+ 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_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
+ clif->slide(src,src->x,src->y);
+ clif->skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
}
- clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ 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) )
+ 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
@@ -9435,23 +9427,23 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
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)
+ 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);
+ 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)
+ 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);
+ 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
+ (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0
) {
int i;
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
@@ -9460,7 +9452,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
}
if( maxcount == 0 )
{
- if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
}
@@ -9470,28 +9462,28 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
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)) {
+ !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);
+ 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) )
+ if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
break;
else
- skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
}
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
break;
if(md) {
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);
+ clif->emotion(src, md->db->skill[md->skill_idx].emotion);
}
if(battle_config.skill_log && battle_config.skill_log&src->type)
@@ -9501,10 +9493,10 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
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_delayfix(src, ud->skill_id, ud->skill_lv);
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv);
if (sd) { //Cooldown application
- int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
+ int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
if (sd->skillcooldown[i].id == ud->skill_id){
cooldown += sd->skillcooldown[i].val;
@@ -9512,10 +9504,10 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
}
}
if(cooldown)
- skill_blockpc_start(sd, ud->skill_id, cooldown);
+ skill->blockpc_start(sd, ud->skill_id, cooldown, false);
}
if( battle_config.display_status_timers && sd )
- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
+ clif->status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
// if( sd )
// {
// switch( ud->skill_id )
@@ -9525,10 +9517,10 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
// break;
// }
// }
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
+ 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);
+ 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;
@@ -9543,7 +9535,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
return 1;
} while(0);
- if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
+ 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)
@@ -9553,7 +9545,14 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
-
+/* 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;
+}
/*==========================================
*
*------------------------------------------*/
@@ -9588,673 +9587,672 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case LG_EARTHDRIVE:
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);
+ 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);
+ 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);
+ skill->toggle_magicpower(src, skill_id);
- switch(skill_id)
- {
- case PR_BENEDICTIO:
- skill_area_temp[1] = src->id;
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_PC,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
+ switch(skill_id) {
+ case PR_BENEDICTIO:
+ skill_area_temp[1] = src->id;
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->area_sub,
+ src->m, x-i, y-i, x+i, y+i, BL_PC,
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
+ skill->castend_nodamage_id);
+ map_foreachinarea(skill->area_sub,
+ src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
+ skill->castend_damage_id);
+ break;
- case BS_HAMMERFALL:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea (skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
- skill_castend_nodamage_id);
- break;
+ case BS_HAMMERFALL:
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea (skill->area_sub,
+ src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
+ skill->castend_nodamage_id);
+ break;
- case HT_DETECTING:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea( status_change_timer_sub,
- src->m, x-i, y-i, x+i,y+i,BL_CHAR,
- src,NULL,SC_SIGHT,tick);
- if(battle_config.traps_setting&1)
- map_foreachinarea( skill_reveal_trap,
- src->m, x-i, y-i, x+i,y+i,BL_SKILL);
- break;
+ case HT_DETECTING:
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea( status_change_timer_sub,
+ src->m, x-i, y-i, x+i,y+i,BL_CHAR,
+ src,NULL,SC_SIGHT,tick);
+ if(battle_config.traps_setting&1)
+ map_foreachinarea( skill_reveal_trap,
+ src->m, x-i, y-i, x+i,y+i,BL_SKILL);
+ break;
- case SR_RIDEINLIGHTNING:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- break;
+ case SR_RIDEINLIGHTNING:
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ break;
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- { //Does not consumes if the skill is already active. [Skotlex]
- struct skill_unit_group *sg;
- if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
- {
- if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ { //Does not consumes if the skill is already active. [Skotlex]
+ struct skill_unit_group *sg;
+ if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
{
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- return 0; // not to consume items
+ if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) {
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ return 0; // not to consume items
+ } else
+ sg->limit = 0; //Disable it.
}
- else
- sg->limit = 0; //Disable it.
- }
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- }
- case MG_SAFETYWALL:
- case MG_FIREWALL:
- case MG_THUNDERSTORM:
-
- case AL_PNEUMA:
- case WZ_ICEWALL:
- case WZ_FIREPILLAR:
- case WZ_QUAGMIRE:
- case WZ_VERMILION:
- case WZ_STORMGUST:
- case WZ_HEAVENDRIVE:
- case PR_SANCTUARY:
- case PR_MAGNUS:
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- case HT_SKIDTRAP:
- case MA_SKIDTRAP:
- case HT_LANDMINE:
- case MA_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case MA_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case AS_VENOMDUST:
- case AM_DEMONSTRATION:
- case PF_FOGWALL:
- case PF_SPIDERWEB:
- case HT_TALKIEBOX:
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AC_SHOWER: //Ground-placed skill implementation.
- case MA_SHOWER:
- case SA_LANDPROTECTOR:
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_UGLYDANCE:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- case CG_MOONLIT:
- case GS_DESPERADO:
- case NJ_KAENSIN:
- case NJ_BAKUENRYU:
- case NJ_SUITON:
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case NJ_KAMAITACHI:
-#ifdef RENEWAL
- case NJ_HUUMA:
-#endif
- case NPC_EVILLAND:
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- case SC_MANHOLE:
- case SC_DIMENSIONDOOR:
- case SC_CHAOSPANIC:
- case SC_MAELSTROM:
- case WM_REVERBERATION:
- case WM_SEVERE_RAINSTORM:
- case WM_POEMOFNETHERWORLD:
- case SO_PSYCHIC_WAVE:
- case SO_VACUUM_EXTREME:
- case GN_WALLOFTHORN:
- case GN_THORNS_TRAP:
- case GN_DEMONIC_FIRE:
- case GN_HELLS_PLANT:
- case SO_EARTHGRAVE:
- case SO_DIAMONDDUST:
- case SO_FIRE_INSIGNIA:
- case SO_WATER_INSIGNIA:
- case SO_WIND_INSIGNIA:
- case SO_EARTH_INSIGNIA:
- case KO_HUUMARANKA:
- case KO_MUCHANAGE:
- case KO_BAKURETSU:
- case KO_ZENKAI:
- case MH_LAVA_SLIDE:
- case MH_VOLCANIC_ASH:
- case MH_POISON_MIST:
- case MH_STEINWAND:
- case MH_XENO_SLASHER:
- flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
- case GS_GROUNDDRIFT: //Ammo should be deleted right away.
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_clear_unitgroup(src);
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- flag|=1;
- break;
- case HP_BASILICA:
- if( sc->data[SC_BASILICA] )
- status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
- else
- { // Create Basilica. Start SC on caster. Unit timer start SC on others.
- skill_clear_unitgroup(src);
- if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
- sc_start4(src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
- flag|=1;
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ break;
}
- break;
- case CG_HERMODE:
- skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
- sc_start4(src,SC_DANCING,100,
- skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
- flag|=1;
- break;
- case RG_CLEANER: // [Valaris]
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
- break;
-
- case SO_WARMER:
- flag|= 8;
- case SO_CLOUD_KILL:
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- break;
-
- case WZ_METEOR: {
- int area = skill_get_splash(skill_id, skill_lv);
- short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
+ case MG_SAFETYWALL:
+ case MG_FIREWALL:
+ case MG_THUNDERSTORM:
- 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);
+ case AL_PNEUMA:
+ case WZ_ICEWALL:
+ case WZ_FIREPILLAR:
+ case WZ_QUAGMIRE:
+ case WZ_VERMILION:
+ case WZ_STORMGUST:
+ case WZ_HEAVENDRIVE:
+ case PR_SANCTUARY:
+ case PR_MAGNUS:
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ case HT_SKIDTRAP:
+ case MA_SKIDTRAP:
+ case HT_LANDMINE:
+ case MA_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case MA_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case AS_VENOMDUST:
+ case AM_DEMONSTRATION:
+ case PF_FOGWALL:
+ case PF_SPIDERWEB:
+ case HT_TALKIEBOX:
+ case WE_CALLPARTNER:
+ case WE_CALLPARENT:
+ case WE_CALLBABY:
+ case AC_SHOWER: //Ground-placed skill implementation.
+ case MA_SHOWER:
+ case SA_LANDPROTECTOR:
+ case BD_LULLABY:
+ case BD_RICHMANKIM:
+ case BD_ETERNALCHAOS:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_ROKISWEIL:
+ case BD_INTOABYSS:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_POEMBRAGI:
+ case BA_WHISTLE:
+ case BA_ASSASSINCROSS:
+ case BA_APPLEIDUN:
+ case DC_UGLYDANCE:
+ case DC_HUMMING:
+ case DC_DONTFORGETME:
+ case DC_FORTUNEKISS:
+ case DC_SERVICEFORYOU:
+ case CG_MOONLIT:
+ case GS_DESPERADO:
+ case NJ_KAENSIN:
+ case NJ_BAKUENRYU:
+ case NJ_SUITON:
+ case NJ_HYOUSYOURAKU:
+ case NJ_RAIGEKISAI:
+ case NJ_KAMAITACHI:
+ #ifdef RENEWAL
+ case NJ_HUUMA:
+ #endif
+ case NPC_EVILLAND:
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ case SC_MANHOLE:
+ case SC_DIMENSIONDOOR:
+ case SC_CHAOSPANIC:
+ case SC_MAELSTROM:
+ case WM_REVERBERATION:
+ case WM_SEVERE_RAINSTORM:
+ case WM_POEMOFNETHERWORLD:
+ case SO_PSYCHIC_WAVE:
+ case SO_VACUUM_EXTREME:
+ case GN_WALLOFTHORN:
+ case GN_THORNS_TRAP:
+ case GN_DEMONIC_FIRE:
+ case GN_HELLS_PLANT:
+ case SO_EARTHGRAVE:
+ case SO_DIAMONDDUST:
+ case SO_FIRE_INSIGNIA:
+ case SO_WATER_INSIGNIA:
+ case SO_WIND_INSIGNIA:
+ case SO_EARTH_INSIGNIA:
+ case KO_HUUMARANKA:
+ case KO_MUCHANAGE:
+ case KO_BAKURETSU:
+ case KO_ZENKAI:
+ case MH_LAVA_SLIDE:
+ case MH_VOLCANIC_ASH:
+ case MH_POISON_MIST:
+ case MH_STEINWAND:
+ case MH_XENO_SLASHER:
+ flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
+ case GS_GROUNDDRIFT: //Ammo should be deleted right away.
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ break;
+ case RG_GRAFFITI: /* Graffiti [Valaris] */
+ skill->clear_unitgroup(src);
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ flag|=1;
+ break;
+ case HP_BASILICA:
+ if( sc->data[SC_BASILICA] )
+ status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
+ else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
+ if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ return 1;
+ }
+
+ skill->clear_unitgroup(src);
+ if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
+ sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ }
+ break;
+ case CG_HERMODE:
+ skill->clear_unitgroup(src);
+ if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
+ sc_start4(src,SC_DANCING,100,
+ skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ break;
+ case RG_CLEANER: // [Valaris]
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
+ break;
- if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
- clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
+ case SO_WARMER:
+ flag|= 8;
+ case SO_CLOUD_KILL:
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ break;
- if( i > 0 )
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
+ case WZ_METEOR: {
+ int area = skill->get_splash(skill_id, skill_lv);
+ short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- x1 = tmpx;
- y1 = tmpy;
- }
+ for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
+ // Creates a random Cell in the Splash Area
+ tmpx = x - area + rnd()%(area * 2 + 1);
+ tmpy = y - area + rnd()%(area * 2 + 1);
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
- }
- break;
+ if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
+ clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
- case AL_WARP:
- if(sd)
- {
- clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
- (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
- (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
- (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
- );
- }
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
- status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
- return 0; // not to consume item.
+ if( i > 0 )
+ skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
- case MO_BODYRELOCATION:
- if (unit_movepos(src, x, y, 1, 1)) {
-#if PACKETVER >= 20111005
- clif_snap(src, src->x, src->y);
-#else
- clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
-#endif
- if (sd)
- skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
- }
- break;
- case NJ_SHADOWJUMP:
- if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
- unit_movepos(src, x, y, 1, 0);
- clif_slide(src,x,y);
- }
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- break;
- case AM_SPHEREMINE:
- case AM_CANNIBALIZE:
- {
- int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
- //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
- struct mob_data *md;
+ x1 = tmpx;
+ y1 = tmpy;
+ }
- // Correct info, don't change any of this! [celest]
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
- if (md) {
- md->master_id = src->id;
- md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn (md); //Now it is ready for spawning.
+ skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
}
- }
- break;
+ break;
- // Slim Pitcher [Celest]
- case CR_SLIMPITCHER:
- if (sd) {
- int i = skill_lv%11 - 1;
- int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
- if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
+ case AL_WARP:
+ if(sd)
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
+ clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
+ (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
+ (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
+ (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
+ );
}
- potion_flag = 1;
- potion_hp = 0;
- potion_sp = 0;
- run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
- potion_flag = 0;
- //Apply skill bonuses
- i = pc_checkskill(sd,CR_SLIMPITCHER)*10
- + pc_checkskill(sd,AM_POTIONPITCHER)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5
- + pc_skillheal_bonus(sd, skill_id);
-
- potion_hp = potion_hp * (100+i)/100;
- potion_sp = potion_sp * (100+i)/100;
-
- if(potion_hp > 0 || potion_sp > 0) {
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
+ return 0; // not to consume item.
+
+ case MO_BODYRELOCATION:
+ if (unit_movepos(src, x, y, 1, 1)) {
+ #if PACKETVER >= 20111005
+ clif->snap(src, src->x, src->y);
+ #else
+ clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
+ #endif
+ if (sd)
+ skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false);
}
- } else {
- int i = skill_lv%11 - 1;
- struct item_data *item;
- i = skill_db[skill_id].itemid[i];
- item = itemdb_search(i);
- potion_flag = 1;
- potion_hp = 0;
- potion_sp = 0;
- run_script(item->script,0,src->id,0);
- potion_flag = 0;
- i = skill_get_max(CR_SLIMPITCHER)*10;
-
- potion_hp = potion_hp * (100+i)/100;
- potion_sp = potion_sp * (100+i)/100;
-
- if(potion_hp > 0 || potion_sp > 0) {
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
+ break;
+ case NJ_SHADOWJUMP:
+ if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
+ unit_movepos(src, x, y, 1, 0);
+ clif->slide(src,x,y);
}
- }
- break;
-
- case HW_GANBANTEIN:
- if (rnd()%100 < 80) {
- int dummy = 1;
- clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
- } else {
- if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 1;
- }
- break;
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
+ break;
+ case AM_SPHEREMINE:
+ case AM_CANNIBALIZE:
+ {
+ int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
+ //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+ int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
+ struct mob_data *md;
+
+ // Correct info, don't change any of this! [celest]
+ md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ if (md) {
+ md->master_id = src->id;
+ md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
+ if( md->deletetimer != INVALID_TIMER )
+ delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = add_timer (gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
+ mob_spawn (md); //Now it is ready for spawning.
