diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 2437 |
1 files changed, 1204 insertions, 1233 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 15c133dc1..dcc422da5 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -346,7 +346,6 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { **/ case WL_WHITEIMPRISON: case WL_SOULEXPANSION: - case WL_FROSTMISTY: case WL_MARSHOFABYSS: case WL_SIENNAEXECRATE: case WL_DRAINLIFE: @@ -355,6 +354,7 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { case WL_COMET: case WL_CHAINLIGHTNING: case WL_TETRAVORTEX: + case WL_EARTHSTRAIN: case WL_RELEASE: if( bl->type == BL_PC ) range += pc->checkskill((TBL_PC*)bl, WL_RADIUS); @@ -385,13 +385,13 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk struct status_change* sc; switch( skill_id ) { - case BA_APPLEIDUN: + case BA_APPLEIDUN: #ifdef RENEWAL - hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery + hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery #else - hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery + hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery #endif - if( sd ) + if( sd ) hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); break; case PR_SANCTUARY: @@ -406,7 +406,7 @@ 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 @@ -434,10 +434,12 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; if( sc->data[SC_DEATHHURT] && heal ) hp -= hp * 20/100; - if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) - hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] + if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) + hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; + if( sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) ) + hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; } #ifdef RENEWAL @@ -447,32 +449,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk case BA_APPLEIDUN: case PR_SANCTUARY: case NPC_EVILLAND: break; default: - { - struct status_data *status = status_get_status_data(src); - 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; - max += wMatk + variance; - } - - if( sc && sc->data[SC_RECOGNIZEDSPELL] ) - min = max; - - if( sd && sd->right_weapon.overrefine > 0 ){ - min++; - max += sd->right_weapon.overrefine - 1; - } - - if(max > min) - hp += min+rnd()%(max-min); - else - hp += min; - } + hp += status_get_matk(src, 3); } #endif return hp; @@ -557,7 +534,7 @@ 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_mapinfomessage(sd,0); return 1; } return 0; @@ -565,7 +542,7 @@ 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_mapinfomessage(sd,0); return 1; } return 0; // gonna be checked in 'skill->castend_nodamage_id' @@ -573,7 +550,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) case WE_CALLPARENT: case WE_CALLBABY: if (map[m].flag.nomemo) { - clif->skill_teleportmessage(sd,1); + clif->skill_mapinfomessage(sd,1); return 1; } break; @@ -625,7 +602,7 @@ 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_MADOGEAR_RIDE,0); return 1; } break; @@ -636,7 +613,7 @@ 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_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. return 1; } break; @@ -815,12 +792,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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; + rnd()%1000 <= sstatus->luk*3 ) { + rate = sd->status.job_level / 10 + 1; skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); } // Automatic trigger of Warg Strike [Jobbie] - if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 ) + if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 ) skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); // Gank if(dstmd && sd->status.weapon != W_BOW && @@ -832,26 +809,26 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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, + if(sc && !sc->data[SC_COMBOATTACK]) { + if(sc->data[SC_STORMKICK_READY] && + sc_start(src,SC_COMBOATTACK, 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, + else if(sc->data[SC_DOWNKICK_READY] && + sc_start(src,SC_COMBOATTACK, 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, + else if(sc->data[SC_TURNKICK_READY] && + sc_start(src,SC_COMBOATTACK, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered - else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] + else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } - sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id, + sc_start2(src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } @@ -862,7 +839,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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. + if((sce=sc->data[SC_ENCHANTPOISON])) //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 @@ -871,7 +848,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint skill->get_time2(ASC_EDP,sce->val1)); } } - break; + break; case SM_BASH: if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ){ @@ -990,7 +967,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case AM_ACIDTERROR: - sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) clif->emotion(bl,E_OMG); break; @@ -1062,14 +1039,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage - //equal to Matk*skLevel. - rate = sstatus->matk_min; - if (rate < sstatus->matk_max) - rate += rnd()%(sstatus->matk_max - sstatus->matk_min); + //equal to Matk*skLevel. + rate = status_get_matk(src, 2); rate*=skill_lv; status_zap(bl, 0, rate); break; @@ -1108,7 +1083,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start2(bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: @@ -1128,8 +1103,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); - } + sc_start2(bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + } break; case HW_NAPALMVULCAN: @@ -1151,12 +1126,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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_SOULLINK, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); status_change_end(bl, SC_KAITE, INVALID_TIMER); status_change_end(bl, SC_KAAHI, INVALID_TIMER); - status_change_end(bl, SC_ONEHAND, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); } break; case TK_TURNKICK: @@ -1169,7 +1144,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start2(bl,SC_BLOODING,(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)); @@ -1204,34 +1179,37 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH_WATER: + sc_start4(bl,SC_FROSTMISTY,5+5*skill_lv,skill_lv,0,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. + if( tsc && !tsc->data[SC_DEC_AGI] ) //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)); + sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(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)); + // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett] + const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC }; + skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status_get_lv(src) / 4 + status_get_dex(src) / 10, + 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 WL_FROSTMISTY: + sc_start(bl,SC_FROSTMISTY,25 + 5 * skill_lv,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)) ); + sc_start(bl, SC_WUGBITE, (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 ) @@ -1239,7 +1217,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start4(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 40 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_PILEBUNKER: if( rnd()%100 < 5 + 15*skill_lv ) @@ -1252,20 +1230,27 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } 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)); + sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 0, 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)); + sc_start(bl, SC_FROSTMISTY, 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 NC_MAGMA_ERUPTION: + sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; case GC_WEAPONCRUSH: skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); break; + case GC_DARKCROW: + sc_start(bl, SC_DARKCROW, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; case LG_SHIELDPRESS: sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv)); break; @@ -1273,7 +1258,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); break; case 2: if( dstsd && dstsd->spiritball && rnd()%100 < rate ) @@ -1335,25 +1320,25 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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_SERVICEFORYOU, 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_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_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_DC_WINKCHARM, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, 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); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, 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] + sc_start2(bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; @@ -1369,14 +1354,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start2(bl, SC_BLOODING, 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. + sc_start(bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds. break; } sd->itemid = -1; @@ -1384,10 +1369,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + sc_start2(bl, SC_BLOODING, 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)); + sc_start2(bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; @@ -1400,20 +1385,20 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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)); + case KO_JYUMONJIKIRI: + sc_start(bl,SC_KO_JYUMONJIKIRI,90,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)); + sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); break; case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv)); + if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); break; case MH_STAHL_HORN: sc_start(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)); + sc_start(bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); break; } @@ -1442,7 +1427,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint rate += 10; if(sc->data[SC_OVERTHRUST]) rate += 10; - if(sc->data[SC_MAXOVERTHRUST]) + if(sc->data[SC_OVERTHRUSTMAX]) rate += 10; } if( rate ) @@ -1492,7 +1477,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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_POSTDELAY, 1, rate, 0, 0, 0); } } } @@ -1589,7 +1574,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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_POSTDELAY, 1, rate, 0, 0, 0); } } } @@ -1828,10 +1813,10 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * if( skill_id == WZ_WATERBALL ) {//(bugreport:5303) struct status_change *sc = NULL; if( ( sc = status_get_sc(src) ) ) { - if(sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_WIZARD && - sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL) - sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. + if(sc->data[SC_SOULLINK] && + sc->data[SC_SOULLINK]->val2 == SL_WIZARD && + sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. } } } @@ -1925,7 +1910,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * 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_POSTDELAY, 1, rate, 0, 0, 0); } } } @@ -1957,8 +1942,8 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * --------------------------------------------------------------------------*/ 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}; + const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; + const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; struct status_change *sc = status_get_sc(bl); int i,j; TBL_PC *sd; @@ -2048,8 +2033,8 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in 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}; - const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0}; + const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY}; + const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0}; int i; if (rnd()%100 >= rate) @@ -2182,7 +2167,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds struct status_data *sstatus, *tstatus; struct status_change *sc; struct map_session_data *sd, *tsd; - int type,damage,rdamage=0; + int type,damage; int8 rmdamage=0;//magic reflected bool additional_effects = true; @@ -2253,15 +2238,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds flag |= 2; //Spirit of Wizard blocks Kaite's reflection - if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) + if( type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) { //Consume one Fragment per hit of the casted skill? [Skotlex] type = tsd?pc->search_inventory (tsd, 7321):0; if (type >= 0) { if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; - sc->data[SC_SPIRIT]->val3 = skill_id; - sc->data[SC_SPIRIT]->val4 = dsrc->id; + sc->data[SC_SOULLINK]->val3 = skill_id; + sc->data[SC_SOULLINK]->val4 = dsrc->id; } } else if( type != 2 ) /* Kaite bypasses */ additional_effects = false; @@ -2311,19 +2296,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || - skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) + skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) damage = 1; - 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); - if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ struct block_list *nbl; nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id); if( nbl ){ // Only one target is chosen. - 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); + int temp = (int)(damage / (float)(10 / skill_lv)); + clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); } } @@ -2348,7 +2329,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(sd) { int flag = 0; //Used to signal if this skill can be combo'ed later on. struct status_change_entry *sce; - if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex] + if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex] switch (skill_id) { case TK_TURNKICK: case TK_STORMKICK: @@ -2359,14 +2340,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sce->val3 = skill_id; if( sce->timer != INVALID_TIMER ) iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO); + sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBOATTACK); break; } unit_cancel_combo(src); // Cancel combo wait break; default: if( src == dsrc ) // Ground skills are exceptions. [Inkfish] - status_change_end(src, SC_COMBO, INVALID_TIMER); + status_change_end(src, SC_COMBOATTACK, INVALID_TIMER); } } switch(skill_id) { @@ -2394,7 +2375,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc->checkskill(sd, HT_POWER)) { //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); + sc_start2(src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000); clif->combo_delay(src,2000); } break; @@ -2407,8 +2388,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds break; 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)); + if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) + sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] @@ -2425,7 +2406,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } //Switch End if (flag) { //Possible to chain 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); + sc_start2(src,SC_COMBOATTACK,100,skill_id,bl->id,flag); clif->combo_delay(src, flag); } } @@ -2459,9 +2440,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case SR_EARTHSHAKER: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); break; + case KO_MUCHANAGE: + if( dmg.dmg_lv == ATK_FLEE ) + break; case WL_SOULEXPANSION: case WL_COMET: - case 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; @@ -2488,6 +2471,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case EL_HURRICANE_ATK: case KO_BAKURETSU: case GN_CRAZYWEED_ATK: + case NC_MAGMA_ERUPTION: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); break; case GN_SLINGITEM_RANGEMELEEATK: @@ -2503,6 +2487,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case WM_REVERBERATION_MAGIC: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); break; + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5); + break; case HT_CLAYMORETRAP: case HT_BLASTMINE: case HT_FLASHER: @@ -2518,7 +2508,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds 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; + 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) */ @@ -2643,8 +2633,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds 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)); + if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) + sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); // Apply knock back chance in SC_TRIANGLESHOT skill. else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0; @@ -2753,7 +2743,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dmg.flag |= BF_WEAPON; if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || - (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) ) + (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) ) { if (battle_config.left_cardfix_to_right) battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); @@ -2761,30 +2751,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds 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) - bool change = false; - if( sd && !sd->state.autocast ) - change = true; - if( change ) - sd->state.autocast = 1; - iMap->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,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. - //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); - } - } + if( damage > 0 ) { /** * Post-damage effects @@ -2818,8 +2785,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT ) && (sc = status_get_sc(src)) && - sc->data[SC_DOUBLECAST] && - rnd() % 100 < sc->data[SC_DOUBLECAST]->val2) + sc->data[SC_DOUBLECASTING] && + rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2) { // skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); @@ -3101,7 +3068,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, 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_id, USESKILL_FAIL_LEVEL, 0); + clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); return 0; } } @@ -3193,10 +3160,10 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { } else { struct status_change *sc = status_get_sc(src); if(sc) { - if(sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_WIZARD && - sc->data[SC_SPIRIT]->val3 == skl->skill_id) - sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. + if(sc->data[SC_SOULLINK] && + sc->data[SC_SOULLINK]->val2 == SL_WIZARD && + sc->data[SC_SOULLINK]->val3 == skl->skill_id) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. } } break; @@ -3205,48 +3172,33 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { **/ 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->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if( skl->type > 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; + + if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) + { // Remaining Chains Hit + nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. + BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... + if( nbl == NULL) + skl->x++; + else + skl->x = 0; + + skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } - - 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); } 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); + clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1); + skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if( skl->type >= 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 ) { - if( skl->x&i ) - { - applyeffects[j] = effects[k]; - j++; - } - k++; - } - 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); - } - } + if( skl->type == 4 ){ + const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. + int rate = skl->y, index = skl->x-1; + sc_start2(target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index)); } break; case WM_REVERBERATION_MELEE: @@ -3282,6 +3234,19 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { iMap->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 SR_FLASHCOMBO_ATK_STEP1: + case SR_FLASHCOMBO_ATK_STEP2: + case SR_FLASHCOMBO_ATK_STEP3: + case SR_FLASHCOMBO_ATK_STEP4: + if( src->type == BL_PC ) { + struct map_session_data *sd = NULL; + const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW}; + if( (sd = ((TBL_PC*)src)) ){ + uint16 cid = combos[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]; + skill->castend_damage_id(src, target, cid, pc->checkskill(sd, cid), tick, 0); + } + } + break; case CH_PALMSTRIKE: { struct status_change* tsc = status_get_sc(target); @@ -3525,7 +3490,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case GS_FULLBUSTER: case NJ_SYURIKEN: case NJ_KUNAI: +#ifndef RENEWAL case ASC_BREAKER: +#endif case HFLI_MOON: //[orn] case HFLI_SBR44: //[orn] case NPC_BLEEDING: @@ -3533,6 +3500,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_HELLPOWER: case RK_SONICWAVE: case RK_HUNDREDSPEAR: + case RK_STORMBLAST: + case RK_CRUSHSTRIKE: case AB_DUPLELIGHT_MELEE: case RA_AIMEDBOLT: case NC_AXEBOOMERANG: @@ -3555,7 +3524,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case GN_SLINGITEM_RANGEMELEEATK: case KO_JYUMONJIKIRI: case KO_SETSUDAN: - case KO_KAIHOU: + case GC_DARKCROW: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; @@ -3588,7 +3557,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case MO_COMBOFINISH: - if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) + if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv),splash_target(src), @@ -3687,9 +3656,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint 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) @@ -3708,7 +3674,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint #ifdef RENEWAL sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); #endif - }else + }else{ + status_change_end(src, SC_NJ_NEN, INVALID_TIMER); + status_change_end(src, SC_HIDING, INVALID_TIMER); status_set_hp(src, #ifdef RENEWAL max(status_get_max_hp(src)/100, 1) @@ -3716,7 +3684,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint 1 #endif , 0); - + } dir = iMap->calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = -i; else if( dir > 4 ) x = i; @@ -3945,6 +3913,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case AB_DUPLELIGHT_MAGIC: case WM_METALICSOUND: case MH_ERASER_CUTTER: + case KO_KAIHOU: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; @@ -4011,7 +3980,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case SL_SMA: - status_change_end(src, SC_SMA, INVALID_TIMER); + status_change_end(src, SC_SMA_READY, INVALID_TIMER); case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { @@ -4033,11 +4002,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NJ_ZENYNAGE: case GN_THORNS_TRAP: case GN_HELLS_PLANT_ATK: +#ifdef RENEWAL + case ASC_BREAKER: +#endif skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; /** * Rune Knight **/ + case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: { struct status_change *tsc = NULL; if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) { @@ -4112,16 +4085,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); 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; @@ -4145,9 +4108,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint } break; - case GC_WEAPONCRUSH: - if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) + if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); @@ -4173,7 +4135,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint 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); + skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; case WL_DRAINLIFE: { @@ -4182,7 +4144,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint heal = heal * (5 + 5 * skill_lv) / 100; - if( bl->type == BL_SKILL ) + if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP heal = 0; // Don't absorb heal from Ice Walls or other skill units. if( heal && rnd()%100 < rate ) @@ -4194,61 +4156,43 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; 