+ }
+ }
+ break;
- case HW_GRAVITATION:
- if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
- sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
- flag|=1;
- break;
+ // Slim Pitcher [Celest]
+ case CR_SLIMPITCHER:
+ if (sd) {
+ int i = skill_lv%11 - 1;
+ int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
+ if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
+ {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ potion_flag = 1;
+ potion_hp = 0;
+ potion_sp = 0;
+ run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
+ potion_flag = 0;
+ //Apply skill bonuses
+ i = pc_checkskill(sd,CR_SLIMPITCHER)*10
+ + pc_checkskill(sd,AM_POTIONPITCHER)*10
+ + pc_checkskill(sd,AM_LEARNINGPOTION)*5
+ + pc_skillheal_bonus(sd, skill_id);
+
+ potion_hp = potion_hp * (100+i)/100;
+ potion_sp = potion_sp * (100+i)/100;
+
+ if(potion_hp > 0 || potion_sp > 0) {
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->area_sub,
+ src->m,x-i,y-i,x+i,y+i,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ }
+ } else {
+ int i = skill_lv%11 - 1;
+ struct item_data *item;
+ i = skill_db[skill_id].itemid[i];
+ item = itemdb_search(i);
+ potion_flag = 1;
+ potion_hp = 0;
+ potion_sp = 0;
+ run_script(item->script,0,src->id,0);
+ potion_flag = 0;
+ i = skill->get_max(CR_SLIMPITCHER)*10;
+
+ potion_hp = potion_hp * (100+i)/100;
+ potion_sp = potion_sp * (100+i)/100;
+
+ if(potion_hp > 0 || potion_sp > 0) {
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->area_sub,
+ src->m,x-i,y-i,x+i,y+i,BL_CHAR,
+ src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ skill->castend_nodamage_id);
+ }
+ }
+ break;
- // Plant Cultivation [Celest]
- case CR_CULTIVATION:
- if (sd) {
- if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ case HW_GANBANTEIN:
+ if (rnd()%100 < 80) {
+ int dummy = 1;
+ clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
+ } else {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
- clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
- if (rnd()%100 < 50) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- } else {
- TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
- int i;
- if (!md) break;
- if ((i = skill_get_time(skill_id, skill_lv)) > 0)
+ break;
+
+ case HW_GRAVITATION:
+ if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
+ sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ break;
+
+ // Plant Cultivation [Celest]
+ case CR_CULTIVATION:
+ if (sd) {
+ if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
{
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 1;
+ }
+ clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+ if (rnd()%100 < 50) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ } else {
+ TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
+ int i;
+ if (!md) break;
+ if ((i = skill->get_time(skill_id, skill_lv)) > 0)
+ {
+ if( md->deletetimer != INVALID_TIMER )
+ delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
+ }
+ mob_spawn (md);
}
- mob_spawn (md);
}
- }
- break;
-
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- skill_clear_unitgroup(src);
- if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
- sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
- flag|=1;
- break;
+ break;
- case PA_GOSPEL:
- if (sce && sce->val4 == BCT_SELF)
- {
- status_change_end(src, SC_GOSPEL, INVALID_TIMER);
- return 0;
- }
- else
- {
- sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
- if (!sg) break;
- if (sce)
- status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
- clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
- }
- break;
- case NJ_TATAMIGAESHI:
- if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
- sc_start(src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
- break;
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ skill->clear_unitgroup(src);
+ if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
+ sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
+ flag|=1;
+ break;
- case AM_RESURRECTHOMUN: //[orn]
- if (sd)
- {
- if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
+ case PA_GOSPEL:
+ if (sce && sce->val4 == BCT_SELF)
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
+ status_change_end(src, SC_GOSPEL, INVALID_TIMER);
+ return 0;
}
- }
- break;
+ else
+ {
+ sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
+ if (!sg) break;
+ if (sce)
+ status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
+ sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
+ clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
+ }
+ break;
+ case NJ_TATAMIGAESHI:
+ if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
+ sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+ break;
- case RK_WINDCUTTER:
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- case NC_COLDSLOWER:
- case NC_ARMSCANNON:
- case RK_DRAGONBREATH:
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
+ case AM_RESURRECTHOMUN: //[orn]
+ if (sd) {
+ if (!homun->ressurect(sd, 20*skill_lv, x, y)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+ }
+ break;
- case SO_ARRULLO:
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
- break;
- /**
- * Guilotine Cross
- **/
- case GC_POISONSMOKE:
- if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
- if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
- return 0;
- }
- clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
- //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
- break;
- /**
- * Arch Bishop
- **/
- case AB_EPICLESIS:
- if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
- i = sg->unit->range;
- map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
- }
- break;
- /**
- * Warlock
- **/
- case WL_COMET:
- if( sc ) {
- sc->comet_x = x;
- sc->comet_y = y;
- }
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- break;
+ case RK_WINDCUTTER:
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ case NC_COLDSLOWER:
+ case NC_ARMSCANNON:
+ case RK_DRAGONBREATH:
+ i = skill->get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
- case WL_EARTHSTRAIN:
- {
- int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
- int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
+ case SO_ARRULLO:
+ i = skill->get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ break;
+ /**
+ * Guilotine Cross
+ **/
+ case GC_POISONSMOKE:
+ if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
+ if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
+ return 0;
+ }
+ clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+ skill->unitsetting(src, skill_id, skill_lv, x, y, flag);
+ //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case AB_EPICLESIS:
+ if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
+ i = sg->unit->range;
+ map_foreachinarea(skill->area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
+ }
+ break;
+ /**
+ * Warlock
+ **/
+ case WL_COMET:
+ if( sc ) {
+ sc->comet_x = x;
+ sc->comet_y = y;
+ }
+ i = skill->get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ break;
- for( i = 1; i <= wave; i++ )
+ case WL_EARTHSTRAIN:
{
- switch( dir ){
- case 0: case 1: case 7: sy = y + i; break;
- case 3: case 4: case 5: sy = y - i; break;
- case 2: sx = x - i; break;
- case 6: sx = x + i; break;
+ int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
+ int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
+
+ for( i = 1; i <= wave; i++ )
+ {
+ switch( dir ){
+ case 0: case 1: case 7: sy = y + i; break;
+ case 3: case 4: case 5: sy = y - i; break;
+ case 2: sx = x - i; break;
+ case 6: sx = x + i; break;
+ }
+ skill->addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
}
- skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
}
- }
- break;
- /**
- * Ranger
- **/
- case RA_DETONATOR:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- break;
- /**
- * Mechanic
- **/
- case NC_NEUTRALBARRIER:
- case NC_STEALTHFIELD:
- skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
- if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
- sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
- if( sd ) pc_overheat(sd,1);
- }
- break;
-
- case NC_SILVERSNIPER:
- {
- int class_ = 2042;
- struct mob_data *md;
+ break;
+ /**
+ * Ranger
+ **/
+ case RA_DETONATOR:
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ break;
+ /**
+ * Mechanic
+ **/
+ case NC_NEUTRALBARRIER:
+ case NC_STEALTHFIELD:
+ skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
+ if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+ sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
+ if( sd ) pc_overheat(sd,1);
+ }
+ break;
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
- if( md )
+ case NC_SILVERSNIPER:
{
- md->master_id = src->id;
- md->special_state.ai = AI_FLORA;
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
- mob_spawn( md );
- }
- }
- break;
+ int class_ = 2042;
+ struct mob_data *md;
- case NC_MAGICDECOY:
- if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
- break;
+ md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ if( md )
+ {
+ md->master_id = src->id;
+ md->special_state.ai = AI_FLORA;
+ if( md->deletetimer != INVALID_TIMER )
+ delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+ mob_spawn( md );
+ }
+ }
+ break;
- case SC_FEINTBOMB:
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
- if( skill_blown(src,src,6,unit_getdir(src),0) )
- skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
- break;
+ case NC_MAGICDECOY:
+ if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y);
+ break;
- case LG_OVERBRAND:
- {
- int width;//according to data from irowiki it actually is a square
- for( width = 0; width < 7; width++ )
- for( i = 0; i < 7; i++ )
- map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
- for( width = 0; width < 7; width++ )
- for( i = 0; i < 7; i++ )
- map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
- }
- break;
+ case SC_FEINTBOMB:
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
+ if( skill->blown(src,src,6,unit_getdir(src),0) )
+ skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
+ break;
- case LG_BANDING:
- if( sc && sc->data[SC_BANDING] )
- status_change_end(src,SC_BANDING,INVALID_TIMER);
- else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
- sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
- if( sd ) pc_banding(sd,skill_lv);
- }
- clif_skill_nodamage(src,src,skill_id,skill_lv,1);
- break;
+ case LG_OVERBRAND:
+ {
+ int width;//according to data from irowiki it actually is a square
+ for( width = 0; width < 7; width++ )
+ for( i = 0; i < 7; i++ )
+ map_foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
+ for( width = 0; width < 7; width++ )
+ for( i = 0; i < 7; i++ )
+ map_foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
+ }
+ break;
- case LG_RAYOFGENESIS:
- if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
- i = skill_get_splash(skill_id,skill_lv);
- map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
- } else if( sd )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
- break;
+ case LG_BANDING:
+ if( sc && sc->data[SC_BANDING] )
+ status_change_end(src,SC_BANDING,INVALID_TIMER);
+ else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+ sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
+ if( sd ) pc_banding(sd,skill_lv);
+ }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ break;
- case WM_DOMINION_IMPULSE:
- i = skill_get_splash(skill_id, skill_lv);
- map_foreachinarea( skill_ative_reverberation,
- src->m, x-i, y-i, x+i,y+i,BL_SKILL);
- break;
+ case LG_RAYOFGENESIS:
+ if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ i = skill->get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ } else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
+ break;
- case WM_GREAT_ECHO:
- flag|=1; // Should counsume 1 item per skill usage.
- map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
- break;
- case GN_CRAZYWEED: {
- int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
- short x1 = 0, y1 = 0;
+ case WM_DOMINION_IMPULSE:
+ i = skill->get_splash(skill_id, skill_lv);
+ map_foreachinarea( skill->activate_reverberation,
+ src->m, x-i, y-i, x+i,y+i,BL_SKILL);
+ break;
- for( i = 0; i < 3 + (skill_lv/2); i++ ) {
- x1 = x - area + rnd()%(area * 2 + 1);
- y1 = y - area + rnd()%(area * 2 + 1);
- skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
+ case WM_GREAT_ECHO:
+ flag|=1; // Should counsume 1 item per skill usage.
+ map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id);
+ break;
+ case GN_CRAZYWEED: {
+ int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv);
+ short x1 = 0, y1 = 0;
+
+ for( i = 0; i < 3 + (skill_lv/2); i++ ) {
+ x1 = x - area + rnd()%(area * 2 + 1);
+ y1 = y - area + rnd()%(area * 2 + 1);
+ skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
+ }
}
- }
- break;
- case GN_FIRE_EXPANSION: {
- int i;
- struct unit_data *ud = unit_bl2ud(src);
+ break;
+ case GN_FIRE_EXPANSION: {
+ int i;
+ struct unit_data *ud = unit_bl2ud(src);
- if( !ud ) break;
+ if( !ud ) break;
- for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
- if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
- distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
- switch( skill_lv ) {
- case 3:
- ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
- clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
- break;
- case 4:
- ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
- clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
- break;
- case 5:
- map_foreachinarea(skill_area_sub, src->m,
- ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
- ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
- src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
- skill_delunit(ud->skillunit[i]->unit);
- break;
- default:
- ud->skillunit[i]->unit->val2 = skill_lv;
- ud->skillunit[i]->unit->group->val2 = skill_lv;
- break;
+ for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
+ if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
+ distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
+ switch( skill_lv ) {
+ case 3:
+ ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
+ clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
+ break;
+ case 4:
+ ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
+ clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
+ break;
+ case 5:
+ map_foreachinarea(skill->area_sub, src->m,
+ ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
+ ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
+ src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
+ skill->delunit(ud->skillunit[i]->unit);
+ break;
+ default:
+ ud->skillunit[i]->unit->val2 = skill_lv;
+ ud->skillunit[i]->unit->group->val2 = skill_lv;
+ break;
+ }
}
}
}
- }
- break;
+ break;
- case SO_FIREWALK:
- case SO_ELECTRICWALK:
- if( sc && sc->data[type] )
- status_change_end(src,type,INVALID_TIMER);
- clif_skill_nodamage(src, src ,skill_id, skill_lv,
- sc_start2(src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
- break;
+ case SO_FIREWALK:
+ case SO_ELECTRICWALK:
+ if( sc && sc->data[type] )
+ status_change_end(src,type,INVALID_TIMER);
+ clif->skill_nodamage(src, src ,skill_id, skill_lv,
+ sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
+ break;
- case SC_BLOODYLUST: //set in another group so instance will move if recasted
- flag |= 33;
- skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
- break;
+ case SC_BLOODYLUST: //set in another group so instance will move if recasted
+ flag |= 33;
+ skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
+ break;
- case KO_MAKIBISHI:
- for( i = 0; i < (skill_lv+2); i++ ) {
- x = src->x - 1 + rnd()%3;
- y = src->y - 1 + rnd()%3;
- skill_unitsetting(src,skill_id,skill_lv,x,y,0);
- }
- break;
+ case KO_MAKIBISHI:
+ for( i = 0; i < (skill_lv+2); i++ ) {
+ x = src->x - 1 + rnd()%3;
+ y = src->y - 1 + rnd()%3;
+ skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+ }
+ break;
- default:
- ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
- return 1;
+ default:
+ ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
+ return 1;
}
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
- if( sd )
- {// ensure that the skill last-cast tick is recorded
+ if( sd ) {// ensure that the skill last-cast tick is recorded
sd->canskill_tick = gettick();
- if( sd->state.arrow_atk && !(flag&1) )
- {// consume arrow if this is a ground skill
- battle_consume_ammo(sd, skill_id, skill_lv);
+ 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);
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
}
return 0;
@@ -10291,8 +10289,8 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
sd->sc.data[SC_BASILICA] ||
sd->sc.data[SC_MARIONETTE] ||
sd->sc.data[SC_WHITEIMPRISON] ||
- (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
- (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
+ (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) ||
+ (sd->sc.data[SC_KAGEHUMI] && skill->block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
sd->sc.data[SC_OBLIVIONCURSE] ||
sd->sc.data[SC__MANHOLE] ||
(sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
@@ -10312,84 +10310,82 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
return 0;
}
- switch(skill_id)
- {
- case AL_TELEPORT:
- if(strcmp(map,"Random")==0)
- pc_randomwarp(sd,CLR_TELEPORT);
- else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
- break;
-
- case AL_WARP:
- {
- const struct point *p[4];
- struct skill_unit_group *group;
- int i, lv, wx, wy;
- int maxcount=0;
- int x,y;
- unsigned short mapindex;
-
- mapindex = mapindex_name2id((char*)map);
- if(!mapindex) { //Given map not found?
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
+ switch(skill_id) {
+ case AL_TELEPORT:
+ if(strcmp(map,"Random")==0)
+ pc_randomwarp(sd,CLR_TELEPORT);
+ else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
+ pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+ break;
- if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
- for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
- if(sd->ud.skillunit[i]->skill_id == skill_id)
- maxcount--;
- }
- if(!maxcount) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ case AL_WARP:
+ {
+ const struct point *p[4];
+ struct skill_unit_group *group;
+ int i, lv, wx, wy;
+ int maxcount=0;
+ int x,y;
+ unsigned short mapindex;
+
+ mapindex = mapindex_name2id((char*)map);
+ if(!mapindex) { //Given map not found?
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
skill_failed(sd);
return 0;
}
- }
+ p[0] = &sd->status.save_point;
+ p[1] = &sd->status.memo_point[0];
+ p[2] = &sd->status.memo_point[1];
+ p[3] = &sd->status.memo_point[2];
+
+ if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
+ for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
+ if(sd->ud.skillunit[i]->skill_id == skill_id)
+ maxcount--;
+ }
+ if(!maxcount) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
- lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
- wx = sd->menuskill_val>>16;
- wy = sd->menuskill_val&0xffff;
+ lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
+ wx = sd->menuskill_val>>16;
+ wy = sd->menuskill_val&0xffff;
- if( lv <= 0 ) return 0;
- if( lv > 4 ) lv = 4; // crash prevention
+ if( lv <= 0 ) return 0;
+ if( lv > 4 ) lv = 4; // crash prevention
- // check if the chosen map exists in the memo list
- ARR_FIND( 0, lv, i, mapindex == p[i]->map );
- if( i < lv ) {
- x=p[i]->x;
- y=p[i]->y;
- } else {
- skill_failed(sd);
- return 0;
- }
+ // check if the chosen map exists in the memo list
+ ARR_FIND( 0, lv, i, mapindex == p[i]->map );
+ if( i < lv ) {
+ x=p[i]->x;
+ y=p[i]->y;
+ } else {
+ skill_failed(sd);
+ return 0;
+ }
- if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
- { // This checks versus skill_id/skill_lv...
- skill_failed(sd);
- return 0;
- }
+ if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
+ skill_failed(sd);
+ return 0;
+ }
- skill_consume_requirement(sd,sd->menuskill_id,lv,2);
- sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
+ skill->consume_requirement(sd,sd->menuskill_id,lv,2);
+ sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
- if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
- skill_failed(sd);
- return 0;
- }
+ if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
+ skill_failed(sd);
+ return 0;
+ }
- group->val1 = (group->val1<<16)|(short)0;
- // record the destination coordinates
- group->val2 = (x<<16)|y;
- group->val3 = mapindex;
- }
- break;
+ group->val1 = (group->val1<<16)|(short)0;
+ // record the destination coordinates
+ group->val2 = (x<<16)|y;
+ group->val3 = mapindex;
+ }
+ break;
}
sd->menuskill_id = sd->menuskill_val = 0;
@@ -10398,8 +10394,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
}
/// transforms 'target' skill unit into dissonance (if conditions are met)
-static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
-{
+int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
struct skill_unit* target = (struct skill_unit*)bl;
struct skill_unit* src = va_arg(ap, struct skill_unit*);
int flag = va_arg(ap, int);
@@ -10416,7 +10411,7 @@ static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
else //Remove dissonance
target->val2 &= ~UF_ENSEMBLE;
- clif_skill_setunit(target); //Update look of affected cell.
+ clif->skill_setunit(target); //Update look of affected cell.
return 1;
}
@@ -10424,28 +10419,26 @@ static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
//Does the song/dance overlapping -> dissonance check. [Skotlex]
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
//When 1, this unit has been positioned, so start the cancel effect.
-int skill_dance_overlap(struct skill_unit* unit, int flag)
-{
+int skill_dance_overlap(struct skill_unit* unit, int flag) {
if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
return 0;
if (!flag && !(unit->val2&UF_ENSEMBLE))
return 0; //Nothing to remove, this unit is not overlapped.
- if (unit->val1 != unit->group->skill_id)
- { //Reset state
+ if (unit->val1 != unit->group->skill_id) {
+ //Reset state
unit->val1 = unit->group->skill_id;
unit->val2 &= ~UF_ENSEMBLE;
}
- return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
+ return map_foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
}
/*==========================================
* Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
* Flag: 0 - Convert, 1 - Revert.
*------------------------------------------*/
-static bool skill_dance_switch(struct skill_unit* unit, int flag)
-{
+bool skill_dance_switch(struct skill_unit* unit, int flag) {
static int prevflag = 1; // by default the backup is empty
static struct skill_unit_group backup;
struct skill_unit_group* group = unit->group;
@@ -10454,8 +10447,8 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
return false;
- if( flag == prevflag )
- {// protection against attempts to read an empty backup / write to a full backup
+ 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);
@@ -10463,8 +10456,7 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
}
prevflag = flag;
- if( !flag )
- { //Transform
+ if( !flag ) { //Transform
uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
// backup
@@ -10478,13 +10470,11 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
// 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->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;
@@ -10498,7 +10488,7 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
/**
* Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
**/
-static int skill_icewall_block(struct block_list *bl,va_list ap) {
+int skill_icewall_block(struct block_list *bl,va_list ap) {
struct block_list *target = NULL;
struct mob_data *md = ((TBL_MOB*)bl);
@@ -10535,321 +10525,331 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
nullpo_retr(NULL, src);
- limit = skill_get_time(skill_id,skill_lv);
- range = skill_get_unit_range(skill_id,skill_lv);
- interval = skill_get_unit_interval(skill_id);
- 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);
+ 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[src->m].unit_count ) {
+ ARR_FIND(0, map[src->m].unit_count, i, map[src->m].units[i]->skill_id == skill_id );
+
+ if( i < map[src->m].unit_count ) {
+ limit = limit * map[src->m].units[i]->modifier / 100;
+ }
+ }
+
sd = BL_CAST(BL_PC, src);
status = status_get_status_data(src);
sc = status_get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
- 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 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 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 PR_SANCTUARY:
+ case NPC_EVILLAND:
+ val1=(skill_lv+3)*2;
+ break;
- case WZ_FIREPILLAR:
- 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 (map_flag_vs(src->m) && battle_config.vs_traps_bctall
- && (src->type&battle_config.vs_traps_bctall))
- target = BCT_ALL;
- break;
- case HT_SHOCKWAVE:
- val1=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_ANKLESNARE:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case MA_FREEZINGTRAP:
- case HT_BLASTMINE:
- /**
- * Ranger
- **/
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- {
- struct skill_condition req = skill_get_requirement(sd,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( req.itemid[i] )
- req_item = req.itemid[i];
- if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
- limit *= 4; // longer trap times in WOE [celest]
- if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
+ 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 (map_flag_vs(src->m) && battle_config.vs_traps_bctall
+ && (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
- }
- break;
+ break;
+ 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_ANKLESNARE:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case MA_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ /**
+ * Ranger
+ **/
+ case RA_ELECTRICSHOCKER:
+ case RA_CLUSTERBOMB:
+ case RA_MAGENTATRAP:
+ case RA_COBALTTRAP:
+ case RA_MAIZETRAP:
+ case RA_VERDURETRAP:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ {
+ struct skill_condition req = skill->get_requirement(sd,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( req.itemid[i] )
+ req_item = req.itemid[i];
+ if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
+ limit *= 4; // longer trap times in WOE [celest]
+ if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
+ target = BCT_ALL;
+ }
+ break;
- case SA_LANDPROTECTOR:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- {
- struct skill_unit_group *old_sg;
- if ((old_sg = skill_locate_element_field(src)) != NULL)
- { //HelloKitty confirmed that these are interchangeable,
- //so you can change element and not consume gemstones.
- if ((
- old_sg->skill_id == SA_VOLCANO ||
- old_sg->skill_id == SA_DELUGE ||
- old_sg->skill_id == SA_VIOLENTGALE
- ) && old_sg->limit > 0)
- { //Use the previous limit (minus the elapsed time) [Skotlex]
- limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
- if (limit < 0) //This can happen...
- limit = skill_get_time(skill_id,skill_lv);
- }
- skill_clear_group(src,1);
+ case SA_LANDPROTECTOR:
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ {
+ struct skill_unit_group *old_sg;
+ if ((old_sg = skill->locate_element_field(src)) != NULL)
+ { //HelloKitty confirmed that these are interchangeable,
+ //so you can change element and not consume gemstones.
+ if ((
+ old_sg->skill_id == SA_VOLCANO ||
+ old_sg->skill_id == SA_DELUGE ||
+ old_sg->skill_id == SA_VIOLENTGALE
+ ) && old_sg->limit > 0)
+ { //Use the previous limit (minus the elapsed time) [Skotlex]
+ limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
+ if (limit < 0) //This can happen...
+ limit = skill->get_time(skill_id,skill_lv);
+ }
+ skill->clear_group(src,1);
+ }
+ break;
}
- 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 +status->agi/10; // Flee increase
- val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
- if(sd){
- val1 += pc_checkskill(sd,BA_MUSICALLESSON);
- val2 += pc_checkskill(sd,BA_MUSICALLESSON);
- }
- break;
- case DC_HUMMING:
- val1 = 2*skill_lv+status->dex/10; // Hit increase
+ 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 +status->agi/10; // Flee increase
+ val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
+ if(sd){
+ val1 += pc_checkskill(sd,BA_MUSICALLESSON);
+ val2 += pc_checkskill(sd,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_HUMMING:
+ val1 = 2*skill_lv+status->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+status->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)+status->int_/5; // After-cast delay reduction
+ if(sd){
+ val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
+ val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_DONTFORGETME:
+ val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
+ val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
+ if(sd){
+ val1 += pc_checkskill(sd,DC_DANCINGLESSON);
+ val2 += pc_checkskill(sd,DC_DANCINGLESSON);
+ }
+ break;
+ case BA_APPLEIDUN:
+ val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
+ if(sd)
+ val1 += pc_checkskill(sd,BA_MUSICALLESSON);
+ break;
+ case DC_SERVICEFORYOU:
+ val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
+ val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
+ if(sd){
+ val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
+ val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
+ }
+ break;
+ case BA_ASSASSINCROSS:
+ val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
+ if(sd)
+ val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
+ break;
+ case DC_FORTUNEKISS:
+ val1 = 10+skill_lv+(status->luk/10); // Critical increase
+ if(sd)
+ val1 += pc_checkskill(sd,DC_DANCINGLESSON);
+ val1*=10; //Because every 10 crit is an actual cri point.
+ break;
+ case BD_DRUMBATTLEFIELD:
#ifdef RENEWAL
- val1 *= 2;
+ 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
- if(sd)
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- break;
- case BA_POEMBRAGI:
- val1 = 3*skill_lv+status->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)+status->int_/5; // After-cast delay reduction
- if(sd){
- val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
- val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
- }
- break;
- case DC_DONTFORGETME:
- val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
- val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
- if(sd){
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- val2 += pc_checkskill(sd,DC_DANCINGLESSON);
- }
- break;
- case BA_APPLEIDUN:
- val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
- if(sd)
- val1 += pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case DC_SERVICEFORYOU:
- val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
- val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
- if(sd){
- val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
- val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
- }
- break;
- case BA_ASSASSINCROSS:
- val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
- if(sd)
- val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case DC_FORTUNEKISS:
- val1 = 10+skill_lv+(status->luk/10); // Critical increase
- if(sd)
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- val1*=10; //Because every 10 crit is an actual cri point.
- break;
- case BD_DRUMBATTLEFIELD:
- #ifdef RENEWAL
- val1 = (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;
+ 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};
+ case GS_GROUNDDRIFT:
+ {
+ int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
- val1 = status->rhw.ele;
- if (!val1)
- val1=element[rnd()%5];
+ val1 = status->rhw.ele;
+ if (!val1)
+ val1=element[rnd()%5];
- switch (val1)
- {
- case ELE_FIRE:
- subunt++;
- case ELE_WATER:
- subunt++;
- case ELE_POISON:
- subunt++;
- case ELE_DARK:
- subunt++;
- case ELE_WIND:
- break;
- default:
- subunt=rnd()%5;
- break;
- }
+ 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 LG_BANDING:
- limit = -1;
- break;
- case WM_REVERBERATION:
- interval = limit;
- val2 = 1;
- case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
- if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
- return NULL;
- break;
- case SO_CLOUD_KILL:
- skill_clear_group(src, 4);
- break;
- case SO_WARMER:
- skill_clear_group(src, 8);
- break;
- case SO_VACUUM_EXTREME:
- range++;
+ break;
+ }
+ case 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 LG_BANDING:
+ limit = -1;
+ break;
+ case WM_REVERBERATION:
+ interval = limit;
+ val2 = 1;
+ case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
+ if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
+ return NULL;
+ break;
+ case SO_CLOUD_KILL:
+ skill->clear_group(src, 4);
+ break;
+ case SO_WARMER:
+ skill->clear_group(src, 8);
+ break;
+ case SO_VACUUM_EXTREME:
+ range++;
- break;
- case SC_BLOODYLUST:
- skill_clear_group(src, 32);
- break;
- case GN_WALLOFTHORN:
- if( flag&1 )
- limit = 3000;
- val3 = (x<<16)|y;
- break;
- case KO_ZENKAI:
- if( sd ){
- ARR_FIND(1, 6, i, sd->talisman[i] > 0);
- if( i < 5 ){
- val1 = sd->talisman[i]; // no. of aura
- val2 = i; // aura type
- limit += val1 * 1000;
- subunt = i - 1;
- pc_del_talisman(sd, sd->talisman[i], i);
+ break;
+ case SC_BLOODYLUST:
+ skill->clear_group(src, 32);
+ break;
+ case GN_WALLOFTHORN:
+ if( flag&1 )
+ limit = 3000;
+ val3 = (x<<16)|y;
+ break;
+ case KO_ZENKAI:
+ if( sd ){
+ ARR_FIND(1, 6, i, sd->talisman[i] > 0);
+ if( i < 5 ){
+ val1 = sd->talisman[i]; // no. of aura
+ val2 = i; // aura type
+ limit += val1 * 1000;
+ subunt = i - 1;
+ pc_del_talisman(sd, sd->talisman[i], i);
+ }
}
- }
- break;
+ break;
}
- nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
+ 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->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;
@@ -10876,12 +10876,11 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
(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);
+ skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
}
limit = group->limit;
- for( i = 0; i < layout->count; i++ )
- {
+ for( i = 0; i < layout->count; i++ ) {
struct skill_unit *unit;
int ux = x + layout->dx[i];
int uy = y + layout->dy[i];
@@ -10891,102 +10890,97 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
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) )
+ 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:
- /**
- * Ranger
- **/
- case RA_ELECTRICSHOCKER:
- case RA_CLUSTERBOMB:
- case RA_MAGENTATRAP:
- case RA_COBALTTRAP:
- case RA_MAIZETRAP:
- case RA_VERDURETRAP:
- case RA_FIRINGTRAP:
- case RA_ICEBOUNDTRAP:
- val1 = 3500;
- break;
- case GS_DESPERADO:
- val1 = abs(layout->dx[i]);
- val2 = abs(layout->dy[i]);
- if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
- if (val2 > val1) val1 = val2;
- if (val1) val1--;
- val1 = 36 -12*val1;
- } else //Diagonal edges
- val1 = 28 -4*val1 -4*val2;
- if (val1 < 1) val1 = 1;
- val2 = 0;
- break;
- case WM_REVERBERATION:
- val1 = 1 + skill_lv;
- break;
- case GN_WALLOFTHORN:
- val1 = 1000 * skill_lv; // Need official value. [LimitLine]
- break;
- default:
- if (group->state.song_dance&0x1)
- val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
- break;
+ 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 WM_REVERBERATION:
+ val1 = 1 + skill_lv;
+ break;
+ case GN_WALLOFTHORN:
+ val1 = 1000 * skill_lv; // Need official value. [LimitLine]
+ break;
+ default:
+ if (group->state.song_dance&0x1)
+ val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
+ break;
}
- if (skill_get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
+ if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
val2 |= UF_RANGEDSINGLEUNIT; // center.
if( range <= 0 )
- map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
+ map_foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
continue;
- nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
+ nullpo_retr(NULL, unit=skill->initunit(group,i,ux,uy,val1,val2));
unit->limit=limit;
unit->range=range;
- if (skill_id == PF_FOGWALL && alive == 2)
- { //Double duration of cells on top of Deluge/Suiton
+ if (skill_id == PF_FOGWALL && alive == 2) {
+ //Double duration of cells on top of Deluge/Suiton
unit->limit *= 2;
group->limit = unit->limit;
}
// execute on all targets standing on this cell
if (range==0 && active_flag)
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
}
- if (!group->alive_count)
- { //No cells? Something that was blocked completely by Land Protector?
- skill_delunitgroup(group);
+ 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 WZ_ICEWALL:
- map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
+ map_foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB);
break;
case NJ_TATAMIGAESHI: //Store number of tiles.
group->val1 = group->alive_count;
@@ -10999,9 +10993,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
/*==========================================
*
*------------------------------------------*/
-void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
-static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
-{
+int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
struct skill_unit_group *sg;
struct block_list *ss;
struct status_change *sc;
@@ -11018,7 +11010,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
nullpo_ret(sg=src->group);
nullpo_ret(ss=map_id2bl(sg->src_id));
- if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
+ if( skill->get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
sc = status_get_sc(bl);
@@ -11029,195 +11021,191 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
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 )
- {
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
- if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
- {
- const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
- if( td )
- sec = DIFF_TICK(td->tick, tick);
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
- clif_fixpos(bl);
- sg->val2 = bl->id;
+ 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(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
+ const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
+ if( td )
+ sec = DIFF_TICK(td->tick, tick);
+ map_moveblock(bl, src->bl.x, src->bl.y, tick);
+ clif->fixpos(bl);
+ sg->val2 = bl->id;
+ }
+ else
+ sec = 3000; //Couldn't trap it?
+ sg->limit = DIFF_TICK(tick,sg->tick)+sec;
}
- else
- sec = 3000; //Couldn't trap it?
- sg->limit = DIFF_TICK(tick,sg->tick)+sec;
- }
- break;
- case UNT_SAFETYWALL:
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
- break;
+ break;
+ case UNT_SAFETYWALL:
+ if (!sce)
+ sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
+ break;
- case UNT_PNEUMA:
- case UNT_CHAOSPANIC:
- case UNT_MAELSTROM:
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
- case UNT_BLOODYLUST:
- if (sg->src_id == bl->id)
- break; //Does not affect the caster.
- if (!sce) {
- TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
- if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
- clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
- sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
- else {
- if (sd) sd->bloodylust_tick = gettick();
- clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
- sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
+ case UNT_PNEUMA:
+ case UNT_CHAOSPANIC:
+ case UNT_MAELSTROM:
+ if (!sce)
+ sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
+ break;
+ case UNT_BLOODYLUST:
+ if (sg->src_id == bl->id)
+ break; //Does not affect the caster.
+ if (!sce) {
+ TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
+ if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill->get_time2(SC_BLOODYLUST, 1))
+ clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
+ sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv)));
+ else {
+ if (sd) sd->bloodylust_tick = gettick();
+ clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
+ sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv)));
+ }
}
- }
- break;
+ break;
- case UNT_WARP_WAITING: {
- int working = sg->val1&0xffff;
+ 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(bl->type==BL_PC && !working){
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if((!sd->chatID || battle_config.chat_warpportal)
+ && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
+ {
+ int x = sg->val2>>16;
+ int y = sg->val2&0xffff;
+ int count = sg->val1>>16;
+ unsigned short m = sg->val3;
- if( --count <= 0 )
- skill_delunitgroup(sg);
+ if( --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. */
+ 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;
+ sg->val1 = (count<<16)|working;
- pc_setpos(sd,m,x,y,CLR_TELEPORT);
+ 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);
}
- } 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;
+ break;
- case UNT_QUAGMIRE:
- if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
+ case UNT_QUAGMIRE:
+ if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
+ sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
+ break;
- case UNT_VOLCANO:
- case UNT_DELUGE:
- case UNT_VIOLENTGALE:
- if(!sce)
- sc_start(bl,type,100,sg->skill_lv,sg->limit);
- break;
+ case UNT_VOLCANO:
+ case UNT_DELUGE:
+ case UNT_VIOLENTGALE:
+ if(!sce)
+ sc_start(bl,type,100,sg->skill_lv,sg->limit);
+ break;
- case UNT_SUITON:
- if(!sce)
- sc_start4(bl,type,100,sg->skill_lv,
- map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
- 0,0,sg->limit);
- break;
+ case UNT_SUITON:
+ if(!sce)
+ sc_start4(bl,type,100,sg->skill_lv,
+ map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
+ 0,0,sg->limit);
+ break;
- case UNT_HERMODE:
- if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
- status_change_clear_buffs(bl,1); //Should dispell only allies.
- case UNT_RICHMANKIM:
- case UNT_ETERNALCHAOS:
- case UNT_DRUMBATTLEFIELD:
- case UNT_RINGNIBELUNGEN:
- case UNT_ROKISWEIL:
- case UNT_INTOABYSS:
- case UNT_SIEGFRIED:
- //Needed to check when a dancer/bard leaves their ensemble area.
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return skill_id;
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- break;
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
- return 0;
+ case UNT_HERMODE:
+ if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
+ status_change_clear_buffs(bl,1); //Should dispell only allies.
+ case UNT_RICHMANKIM:
+ case UNT_ETERNALCHAOS:
+ case UNT_DRUMBATTLEFIELD:
+ case UNT_RINGNIBELUNGEN:
+ case UNT_ROKISWEIL:
+ case UNT_INTOABYSS:
+ case UNT_SIEGFRIED:
+ //Needed to check when a dancer/bard leaves their ensemble area.
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
+ return skill_id;
+ if (!sce)
+ sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
+ break;
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_POEMBRAGI:
+ case UNT_APPLEIDUN:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
+ return 0;
- if (!sc) return 0;
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sce->val4 == 1) {
- //Readjust timers since the effect will not last long.
- sce->val4 = 0;
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
- }
- break;
+ if (!sc) return 0;
+ if (!sce)
+ sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
+ else if (sce->val4 == 1) {
+ //Readjust timers since the effect will not last long.
+ sce->val4 = 0;
+ delete_timer(sce->timer, status_change_timer);
+ sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
+ }
+ break;
- case UNT_FOGWALL:
- if (!sce)
- {
- sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
- if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
- }
- break;
+ case UNT_FOGWALL:
+ if (!sce)
+ {
+ sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
+ if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
+ skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
+ }
+ break;
- case UNT_GRAVITATION:
- if (!sce)
- sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
- break;
+ case UNT_GRAVITATION:
+ if (!sce)
+ sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
+ break;
-// officially, icewall has no problems existing on occupied cells [ultramage]
-// case UNT_ICEWALL: //Destroy the cell. [Skotlex]
-// src->val1 = 0;
-// if(src->limit + sg->tick > tick + 700)
-// src->limit = DIFF_TICK(tick+700,sg->tick);
-// break;
+ // officially, icewall has no problems existing on occupied cells [ultramage]
+ // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
+ // src->val1 = 0;
+ // if(src->limit + sg->tick > tick + 700)
+ // src->limit = DIFF_TICK(tick+700,sg->tick);
+ // break;
- case UNT_MOONLIT:
- //Knockback out of area if affected char isn't in Moonlit effect
- if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
- break;
- if (ss == bl) //Also needed to prevent infinite loop crash.
+ 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;
- 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_WALLOFTHORN:
+ if( status_get_mode(bl)&MD_BOSS )
+ break; // iRO Wiki says that this skill don't affect to Boss monsters.