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; - - for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) - if( sc && sc->data[i] ) - { - spheres[j] = i; - positions[j] = sc->data[i]->val2; - j++; // - } - - if( j < 4 ) - { // Need 4 spheres minimum - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - 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]); + if( sc ){ + int i = SC_SUMMON5, x = 0; + int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; + for(; i >= SC_SUMMON1; i--){ + if( sc->data[i] ){ + int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0; + if( x < 4 ){ + types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1; + types[x][1] = 25; // 25% each for equal sharing + if( x == 3 ){ + x = 0; + sc_index = types[rand()%4][0]; + for(; x < 4; x++) + if(types[x][0] == sc_index) + rate += types[x][1]; + } + skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag); } - - k = 0; - for( i = 0; i < 4; i++ ) - { - switch( sc->data[spheres[i]]->val1 ) - { - case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break; - case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break; - case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break; - case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break; + status_change_end(src, (sc_type)i, INVALID_TIMER); + x++; } - 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); } } break; case WL_RELEASE: if( sd ) { - int i; + int i, cooldown; + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + skill->toggle_magicpower(src, skill_id); // Priority is to release SpellBook if( sc && sc->data[SC_READING_SB] ) { // SpellBook uint16 skill_id, skill_lv, point, s = 0; - int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; + int spell[SC_SPELLBOOK7-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; + for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released + if( sc->data[i] ) spell[s++] = i; if ( s == 0 ) break; @@ -4261,13 +4205,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint 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; @@ -4284,47 +4227,32 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint } 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++; - } + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0); - if( j == 0 ) { // No Spheres - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); - break; + cooldown = skill_get_cooldown(skill_id, skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { + if (sd->skillcooldown[i].id == skill_id){ + cooldown += sd->skillcooldown[i].val; + 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 + if(cooldown) + skill->blockpc_start(sd, skill_id, cooldown, false); + }else if( sc ){ // Summon Balls + int i = SC_SUMMON5; + for(; i >= SC_SUMMON1; i--){ + if( sc->data[i] ){ + int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE); + skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag); + status_change_end(src, (sc_type)i, INVALID_TIMER); + if(skill_lv == 1) + break; + } } - 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); @@ -4453,19 +4381,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint 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_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_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_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, 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); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); break; @@ -4573,7 +4501,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint } break; - //recursive homon skill case MH_MAGMA_FLOW: case MH_XENO_SLASHER: @@ -4589,8 +4516,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint 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)) { + 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 @@ -4598,7 +4525,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint #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))); + sc_start4(bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; @@ -4651,6 +4578,333 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint /*========================================== * *------------------------------------------*/ +int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) +{ + struct block_list *target, *src; + struct map_session_data *sd; + struct mob_data *md; + struct unit_data *ud; + struct status_change *sc = NULL; + int inf,inf2,flag = 0; + + src = iMap->id2bl(id); + if( src == NULL ) + { + ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); + return 0;// not found + } + + ud = unit_bl2ud(src); + if( ud == NULL ) + { + ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); + return 0;// ??? + } + + sd = BL_CAST(BL_PC, src); + md = BL_CAST(BL_MOB, src); + + if( src->prev == NULL ) { + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel() + if( ud->skilltimer != tid ) { + ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) + {// restore original walk speed + ud->skilltimer = INVALID_TIMER; + status_calc_bl(&sd->bl, SCB_SPEED); + } + + ud->skilltimer = INVALID_TIMER; + } + + if (ud->skilltarget == id) + target = src; + else + target = iMap->id2bl(ud->skilltarget); + + // Use a do so that you can break out of it when the skill fails. + do { + if(!target || target->prev==NULL) break; + + if(src->m != target->m || status_isdead(src)) break; + + switch (ud->skill_id) { + //These should become skill_castend_pos + case WE_CALLPARTNER: + if(sd) clif->callpartner(sd); + case WE_CALLPARENT: + case WE_CALLBABY: + case AM_RESURRECTHOMUN: + case PF_SPIDERWEB: + //Find a random spot to place the skill. [Skotlex] + inf2 = skill->get_splash(ud->skill_id, ud->skill_lv); + ud->skillx = target->x + inf2; + ud->skilly = target->y + inf2; + if (inf2 && !iMap->random_dir(target, &ud->skillx, &ud->skilly)) { + ud->skillx = target->x; + ud->skilly = target->y; + } + ud->skilltimer=tid; + return skill->castend_pos(tid,tick,id,data); + case GN_WALLOFTHORN: + ud->skillx = target->x; + ud->skilly = target->y; + ud->skilltimer = tid; + return skill->castend_pos(tid,tick,id,data); + } + + if(ud->skill_id == RG_BACKSTAP) { + uint8 dir = iMap->calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); + if(check_distance_bl(src, target, 0) || iMap->check_dir(dir,t_dir)) { + break; + } + } + + if( ud->skill_id == PR_TURNUNDEAD ) { + struct status_data *tstatus = status_get_status_data(target); + if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) + break; + } + + if( ud->skill_id == RA_WUGSTRIKE ){ + if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) + break; + } + + if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) + { + sc = status_get_sc(target); + if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) + { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] + clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); + break; + } + } + else + { // Check target validity. + inf = skill->get_inf(ud->skill_id); + inf2 = skill->get_inf2(ud->skill_id); + + if(inf&INF_ATTACK_SKILL || + (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills + ) // Casted through combo. + inf = BCT_ENEMY; //Offensive skill. + else if(inf2&INF2_NO_ENEMY) + inf = BCT_NOENEMY; + else + inf = 0; + + if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) + { + inf |= + (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| + (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); + //Remove neutral targets (but allow enemy if skill is designed to be so) + inf &= ~BCT_NEUTRAL; + } + + if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { + clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); + break; + } + + if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB ) + { + if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM ) + break; + } + else if (inf && battle->check_target(src, target, inf) <= 0){ + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + 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); + break; + } + } + + //Avoid doing double checks for instant-cast skills. + if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1)) + break; + + if(md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) + clif->emotion(src, md->db->skill[md->skill_idx].emotion); + } + + if(src != target && battle_config.skill_add_range && + !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) + { + if (sd) { + clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); + } + break; + } + + if( sd ) + { + if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) + break; + else + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); + } +#ifdef OFFICIAL_WALKPATH + if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) + break; +#endif + if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + break; + + if (ud->state.running && ud->skill_id == TK_JUMPKICK) { + ud->state.running = 0; + status_change_end(src, SC_RUN, INVALID_TIMER); + flag = 1; + } + + if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) + unit_stop_walking(src,1); + + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] + if (sd) { //Cooldown application + int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. + if (sd->skillcooldown[i].id == ud->skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill->blockpc_start(sd, ud->skill_id, cooldown, false); + } + if( battle_config.display_status_timers && sd ) + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); + if( sd ) + { + switch( ud->skill_id ) + { + case GS_DESPERADO: + sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv); + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + if( (sc = status_get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) + { + const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer); + if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) + break; + } + sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); + break; + } + } + if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE) + unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", + src->type, src->id, ud->skill_id, ud->skill_lv, target->id); + + iMap->freeblock_lock(); + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + 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); + else + skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); + + sc = status_get_sc(src); + if(sc && sc->count) { + if(sc->data[SC_SOULLINK] && + sc->data[SC_SOULLINK]->val2 == SL_WIZARD && + sc->data[SC_SOULLINK]->val3 == ud->skill_id && + ud->skill_id != WZ_WATERBALL) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. + + if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) + skill->blockpc_start(sd,BD_ADAPTATION,3000, 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] + sd->skillitem = sd->skillitemlv = 0; + + if (ud->skilltimer == INVALID_TIMER) { + if(md) md->skill_idx = -1; + else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skill_lv = ud->skilltarget = 0; + } + iMap->freeblock_unlock(); + return 1; + } while(0); + + //Skill failed. + if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) + { //When Asura fails... (except when it fails from Fog of Wall) + //Consume SP/spheres + skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); + status_set_sp(src, 0, 0); + sc = &sd->sc; + if (sc->count) + { //End states + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); +#ifdef RENEWAL + sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); +#endif + } + if (target && target->m == src->m) + { //Move character to target anyway. + int dir, x, y; + dir = iMap->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->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + } + } + + ud->skill_id = ud->skill_lv = ud->skilltarget = 0; + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick; + //You can't place a skill failed packet here because it would be + //sent in ALL cases, even cases where skill_check_condition fails + //which would lead to double 'skill failed' messages u.u [Skotlex] + if(sd) + sd->skillitem = sd->skillitemlv = 0; + else if(md) + md->skill_idx = -1; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { struct map_session_data *sd, *dstsd; @@ -4742,6 +4996,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui return ret; } break; + case RK_MILLENNIUMSHIELD: + case RK_CRUSHSTRIKE: + case RK_REFRESH: + case RK_GIANTGROWTH: + case RK_STONEHARDSKIN: + case RK_VITALITYACTIVATION: + case RK_STORMBLAST: + case RK_FIGHTINGSPIRIT: + case RK_ABUNDANCE: + if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ + if( status_change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ + skill->consume_requirement(sd,skill_id,skill_lv,2); + iMap->freeblock_unlock(); + return 0; + } + } + break; default: //Skill is actually ground placed. if (src == bl && skill->get_unit_id(skill_id,0)) @@ -4794,7 +5065,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui dstsd = sd; } } - else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST]) + else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC__BLOODYLUST]) heal = 0; //Needed so that it actually displays 0 when healing. } clif->skill_nodamage (src, bl, skill_id, heal, 1); @@ -5019,7 +5290,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 }; + const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP }; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER); for (i = 0; i < ARRAYLENGTH(scs); i++) @@ -5078,18 +5349,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sc && tsc ) { - if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) + if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { - 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)); + sc_start(src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } else - if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id && - tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id ) + if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id && + tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id ) { - status_change_end(src, SC_MARIONETTE, INVALID_TIMER); - status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); + status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); } else { @@ -5115,13 +5386,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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] + dstsd->sc.data[SC_PROPERTYFIRE] || + dstsd->sc.data[SC_PROPERTYWATER] || + dstsd->sc.data[SC_PROPERTYWIND] || + dstsd->sc.data[SC_PROPERTYGROUND] || + dstsd->sc.data[SC_PROPERTYDARK] || + dstsd->sc.data[SC_PROPERTYTELEKINESIS] || + dstsd->sc.data[SC_ENCHANTPOISON] )) ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -5155,18 +5426,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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_EARTH : type = SC_PROPERTYGROUND; break; + case ELE_WIND : type = SC_PROPERTYWIND; break; + case ELE_WATER : type = SC_PROPERTYWATER; break; + case ELE_FIRE : type = SC_PROPERTYFIRE; break; + case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break; + case ELE_DARK : type = SC_PROPERTYDARK; break; case ELE_HOLY : type = SC_ASPERSIO; break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(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_start2(bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); break; @@ -5208,7 +5479,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case AL_BLESSING: case MER_INCAGI: case MER_BLESSING: - if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { + if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) { skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; } @@ -5279,6 +5550,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SR_GENTLETOUCH_ENERGYGAIN: case GN_CARTBOOST: case KO_MEIKYOUSISUI: + case ALL_FULL_THROTTLE: + case RA_UNLIMIT: + case WL_TELEKINESIS_INTENSE: + case AB_OFFERTORIUM: + case RK_GIANTGROWTH: + case RK_VITALITYACTIVATION: + case RK_ABUNDANCE: + case RK_CRUSHSTRIKE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; @@ -5326,7 +5605,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); break; /* Was modified to only affect targetted char. [Skotlex] case HP_ASSUMPTIO: @@ -5351,13 +5630,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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] + if (dstsd->sc.data[SC_PROPERTYFIRE] || + dstsd->sc.data[SC_PROPERTYWATER] || + dstsd->sc.data[SC_PROPERTYWIND] || + dstsd->sc.data[SC_PROPERTYGROUND] || + dstsd->sc.data[SC_PROPERTYDARK] || + dstsd->sc.data[SC_PROPERTYTELEKINESIS] + // dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -5665,6 +5944,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case CASH_BLESSING: case CASH_INCAGI: case CASH_ASSUMPTIO: + case WM_FRIGG_SONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) @@ -5724,7 +6004,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SL_KAUPE: if (sd) { if (!dstsd || !( - (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) || + (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || dstsd->status.char_id == sd->status.char_id || dstsd->status.char_id == sd->status.partner_id || @@ -5948,7 +6228,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_COMPRESS: - status_change_end(bl, SC_BLEEDING, INVALID_TIMER); + status_change_end(bl, SC_BLOODING, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_MENTALCURE: @@ -6019,8 +6299,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // Weapon Refining [Celest] case WS_WEAPONREFINE: - if(sd) + if(sd){ + sd->state.prerefining = 1; clif->item_refine_list(sd); + } break; case MC_VENDING: @@ -6029,7 +6311,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if ( !pc->can_give_items(sd) ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else { - sd->state.prevend = 1; + sd->state.prevend = sd->state.workinprogress = 3; clif->openvendingreq(sd,2+skill_lv); } } @@ -6039,7 +6321,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(sd) { if (map[bl->m].flag.noteleport && skill_lv <= 2) { - clif->skill_teleportmessage(sd,0); + clif->skill_mapinfomessage(sd,0); break; } if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] @@ -6162,7 +6444,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } //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]) + if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD]) { clif->gospel_info(sd, 0x28); break; @@ -6212,7 +6494,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 ) + if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->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; @@ -6339,9 +6621,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { 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] + || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. + || rnd()%100 >= 50+10*skill_lv ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -6354,78 +6635,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - - for(i=0;i<SC_MAX;i++) + + 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 + if ( !tsc->data[i] ) continue; - break; - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) + if( SC_COMMON_MAX < i ){ + if ( status_get_sc_type(i)&SC_NO_DISPELL ) 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. + switch (i) { + /** + * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore + **/ + case SC_WHISTLE: + case SC_ASSNCROS: + case SC_POEMBRAGI: + case SC_APPLEIDUN: + case SC_HUMMING: + case SC_DONTFORGETME: + case SC_FORTUNE: + case SC_SERVICEFORYOU: + if( tsc->data[i]->val4 ) //val4 = out-of-song-area + continue; + break; + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + break; + } status_change_end(bl, (sc_type)i, INVALID_TIMER); } break; @@ -6537,7 +6779,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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) + // if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) // maxlv = 10; // else maxlv = skill_lv - 9; @@ -6665,9 +6907,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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; + int i = SC_ATTHASTE_POTION1 + skill_lv - 1; + if (i > SC_ATTHASTE_INFINITY) + i = SC_ATTHASTE_INFINITY; clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); } @@ -6739,7 +6981,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case NPC_AGIUP: - sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; @@ -7018,7 +7260,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + sc_start(bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime); s++; } if( sd && !s ){ @@ -7048,6 +7290,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case CG_TAROTCARD: { int eff, count = -1; + if( tsc && tsc->data[type] ){ + iMap->freeblock_unlock(); + return 0; + } if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { if( sd ) @@ -7059,7 +7305,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + if( eff == 5 ) + clif->specialeffect(src, 528, AREA); + else + clif->specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 @@ -7129,6 +7378,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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)); + sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; default: break; @@ -7153,7 +7403,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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. + //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; @@ -7163,11 +7413,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui dstsd->die_counter = 0; pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); clif->specialeffect(bl, 0x152, AREA); - //SC_SPIRIT invokes status_calc_pc for us. + //SC_SOULLINK 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)); + sc_start4(bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { @@ -7176,7 +7426,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } 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)); + sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_SWOO: @@ -7196,7 +7446,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } 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)); + sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; // New guild skills [Celest] @@ -7385,7 +7635,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_DRAGONFEAR: if (flag&1) { - const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; + const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; 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)) ) { @@ -7482,7 +7732,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 ) + if( sd ) { int heal = sstatus->hp / 4; // 25% HP if( status_charge(bl,heal,0) ) @@ -7492,7 +7742,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } 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, @@ -7503,8 +7752,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case RK_MILLENNIUMSHIELD: - if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) - { + if( sd ){ 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); @@ -7512,31 +7760,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } 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 ) { + } else if( sd ) { 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 @@ -7688,14 +7918,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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])) { + tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || 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_FROSTMISTY, 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, @@ -7734,61 +7964,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } if(status_isimmune(bl) || !tsc || !tsc->count) break; - for(i=0;i<SC_MAX;i++) + 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 ) + if( SC_COMMON_MAX > i ){ + if ( !tsc->data[i] || !status_get_sc_type(i) ) continue; - break; + if ( status_get_sc_type(i)&SC_NO_CLEARANCE ) + continue; + } + switch (i) { + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + break; } - 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; @@ -7830,7 +8023,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 ) + if( sd && !i ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } }else @@ -7849,42 +8042,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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))); + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case WL_SIENNAEXECRATE: - if( status_isimmune(bl) || !tsc ) - break; - if( flag&1 ) { - if( bl->id == skill_area_temp[1] ) - break; // Already work on this target - + 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); + status_change_start(bl,SC_STONE,10000,skill_lv,0,0,500,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; - iMap->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. - } - else if( sd ) // Failure on Rate + int rate = 45 + 5 * skill_lv; + if( rnd()%100 < rate ){ + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + iMap->foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + }else if( sd ) // Failure on Rate clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; @@ -7893,36 +8068,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); - } - - if( !sctype ) - { - if( sd ) // No free slots to put SC - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){ + if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack + int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); 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; - } - - 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; @@ -7930,10 +8082,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd ) { struct status_change *sc = status_get_sc(bl); - for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) + for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; - if( i == SC_MAXSPELLBOOK ) { + if( i == SC_SPELLBOOK7 ) { clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); break; } @@ -7998,9 +8150,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); 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; @@ -8266,7 +8417,34 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; - + case LG_KINGS_GRACE: + if( flag&1 ){ + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + for(i=0; i<SC_MAX; i++) + { + if (!tsc->data[i]) + continue; + switch(i){ + case SC_POISON: case SC_BLIND: + case SC_FREEZE: case SC_STONE: + case SC_STUN: case SC_SLEEP: + case SC_BLOODING: case SC_CURSE: + case SC_CONFUSION: case SC_ILLUSION: + case SC_SILENCE: case SC_BURNING: + case SC_CRYSTALIZE: case SC_FROSTMISTY: + case SC_DEEP_SLEEP: case SC_FEAR: + case SC_MANDRAGORA: + status_change_end(bl, (sc_type)i, INVALID_TIMER); + } + } + }else { + skill_area_temp[2] = 0; + if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) ) + flag |= BCT_GUILD; + iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; case LG_INSPIRATION: if( sd && !map[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. @@ -8358,9 +8536,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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_ILLUSION, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -8371,6 +8549,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 SR_FLASHCOMBO: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + for(i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++) + skill->addtimerskill(src, tick + 600 * (i - SR_FLASHCOMBO_ATK_STEP1), bl->id, 0, 0, i, skill_lv, BF_WEAPON, flag|SD_LEVEL); + break; case WA_SWING_DANCE: case WA_MOONLIT_SERENADE: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) @@ -8586,7 +8769,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SO_ARRULLO: { - // [(15 + 5 * Skill Level) + ( Caster�s INT / 5 ) + ( Caster�s Job Level / 5 ) - ( Target�s INT / 6 ) - ( Target�s LUK / 10 )] % + // [(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); @@ -8596,7 +8779,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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)] % + //[(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)); @@ -8843,7 +9026,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + ARR_FIND(1, 6, i, sd->charm[i] > 0 && ttype != i); + if( i < 6 ) + pc->del_charm(sd, sd->charm[i], i); // replace with a new one. + pc->add_charm(sd, skill->get_time(skill_id, skill_lv), 10, ttype); } break; @@ -8868,45 +9054,50 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + { + int rate = max(5, (45 + 5 * skill_lv - status_get_int(bl) / 10)); + if( sd && !map_flag_gvg(src->m) ){ + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); + break; + } + if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){ + 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); + rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){ + clif->skill_nodamage(src, bl, skill_id, skill_lv, + status_change_start(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); + status_change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); }else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + 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 ) { + if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { int x = src->x, y = src->y; - - if( sd && rnd()%100 > ((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); + if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%. + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } - if (unit_movepos(src,bl->x,bl->y,0,0)) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->slide(src,bl->x,bl->y) ; - sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv)); - if (unit_movepos(bl,x,y,0,0)) + 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, 25, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( !is_boss(bl) && unit_stop_walking(&sd->bl, 1) && unit_movepos(bl, x, y, 0, 0) ) { - 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)); + if( dstsd && pc_issit(dstsd) ) + pc->setstand(dstsd); + clif->slide(bl, x, y) ; + sc_start(bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); } } } @@ -8916,7 +9107,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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); + clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0); break; } case KO_IZAYOI: @@ -8932,7 +9123,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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])){ + tsc->data[SC_MARIONETTE_MASTER] || 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); @@ -8940,7 +9131,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); } if( skill_area_temp[2] == 1 ){ @@ -8957,7 +9148,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui 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 + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION }; int heal; if(tsc){ @@ -9084,333 +9275,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui /*========================================== * *------------------------------------------*/ -int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) -{ - struct block_list *target, *src; - struct map_session_data *sd; - struct mob_data *md; - struct unit_data *ud; - struct status_change *sc = NULL; - int inf,inf2,flag = 0; - - src = iMap->id2bl(id); - if( src == NULL ) - { - ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); - return 0;// not found - } - - ud = unit_bl2ud(src); - if( ud == NULL ) - { - ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); - return 0;// ??? - } - - sd = BL_CAST(BL_PC, src); - md = BL_CAST(BL_MOB, src); - - if( src->prev == NULL ) { - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel() - if( ud->skilltimer != tid ) { - ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) - {// restore original walk speed - ud->skilltimer = INVALID_TIMER; - status_calc_bl(&sd->bl, SCB_SPEED); - } - - ud->skilltimer = INVALID_TIMER; - } - - if (ud->skilltarget == id) - target = src; - else - target = iMap->id2bl(ud->skilltarget); - - // Use a do so that you can break out of it when the skill fails. - do { - if(!target || target->prev==NULL) break; - - if(src->m != target->m || status_isdead(src)) break; - - switch (ud->skill_id) { - //These should become skill_castend_pos - case WE_CALLPARTNER: - if(sd) clif->callpartner(sd); - case WE_CALLPARENT: - case WE_CALLBABY: - case AM_RESURRECTHOMUN: - case PF_SPIDERWEB: - //Find a random spot to place the skill. [Skotlex] - inf2 = skill->get_splash(ud->skill_id, ud->skill_lv); - ud->skillx = target->x + inf2; - ud->skilly = target->y + inf2; - if (inf2 && !iMap->random_dir(target, &ud->skillx, &ud->skilly)) { - ud->skillx = target->x; - ud->skilly = target->y; - } - ud->skilltimer=tid; - return skill->castend_pos(tid,tick,id,data); - case GN_WALLOFTHORN: - ud->skillx = target->x; - ud->skilly = target->y; - ud->skilltimer = tid; - return skill->castend_pos(tid,tick,id,data); - } - - if(ud->skill_id == RG_BACKSTAP) { - uint8 dir = iMap->calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); - if(check_distance_bl(src, target, 0) || iMap->check_dir(dir,t_dir)) { - break; - } - } - - if( ud->skill_id == PR_TURNUNDEAD ) { - struct status_data *tstatus = status_get_status_data(target); - if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) - break; - } - - if( ud->skill_id == RA_WUGSTRIKE ){ - if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) - break; - } - - if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) - { - sc = status_get_sc(target); - if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) - { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] - clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); - break; - } - } - else - { // Check target validity. - inf = skill->get_inf(ud->skill_id); - inf2 = skill->get_inf2(ud->skill_id); - - if(inf&INF_ATTACK_SKILL || - (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills - ) // Casted through combo. - inf = BCT_ENEMY; //Offensive skill. - else if(inf2&INF2_NO_ENEMY) - inf = BCT_NOENEMY; - else - inf = 0; - - if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) - { - inf |= - (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| - (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); - //Remove neutral targets (but allow enemy if skill is designed to be so) - inf &= ~BCT_NEUTRAL; - } - - if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { - clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); - break; - } - - if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB ) - { - if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM ) - break; - } - else if (inf && battle->check_target(src, target, inf) <= 0){ - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - - 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); - break; - } - } - - //Avoid doing double checks for instant-cast skills. - if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1)) - break; - - if(md) { - md->last_thinktime=tick +MIN_MOBTHINKTIME; - if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) - clif->emotion(src, md->db->skill[md->skill_idx].emotion); - } - - if(src != target && battle_config.skill_add_range && - !