+ if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 )
+ skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ break;
- case UNT_VOLCANIC_ASH:
- if (!sce)
- sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
- break;
+ case UNT_VOLCANIC_ASH:
+ if (!sce)
+ sc_start(bl, SC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv));
+ break;
- case UNT_GD_LEADERSHIP:
- case UNT_GD_GLORYWOUNDS:
- case UNT_GD_SOULCOLD:
- case UNT_GD_HAWKEYES:
- if ( !sce )
- sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
- break;
+ case UNT_GD_LEADERSHIP:
+ case UNT_GD_GLORYWOUNDS:
+ case UNT_GD_SOULCOLD:
+ case UNT_GD_HAWKEYES:
+ if ( !sce )
+ sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
+ break;
}
return skill_id;
}
@@ -11225,8 +11213,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
/*==========================================
*
*------------------------------------------*/
-int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
-{
+int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
struct skill_unit_group *sg;
struct block_list *ss;
TBL_PC* tsd;
@@ -11268,8 +11255,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
}
- if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
- { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
+ if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) {
+ //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
diff = DIFF_TICK(tick,ts->tick);
if (diff < 0)
return 0;
@@ -11279,11 +11266,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
- switch (sg->unit_id)
- {
+ switch (sg->unit_id) {
case UNT_FIREWALL:
- case UNT_KAEN:
- {
+ case UNT_KAEN: {
int count=0;
const int x = bl->x, y = bl->y;
@@ -11292,24 +11277,22 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
//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);
+ 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);
+ skill->delunit(src);
}
break;
case UNT_SANCTUARY:
- if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
+ 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) )
+ 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);
+ } 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 )
@@ -11321,7 +11304,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
if( status_isimmune(bl) )
heal = 0;
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
+ 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);
@@ -11329,30 +11312,30 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
sg->val1--;
}
if( sg->val1 <= 0 )
- skill_delunitgroup(sg);
+ 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))
+ 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);
+ 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);
+ 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);
+ 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)
+ 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);
+ skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_DUMMYSKILL:
@@ -11373,7 +11356,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
else // mobs
if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
{
- if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
+ 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
@@ -11392,35 +11375,35 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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)
+ 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);
+ skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case GN_CRAZYWEED_ATK:
if( bl->type == BL_SKILL ){
struct skill_unit *su = (struct skill_unit *)bl;
- if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
+ if( su && !(skill->get_inf2(su->group->skill_id)&INF2_TRAP) )
break;
}
default:
- skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ 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);
+ 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);
+ 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);
+ clif->changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
}
break;
@@ -11428,24 +11411,26 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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);
+ int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
- unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
- clif_fixpos(bl);
+ if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(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);
+ 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);
+ clif->changetraplook(&src->bl, UNT_ANKLESNARE);
}
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
sg->interval = -1;
@@ -11457,21 +11442,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
- if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
+ if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
map_moveblock(bl, src->bl.x, src->bl.y, tick);
- clif_fixpos(bl);
+ 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);
+ map_foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
}
break;
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
break;
@@ -11494,9 +11479,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_FIREPILLAR_ACTIVE:
- map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
- clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
+ clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
(sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
@@ -11506,9 +11491,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if (sg->src_id == bl->id)
break;
if (sg->val2 == 0){
- clif_talkiebox(&src->bl, sg->valstr);
+ clif->talkiebox(&src->bl, sg->valstr);
sg->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(&src->bl, UNT_USED_TRAPS);
+ clif->changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
sg->val2 = -1;
}
@@ -11517,16 +11502,16 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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);
+ skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break;
case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
if (ss->id != bl->id)
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
+ 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);
+ skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
@@ -11539,53 +11524,53 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
#endif
if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
break; // affects self only when soullinked
- heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
+ 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);
+ clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_heal(bl, heal, 0, 0);
break;
}
case UNT_TATAMIGAESHI:
case UNT_DEMONSTRATION:
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ 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)
+ 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
+ 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);
+ 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,6);
- if (tsd) clif_gospel_info(tsd, 0x15);
+ if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
sc_start(bl,SC_SCRESIST,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x16);
+ if (tsd) clif->gospel_info(tsd, 0x16);
break;
case 3: // MaxHP +100%
sc_start(bl,SC_INCMHPRATE,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x17);
+ if (tsd) clif->gospel_info(tsd, 0x17);
break;
case 4: // MaxSP +100%
sc_start(bl,SC_INCMSPRATE,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x18);
+ if (tsd) clif->gospel_info(tsd, 0x18);
break;
case 5: // All stats +20
sc_start(bl,SC_INCALLSTATUS,100,20,time);
- if (tsd) clif_gospel_info(tsd, 0x19);
+ if (tsd) clif->gospel_info(tsd, 0x19);
break;
case 6: // Level 10 Blessing
sc_start(bl,SC_BLESSING,100,10,time);
@@ -11595,35 +11580,35 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case 8: // Enchant weapon with Holy element
sc_start(bl,SC_ASPERSIO,100,1,time);
- if (tsd) clif_gospel_info(tsd, 0x1c);
+ if (tsd) clif->gospel_info(tsd, 0x1c);
break;
case 9: // Enchant armor with Holy element
sc_start(bl,SC_BENEDICTIO,100,1,time);
- if (tsd) clif_gospel_info(tsd, 0x1d);
+ if (tsd) clif->gospel_info(tsd, 0x1d);
break;
case 10: // DEF +25%
sc_start(bl,SC_INCDEFRATE,100,25,time);
- if (tsd) clif_gospel_info(tsd, 0x1e);
+ if (tsd) clif->gospel_info(tsd, 0x1e);
break;
case 11: // ATK +100%
sc_start(bl,SC_INCATKRATE,100,100,time);
- if (tsd) clif_gospel_info(tsd, 0x1f);
+ if (tsd) clif->gospel_info(tsd, 0x1f);
break;
case 12: // HIT/Flee +50
sc_start(bl,SC_INCHIT,100,50,time);
sc_start(bl,SC_INCFLEE,100,50,time);
- if (tsd) clif_gospel_info(tsd, 0x20);
+ if (tsd) clif->gospel_info(tsd, 0x20);
break;
}
}
- else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
+ 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);
+ 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);
+ skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case 1: // Curse
sc_start(bl,SC_CURSE,100,1,time);
@@ -11655,11 +11640,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_BASILICA:
{
- int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
+ 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);
+ skill->blown(&src->bl, bl, 2, unit_getdir(bl), 0);
+ clif->fixpos(bl);
}
if( sg->src_id != bl->id && i <= 0 )
@@ -11672,7 +11657,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_FIREWALK:
case UNT_ELECTRICWALK:
case UNT_PSYCHIC_WAVE:
- skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ 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:
@@ -11680,28 +11665,26 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_GROUNDDRIFT_POISON:
case UNT_GROUNDDRIFT_WATER:
case UNT_GROUNDDRIFT_FIRE:
- map_foreachinrange(skill_trap_splash,&src->bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
+ 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);
+ //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
break;
/**
* 3rd stuff
**/
case UNT_POISONSMOKE:
- if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
- sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
+ if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
+ sc_start(bl,sg->val2,100,sg->val3,skill->get_time2(GC_POISONINGWEAPON, 1));
break;
case UNT_EPICLESIS:
- if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
- {
+ if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
if( ++sg->val2 % 3 == 0 ) {
int hp, sp;
- switch( sg->skill_lv )
- {
+ switch( sg->skill_lv ) {
case 1: case 2: hp = 3; sp = 2; break;
case 3: case 4: hp = 4; sp = 3; break;
case 5: default: hp = 5; sp = 4; break;
@@ -11719,8 +11702,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
}
/* 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);*/
+ 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:
@@ -11738,20 +11721,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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);
+ clif->changetraplook(&src->bl,UNT_USED_TRAPS);
+ map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
sg->unit_id = UNT_USED_TRAPS;
break;
case UNT_SEVERE_RAINSTORM:
- if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
- skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
+ if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 )
+ skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
break;
case UNT_NETHERWORLD:
- if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
+ if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle->check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
if( !(tsc && tsc->data[type]) ){
- sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
+ sc_start(bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
sg->limit = DIFF_TICK(tick,sg->tick);
sg->unit_id = UNT_USED_TRAPS;
}
@@ -11760,19 +11743,19 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_THORNS_TRAP:
if( tsc ) {
if( !sg->val2 ) {
- int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
+ int sec = skill->get_time2(sg->skill_id, sg->skill_lv);
if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
- clif_fixpos(bl);
+ clif->fixpos(bl);
sg->val2 = bl->id;
} else
sec = 3000; // Couldn't trap it?
sg->limit = DIFF_TICK(tick, sg->tick) + sec;
} else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
- skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
+ skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
}
break;
@@ -11783,12 +11766,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case 2:
default:
sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
- skill_get_time2(sg->skill_id, sg->skill_lv));
- skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
+ 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,
+ 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;
@@ -11805,30 +11788,30 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 )
+ skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
sg->limit = DIFF_TICK(tick, sg->tick) + 100;
break;
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
- skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
+ skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_WARMER:
- if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
+ if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
struct status_change *ssc = status_get_sc(ss);
if( ssc && ssc->data[SC_HEATER_OPTION] )
hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
if( tstatus->hp != tstatus->max_hp )
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
+ clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
status_heal(bl, hp, 0, 0);
- sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
+ sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
}
break;
@@ -11838,10 +11821,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_EARTH_INSIGNIA:
case UNT_ZEPHYR:
sc_start(bl,type, 100, sg->skill_lv, sg->interval);
- if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
+ 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)){
+ 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)
@@ -11859,7 +11842,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_VACUUM_EXTREME:
{// TODO: official behavior in gvg area. [malufett]
int sec = sg->limit - DIFF_TICK(tick, sg->tick);
- int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
+ int range = skill->get_unit_range(sg->skill_id, sg->skill_lv);
if( tsc && !tsc->data[type] &&
distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
@@ -11880,58 +11863,58 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
- clif_fixpos(bl);
+ clif->fixpos(bl);
}
}
break;
case UNT_FIRE_MANTLE:
- if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ 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 ){
+ if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
switch( sg->unit_id ){
case UNT_ZENKAI_WATER:
- sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_LAND:
- sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_FIRE:
- sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_WIND:
- sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
}
}else
- sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
+ sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_MAKIBISHI:
- skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
sg->limit = DIFF_TICK(tick, sg->tick);
sg->unit_id = UNT_USED_TRAPS;
break;
case UNT_LAVA_SLIDE:
- skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
if(++sg->val1 > 4) //after 5 stop hit and destroy me
sg->limit = DIFF_TICK(tick, sg->tick);
break;
case UNT_POISON_MIST:
- skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
+ skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
break;
}
@@ -11943,8 +11926,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
/*==========================================
* Triggered when a char steps out of a skill cell
*------------------------------------------*/
-int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
-{
+int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
struct skill_unit_group *sg;
struct status_change *sc;
struct status_change_entry *sce;
@@ -11962,35 +11944,34 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
return 0;
switch(sg->unit_id){
- case UNT_SAFETYWALL:
- case UNT_PNEUMA:
- case UNT_EPICLESIS://Arch Bishop
- case UNT_NEUTRALBARRIER:
- case UNT_STEALTHFIELD:
- if (sce)
- status_change_end(bl, type, INVALID_TIMER);
- break;
+ case UNT_SAFETYWALL:
+ case UNT_PNEUMA:
+ case UNT_EPICLESIS://Arch Bishop
+ case UNT_NEUTRALBARRIER:
+ case UNT_STEALTHFIELD:
+ if (sce)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
- case UNT_BASILICA:
- if( sce && sce->val4 == src->bl.id )
- status_change_end(bl, type, INVALID_TIMER);
- break;
- case UNT_HERMODE: //Clear Hermode if the owner moved.
- if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
- status_change_end(bl, type, INVALID_TIMER);
- break;
+ case UNT_BASILICA:
+ if( sce && sce->val4 == src->bl.id )
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ case UNT_HERMODE: //Clear Hermode if the owner moved.
+ if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
- case UNT_SPIDERWEB:
- {
- struct block_list *target = map_id2bl(sg->val2);
- if (target && target==bl)
- {
- if (sce && sce->val3 == sg->group_id)
- status_change_end(bl, type, INVALID_TIMER);
- sg->limit = DIFF_TICK(tick,sg->tick)+1000;
+ case UNT_SPIDERWEB: {
+ struct block_list *target = map_id2bl(sg->val2);
+ if (target && target==bl)
+ {
+ if (sce && sce->val3 == sg->group_id)
+ status_change_end(bl, type, INVALID_TIMER);
+ sg->limit = DIFF_TICK(tick,sg->tick)+1000;
+ }
+ break;
}
- break;
- }
}
return sg->skill_id;
}
@@ -12011,8 +11992,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
type = status_skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
- switch (skill_id)
- {
+ switch (skill_id) {
case WZ_QUAGMIRE:
if (bl->type==BL_MOB)
break;
@@ -12072,21 +12052,18 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
- if (sce)
- {
+ if (sce) {
delete_timer(sce->timer, status_change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
+ sce->timer = add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
- if (sce)
- {
+ if (sce) {
status_change_end(bl, type, INVALID_TIMER);
- if ((sce=sc->data[SC_BLIND]))
- {
+ if ((sce=sc->data[SC_BLIND])) {
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, INVALID_TIMER);
else {
@@ -12114,8 +12091,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
* flag&1: Invoke onplace function (otherwise invoke onout)
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
*------------------------------------------*/
-static int skill_unit_effect (struct block_list* bl, va_list ap)
-{
+int skill_unit_effect (struct block_list* bl, va_list ap) {
struct skill_unit* unit = va_arg(ap,struct skill_unit*);
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
@@ -12128,25 +12104,25 @@ static int skill_unit_effect (struct block_list* bl, va_list ap)
nullpo_ret(group);
- dissonance = skill_dance_switch(unit, 0);
+ dissonance = skill->dance_switch(unit, 0);
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
skill_id = group->skill_id;
//Target-type check.
- if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
+ if( !(group->bl_flag&bl->type && battle->check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
if( 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.
+ skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
} else {
if( flag&1 )
- skill_unit_onplace(unit,bl,tick);
+ skill->unit_onplace(unit,bl,tick);
else
- skill_unit_onout(unit,bl,tick);
+ skill->unit_onout(unit,bl,tick);
if( flag&4 )
- skill_unit_onleft(skill_id, bl, tick);
+ skill->unit_onleft(skill_id, bl, tick);
}
- if( dissonance ) skill_dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(unit, 1);
return 0;
}
@@ -12187,8 +12163,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam
/*==========================================
*
*------------------------------------------*/
-static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
int *c, skill_id;
struct block_list *src;
struct map_session_data *sd;
@@ -12204,7 +12179,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
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) )
+ 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)
@@ -12216,7 +12191,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
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( 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;
@@ -12275,12 +12250,11 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
/*==========================================
* Checks and stores partners for ensemble skills [Skotlex]
*------------------------------------------*/
-int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
-{
+int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag) {
static int c=0;
static int p_sd[2] = { 0, 0 };
int i;
- bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
+ 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.
@@ -12303,7 +12277,7 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
case WM_GREAT_ECHO:
for( i = 0; i < c; i++ ) {
if( (tsd = map_id2sd(p_sd[i])) != NULL )
- status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
+ status_zap(&tsd->bl,0,skill->get_sp(skill_id,*skill_lv)/c);
}
break;
default: //Warning: Assuming Ensemble skills here (for speed)
@@ -12311,8 +12285,8 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
break;//Chorus skills are not to be parsed as ensambles
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
- sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
- clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
+ sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000);
+ clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
tsd->skill_id_dance = skill_id;
tsd->skill_lv_dance = *skill_lv;
}
@@ -12324,9 +12298,9 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
c = 0;
memset (p_sd, 0, sizeof(p_sd));
if( is_chorus )
- i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
+ i = party_foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
else
- i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
+ i = map_foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
@@ -12336,8 +12310,7 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
/*==========================================
*
*------------------------------------------*/
-static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) {
int *c,src_id,mob_class,skill;
struct mob_data *md;
@@ -12360,15 +12333,15 @@ static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list
* Determines if a given skill should be made to consume ammo
* when used by the player. [Skotlex]
*------------------------------------------*/
-int skill_isammotype (struct map_session_data *sd, int skill)
+int skill_isammotype (struct map_session_data *sd, int skill_id)
{
return (
battle_config.arrow_decrement==2 &&
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
- skill != HT_PHANTASMIC &&
- skill_get_type(skill) == BF_WEAPON &&
- !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
- !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
+ 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.
);
}
@@ -12384,7 +12357,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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->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;
}
@@ -12414,12 +12387,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
if( !sc->count )
sc = NULL;
- if( sd->skillitem == skill_id )
- {
+ if( sd->skillitem == skill_id ) {
if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
sd->state.abra_flag = 0;
- else
- { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
+ else {
+ // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
if( (i = sd->itemindex) == -1 ||
sd->status.inventory[i].nameid != sd->itemid ||
sd->inventory_data[i] == NULL ||
@@ -12440,9 +12412,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 1;
}
- if( pc_is90overweight(sd) )
- {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
+ if( pc_is90overweight(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
return 0;
}
@@ -12483,7 +12454,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case BS_ADRENALINE2: case NC_POWERSWING:
case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
case BS_GREED:
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
default: //Only Mechanic exlcusive skill can be used.
break;
@@ -12491,8 +12462,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
return 0;
-
- require = skill_get_requirement(sd,skill_id,skill_lv);
+
+ 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;
@@ -12501,19 +12472,19 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ 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);
+ 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_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
+ 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;
@@ -12521,7 +12492,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12561,8 +12532,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
// return 0;
if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
break;
- if( sc && sc->data[SC_COMBO] )
- {
+ if( sc && sc->data[SC_COMBO] ) {
switch(sc->data[SC_COMBO]->val1) {
case MO_COMBOFINISH:
case CH_TIGERFIST:
@@ -12574,15 +12544,15 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
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);
+ 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);
+ 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;
@@ -12592,9 +12562,9 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ 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;
@@ -12625,25 +12595,25 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
int time;
if(!(sc && sc->data[SC_DANCING]))
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
time = 1000*(sc->data[SC_DANCING]->val3>>16);
- if (skill_get_time(
+ 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))
+ - time < skill->get_time2(skill_id,skill_lv))
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ 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)
+ if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
{
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12659,21 +12629,21 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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)))
+ 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);
+ 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 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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
@@ -12684,7 +12654,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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.
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
return 0;
}
break;
@@ -12693,7 +12663,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12705,7 +12675,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
i = skill_id-SG_SUN_WARM;
if (sd->bl.m == sd->feel_map[i].m)
break;
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
break;
case SG_SUN_COMFORT:
@@ -12717,7 +12687,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
case SG_FUSION:
if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
@@ -12727,7 +12697,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
if( require.sp > 0 )
{
if (status->sp < (unsigned int)require.sp)
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
else
status_zap(&sd->bl, 0, require.sp);
}
@@ -12736,7 +12706,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case GD_REGENERATION:
case GD_RESTORE:
if (!map_flag_gvg2(sd->bl.m)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case GD_EMERGENCYCALL:
@@ -12747,7 +12717,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case GS_GLITTERING:
if(sd->spiritball >= 10) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12758,12 +12728,12 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
#else
if (status->hp < 2) {
#endif
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
case NJ_BUNSINJYUTSU:
if (!(sc && sc->data[SC_NEN])) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12771,7 +12741,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
if(sd->status.zeny < require.zeny) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
return 0;
}
break;
@@ -12781,14 +12751,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ 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 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))
+ 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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12802,7 +12772,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
return 0;
}
}
@@ -12814,7 +12784,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
//case AB_LAUDAAGNUS:
//case AB_LAUDARAMUS:
// if( !sd->status.party_id ) {
- // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ // clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
// return 0;
// }
// break;
@@ -12824,10 +12794,10 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
* Warlock
**/
case WL_COMET:
- if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
+ if( skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
{
- //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,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;
@@ -12840,7 +12810,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
if( i == SC_SPHERE_5+1 )
{ // No more free slots
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
return 0;
}
}
@@ -12850,14 +12820,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
**/
case GC_HALLUCINATIONWALK:
if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case GC_COUNTERSLASH:
case GC_WEAPONCRUSH:
if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
return 0;
}
break;
@@ -12866,25 +12836,25 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
**/
case RA_WUGMASTERY:
if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case RA_WUGSTRIKE:
if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case RA_WUGRIDER:
if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case RA_WUGDASH:
if(!pc_isridingwug(sd)) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12893,19 +12863,19 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
**/
case LG_BANDING:
if( sc && sc->data[SC_INSPIRATION] ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ 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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case LG_RAGEBURST:
if( sd->spiritball == 0 ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
return 0;
}
sd->spiritball_old = require.spiritball = sd->spiritball;
@@ -12914,14 +12884,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 0;
- } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
+ } else if( skill->check_pc_partner(sd,skill_id,&skill_lv,skill->get_range(skill_id,skill_lv),0) < 1 )
return 0; // Just fails, no msg here.
break;
case LG_HESPERUSLIT:
if( !sc || !sc->data[SC_BANDING] ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -12932,24 +12902,24 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case SR_CRESCENTELBOW:
if( sc && sc->data[SC_CRESCENTELBOW] ) {
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
return 0;
}
break;
case SR_CURSEDCIRCLE:
if (map_flag_gvg(sd->bl.m)) {
- if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
+ 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");
- clif_colormes(sd, COLOR_RED, output);
+ 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,0,0);
+ clif->skill_fail(sd,skill_id,0,0);
return 0;
}
break;
@@ -12960,15 +12930,15 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case SC_MANHOLE:
case SC_DIMENSIONDOOR:
if( sc && sc->data[SC_MAGNETICFIELD] ) {
- clif_skill_fail(sd,skill_id,0,0);
+ clif->skill_fail(sd,skill_id,0,0);
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);
+ 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);
+ 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.
@@ -12977,27 +12947,27 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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,0x0,0);
+ sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
+ clif->skill_fail(sd,skill_id,0x0,0);
return 0;
}
break;
case SO_EL_CONTROL:
if( !sd->status.ele_id || !sd->ed ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case RETURN_TO_ELDICASTES:
if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case LG_REFLECTDAMAGE:
case CR_REFLECTSHIELD:
if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
@@ -13006,10 +12976,10 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case KO_KAZEHU_SEIRAN:
case KO_DOHU_KOUKAI:
{
- int ttype = skill_get_ele(skill_id, skill_lv);
+ int ttype = skill->get_ele(skill_id, skill_lv);
ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
- clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
}
@@ -13018,190 +12988,203 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case KO_ZENKAI:
ARR_FIND(1, 6, i, sd->talisman[i] > 0);
if( i > 4 ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,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_isriding(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_LEVEL,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_LEVEL,0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
- sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
+ 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_isriding(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_LEVEL,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_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_RECOV_WEIGHT_RATE:
+ if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
+ case ST_MOVE_ENABLE:
+ if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
+ 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_id,USESKILL_FAIL_LEVEL,0);
+ 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_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;
- }
- break;
- case ST_WATER:
- if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
+ case ST_RIDINGDRAGON:
+ if( !pc_isridingdragon(sd) ) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
break;
- if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
+ 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_LEVEL,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_isriding(sd)) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
break;
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- /**
- * Rune Knight
- **/
- case ST_RIDINGDRAGON:
- if( !pc_isridingdragon(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- /**
- * Wug
- **/
- case ST_WUG:
- if( !pc_iswug(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- /**
- * Riding Wug
- **/
- case ST_RIDINGWUG:
- if( !pc_isridingwug(sd) ){
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- /**
- * Mechanic
- **/
- case ST_MADO:
- if( !pc_ismadogear(sd) ) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- break;
- /**
- * Sorcerer
- **/
- 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;
- }
}
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_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ 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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
return 0;
}
if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
+ 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);
+ 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);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
return 0;
}
+ if( sd->sc.data[SC_COMBO] ) {
+ 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 HT_POWER:
+ case GC_COUNTERSLASH:
+ case GC_WEAPONCRUSH:
+ case SR_FALLENEMPIRE:
+ case SR_DRAGONCOMBO:
+ case SR_TIGERCANNON:
+ break;
+ default: return 0;
+ }
+ }
+
return 1;
}
@@ -13219,7 +13202,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
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->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;
}
@@ -13244,33 +13227,36 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
return 0;
break;
}
-
- if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
+ /* 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);
+ 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);
+ 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 maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv);
int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+ i = map_foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
if(c >= maxcount ||
(skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
{ //Fails when: exceed max limit. There are other plant types already out.
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
@@ -13279,7 +13265,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
case NC_SILVERSNIPER:
case NC_MAGICDECOY: {
int c = 0, j;
- int maxcount = skill_get_maxcount(skill_id,skill_lv);
+ int maxcount = skill->get_maxcount(skill_id,skill_lv);
int mob_class = 2042;
if( skill_id == NC_MAGICDECOY )
mob_class = 2043;
@@ -13287,11 +13273,11 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
if( skill_id == NC_MAGICDECOY ) {
for( j = mob_class; j <= 2046; j++ )
- map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
+ map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
} else
- map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+ map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
if( c >= maxcount ) {
- clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
+ clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
}
@@ -13299,10 +13285,9 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
break;
case KO_ZANZOU: {
int c = 0;
- i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
- if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
- {
- clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 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;
}
}
@@ -13311,35 +13296,35 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
status = &sd->battle_status;
- require = skill_get_requirement(sd,skill_id,skill_lv);
+ require = skill->get_requirement(sd,skill_id,skill_lv);
if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+ 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);
+ 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] ) {
- clif_arrow_fail(sd,0);
+ 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),
+ skill->get_desc(skill_id),
require.ammo_qty,
itemdb_jname(sd->status.inventory[i].nameid));
- clif_colormes(sd,COLOR_RED,e_msg);
+ 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);
+ 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;
}
}
@@ -13350,11 +13335,11 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
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_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
else
- clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
}
@@ -13370,7 +13355,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin
nullpo_ret(sd);
- req = skill_get_requirement(sd,skill_id,skill_lv);
+ req = skill->get_requirement(sd,skill_id,skill_lv);
if( type&1 )
{
@@ -13385,7 +13370,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin
if(req.zeny > 0)
{
if( skill_id == NJ_ZENYNAGE )
- req.zeny = 0; //Zeny is reduced on skill_attack.
+ 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);
@@ -13450,25 +13435,28 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
if( !sd )
return req;
-
+ /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
+#if 0
+ if( sd->state.abra_flag )
+#else
if( sd->skillitem == skill_id )
- return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
+#endif
+ 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;
+ 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);
+ idx = skill->get_index(skill_id);
if( idx == 0 ) // invalid skill id
return req;
if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
@@ -13529,8 +13517,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
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.
+ 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;
}
@@ -13553,11 +13541,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
continue;
break;
case AB_ADORAMUS:
- if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
+ 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) )
+ 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:
@@ -13709,7 +13697,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
* 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);
+ int time = skill->get_cast(skill_id, skill_lv);
nullpo_ret(bl);
#ifndef RENEWAL_CAST
@@ -13719,7 +13707,7 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
sd = BL_CAST(BL_PC, bl);
// calculate base cast time (reduced by dex)
- if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
+ 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;
@@ -13728,7 +13716,7 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
}
// calculate cast time reduced by item/card bonuses
- if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
+ if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd )
{
int i;
if( sd->castrate != 100 )
@@ -13765,6 +13753,9 @@ int skill_castfix_sc (struct block_list *bl, int time)
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;
@@ -13794,20 +13785,27 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
{
struct status_change *sc = status_get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
- int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
+ int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
if( time < 0 )
return 0;
+ 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 && !(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;
@@ -13824,9 +13822,15 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
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; // just speculation
+ break;
+ }
}
- if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
+ 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);
@@ -13845,7 +13849,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
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))
+ if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER))
VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
// Fixed cast reduction bonuses
if( sc->data[SC__LAZINESS] )
@@ -13863,14 +13867,14 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
fixed -= 1000;
}
- if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
+ if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){
VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
}
if( varcast_r < 0 ) // now compute overall factors
time = time * (1 - (float)varcast_r / 100);
- if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
+ 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);
@@ -13882,10 +13886,10 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
-int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
+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);
+ 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);
@@ -13903,40 +13907,39 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
// Delay reductions
switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- case SR_DRAGONCOMBO:
- case SR_FALLENEMPIRE:
- time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
- break;
- case HP_BASILICA:
- if( sc && !sc->data[SC_BASILICA] )
- time = 0; // There is no Delay on Basilica creation, only on cancel
- break;
- default:
- if (battle_config.delay_dependon_dex && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by dex
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
- if (battle_config.delay_dependon_agi && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by agi
- int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
+ case MO_TRIPLEATTACK:
+ case MO_CHAINCOMBO:
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ case SR_DRAGONCOMBO:
+ case SR_FALLENEMPIRE:
+ time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
+ break;
+ case HP_BASILICA:
+ if( sc && !sc->data[SC_BASILICA] )
+ time = 0; // There is no Delay on Basilica creation, only on cancel
+ break;
+ default:
+ if (battle_config.delay_dependon_dex && !(delaynodex&1))
+ { // if skill delay is allowed to be reduced by dex
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if (scale > 0)
+ time = time * scale / battle_config.castrate_dex_scale;
+ else //To be capped later to minimum.
+ time = 0;
+ }
+ if (battle_config.delay_dependon_agi && !(delaynodex&1))
+ { // if skill delay is allowed to be reduced by agi
+ int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
+ if (scale > 0)
+ time = time * scale / battle_config.castrate_dex_scale;
+ else //To be capped later to minimum.
+ time = 0;
+ }
}
- if ( sc && sc->data[SC_SPIRIT] )
- {
+ if ( sc && sc->data[SC_SPIRIT] ) {
switch (skill_id) {
case CR_SHIELDBOOMERANG:
if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
@@ -13954,7 +13957,7 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
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))
+ 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%.
}
@@ -13982,8 +13985,7 @@ struct square {
int val2[5];
};
-static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
-{
+void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) {
nullpo_retv(tc);
if(dir == 0){
@@ -13997,8 +13999,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=
tc->val2[3]=
tc->val2[4]=y-1;
- }
- else if(dir==2){
+ } else if(dir==2){
tc->val1[0]=
tc->val1[1]=
tc->val1[2]=
@@ -14009,8 +14010,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=y;
tc->val2[3]=y-1;
tc->val2[4]=y-2;
- }
- else if(dir==4){
+ } else if(dir==4){
tc->val1[0]=x-2;
tc->val1[1]=x-1;
tc->val1[2]=x;
@@ -14021,8 +14021,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=
tc->val2[3]=
tc->val2[4]=y+1;
- }
- else if(dir==6){
+ } else if(dir==6){
tc->val1[0]=
tc->val1[1]=
tc->val1[2]=
@@ -14033,8 +14032,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=y;
tc->val2[3]=y-1;
tc->val2[4]=y-2;
- }
- else if(dir==1){
+ } else if(dir==1){
tc->val1[0]=x-1;
tc->val1[1]=x;
tc->val1[2]=x+1;
@@ -14045,8 +14043,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=y-1;
tc->val2[3]=y;
tc->val2[4]=y+1;
- }
- else if(dir==3){
+ } else if(dir==3){
tc->val1[0]=x+3;
tc->val1[1]=x+2;
tc->val1[2]=x+1;
@@ -14057,8 +14054,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=y+1;
tc->val2[3]=y+2;
tc->val2[4]=y+3;
- }
- else if(dir==5){
+ } else if(dir==5){
tc->val1[0]=x+1;
tc->val1[1]=x;
tc->val1[2]=x-1;
@@ -14069,8 +14065,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
tc->val2[2]=y+1;
tc->val2[3]=y;
tc->val2[4]=y-1;
- }
- else if(dir==7){
+ } else if(dir==7){
tc->val1[0]=x-3;
tc->val1[1]=x-2;
tc->val1[2]=x-1;
@@ -14085,15 +14080,12 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
}
-static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
-{
+void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) {
int c;
nullpo_retv(tc);
- for( c = 0; c < 5; c++ )
- {
- switch( dir )
- {
+ for( c = 0; c < 5; c++ ) {
+ switch( dir ) {
case 0: tc->val2[c]+=are; break;
case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
case 2: tc->val1[c]-=are; break;
@@ -14112,32 +14104,32 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
uint8 dir = map_calc_dir(src,bl->x,bl->y);
struct square tc;
int x=bl->x,y=bl->y;
- skill_brandishspear_first(&tc,dir,x,y);
- skill_brandishspear_dir(&tc,dir,4);
+ skill->brandishspear_first(&tc,dir,x,y);
+ skill->brandishspear_dir(&tc,dir,4);
skill_area_temp[1] = bl->id;
if(skill_lv > 9){
for(c=1;c<4;c++){
- map_foreachincell(skill_area_sub,
+ map_foreachincell(skill->area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
+ skill->castend_damage_id);
}
}
if(skill_lv > 6){
- skill_brandishspear_dir(&tc,dir,-1);
+ skill->brandishspear_dir(&tc,dir,-1);
n--;
- }else{
- skill_brandishspear_dir(&tc,dir,-2);
+ } else {
+ skill->brandishspear_dir(&tc,dir,-2);
n-=2;
}
if(skill_lv > 3){
for(c=0;c<5;c++){
- map_foreachincell(skill_area_sub,
+ map_foreachincell(skill->area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
+ skill->castend_damage_id);
if(skill_lv > 6 && n==3 && c==4){
skill_brandishspear_dir(&tc,dir,-1);
n--;c=-1;
@@ -14145,11 +14137,11 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
}
}
for(c=0;c<10;c++){
- if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
- map_foreachincell(skill_area_sub,
+ if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1);
+ map_foreachincell(skill->area_sub,
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
+ skill->castend_damage_id);
}
}
@@ -14176,8 +14168,8 @@ void skill_repairweapon (struct map_session_data *sd, int 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);
+ 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;
}
@@ -14186,22 +14178,22 @@ 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,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
- clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
+ clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
item->attribute = 0;/* clear broken state */
- clif_equiplist(target_sd);
+ clif->equiplist(target_sd);
pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
- clif_item_repaireffect(sd,idx,0);
+ clif->item_repaireffect(sd,idx,0);
if( sd != target_sd )
- clif_item_repaireffect(target_sd,idx,0);
+ clif->item_repaireffect(target_sd,idx,0);
}
/*==========================================
@@ -14219,7 +14211,7 @@ void skill_identify (struct map_session_data *sd, int idx)
sd->status.inventory[idx].identify=1;
}
}
- clif_item_identified(sd,idx,flag);
+ clif->item_identified(sd,idx,flag);
}
/*==========================================
@@ -14244,7 +14236,7 @@ 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,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
@@ -14253,19 +14245,19 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
if (per > rnd() % 100) {
- log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
+ logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem);
item->refine++;
- log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
+ logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem);
if(item->equip) {
ep = item->equip;
pc_unequipitem(sd,idx,3);
}
- clif_refine(sd->fd,0,idx,item->refine);
- clif_delitem(sd,idx,1,3);
- clif_additem(sd,idx,1,0);
+ clif->refine(sd->fd,0,idx,item->refine);
+ clif->delitem(sd,idx,1,3);
+ clif->additem(sd,idx,1,0);
if (ep)
pc_equipitem(sd,idx,ep);
- clif_misceffect(&sd->bl,3);
+ 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)
@@ -14286,10 +14278,10 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
item->refine = 0;
if(item->equip)
pc_unequipitem(sd,idx,3);
- clif_refine(sd->fd,1,idx,item->refine);
+ clif->refine(sd->fd,1,idx,item->refine);
pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
- clif_misceffect(&sd->bl,2);
- clif_emotion(&sd->bl, E_OMG);
+ clif->misceffect(&sd->bl,2);
+ clif->emotion(&sd->bl, E_OMG);
}
}
}
@@ -14334,15 +14326,14 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id)
maxlv = lv;
sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skill_lv));
+ skill->get_time(SA_AUTOSPELL,skill_lv));
return 0;
}
/*==========================================
* Sitting skills functions.