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) - { - if (sd) { - clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); - } - break; - } - - if( sd ) - { - if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) - break; - else - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); - } -#ifdef OFFICIAL_WALKPATH - if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) - break; -#endif - if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) - break; - - if (ud->state.running && ud->skill_id == TK_JUMPKICK) { - ud->state.running = 0; - status_change_end(src, SC_RUN, INVALID_TIMER); - flag = 1; - } - - if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) - unit_stop_walking(src,1); - - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] - if (sd) { //Cooldown application - int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); - for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. - if (sd->skillcooldown[i].id == ud->skill_id){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - if(cooldown) - skill->blockpc_start(sd, ud->skill_id, cooldown, false); - } - if( battle_config.display_status_timers && sd ) - 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); - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] ) - { - const struct TimerData *timer = iTimer->get_timer(sc->data[SC_STRIPSHIELD]->timer); - if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->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)); - break; - } - } - if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE) - unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); - - if(battle_config.skill_log && battle_config.skill_log&src->type) - ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", - src->type, src->id, ud->skill_id, ud->skill_lv, target->id); - - iMap->freeblock_lock(); - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - 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); - else - skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); - - sc = status_get_sc(src); - if(sc && sc->count) { - if(sc->data[SC_SPIRIT] && - sc->data[SC_SPIRIT]->val2 == SL_WIZARD && - sc->data[SC_SPIRIT]->val3 == ud->skill_id && - 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, 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] - sd->skillitem = sd->skillitemlv = 0; - - if (ud->skilltimer == INVALID_TIMER) { - if(md) md->skill_idx = -1; - else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' - ud->skill_lv = ud->skilltarget = 0; - } - iMap->freeblock_unlock(); - return 1; - } while(0); - - //Skill failed. - if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) - { //When Asura fails... (except when it fails from Fog of Wall) - //Consume SP/spheres - skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); - status_set_sp(src, 0, 0); - sc = &sd->sc; - if (sc->count) - { //End states - status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); -#ifdef RENEWAL - sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); -#endif - } - if (target && target->m == src->m) - { //Move character to target anyway. - int dir, x, y; - dir = iMap->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->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - } - } - - ud->skill_id = ud->skill_lv = ud->skilltarget = 0; - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick; - //You can't place a skill failed packet here because it would be - //sent in ALL cases, even cases where skill_check_condition fails - //which would lead to double 'skill failed' messages u.u [Skotlex] - if(sd) - sd->skillitem = sd->skillitemlv = 0; - else if(md) - md->skill_idx = -1; - return 0; -} - -/*========================================== - * - *------------------------------------------*/ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) { struct block_list* src = iMap->id2bl(id); @@ -9528,7 +9392,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) skill->blockpc_start(sd, ud->skill_id, cooldown, false); } if( battle_config.display_status_timers && sd ) - clif->status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); // if( sd ) // { // switch( ud->skill_id ) @@ -9574,6 +9438,143 @@ static int skill_count_wos(struct block_list *bl,va_list ap) { } return 0; } + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map) +{ + nullpo_ret(sd); + +//Simplify skill_failed code. +#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } + if(skill_id != sd->menuskill_id) + return 0; + + if( sd->bl.prev == NULL || pc_isdead(sd) ) { + skill_failed(sd); + return 0; + } + + if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) { + skill_failed(sd); + return 0; + } + if(sd->sc.count && ( + sd->sc.data[SC_SILENCE] || + sd->sc.data[SC_ROKISWEIL] || + sd->sc.data[SC_AUTOCOUNTER] || + sd->sc.data[SC_STEELBODY] || + (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) || + sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || + sd->sc.data[SC_BASILICA] || + sd->sc.data[SC_MARIONETTE_MASTER] || + sd->sc.data[SC_WHITEIMPRISON] || + (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) || + (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) || + sd->sc.data[SC_OBLIVIONCURSE] || + sd->sc.data[SC__MANHOLE] || + (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH + )) { + skill_failed(sd); + return 0; + } + + pc_stop_attack(sd); + pc_stop_walking(sd,0); + + if(battle_config.skill_log && battle_config.skill_log&BL_PC) + ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map); + + if(strcmp(map,"cancel")==0) { + skill_failed(sd); + 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); + sd->state.workinprogress = 0; + 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; + + 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; + } + + if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv... + skill_failed(sd); + return 0; + } + + skill->consume_requirement(sd,sd->menuskill_id,lv,2); + sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] + + if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { + skill_failed(sd); + return 0; + } + + group->val1 = (group->val1<<16)|(short)0; + // record the destination coordinates + group->val2 = (x<<16)|y; + group->val3 = mapindex; + } + break; + } + + sd->menuskill_id = sd->menuskill_val = 0; + return 0; +#undef skill_failed +} + /*========================================== * *------------------------------------------*/ @@ -9740,6 +9741,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case NJ_HUUMA: #endif case NPC_EVILLAND: + case WL_COMET: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: @@ -9776,6 +9778,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case MH_POISON_MIST: case MH_STEINWAND: case MH_XENO_SLASHER: + case NC_MAGMA_ERUPTION: 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); @@ -10038,6 +10041,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case NC_COLDSLOWER: case NC_ARMSCANNON: case RK_DRAGONBREATH: + case RK_DRAGONBREATH_WATER: i = skill->get_splash(skill_id,skill_lv); iMap->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); @@ -10070,17 +10074,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui iMap->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); - iMap->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: { @@ -10095,7 +10088,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case 2: sx = x - i; break; case 6: sx = x + i; break; } - skill->addtimerskill(src,iTimer->gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); + skill->addtimerskill(src,iTimer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); } } break; @@ -10142,10 +10135,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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 + clif->skill_nodamage(src,src,skill_id,skill_lv,1); if( skill->blown(src,src,6,unit_getdir(src),0) ) - skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0); + skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0x2); break; case LG_OVERBRAND: @@ -10279,141 +10272,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui return 0; } -/*========================================== - * - *------------------------------------------*/ -int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map) -{ - nullpo_ret(sd); - -//Simplify skill_failed code. -#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } - if(skill_id != sd->menuskill_id) - return 0; - - if( sd->bl.prev == NULL || pc_isdead(sd) ) { - skill_failed(sd); - return 0; - } - - if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) { - skill_failed(sd); - return 0; - } - if(sd->sc.count && ( - sd->sc.data[SC_SILENCE] || - sd->sc.data[SC_ROKISWEIL] || - sd->sc.data[SC_AUTOCOUNTER] || - sd->sc.data[SC_STEELBODY] || - (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) || - sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] || - 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_OBLIVIONCURSE] || - sd->sc.data[SC__MANHOLE] || - (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH - )) { - skill_failed(sd); - return 0; - } - - pc_stop_attack(sd); - pc_stop_walking(sd,0); - - if(battle_config.skill_log && battle_config.skill_log&BL_PC) - ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map); - - if(strcmp(map,"cancel")==0) { - skill_failed(sd); - 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]; - - if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) { - for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { - if(sd->ud.skillunit[i]->skill_id == skill_id) - maxcount--; - } - if(!maxcount) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - skill_failed(sd); - return 0; - } - } - - lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id); - wx = sd->menuskill_val>>16; - wy = sd->menuskill_val&0xffff; - - if( lv <= 0 ) return 0; - if( lv > 4 ) lv = 4; // crash prevention - - // check if the chosen map exists in the memo list - ARR_FIND( 0, lv, i, 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; - } - - skill->consume_requirement(sd,sd->menuskill_id,lv,2); - sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] - - if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { - skill_failed(sd); - return 0; - } - - group->val1 = (group->val1<<16)|(short)0; - // record the destination coordinates - group->val2 = (x<<16)|y; - group->val3 = mapindex; - } - break; - } - - sd->menuskill_id = sd->menuskill_val = 0; - return 0; -#undef skill_failed -} - /// transforms 'target' skill unit into dissonance (if conditions are met) int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { struct skill_unit* target = (struct skill_unit*)bl; @@ -10713,8 +10571,13 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill } break; case DC_DONTFORGETME: +#ifdef RENEWAL + val1 = status->dex/10 + 3*skill_lv; // ASPD decrease + val2 = status->agi/10 + 2*skill_lv; // Movement speed adjustment. +#else val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. +#endif if(sd){ val1 += pc->checkskill(sd,DC_DANCINGLESSON); val2 += pc->checkskill(sd,DC_DANCINGLESSON); @@ -10734,9 +10597,15 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill } break; case BA_ASSASSINCROSS: +#ifdef RENEWAL + val1 = 10 + skill_lv + (status->agi/10); // ASPD increase + if(sd) + val1 += 4*pc->checkskill(sd,BA_MUSICALLESSON); +#else val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase if(sd) val1 += 5*pc->checkskill(sd,BA_MUSICALLESSON); +#endif break; case DC_FORTUNEKISS: val1 = 10+skill_lv+(status->luk/10); // Critical increase @@ -10823,6 +10692,12 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill case GD_HAWKEYES: limit = 1000000;//it doesn't matter break; + case WL_COMET: + if( sc ) { + sc->comet_x = x; + sc->comet_y = y; + } + break; case LG_BANDING: limit = -1; break; @@ -10841,7 +10716,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill break; case SO_VACUUM_EXTREME: range++; - break; case SC_BLOODYLUST: skill->clear_group(src, 32); @@ -10853,13 +10727,13 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill break; case KO_ZENKAI: if( sd ){ - ARR_FIND(1, 6, i, sd->talisman[i] > 0); + ARR_FIND(1, 6, i, sd->charm[i] > 0); if( i < 5 ){ - val1 = sd->talisman[i]; // no. of aura + val1 = sd->charm[i]; // no. of aura val2 = i; // aura type limit += val1 * 1000; subunt = i - 1; - pc->del_talisman(sd, sd->talisman[i], i); + pc->del_charm(sd, sd->charm[i], i); } } break; @@ -11151,7 +11025,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned 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)) + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return skill_id; if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); @@ -11164,7 +11038,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned 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)) + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return 0; if (!sc) return 0; @@ -11217,7 +11091,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned case UNT_VOLCANIC_ASH: if (!sce) - sc_start(bl, SC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + sc_start(bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: @@ -11543,7 +11417,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( md && md->class_ == MOBID_EMPERIUM ) break; #endif - if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) ) + if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) ) break; // affects self only when soullinked heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); if( tsc->data[SC_AKAITSUKI] && heal ) @@ -11574,7 +11448,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns status_heal(bl,heal,0,0); break; case 1: // End all negative status - status_change_clear_buffs(bl,6); + status_change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status @@ -11597,7 +11471,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns sc_start(bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI - sc_start(bl,SC_INCREASEAGI,100,10,time); + sc_start(bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(bl,SC_ASPERSIO,100,1,time); @@ -11678,6 +11552,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_FIREWALK: case UNT_ELECTRICWALK: case UNT_PSYCHIC_WAVE: + case UNT_MAGMA_ERUPTION: + case UNT_MAKIBISHI: skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; @@ -11723,7 +11599,7 @@ 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) ) + 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; @@ -11775,7 +11651,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } 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 ) + } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 ) skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); } break; @@ -11786,7 +11662,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case 1: case 2: default: - sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, + sc_start4(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); @@ -11903,36 +11779,31 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns 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_FROSTMISTY, 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)); 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_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: sc_start(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_DEEP_SLEEP, 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)); break; - case UNT_MAKIBISHI: - 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); 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); @@ -12234,7 +12105,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { return 1; case WL_COMET: // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster - if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) + if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) p_sd[(*c)++] = tsd->bl.id; return 1; case LG_RAYOFGENESIS: @@ -12469,11 +12340,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case BS_ADRENALINE: case WS_WEAPONREFINE: case BS_WEAPONPERFECT: case WS_CARTTERMINATION: case BS_OVERTHRUST: case WS_OVERTHRUSTMAX: - case BS_MAXIMIZE: case NC_AXEBOOMERANG: - case BS_ADRENALINE2: case NC_POWERSWING: - case BS_UNFAIRLYTRICK: case NC_AXETORNADO: + case BS_MAXIMIZE: + case BS_ADRENALINE2: + case BS_UNFAIRLYTRICK: case BS_GREED: - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return 0; default: //Only Mechanic exlcusive skill can be used. break; @@ -12529,30 +12400,43 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; if(sc->data[SC_BLADESTOP]) break; - if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) + if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) break; + if( i ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); return 0; case MO_COMBOFINISH: - if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) + if(!sc) return 0; - break; + if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) + break; + if( i ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); + return 0; case CH_TIGERFIST: - if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) + if(!sc) return 0; - break; + if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) + break; + if( i ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); + return 0; case CH_CHAINCRUSH: - if(!(sc && sc->data[SC_COMBO])) - return 0; - if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) + if(!sc) return 0; - break; + if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) + break; + if( i ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); + return 0; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return 0; if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) ) break; - if( sc && sc->data[SC_COMBO] ) { - switch(sc->data[SC_COMBO]->val1) { + if( sc && sc->data[SC_COMBOATTACK] ) + { + switch(sc->data[SC_COMBOATTACK]->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: @@ -12594,17 +12478,17 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case TK_COUNTER: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) return 0; //Anti-Soul Linker check in case you job-changed with Stances active. - if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK) + if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) return 0; //Combo needs to be ready - if (sc->data[SC_COMBO]->val3) { //Kick chain + if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain //Do not repeat a kick. - if (sc->data[SC_COMBO]->val3 != skill_id) + if (sc->data[SC_COMBOATTACK]->val3 != skill_id) break; - status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER); + status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); return 0; } - if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait. + if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait. unit_cancel_combo(&sd->bl); return 0; } @@ -12638,12 +12522,12 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case SL_SMA: - if(!(sc && sc->data[SC_SMA])) + if(!(sc && sc->data[SC_SMA_READY])) return 0; break; case HT_POWER: - if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)) + if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)) return 0; break; @@ -12709,7 +12593,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id 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) + if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] @@ -12751,7 +12635,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } case NJ_BUNSINJYUTSU: - if (!(sc && sc->data[SC_NEN])) { + if (!(sc && sc->data[SC_NJ_NEN])) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -12824,13 +12708,36 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: - if( sc ) + case WL_TETRAVORTEX: + case WL_RELEASE: { - 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); - return 0; + int x = SC_SUMMON1; + i = 0; + for(; x <= SC_SUMMON5; x++) + if( sc && sc->data[x] ) + i++; + + switch(skill_id){ + case WL_TETRAVORTEX: + if( i < 4 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + case WL_RELEASE: + for(x = SC_SPELLBOOK7; x >= SC_SPELLBOOK1; x--) + if( sc && sc->data[x] ) + i++; + if( i == 0 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); + return 0; + } + break; + default: + if( i == 5 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + return 0; + } } } break; @@ -12845,7 +12752,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case GC_COUNTERSLASH: case GC_WEAPONCRUSH: - if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) { + if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); return 0; } @@ -12854,26 +12761,26 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id * Ranger **/ 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); + if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) { + clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGSTRIKE: if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGRIDER: if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGDASH: if(!pc_isridingwug(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; @@ -12915,10 +12822,13 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case SR_FALLENEMPIRE: - if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) ) + if( !sc ) return 0; - break; - + if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) + break; + if( i ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO); + return 0; case SR_CRESCENTELBOW: if( sc && sc->data[SC_CRESCENTELBOW] ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); @@ -12973,7 +12883,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id 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_EL_SUMMON,0); return 0; } break; @@ -12985,7 +12895,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case LG_REFLECTDAMAGE: case CR_REFLECTSHIELD: - if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){ + if( sc && sc->data[SC_KYOMU] && rand()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -12996,18 +12906,17 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case KO_DOHU_KOUKAI: { 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); + if( sd->charm[ttype] >= 10 ){ + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); return 0; } } break; case KO_KAIHOU: case KO_ZENKAI: - ARR_FIND(1, 6, i, sd->talisman[i] > 0); + ARR_FIND(1, 6, i, sd->charm[i] > 0); if( i > 4 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); return 0; } break; @@ -13051,7 +12960,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } case ST_CART: if(!pc_iscarton(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); return 0; } break; @@ -13069,7 +12978,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case ST_EXPLOSIONSPIRITS: if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0); return 0; } break; @@ -13080,7 +12989,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case ST_MOVE_ENABLE: - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id) + if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) sd->ud.canmove_tick = iTimer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] if (!unit_can_move(&sd->bl)) { @@ -13089,7 +12998,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case ST_WATER: - if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON])) + if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) break; if (iMap->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) break; @@ -13097,7 +13006,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; case ST_RIDINGDRAGON: if( !pc_isridingdragon(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); return 0; } break; @@ -13115,7 +13024,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id break; case ST_MADO: if( !pc_ismadogear(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return 0; } break; @@ -13182,7 +13091,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } - if( sd->sc.data[SC_COMBO] ) { + if( sd->sc.data[SC_COMBOATTACK] ) { switch( skill_id ) { case MO_CHAINCOMBO: case MO_COMBOFINISH: @@ -13329,7 +13238,10 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, 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); + if( require.ammo&1<<8 ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0); + else + clif->arrow_fail(sd,0); return 0; } else if( sd->status.inventory[i].amount < require.ammo_qty ) { char e_msg[100]; @@ -13353,12 +13265,39 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, continue; 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 - else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM; + switch( skill_id ){ + case NC_SILVERSNIPER: + case NC_MAGICDECOY: + cause = USESKILL_FAIL_STUFF_INSUFFICIENT; + break; + default: + switch(require.itemid[i]){ + case ITEMID_RED_GEMSTONE: + cause = USESKILL_FAIL_REDJAMSTONE; break; + case ITEMID_BLUE_GEMSTONE: + cause = USESKILL_FAIL_BLUEJAMSTONE; break; + case ITEMID_HOLY_WATER: + cause = USESKILL_FAIL_HOLYWATER; break; + case ITEMID_ANCILLA: + cause = USESKILL_FAIL_ANCILLA; break; + case ITEMID_ACCELERATOR: + case ITEMID_HOVERING_BOOSTER: + case ITEMID_SUICIDAL_DEVICE: + case ITEMID_SHAPE_SHIFTER: + case ITEMID_COOLING_DEVICE: + case