*------------------------------------------*/
-static int skill_sit_count (struct block_list *bl, va_list ap)
-{
+int skill_sit_count (struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int type =va_arg(ap,int);
sd=(struct map_session_data*)bl;
@@ -14359,8 +14350,7 @@ static int skill_sit_count (struct block_list *bl, va_list ap)
return 0;
}
-static int skill_sit_in (struct block_list *bl, va_list ap)
-{
+int skill_sit_in (struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int type =va_arg(ap,int);
@@ -14372,8 +14362,7 @@ static int skill_sit_in (struct block_list *bl, va_list ap)
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
sd->state.gangsterparadise=1;
- if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
- {
+ if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
sd->state.rest=1;
status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
@@ -14382,8 +14371,7 @@ static int skill_sit_in (struct block_list *bl, va_list ap)
return 0;
}
-static int skill_sit_out (struct block_list *bl, va_list ap)
-{
+int skill_sit_out (struct block_list *bl, va_list ap) {
struct map_session_data *sd;
int type =va_arg(ap,int);
sd=(struct map_session_data*)bl;
@@ -14406,31 +14394,31 @@ int skill_sit (struct map_session_data *sd, int type)
if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
flag|=1;
- range = skill_get_splash(RG_GANGSTER, lv);
+ range = skill->get_splash(RG_GANGSTER, lv);
}
if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
flag|=2;
- range = skill_get_splash(TK_HPTIME, lv);
+ 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);
+ range = skill->get_splash(TK_SPTIME, lv);
}
if( type ) {
- clif_status_load(&sd->bl,SI_SIT,1);
+ clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0);
} else {
- clif_status_load(&sd->bl,SI_SIT,0);
+ 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);
+ if (map_foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1)
+ map_foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag);
} else {
- if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
- map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
+ if (map_foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2)
+ map_foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag);
}
return 0;
}
@@ -14438,8 +14426,7 @@ int skill_sit (struct map_session_data *sd, int type)
/*==========================================
*
*------------------------------------------*/
-int skill_frostjoke_scream (struct block_list *bl, va_list ap)
-{
+int skill_frostjoke_scream (struct block_list *bl, va_list ap) {
struct block_list *src;
uint16 skill_id,skill_lv;
unsigned int tick;
@@ -14460,10 +14447,10 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
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);
+ 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;
}
@@ -14471,9 +14458,8 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
/*==========================================
*
*------------------------------------------*/
-static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
-{
- int range = skill_get_unit_range(skill_id,skill_lv);
+void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) {
+ int range = skill->get_unit_range(skill_id,skill_lv);
int x,y;
for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
@@ -14504,24 +14490,24 @@ int skill_attack_area (struct block_list *bl, va_list ap)
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);
+ return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
- if(battle_check_target(dsrc,bl,type) <= 0 ||
+ 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);
+ 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);
}
}
/*==========================================
@@ -14537,8 +14523,7 @@ int skill_clear_group (struct block_list *bl, int flag)
if (!ud) return 0;
//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
+ for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
switch (ud->skillunit[i]->skill_id) {
case SA_DELUGE:
case SA_VOLCANO:
@@ -14558,22 +14543,21 @@ int skill_clear_group (struct block_list *bl, int flag)
group[count++] = ud->skillunit[i];
break;
default:
- if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
+ if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
group[count++]= ud->skillunit[i];
break;
}
}
for (i=0;i<count;i++)
- skill_delunitgroup(group[i]);
+ 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 skill_unit_group *skill_locate_element_field(struct block_list *bl) {
struct unit_data *ud = unit_bl2ud(bl);
int i;
nullpo_ret(bl);
@@ -14595,8 +14579,7 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
}
// for graffiti cleaner [Valaris]
-int skill_graffitiremover (struct block_list *bl, va_list ap)
-{
+int skill_graffitiremover (struct block_list *bl, va_list ap) {
struct skill_unit *unit=NULL;
nullpo_ret(bl);
@@ -14606,13 +14589,12 @@ int skill_graffitiremover (struct block_list *bl, va_list ap)
return 0;
if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
- skill_delunit(unit);
+ skill->delunit(unit);
return 0;
}
-int skill_greed (struct block_list *bl, va_list ap)
-{
+int skill_greed (struct block_list *bl, va_list ap) {
struct block_list *src;
struct map_session_data *sd=NULL;
struct flooritem_data *fitem=NULL;
@@ -14651,15 +14633,13 @@ int skill_detonator(struct block_list *bl, va_list ap)
case UNT_CLUSTERBOMB:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- if( unit_id == UNT_TALKIEBOX )
- {
- clif_talkiebox(bl,unit->group->valstr);
+ if( unit_id == UNT_TALKIEBOX ) {
+ clif->talkiebox(bl,unit->group->valstr);
unit->group->val2 = -1;
- }
- else
- map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
+ } else
+ map_foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
- clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
+ clif->changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
unit->group->unit_id = UNT_USED_TRAPS;
unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
(unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
@@ -14671,8 +14651,7 @@ int skill_detonator(struct block_list *bl, va_list ap)
/*==========================================
*
*------------------------------------------*/
-static int skill_cell_overlap(struct block_list *bl, va_list ap)
-{
+int skill_cell_overlap(struct block_list *bl, va_list ap) {
uint16 skill_id;
int *alive;
struct skill_unit *unit;
@@ -14688,18 +14667,18 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_LANDPROTECTOR:
if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
- skill_delunit(unit);
+ skill->delunit(unit);
return 1;
}
- if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
- skill_delunit(unit);
+ if( !(skill->get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
+ skill->delunit(unit);
return 1;
}
break;
case HW_GANBANTEIN:
case LG_EARTHDRIVE:
if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
- skill_delunit(unit);
+ skill->delunit(unit);
return 1;
}
break;
@@ -14759,13 +14738,13 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap)
case UNT_VIOLENTGALE:
case UNT_SAFETYWALL:
case UNT_PNEUMA:
- skill_delunit(unit);
+ skill->delunit(unit);
return 1;
}
break;
}
- if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
+ if (unit->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;
}
@@ -14797,8 +14776,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
/*==========================================
*
*------------------------------------------*/
-static int skill_trap_splash (struct block_list *bl, va_list ap)
-{
+int skill_trap_splash (struct block_list *bl, va_list ap) {
struct block_list *src;
int tick;
struct skill_unit *unit;
@@ -14814,57 +14792,57 @@ static int skill_trap_splash (struct block_list *bl, va_list ap)
nullpo_ret(sg = unit->group);
nullpo_ret(ss = map_id2bl(sg->src_id));
- if(battle_check_target(src,bl,sg->target_flag) <= 0)
+ 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);
+ skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
break;
case UNT_GROUNDDRIFT_WIND:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_DARK:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_POISON:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_WATER:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
+ if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
+ sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_GROUNDDRIFT_FIRE:
- if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
+ 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);
+ clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
break;
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
case UNT_CLUSTERBOMB:
if( ss != bl )
- skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
+ skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
break;
case UNT_MAGENTATRAP:
case UNT_COBALTTRAP:
case UNT_MAIZETRAP:
case UNT_VERDURETRAP:
if( bl->type != BL_PC && !is_boss(bl) )
- sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
+ sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv));
break;
case UNT_REVERBERATION:
- skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
- skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
+ skill->addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
+ skill->addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
break;
default:
- skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
+ skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
}
return 1;
@@ -14905,23 +14883,16 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce
wall = false;
}
- if( sce )
- {
- if( !wall )
- {
+ if( sce ) {
+ if( !wall ) {
if( sce->val1 < 3 ) //End cloaking.
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- else
- if( sce->val4&1 )
- { //Remove wall bonus
+ else if( sce->val4&1 ) { //Remove wall bonus
sce->val4&=~1;
status_calc_bl(bl,SCB_SPEED);
}
- }
- else
- {
- if( !(sce->val4&1) )
- { //Add wall speed bonus
+ } else {
+ if( !(sce->val4&1) ) { //Add wall speed bonus
sce->val4|=1;
status_calc_bl(bl,SCB_SPEED);
}
@@ -14936,23 +14907,18 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s
static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
bool wall = true;
- if( bl->type == BL_PC )
- { //Check for walls.
+ if( bl->type == BL_PC ) { //Check for walls.
int i;
ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
if( i == 8 )
wall = false;
}
- if( sce )
- {
- if( !wall )
- {
+ if( sce ) {
+ if( !wall ) {
if( sce->val1 < 3 ) //End camouflage.
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- else
- if( sce->val3&1 )
- { //Remove wall bonus
+ else if( sce->val3&1 ) { //Remove wall bonus
sce->val3&=~1;
status_calc_bl(bl,SCB_SPEED);
}
@@ -14994,26 +14960,26 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
switch (group->skill_id) {
case WZ_ICEWALL:
map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
+ clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
+ skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
map[unit->bl.m].icewall_num++;
break;
case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
+ skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
break;
case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
+ skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
break;
case SC_MAELSTROM:
- skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
+ skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
break;
default:
if (group->state.song_dance&0x1) //Check for dissonance.
- skill_dance_overlap(unit, 1);
+ skill->dance_overlap(unit, 1);
break;
}
- clif_skill_setunit(unit);
+ clif->skill_setunit(unit);
return unit;
}
@@ -15021,8 +14987,7 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
/*==========================================
*
*------------------------------------------*/
-int skill_delunit (struct skill_unit* unit)
-{
+int skill_delunit (struct skill_unit* unit) {
struct skill_unit_group *group;
nullpo_ret(unit);
@@ -15033,11 +14998,11 @@ int skill_delunit (struct skill_unit* unit)
nullpo_ret(group=unit->group);
if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
- skill_dance_overlap(unit, 0);
+ skill->dance_overlap(unit, 0);
// invoke onout event
if( !unit->range )
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
+ map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
// perform ondelete actions
switch (group->skill_id) {
@@ -15049,15 +15014,15 @@ int skill_delunit (struct skill_unit* unit)
break;
case WZ_ICEWALL:
map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
+ clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
+ skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
map[unit->bl.m].icewall_num--;
break;
case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
+ skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
break;
case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
+ skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
break;
case RA_ELECTRICSHOCKER: {
struct block_list* target = map_id2bl(group->val2);
@@ -15066,7 +15031,7 @@ int skill_delunit (struct skill_unit* unit)
}
break;
case SC_MAELSTROM:
- skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
+ skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
@@ -15077,14 +15042,14 @@ int skill_delunit (struct skill_unit* unit)
break;
}
- clif_skill_delunit(unit);
+ clif->skill_delunit(unit);
unit->group=NULL;
map_delblock(&unit->bl); // don't free yet
map_deliddb(&unit->bl);
idb_remove(skillunit_db, unit->bl.id);
if(--group->alive_count==0)
- skill_delunitgroup(group);
+ skill->del_unitgroup(group,ALC_MARK);
return 0;
}
@@ -15106,7 +15071,7 @@ static int skill_unit_group_newid = MAX_SKILL_DB;
/// Fatal error if nothing is available.
static int skill_get_new_group_id(void)
{
- if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
+ 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;
@@ -15114,7 +15079,7 @@ static int skill_get_new_group_id(void)
{
if( skill_unit_group_newid < MAX_SKILL_DB )
skill_unit_group_newid = MAX_SKILL_DB;
- if( skill_id2group(skill_unit_group_newid) == NULL )
+ if( skill->id2group(skill_unit_group_newid) == NULL )
return skill_unit_group_newid++;// available
}
// full loop, nothing available
@@ -15136,8 +15101,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
// find a free spot to store the new unit group
ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
- if(i == MAX_SKILLUNITGROUP)
- {
+ if(i == MAX_SKILLUNITGROUP) {
// array is full, make room by discarding oldest group
int j=0;
unsigned maxdiff=0,x,tick=gettick();
@@ -15146,7 +15110,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
maxdiff=x;
j=i;
}
- skill_delunitgroup(ud->skillunit[j]);
+ skill->del_unitgroup(ud->skillunit[j],ALC_MARK);
//Since elements must have shifted, we use the last slot.
i = MAX_SKILLUNITGROUP-1;
}
@@ -15184,7 +15148,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
/*==========================================
*
*------------------------------------------*/
-int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
+int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func)
{
struct block_list* src;
struct unit_data *ud;
@@ -15215,12 +15179,12 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
- skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
+ 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))
+ 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])
@@ -15282,18 +15246,17 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li
}
if (src->type==BL_PC && group->state.ammo_consume)
- battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
+ 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]);
+ skill->delunit(&group->unit[i]);
// clear Talkie-box string
- if( group->valstr != NULL )
- {
+ if( group->valstr != NULL ) {
aFree(group->valstr);
group->valstr = NULL;
}
@@ -15307,13 +15270,11 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li
// 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 )
- {
+ if( i < MAX_SKILLUNITGROUP ) {
ud->skillunit[i] = ud->skillunit[j];
ud->skillunit[j] = NULL;
ers_free(skill_unit_ers, group);
- }
- else
+ } else
ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
return 1;
@@ -15329,7 +15290,7 @@ int skill_clear_unitgroup (struct block_list *src)
nullpo_ret(ud);
while (ud->skillunit[0])
- skill_delunitgroup(ud->skillunit[0]);
+ skill->del_unitgroup(ud->skillunit[0],ALC_MARK);
return 1;
}
@@ -15337,8 +15298,7 @@ int skill_clear_unitgroup (struct block_list *src)
/*==========================================
*
*------------------------------------------*/
-struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
-{
+struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
int i,j=-1,k,s,id;
struct unit_data *ud;
struct skill_unit_group_tickset *set;
@@ -15352,7 +15312,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis
set = ud->skillunittick;
- if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
+ if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP)
id = s = group->skill_id;
else
id = s = group->group_id;
@@ -15378,8 +15338,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis
/*==========================================
*
*------------------------------------------*/
-int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
-{
+int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
struct skill_unit* unit = va_arg(ap,struct skill_unit *);
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
@@ -15389,13 +15348,13 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
nullpo_ret(group);
- if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
+ if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
- if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
+ if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 )
return 0;
- skill_unit_onplace_timer(unit,bl,tick);
+ skill->unit_onplace_timer(unit,bl,tick);
return 1;
}
@@ -15403,9 +15362,8 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
/**
* @see DBApply
*/
-static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
-{
- struct skill_unit* unit = db_data2ptr(data);
+int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
+ struct skill_unit* unit = DB->data2ptr(data);
struct skill_unit_group* group = unit->group;
unsigned int tick = va_arg(ap,unsigned int);
bool dissonance;
@@ -15431,7 +15389,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
case UNT_GROUNDDRIFT_WATER:
case UNT_GROUNDDRIFT_FIRE:
group->unit_id = UNT_USED_TRAPS;
- //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
+ //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
group->limit=DIFF_TICK(tick+1500,group->tick);
unit->limit=DIFF_TICK(tick+1500,group->tick);
break;
@@ -15440,7 +15398,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
case UNT_ELECTRICSHOCKER:
if( group->val2 > 0 ) {
// Used Trap don't returns back to item
- skill_delunit(unit);
+ skill->delunit(unit);
break;
}
case UNT_SKIDTRAP:
@@ -15471,19 +15429,19 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
item_tmp.identify = 1;
map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
}
- skill_delunit(unit);
+ skill->delunit(unit);
}
break;
case UNT_WARP_ACTIVE:
// warp portal opens (morph to a UNT_WARP_WAITING cell)
- group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
- clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
+ group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
+ clif->changelook(&unit->bl, LOOK_BASE, group->unit_id);
// restart timers
- group->limit = skill_get_time(group->skill_id,group->skill_lv);
- unit->limit = skill_get_time(group->skill_id,group->skill_lv);
+ group->limit = skill->get_time(group->skill_id,group->skill_lv);
+ unit->limit = skill->get_time(group->skill_id,group->skill_lv);
// apply effect to all units standing on it
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
break;
case UNT_CALLFAMILY:
@@ -15501,17 +15459,17 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
if (sd && !map[sd->bl.m].flag.nowarp)
pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
}
- skill_delunit(unit);
+ skill->delunit(unit);
}
break;
case UNT_REVERBERATION:
if( unit->val1 <= 0 ) { // If it was deactivated.
- skill_delunit(unit);
+ skill->delunit(unit);
break;
}
- clif_changetraplook(bl,UNT_USED_TRAPS);
- map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+ clif->changetraplook(bl,UNT_USED_TRAPS);
+ map_foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
unit->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
@@ -15520,8 +15478,8 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
case UNT_FEINTBOMB: {
struct block_list *src = map_id2bl(group->src_id);
if( src )
- map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
- skill_delunit(unit);
+ map_foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
+ skill->delunit(unit);
break;
}
@@ -15531,7 +15489,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
struct status_change *sc;
if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
{
- skill_delunit(unit);
+ skill->delunit(unit);
break;
}
// This unit isn't removed while SC_BANDING is active.
@@ -15541,13 +15499,10 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
break;
default:
- skill_delunit(unit);
+ skill->delunit(unit);
}
- }
- else
- {// skill unit is still active
- switch( group->unit_id )
- {
+ } else {// skill unit is still active
+ switch( group->unit_id ) {
case UNT_ICEWALL:
// icewall loses 50 hp every second
unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
@@ -15566,9 +15521,9 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
case UNT_ANKLESNARE:
if( unit->val1 <= 0 ) {
if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
- skill_delunit(unit);
+ skill->delunit(unit);
else {
- clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
+ clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
group->limit = DIFF_TICK(tick, group->tick) + 1500;
group->unit_id = UNT_USED_TRAPS;
}
@@ -15576,8 +15531,8 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
break;
case UNT_REVERBERATION:
if( unit->val1 <= 0 ){
- clif_changetraplook(bl,UNT_USED_TRAPS);
- map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+ clif->changetraplook(bl,UNT_USED_TRAPS);
+ map_foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
unit->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
@@ -15596,41 +15551,38 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
if( !group || !unit->alive )
return 0;
- dissonance = skill_dance_switch(unit, 0);
+ dissonance = skill->dance_switch(unit, 0);
if( unit->range >= 0 && group->interval != -1 )
{
if( battle_config.skill_wall_check )
- map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+ map_foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
else
- map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+ map_foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
group->unit_id = UNT_USED_TRAPS;
-
- if( group->unit_id == UNT_TATAMIGAESHI )
- {
+ else if( group->unit_id == UNT_TATAMIGAESHI ) {
unit->range = -1; //Disable processed cell.
- if (--group->val1 <= 0) // number of live cells
- { //All tiles were processed, disable skill.
+ if (--group->val1 <= 0) { // number of live cells
+ //All tiles were processed, disable skill.
group->target_flag=BCT_NOONE;
group->bl_flag= BL_NUL;
}
}
}
- if( dissonance ) skill_dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(unit, 1);
return 0;
}
/*==========================================
* Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
*------------------------------------------*/
-int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
-{
+int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
map_freeblock_lock();
- skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
+ skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick);
map_freeblock_unlock();
@@ -15641,8 +15593,7 @@ static int skill_unit_temp[20]; // temporary storage for tracking skill unit sk
/*==========================================
*
*------------------------------------------*/
-int skill_unit_move_sub (struct block_list* bl, va_list ap)
-{
+int skill_unit_move_sub (struct block_list* bl, va_list ap) {
struct skill_unit* unit = (struct skill_unit *)bl;
struct skill_unit_group* group = unit->group;
@@ -15660,37 +15611,30 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
return 0;
if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
- return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
+ return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish]
- dissonance = skill_dance_switch(unit, 0);
+ dissonance = skill->dance_switch(unit, 0);
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
skill_id = unit->group->skill_id;
- if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
+ if( unit->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
- if( dissonance ) skill_dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(unit, 1);
return 0;
}
//Target-type check.
- if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
- {
- if( group->src_id == target->id && group->state.song_dance&0x2 )
- { //Ensemble check to see if they went out/in of the area [Skotlex]
- if( flag&1 )
- {
- if( flag&2 )
- { //Clear this skill id.
+ if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) ) {
+ if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
+ if( flag&1 ) {
+ if( flag&2 ) { //Clear this skill id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = 0;
}
- }
- else
- {
- if( flag&2 )
- { //Store this skill id.
+ } else {
+ if( flag&2 ) { //Store this skill id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = skill_id;
@@ -15701,30 +15645,23 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
}
if( flag&4 )
- skill_unit_onleft(skill_id,target,tick);
+ skill->unit_onleft(skill_id,target,tick);
}
- if( dissonance ) skill_dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(unit, 1);
return 0;
- }
- else
- {
- if( flag&1 )
- {
- int result = skill_unit_onplace(unit,target,tick);
- if( flag&2 && result )
- { //Clear skill ids we have stored in onout.
+ } else {
+ if( flag&1 ) {
+ int result = skill->unit_onplace(unit,target,tick);
+ if( flag&2 && result ) { //Clear skill ids we have stored in onout.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = 0;
}
- }
- else
- {
- int result = skill_unit_onout(unit,target,tick);
- if( flag&2 && result )
- { //Store this unit id.
+ } else {
+ int result = skill->unit_onout(unit,target,tick);
+ if( flag&2 && result ) { //Store this unit id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = skill_id;
@@ -15736,10 +15673,10 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
//TODO: Normally, this is dangerous since the unit and group could be freed
//inside the onout/onplace functions. Currently it is safe because we know song/dance
//cells do not get deleted within them. [Skotlex]
- if( dissonance ) skill_dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(unit, 1);
if( flag&4 )
- skill_unit_onleft(skill_id,target,tick);
+ skill->unit_onleft(skill_id,target,tick);
return 1;
}
@@ -15753,26 +15690,23 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
* units to figure out when they have left a group.
* flag&4: Force a onleft event (triggered when the bl is killed, for example)
*------------------------------------------*/
-int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
-{
+int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
nullpo_ret(bl);
if( bl->prev == NULL )
return 0;
- if( flag&2 && !(flag&1) )
- { //Onout, clear data
+ if( flag&2 && !(flag&1) ) { //Onout, clear data
memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
}
- map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
+ map_foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
- if( flag&2 && flag&1 )
- { //Onplace, check any skill units you have left.
+ if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
int i;
for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
if( skill_unit_temp[i] )
- skill_unit_onleft(skill_unit_temp[i], bl, tick);
+ skill->unit_onleft(skill_unit_temp[i], bl, tick);
}
return 0;
@@ -15796,7 +15730,7 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
if (group->unit==NULL)
return 0;
- if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
+ 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 )
@@ -15831,8 +15765,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
continue;
if (!(m_flag[i]&0x2)) {
if (group->state.song_dance&0x1) //Cancel dissonance effect.
- skill_dance_overlap(unit1, 0);
- map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
+ skill->dance_overlap(unit1, 0);
+ map_foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
}
//Move Cell using "smart" criteria (avoid useless moving around)
switch(m_flag[i])
@@ -15861,9 +15795,9 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
}
if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
if (group->state.song_dance&0x1) //Check for dissonance effect.
- skill_dance_overlap(unit1, 1);
- clif_skill_setunit(unit1);
- map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
+ skill->dance_overlap(unit1, 1);
+ clif->skill_setunit(unit1);
+ map_foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
}
}
aFree(m_flag);
@@ -15950,7 +15884,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
if( sd->skill_id_old == skill_id )
skill_lv = sd->skill_lv_old;
- if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
+ if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) )
return 0;
idx--;
@@ -15997,7 +15931,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
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);
+ clif->msgtable(sd->fd,0x61b);
return 0;
} else {
/**
@@ -16076,9 +16010,9 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ (status->int_/2)*10 + status->dex*10+status->luk*10;
- if(merc_is_hom_active(sd->hd)) {//Player got a homun
+ if(homun_alive(sd->hd)) {//Player got a homun
int skill;
- if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
+ if((skill=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
make_per += skill*100; //+1% bonus per level
}
switch(nameid){
@@ -16346,8 +16280,8 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
//TODO update PICKLOG
if(equip){
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
+ 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 {
@@ -16397,24 +16331,24 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
case AM_TWILIGHT2:
case AM_TWILIGHT3:
case ASC_CDP:
- clif_produceeffect(sd,2,nameid);
- clif_misceffect(&sd->bl,5);
+ clif->produce_effect(sd,2,nameid);
+ clif->misceffect(&sd->bl,5);
break;
case BS_IRON:
case BS_STEEL:
case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
+ clif->produce_effect(sd,0,nameid);
+ clif->misceffect(&sd->bl,3);
break;
case RK_RUNEMASTERY:
case GC_CREATENEWPOISON:
- clif_produceeffect(sd,2,nameid);
- clif_misceffect(&sd->bl,5);
+ 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);
+ clif->specialeffect(&sd->bl, 608, AREA);
if( sd->cook_mastery < 1999 )
pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
}
@@ -16429,7 +16363,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
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);
+ 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++;
@@ -16438,16 +16372,16 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
break;
}
if( k ){
- clif_msg_skill(sd,skill_id,0x627);
+ 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);
+ 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);
+ clif->msg_skill(sd,skill_id,0x627);
return 1;
}
}
@@ -16457,8 +16391,8 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
//TODO update PICKLOG
if(equip){
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
+ 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.
@@ -16467,20 +16401,20 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
- clif_produceeffect(sd,3,nameid);
- clif_misceffect(&sd->bl,6);
+ 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_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
+ clif->produce_effect(sd,1,nameid);
+ clif->misceffect(&sd->bl,2);
break;
case RK_RUNEMASTERY:
case GC_CREATENEWPOISON:
- clif_produceeffect(sd,3,nameid);
- clif_misceffect(&sd->bl,6);
+ clif->produce_effect(sd,3,nameid);
+ clif->misceffect(&sd->bl,6);
break;
case GN_MIX_COOKING: {
struct item tmp_item;
@@ -16495,21 +16429,21 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
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);
+ 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);
+ 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);
+ 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);
+ clif->specialeffect(&sd->bl, 609, AREA);
if( sd->cook_mastery > 0 )
pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
}
@@ -16552,7 +16486,7 @@ int skill_arrow_create (struct map_session_data *sd, int nameid)
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);
+ 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);
}
}
@@ -16564,11 +16498,11 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
int chance, i;
nullpo_ret(sd);
if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
- clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
return 0;
}
switch( nameid )
- { // t_lv used to take duration from skill_get_time2
+ { // t_lv used to take duration from skill->get_time2
case PO_PARALYSE: type = SC_PARALYSE; break;
case PO_PYREXIA: type = SC_PYREXIA; break;
case PO_DEATHHURT: type = SC_DEATHHURT; break;
@@ -16578,39 +16512,34 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
default:
- clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
return 0;
}
chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
- type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
+ type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val));
return 0;
}
-static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
-{
+void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
struct status_change *sc = status_get_sc(bl);
// non-offensive and non-magic skills do not affect the status
- if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
+ if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
return;
- if (sc && sc->count && sc->data[SC_MAGICPOWER])
- {
- if (sc->data[SC_MAGICPOWER]->val4)
- {
+ if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
+ if (sc->data[SC_MAGICPOWER]->val4) {
status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
- }
- else
- {
+ } else {
sc->data[SC_MAGICPOWER]->val4 = 1;
status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
- clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
- clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
+ clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
+ clif->updatestatus(((TBL_PC *)bl),SP_MATK2);
}
#endif
}
@@ -16619,14 +16548,14 @@ static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
int skill_magicdecoy(struct map_session_data *sd, int nameid) {
- int x, y, i, class_, skill;
+ int x, y, i, class_, skill_id;
struct mob_data *md;
nullpo_ret(sd);
- skill = sd->menuskill_val;
+ skill_id = sd->menuskill_val;
- if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
+ if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill_id || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
{
- clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -16646,9 +16575,9 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
+ md->deletetimer = 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);
+ md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id);
}
return 0;
@@ -16667,7 +16596,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
if( i > SC_MAXSPELLBOOK )
{
- clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
return 0;
}
@@ -16676,18 +16605,17 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
{ // User don't know the skill
- sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
- clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
+ sc_start(&sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
return 0;
}
max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
point = skill_spellbook_db[i].point;
- if( sc && sc->data[SC_READING_SB] ){
- if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
- {
- clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
+ if( sc && sc->data[SC_READING_SB] ) {
+ if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
+ clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
return 0;
}
for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
@@ -16705,24 +16633,26 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
return 1;
}
int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
- int id, lv, prob, aslvl = 0;
+ 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[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
- clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
+ 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[skill_id].lv);
+ 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,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
+ sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl));
return 0;
}
int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
@@ -16746,7 +16676,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv,
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);
+ clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
@@ -16762,17 +16692,17 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv,
case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
case 993: product = 997; break; // Green Live -> Great Nature.
default:
- clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
+ 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);
+ 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);
+ clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
@@ -16784,7 +16714,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv,
if( tmp_item.amount ) {
if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
- clif_additem(sd,0,0,flag);
+ 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);
}
}
@@ -16814,7 +16744,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
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);
+ 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]
@@ -16829,21 +16759,21 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
} while(n == j && c == n);
p--;
if ( p > 0 ) {
- skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
+ 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);
+ clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623);
return 0;
}
/**
* for Royal Guard's LG_TRAMPLE
**/
-static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
+int skill_destroy_trap( struct block_list *bl, va_list ap ) {
struct skill_unit *su = (struct skill_unit *)bl;
struct skill_unit_group *sg;
unsigned int tick;
@@ -16851,7 +16781,7 @@ static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
nullpo_ret(su);
tick = va_arg(ap, unsigned int);
- if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
+ if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) {
switch( sg->unit_id ) {
case UNT_LANDMINE:
case UNT_CLAYMORETRAP:
@@ -16863,19 +16793,18 @@ static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
case UNT_CLUSTERBOMB:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
+ map_foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
break;
}
// Traps aren't recovered.
- skill_delunit(su);
+ skill->delunit(su);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
-int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
-{
+int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
struct map_session_data *sd = map_id2sd(id);
struct skill_cd * cd = NULL;
@@ -16919,11 +16848,9 @@ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
* @param load whether this assignment is being loaded upon player login
* @return 0 if successful, -1 otherwise
*/
-int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
-{
- int oskill_id = skill_id;
+int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load) {
struct skill_cd* cd = NULL;
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
nullpo_retr (-1, sd);
@@ -16936,12 +16863,10 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick,
}
if( battle_config.display_status_timers )
- clif_skill_cooldown(sd, idx, tick);
+ clif->skill_cooldown(sd, idx, tick);
- if( !load )
- {// not being loaded initially so ensure the skill delay is recorded
- if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
- {// create a new skill cooldown object for map storage
+ if( !load ) {// not being loaded initially so ensure the skill delay is recorded
+ if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
CREATE( cd, struct skill_cd, 1 );
idb_put( skillcd_db, sd->status.char_id, cd );
}
@@ -16949,16 +16874,15 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick,
// record the skill duration in the database map
cd->duration[cd->cursor] = tick;
cd->skidx[cd->cursor] = idx;
- cd->nameid[cd->cursor] = oskill_id;
+ cd->nameid[cd->cursor] = skill_id;
cd->cursor++;
}
- sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
+ sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill->blockpc_end,sd->bl.id,idx));
return 0;
}
-int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
-{
+int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) { //[orn]
struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
if (data <= 0 || data >= MAX_SKILL)
return 0;
@@ -16967,9 +16891,8 @@ int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[o
return 1;
}
-int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
-{
- uint16 idx = skill_get_index(skill_id);
+int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { //[orn]
+ uint16 idx = skill->get_index(skill_id);
nullpo_retr (-1, hd);
@@ -16981,11 +16904,10 @@ int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[
return -1;
}
hd->blockskill[idx] = 1;
- return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
+ return add_timer(gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
}
-int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
-{
+int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) {//[orn]
struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
if( data <= 0 || data >= MAX_SKILL )
return 0;
@@ -16996,7 +16918,7 @@ int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[or
int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
{
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
nullpo_retr (-1, md);
if (idx == 0)
@@ -17007,7 +16929,7 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
return -1;
}
md->blockskill[idx] = 1;
- return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
+ return add_timer(gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
}
/**
* Adds a new skill unit entry for this player to recast after map load
@@ -17034,7 +16956,7 @@ void skill_usave_trigger(struct map_session_data *sd) {
return;
}
- skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
+ skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
idb_remove(skillusave_db,sd->status.char_id);
@@ -17043,12 +16965,10 @@ void skill_usave_trigger(struct map_session_data *sd) {
/*
*
*/
-int skill_split_str (char *str, char **val, int num)
-{
+int skill_split_str (char *str, char **val, int num) {
int i;
- for( i = 0; i < num && str; i++ )
- {
+ for( i = 0; i < num && str; i++ ) {
val[i] = str;
str = strchr(str,',');
if( str )
@@ -17060,8 +16980,7 @@ int skill_split_str (char *str, char **val, int num)
/*
*
*/
-int skill_split_atoi (char *str, int *val)
-{
+int skill_split_atoi (char *str, int *val) {
int i, j, diff, step = 1;
for (i=0; i<MAX_SKILL_LEVEL; i++) {
@@ -17073,15 +16992,13 @@ int skill_split_atoi (char *str, int *val)
}
if(i==0) //No data found.
return 0;
- if(i==1)
- { //Single value, have the whole range have the same value.
+ if(i==1) { //Single value, have the whole range have the same value.
for (; i < MAX_SKILL_LEVEL; i++)
val[i] = val[i-1];
return i;
}
//Check for linear change with increasing steps until we reach half of the data acquired.
- for (step = 1; step <= i/2; step++)
- {
+ for (step = 1; step <= i/2; step++) {
diff = val[i-1] - val[i-step-1];
for(j = i-1; j >= step; j--)
if ((val[j]-val[j-step]) != diff)
@@ -17090,8 +17007,7 @@ int skill_split_atoi (char *str, int *val)
if (j>=step) //No match, try next step.
continue;
- for(; i < MAX_SKILL_LEVEL; i++)
- { //Apply linear increase
+ for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
val[i] = val[i-step]+diff;
if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
{ val[i] = 1; diff = 0; step = 1; }
@@ -17107,8 +17023,7 @@ int skill_split_atoi (char *str, int *val)
/*
*
*/
-void skill_init_unit_layout (void)
-{
+void skill_init_unit_layout (void) {
int i,j,size,pos = 0;
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
@@ -17128,163 +17043,156 @@ void skill_init_unit_layout (void)
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;
- if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
- int skill = i;
-
- if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
- skill -= EL_SKILLRANGEMIN;
- skill += EL_SKILLBASE;
- }
- if( skill == EL_FIRE_MANTLE ) {
+
+ 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));
- }
- } else {
- switch (i) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- case WL_EARTHSTRAIN://Warlock
- // these will be handled later
- break;
- case PR_SANCTUARY:
- case NPC_EVILLAND: {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PR_MAGNUS: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case MH_POISON_MIST:
- case AS_VENOMDUST: {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS: {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PF_FOGWALL: {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PA_GOSPEL: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
- -1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
- 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_KAENSIN: {
- static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
- skill_unit_layout[pos].count = 24;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_TATAMIGAESHI: {
- //Level 1 (count 4, cross of 3x3)
- static const int dx1[] = {-1, 1, 0, 0};
- static const int dy1[] = { 0, 0,-1, 1};
- //Level 2-3 (count 8, cross of 5x5)
- static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
- static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
- //Level 4-5 (count 12, cross of 7x7
- static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
- static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
- //lv1
- j = 0;
- skill_unit_layout[pos].count = 4;
- memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
- memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
- skill_db[i].unit_layout_type[j] = pos;
- //lv2/3
- j++;
- pos++;
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
- memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
- //lv4/5
- j++;
- pos++;
- skill_unit_layout[pos].count = 12;
- memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
- memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
- //Fill in the rest using lv 5.
- for (;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
- //Skip, this way the check below will fail and continue to the next skill.