ITEMID_MAGNETIC_FIELD_GENERATOR: + case ITEMID_BARRIER_BUILDER: + case ITEMID_CAMOUFLAGE_GENERATOR: + case ITEMID_REPAIR_KIT: + case ITEMID_MONKEY_SPANNER: + cause = USESKILL_FAIL_NEED_EQUIPMENT; + default: + clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16)); + return 0; + } + } + clif->skill_fail(sd, skill_id, cause, 0); return 0; } } @@ -13417,7 +13356,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin if( !req.itemid[i] ) continue; - if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) + if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) continue; //Gemstones are checked, but not substracted from inventory. switch( skill_id ){ @@ -13521,10 +13460,12 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( sc ) { if( sc->data[SC__LAZINESS] ) req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; - if (sc->data[SC_UNLIMITEDHUMMINGVOICE]) - req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100; + if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) + req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val2 / 100; if( sc->data[SC_RECOGNIZEDSPELL] ) req.sp += req.sp / 4; + if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) + req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; } req.zeny = skill_db[idx].zeny[skill_lv-1]; @@ -13644,7 +13585,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 req.zeny -= req.zeny*10/100; break; case AL_HOLYLIGHT: - if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST) + if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST) req.sp *= 5; break; case SL_SMA: @@ -13668,7 +13609,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: - if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) + if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. break; case MO_BODYRELOCATION: @@ -13680,9 +13621,9 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 { if( sc->data[SC_BLADESTOP] ) req.spiritball--; - else if( sc->data[SC_COMBO] ) + else if( sc->data[SC_COMBOATTACK] ) { - switch( sc->data[SC_COMBO]->val1 ) + switch( sc->data[SC_COMBOATTACK]->val1 ) { case MO_COMBOFINISH: req.spiritball = 4; @@ -13702,7 +13643,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 req.spiritball = sd->spiritball?sd->spiritball:15; break; case SR_GATEOFHELL: - if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) + if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) req.sp -= req.sp * 10 / 100; break; case SO_SUMMON_AGNI: @@ -13779,15 +13720,15 @@ 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; - if (sc->data[SC_PARALYSIS]) - time += sc->data[SC_PARALYSIS]->val3; + if (sc->data[SC_NEEDLE_OF_PARALYZE]) + time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; if (sc->data[SC_SUFFRAGIUM]) { time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); @@ -13859,8 +13800,12 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { // All variable cast additive bonuses must come first + if (sc->data[SC_MAGICPOWER] ) + time += 700; if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); + if (sc->data[SC_FROSTMISTY]) + VARCAST_REDUCTION(-15); // Variable cast reduction bonuses if (sc->data[SC_SUFFRAGIUM]) { @@ -13878,17 +13823,33 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 VARCAST_REDUCTION(50); if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER)) VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. + if (sc->data[SC_TELEKINESIS_INTENSE]) + VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); + if (sc->data[SC_SOULLINK]){ + if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) + switch(skill_id){ + case WZ_FIREPILLAR: + if(skill_lv < 5) + break; + case HW_GRAVITATION: + case MG_SAFETYWALL: + case MG_STONECURSE: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + VARCAST_REDUCTION(50); + } + } // Fixed cast reduction bonuses if( sc->data[SC__LAZINESS] ) fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); - if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP ) - fixcast_r = max(fixcast_r, 5 + skill_lv * 5); + if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) + fixcast_r = max(fixcast_r, (status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; - if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN)) + if( sc->data[SC_IZAYOI] ) fixed = 0; if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) fixed -= 1000; @@ -13966,14 +13927,14 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) } } - if ( sc && sc->data[SC_SPIRIT] ) { + if ( sc && sc->data[SC_SOULLINK] ) { switch (skill_id) { case CR_SHIELDBOOMERANG: - if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) + if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) time /= 2; break; case AS_SONICBLOW: - if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) + if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) time /= 2; break; } @@ -14231,7 +14192,7 @@ void skill_identify (struct map_session_data *sd, int idx) int flag=1; nullpo_retv(sd); - + sd->state.workinprogress = 0; if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; @@ -14258,20 +14219,29 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) if(item->nameid > 0 && ditem->type == IT_WEAPON) { - if( item->refine >= sd->menuskill_val - || item->refine >= 10 // if it's no longer refineable - || ditem->flag.no_refine // if the item isn't refinable - || (i = pc->search_inventory(sd, material [ditem->wlv])) < 0 ) - { + if( ditem->flag.no_refine ){ // if the item isn't refinable clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } + if( item->refine >= sd->menuskill_val || item->refine >= 10 ){ + clif->upgrademessage(sd->fd, 2, item->nameid); + return; + } + if( (i = pc->search_inventory(sd, material [ditem->wlv])) < 0 ){ + clif->upgrademessage(sd->fd, 3, material [ditem->wlv]); + return; + } - per = status_get_refine_chance(ditem->wlv, (int)item->refine); - per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex] - + per = status_get_refine_chance(ditem->wlv, (int)item->refine) * 10; + + // Aegis leaked formula. [malufett] + if( sd->status.class_ == JOB_MECHANIC_T ) + per += 100; + else + per += 5 * ((signed int)sd->status.job_level - 50); + pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); - if (per > rnd() % 100) { + if (per > rnd() % 1000) { logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem); item->refine++; logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem); @@ -14279,9 +14249,10 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) ep = item->equip; pc->unequipitem(sd,idx,3); } + clif->delitem(sd,idx,1,0); + clif->upgrademessage(sd->fd, 0,item->nameid); + clif->inventorylist(sd); clif->refine(sd->fd,0,idx,item->refine); - clif->delitem(sd,idx,1,3); - clif->additem(sd,idx,1,0); if (ep) pc->equipitem(sd,idx,ep); clif->misceffect(&sd->bl,3); @@ -14306,7 +14277,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) if(item->equip) pc->unequipitem(sd,idx,3); clif->refine(sd->fd,1,idx,item->refine); - pc->delitem(sd,idx,1,0,2, LOG_TYPE_OTHER); + pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER); clif->misceffect(&sd->bl,2); clif->emotion(&sd->bl, E_OMG); } @@ -14331,7 +14302,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id) if(skill_id==MG_NAPALMBEAT) maxlv=3; else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ - if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) + if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [Skotlex] else if(skill_lv==2) maxlv=1; else if(skill_lv==3) maxlv=2; @@ -14862,7 +14833,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap) { 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_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_REVERBERATION: 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 @@ -14881,7 +14852,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap) { int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; - const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK }; + const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK }; int i; nullpo_ret(bl); nullpo_ret(sc= status_get_sc(bl)); @@ -15036,7 +15007,7 @@ int skill_delunit (struct skill_unit* unit) { case HT_ANKLESNARE: { struct block_list* target = iMap->id2bl(group->val2); if( target ) - status_change_end(target, SC_ANKLE, INVALID_TIMER); + status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); } break; case WZ_ICEWALL: @@ -16083,40 +16054,39 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, **/ case RK_RUNEMASTERY: { - int A = 100 * (51 + 2 * pc->checkskill(sd, skill_id)); - int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level); + int A = 5100 + 200 * pc->checkskill(sd, skill_id); + int B = 10 * status->dex / 3 + (status->luk + sd->status.job_level); int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() - int D = 0; + int D = 2500; switch (nameid) { //rune rank it_diff 9 craftable rune - case ITEMID_BERKANA: - D = -2000; - break; //Rank S - case ITEMID_NAUTHIZ: - case ITEMID_URUZ: - D = -1500; - break; //Rank A - case ITEMID_ISA: - case ITEMID_WYRD: - D = -1000; - break; //Rank B case ITEMID_RAIDO: case ITEMID_THURISAZ: case ITEMID_HAGALAZ: case ITEMID_OTHILA: - D = -500; - break; //Rank C - default: D = -1500; - break; //not specified =-15% + D -= 500; //Rank C + case ITEMID_ISA: + case ITEMID_WYRD: + D -= 500; //Rank B + case ITEMID_NAUTHIZ: + case ITEMID_URUZ: + D -= 500; //Rank A + case ITEMID_BERKANA: + D -= 500; //Rank S } - make_per = A + B + C + D; + make_per = A + B + C - D; break; } /** * Guilotine Cross **/ case GC_CREATENEWPOISON: - make_per = 3000 + 500 * pc->checkskill(sd,GC_RESEARCHNEWPOISON); - qty = 1+rnd()%pc->checkskill(sd,GC_RESEARCHNEWPOISON); + { + const int min[] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; + const int max[] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; + uint16 lv = pc->checkskill(sd,GC_RESEARCHNEWPOISON); + make_per = 3000 + 500 * lv ; + qty = min[lv] + rand()%(max[lv] - min[lv]); + } break; case GN_CHANGEMATERIAL: for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) @@ -16620,8 +16590,8 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { sc = status_get_sc(&sd->bl); status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); - for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; - if( i > SC_MAXSPELLBOOK ) + for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; + if( i > SC_SPELLBOOK7 ) { clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); return 0; @@ -16637,7 +16607,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { return 0; } - max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10; + max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10; point = skill_spellbook_db[i].point; if( sc && sc->data[SC_READING_SB] ) { @@ -16645,7 +16615,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { 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] + for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_READING_SB]->val2 += point; // increase points sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); @@ -16654,7 +16624,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { } }else{ sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start4(&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); } return 1; @@ -17365,7 +17335,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { return 1; // Can't do it. } break; - case SC_KAGEHUMI: + case SC_KG_KAGEHUMI: switch(skill_id) { case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM: case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING: @@ -17995,6 +17965,7 @@ void skill_defaults(void) { skill->delay_fix = skill_delay_fix; skill->check_condition_castbegin = skill_check_condition_castbegin; skill->check_condition_castend = skill_check_condition_castend; + skill->check_condition_char_sub = skill_check_condition_char_sub; skill->get_requirement = skill_get_requirement; skill->check_pc_partner = skill_check_pc_partner; skill->consume_requirement = skill_consume_requirement; |