- pos++;
- }
- break;
- case GN_WALLOFTHORN: {
- static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
- static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 16;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- default:
- ShowError("unknown unit layout at skill %d\n",i);
- break;
- }
+ }
+ break;
+ default:
+ ShowError("unknown unit layout at skill %d\n",i);
+ break;
}
if (!skill_unit_layout[pos].count)
continue;
@@ -17393,11 +17301,10 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
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 )
+ inf = skill->get_inf2(skill_id);
+ if( inf == INF2_SONG_DANCE || /*skill->get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
return 1; // Can't do it.
- switch( skill_id )
- {
+ switch( skill_id ) {
case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
@@ -17432,7 +17339,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
}
break;
case SC_KAGEHUMI:
- switch(skill_id){
+ switch(skill_id) {
case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
@@ -17471,16 +17378,14 @@ void skill_cooldown_load(struct map_session_data * sd)
// always check to make sure the session properly exists
nullpo_retv(sd);
- if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
- {// no skill cooldown is associated with this character
+ if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
return;
}
// process each individual cooldown associated with the character
- for( i = 0; i < cd->cursor; i++ )
- {
+ for( i = 0; i < cd->cursor; i++ ) {
// block the skill from usage but ensure it is not recorded (load = true)
- skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
+ skill->blockpc_start( sd, cd->nameid[i], cd->duration[i], true );
}
}
@@ -17488,9 +17393,8 @@ void skill_cooldown_load(struct map_session_data * sd)
* sub-function of DB reading.
* skill_db.txt
*------------------------------------------*/
-
-static bool skill_parse_row_skilldb(char* split[], int columns, int current)
-{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
+bool skill_parse_row_skilldb(char* split[], int columns, int current) {
+// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
uint16 skill_id = atoi(split[0]);
uint16 idx;
if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
@@ -17501,18 +17405,19 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
return false;
}
- idx = skill_get_index(skill_id);
+ idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
-
- skill_split_atoi(split[1],skill_db[idx].range);
+
+ 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->split_atoi(split[4],skill_db[idx].element);
skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
- skill_split_atoi(split[6],skill_db[idx].splash);
+ skill->split_atoi(split[6],skill_db[idx].splash);
skill_db[idx].max = atoi(split[7]);
- skill_split_atoi(split[8],skill_db[idx].num);
+ skill->split_atoi(split[8],skill_db[idx].num);
if( strcmpi(split[9],"yes") == 0 )
skill_db[idx].castcancel = 1;
@@ -17520,7 +17425,7 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
skill_db[idx].castcancel = 0;
skill_db[idx].cast_def_rate = atoi(split[10]);
skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
- skill_split_atoi(split[12],skill_db[idx].maxcount);
+ skill->split_atoi(split[12],skill_db[idx].maxcount);
if( strcmpi(split[13],"weapon") == 0 )
skill_db[idx].skill_type = BF_WEAPON;
else if( strcmpi(split[13],"magic") == 0 )
@@ -17529,42 +17434,39 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
skill_db[idx].skill_type = BF_MISC;
else
skill_db[idx].skill_type = 0;
- skill_split_atoi(split[14],skill_db[idx].blewcount);
+ skill->split_atoi(split[14],skill_db[idx].blewcount);
safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
-
+
return true;
}
-static bool skill_parse_row_requiredb(char* split[], int columns, int current)
-{// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
+bool skill_parse_row_requiredb(char* split[], int columns, int current) {
+// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
char* p;
int j;
uint16 skill_id = atoi(split[0]);
- uint16 idx = skill_get_index(skill_id);
+ 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);
+ skill->split_atoi(split[1],skill_db[idx].hp);
+ skill->split_atoi(split[2],skill_db[idx].mhp);
+ skill->split_atoi(split[3],skill_db[idx].sp);
+ skill->split_atoi(split[4],skill_db[idx].hp_rate);
+ skill->split_atoi(split[5],skill_db[idx].sp_rate);
+ skill->split_atoi(split[6],skill_db[idx].zeny);
//Wich weapon type are required, see doc/item_db for types
p = split[7];
- for( j = 0; j < 32; j++ )
- {
+ for( j = 0; j < 32; j++ ) {
int l = atoi(p);
- if( l == 99 ) // Any weapon
- {
+ if( l == 99 ) { // Any weapon
skill_db[idx].weapon = 0;
break;
- }
- else
+ } else
skill_db[idx].weapon |= 1<<l;
p = strchr(p,':');
if(!p)
@@ -17574,55 +17476,49 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
//FIXME: document this
p = split[8];
- for( j = 0; j < 32; j++ )
- {
+ for( j = 0; j < 32; j++ ) {
int l = atoi(p);
- if( l == 99 ) // Any ammo type
- {
+ if( l == 99 ) { // Any ammo type
skill_db[idx].ammo = 0xFFFFFFFF;
break;
- }
- else if( l ) // 0 stands for no requirement
+ } else if( l ) // 0 stands for no requirement
skill_db[idx].ammo |= 1<<l;
p = strchr(p,':');
if( !p )
break;
p++;
}
- skill_split_atoi(split[9],skill_db[idx].ammo_qty);
-
- 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;
- /**
- * New States
- **/
- 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;
-
+ 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);
+ 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]);
@@ -17631,62 +17527,50 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
return true;
}
-static bool skill_parse_row_castdb(char* split[], int columns, int current)
-{// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
+bool skill_parse_row_castdb(char* split[], int columns, int current) {
+// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
uint16 skill_id = atoi(split[0]);
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
- skill_split_atoi(split[1],skill_db[idx].cast);
- skill_split_atoi(split[2],skill_db[idx].delay);
- skill_split_atoi(split[3],skill_db[idx].walkdelay);
- skill_split_atoi(split[4],skill_db[idx].upkeep_time);
- skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
- skill_split_atoi(split[6],skill_db[idx].cooldown);
+ skill->split_atoi(split[1],skill_db[idx].cast);
+ skill->split_atoi(split[2],skill_db[idx].delay);
+ skill->split_atoi(split[3],skill_db[idx].walkdelay);
+ skill->split_atoi(split[4],skill_db[idx].upkeep_time);
+ skill->split_atoi(split[5],skill_db[idx].upkeep_time2);
+ skill->split_atoi(split[6],skill_db[idx].cooldown);
#ifdef RENEWAL_CAST
- skill_split_atoi(split[7],skill_db[idx].fixed_cast);
+ skill->split_atoi(split[7],skill_db[idx].fixed_cast);
#endif
return true;
}
-static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
-{// Skill id,Cast,Delay (optional)
+bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
+// Skill id,Cast,Delay (optional)
uint16 skill_id = atoi(split[0]);
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
- skill_split_atoi(split[1],skill_db[idx].castnodex);
+ skill->split_atoi(split[1],skill_db[idx].castnodex);
if( split[2] ) // optional column
- skill_split_atoi(split[2],skill_db[idx].delaynodex);
-
- return true;
-}
-
-static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
-{// skill_id,Flag
- uint16 skill_id = atoi(split[0]);
- uint16 idx = skill_get_index(skill_id);
- if( !idx ) // invalid skill id
- return false;
-
- skill_db[idx].nocast |= atoi(split[1]);
+ skill->split_atoi(split[2],skill_db[idx].delaynodex);
return true;
}
-static bool skill_parse_row_unitdb(char* split[], int columns, int current)
-{// ID,unit ID,unit ID 2,layout,range,interval,target,flag
+bool skill_parse_row_unitdb(char* split[], int columns, int current) {
+// ID,unit ID,unit ID 2,layout,range,interval,target,flag
uint16 skill_id = atoi(split[0]);
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
- skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
- skill_split_atoi(split[4],skill_db[idx].unit_range);
+ skill->split_atoi(split[3],skill_db[idx].unit_layout_type);
+ skill->split_atoi(split[4],skill_db[idx].unit_range);
skill_db[idx].unit_interval = atoi(split[5]);
if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
@@ -17717,8 +17601,8 @@ static bool skill_parse_row_unitdb(char* split[], int columns, int current)
return true;
}
-static bool skill_parse_row_producedb(char* split[], int columns, int current)
-{// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
+bool skill_parse_row_producedb(char* split[], int columns, int current) {
+// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
int x,y;
int i = atoi(split[0]);
@@ -17730,17 +17614,16 @@ static bool skill_parse_row_producedb(char* split[], int columns, int current)
skill_produce_db[current].req_skill = atoi(split[2]);
skill_produce_db[current].req_skill_lv = atoi(split[3]);
- for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
- {
+ for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
skill_produce_db[current].mat_id[y] = atoi(split[x]);
skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
}
-
+
return true;
}
-static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
-{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
+bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
+// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
int x,y;
int i = atoi(split[0]);
@@ -17749,29 +17632,27 @@ static bool skill_parse_row_createarrowdb(char* split[], int columns, int curren
skill_arrow_db[current].nameid = i;
- for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
- {
+ for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
skill_arrow_db[current].cre_id[y] = atoi(split[x]);
skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
}
return true;
}
-static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
-{// skill_id,PreservePoints
+bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
+// skill_id,PreservePoints
uint16 skill_id = atoi(split[0]);
int points = atoi(split[1]);
int nameid = atoi(split[2]);
- if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
+ 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 ( !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
- {
+ 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;
@@ -17781,21 +17662,21 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
return false;
}
-static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
-{// SkillID,Rate
+bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
+// SkillID,Rate
uint16 skill_id = atoi(split[0]);
short j = atoi(split[1]);
- if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
+ 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));
+ 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));
+ 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 ) {
@@ -17806,18 +17687,16 @@ static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
return true;
}
-static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
-{// SkillID
+bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
+// SkillID
uint16 skill_id = atoi(split[0]);
- if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
- {
+ if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
return false;
}
- if ( !skill_get_inf(skill_id) )
- {
- ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
+ if ( !skill->get_inf(skill_id) ) {
+ ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
return false;
}
@@ -17826,9 +17705,9 @@ static bool skill_parse_row_magicmushroomdb(char* split[], int column, int curre
return true;
}
-static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
+bool skill_parse_row_reproducedb(char* split[], int column, int current) {
uint16 skill_id = atoi(split[0]);
- uint16 idx = skill_get_index(skill_id);
+ uint16 idx = skill->get_index(skill_id);
if( !idx )
return false;
@@ -17838,17 +17717,15 @@ static bool skill_parse_row_reproducedb(char* split[], int column, int current)
}
-static bool skill_parse_row_abradb(char* split[], int columns, int current)
-{// skill_id,DummyName,RequiredHocusPocusLevel,Rate
+bool skill_parse_row_abradb(char* split[], int columns, int current) {
+// skill_id,DummyName,RequiredHocusPocusLevel,Rate
uint16 skill_id = atoi(split[0]);
- if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
- {
+ if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
ShowError("abra_db: Invalid skill ID %d\n", skill_id);
return false;
}
- if ( !skill_get_inf(skill_id) )
- {
- ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
+ if ( !skill->get_inf(skill_id) ) {
+ ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
return false;
}
@@ -17859,8 +17736,8 @@ static bool skill_parse_row_abradb(char* split[], int columns, int current)
return true;
}
-static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
-{// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
+bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
+// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
uint16 skill_id = atoi(split[0]);
short j = atoi(split[1]);
int x,y;
@@ -17883,8 +17760,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur
skill_changematerial_db[current].itemid = skill_id;
skill_changematerial_db[current].rate = j;
- for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
- {
+ for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
skill_changematerial_db[current].qty[y] = atoi(split[x]);
skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
}
@@ -17904,8 +17780,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur
* create_arrow_db.txt
* abra_db.txt
*------------------------------*/
-static void skill_readdb(void)
-{
+void skill_readdb(void) {
// init skill db structures
db_clear(skilldb_name2id);
memset(skill_db,0,sizeof(skill_db));
@@ -17921,51 +17796,63 @@ static void skill_readdb(void)
safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
- sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
- sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
+ sv->readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
+ sv->readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
#ifdef RENEWAL_CAST
- sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
+ sv->readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
#else
- sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
+ sv->readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
#endif
- sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
- sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
-
- sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
+ sv->readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
+ sv->readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
- skill_init_unit_layout();
- sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
- sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
- sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
+ skill->init_unit_layout();
+ sv->readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
+ sv->readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
+ sv->readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
//Warlock
- sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
+ sv->readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
//Guillotine Cross
- sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
- sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
- sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
- sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
-
+ sv->readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
+ sv->readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb);
+ sv->readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
+ sv->readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
}
void skill_reload (void) {
struct s_mapiterator *iter;
struct map_session_data *sd;
- skill_readdb();
+ int i,c,k;
+
+ skill->read_db();
+
+ //[Ind/Hercules] refresh index cache
+ for(c = 0; c < CLASS_COUNT; c++) {
+ for( i = 0; i < MAX_SKILL_TREE; i++ ) {
+ if( skill_tree[c][i].id ) {
+ skill_tree[c][i].idx = skill->get_index(skill_tree[c][i].id);
+ for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) {
+ if( skill_tree[c][i].need[k].id )
+ skill_tree[c][i].need[k].idx = skill->get_index(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);
+ for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
+ clif->skillinfoblock(sd);
+ mapit->free(iter);
}
/*==========================================
*
*------------------------------------------*/
-int do_init_skill (void)
-{
+int do_init_skill (void) {
skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
- skill_readdb();
+ skill->read_db();
group_db = idb_alloc(DB_OPT_BASE);
skillunit_db = idb_alloc(DB_OPT_BASE);
@@ -17974,13 +17861,13 @@ int do_init_skill (void)
skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
- add_timer_func_list(skill_unit_timer,"skill_unit_timer");
- add_timer_func_list(skill_castend_id,"skill_castend_id");
- add_timer_func_list(skill_castend_pos,"skill_castend_pos");
- add_timer_func_list(skill_timerskill,"skill_timerskill");
- add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
+ add_timer_func_list(skill->unit_timer,"skill_unit_timer");
+ add_timer_func_list(skill->castend_id,"skill_castend_id");
+ add_timer_func_list(skill->castend_pos,"skill_castend_pos");
+ add_timer_func_list(skill->timerskill,"skill_timerskill");
+ add_timer_func_list(skill->blockpc_end, "skill_blockpc_end");
- add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
+ add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
return 0;
}
@@ -17996,3 +17883,194 @@ int do_final_skill(void)
ers_destroy(skill_timer_ers);
return 0;
}
+/* initialize the interface */
+void skill_defaults(void) {
+ skill = &skill_s;
+ skill->init = do_init_skill;
+ skill->final = do_final_skill;
+ skill->reload = skill_reload;
+ skill->read_db = skill_readdb;
+ /* accesssors */
+ skill->get_index = skill_get_index;
+ skill->get_type = skill_get_type;
+ 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_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_spiritball = skill_get_spiritball;
+ skill->get_unit_layout_type = skill_get_unit_layout_type;
+ skill->get_unit_range = skill_get_unit_range;
+ skill->get_cooldown = skill_get_cooldown;
+ skill->tree_get_max = skill_tree_get_max;
+ skill->get_name = skill_get_name;
+ skill->get_desc = skill_get_desc;
+ skill->chk = skill_chk;
+ skill->get_casttype = skill_get_casttype;
+ skill->get_casttype2 = skill_get_casttype2;
+ 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;
+#ifdef RENEWAL_CAST
+ skill->vf_cast_fix = skill_vfcastfix;
+#endif
+ skill->delay_fix = skill_delay_fix;
+ skill->check_condition_castbegin = skill_check_condition_castbegin;
+ skill->check_condition_castend = skill_check_condition_castend;
+ skill->get_requirement = skill_get_requirement;
+ skill->check_pc_partner = skill_check_pc_partner;
+ skill->consume_requirement = skill_consume_requirement;
+ skill->unit_move = skill_unit_move;
+ skill->unit_move_unit_group = skill_unit_move_unit_group;
+ skill->unit_onleft = skill_unit_onleft;
+ skill->unit_onout = skill_unit_onout;
+ skill->guildaura_sub = skill_guildaura_sub;
+ 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->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_reverbetion;
+ skill->dance_overlap = skill_dance_overlap;
+ skill->dance_overlap_sub = skill_dance_overlap_sub;
+ skill->get_unit_layout = skill_get_unit_layout;
+ skill->frostjoke_scream = skill_frostjoke_scream;
+ skill->greed = skill_greed;
+ skill->destroy_trap = skill_destroy_trap;
+ skill->icewall_block = skill_icewall_block;
+ skill->unitgrouptickset_search = skill_unitgrouptickset_search;
+ skill->dance_switch = skill_dance_switch;
+ skill->check_condition_char_sub = skill_check_condition_char_sub;
+ skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub;
+ skill->brandishspear_first = skill_brandishspear_first;
+ skill->brandishspear_dir = skill_brandishspear_dir;
+#ifdef RENEWAL_CAST
+ skill->get_fixed_cast = skill_get_fixed_cast;
+#endif
+ skill->sit_count = skill_sit_count;
+ skill->sit_in = skill_sit_in;
+ skill->sit_out = skill_sit_out;
+ skill->unitsetmapcell = skill_unitsetmapcell;
+ skill->unit_onplace_timer = skill_unit_onplace_timer;
+ skill->unit_effect = skill_unit_effect;
+ skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace;
+ skill->unit_move_sub = skill_unit_move_sub;
+ skill->blockpc_end = skill_blockpc_end;
+ skill->blockhomun_end = skill_blockhomun_end;
+ skill->blockmerc_end = skill_blockmerc_end;
+ skill->split_atoi = skill_split_atoi;
+ skill->unit_timer = skill_unit_timer;
+ skill->unit_timer_sub = skill_unit_timer_sub;
+ skill->init_unit_layout = skill_init_unit_layout;
+ skill->parse_row_skilldb = skill_parse_row_skilldb;
+ skill->parse_row_requiredb = skill_parse_row_requiredb;
+ skill->parse_row_castdb = skill_parse_row_castdb;
+ skill->parse_row_castnodexdb = skill_parse_row_castnodexdb;
+ skill->parse_row_unitdb = skill_parse_row_unitdb;
+ skill->parse_row_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;
+
+}