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Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 17983 |
1 files changed, 17983 insertions, 0 deletions
diff --git a/src/map/skill.c b/src/map/skill.c new file mode 100644 index 000000000..757165107 --- /dev/null +++ b/src/map/skill.c @@ -0,0 +1,17983 @@ +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include "../common/cbasetypes.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/malloc.h" +#include "../common/random.h" +#include "../common/showmsg.h" +#include "../common/strlib.h" +#include "../common/utils.h" +#include "../common/ers.h" + +#include "map.h" +#include "path.h" +#include "clif.h" +#include "pc.h" +#include "status.h" +#include "skill.h" +#include "pet.h" +#include "homunculus.h" +#include "mercenary.h" +#include "elemental.h" +#include "mob.h" +#include "npc.h" +#include "battle.h" +#include "battleground.h" +#include "party.h" +#include "itemdb.h" +#include "script.h" +#include "intif.h" +#include "log.h" +#include "chrif.h" +#include "guild.h" +#include "date.h" +#include "unit.h" + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <time.h> +#include <math.h> + + +#define SKILLUNITTIMER_INTERVAL 100 + +// ranges reserved for mapping skill ids to skilldb offsets +#define HM_SKILLRANGEMIN 700 +#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL +#define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1 +#define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL +#define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1 +#define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL +#define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1 +#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL + +#if GD_SKILLRANGEMAX > 999 + #error GD_SKILLRANGEMAX is greater than 999 +#endif +static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] +static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] + +DBMap* skillunit_db = NULL; // int id -> struct skill_unit* + +DBMap* skilldb_name2id = NULL; + +/** + * Skill Cool Down Delay Saving + * Struct skill_cd is not a member of struct map_session_data + * to keep cooldowns in memory between player log-ins. + * All cooldowns are reset when server is restarted. + **/ +DBMap* skillcd_db = NULL; // char_id -> struct skill_cd +struct skill_cd { + int duration[MAX_SKILL_TREE];//milliseconds + short skidx[MAX_SKILL_TREE];//the skill index entries belong to + short nameid[MAX_SKILL_TREE];//skill id + unsigned char cursor; +}; + +/** + * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) + **/ +DBMap* skillusave_db = NULL; // char_id -> struct skill_usave +struct skill_usave { + uint16 skill_id, skill_lv; +}; + +struct s_skill_db skill_db[MAX_SKILL_DB]; +struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; +struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; +struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; +struct s_skill_improvise_db { + uint16 skill_id; + short per;//1-10000 +}; +struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; +bool skill_reproduce_db[MAX_SKILL_DB]; +struct s_skill_changematerial_db { + int itemid; + short rate; + int qty[5]; + short qty_rate[5]; +}; +struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB]; + +//Warlock +struct s_skill_spellbook_db { + int nameid; + uint16 skill_id; + int point; +}; + +struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; +//Guillotine Cross +struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; + +struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; +int firewall_unit_pos; +int icewall_unit_pos; +int earthstrain_unit_pos; +//early declaration +int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id); +static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv); +static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv); +static int skill_destroy_trap( struct block_list *bl, va_list ap ); +//Since only mob-casted splash skills can hit ice-walls +static inline int splash_target(struct block_list* bl) +{ +#ifndef RENEWAL + return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; +#else // Some skills can now hit ground skills(traps, ice wall & etc.) + return BL_SKILL|BL_CHAR; +#endif +} + +/// Returns the id of the skill, or 0 if not found. +int skill_name2id(const char* name) +{ + if( name == NULL ) + return 0; + + return strdb_iget(skilldb_name2id, name); +} + +/// Maps skill ids to skill db offsets. +/// Returns the skill's array index, or 0 (Unknown Skill). +int skill_get_index( uint16 skill_id ) +{ + // avoid ranges reserved for mapping guild/homun/mercenary skills + if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) + || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) + || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) + || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) + return 0; + + // map skill id to skill db index + if( skill_id >= GD_SKILLBASE ) + skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; + else if( skill_id >= EL_SKILLBASE ) + skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; + else if( skill_id >= MC_SKILLBASE ) + skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; + else if( skill_id >= HM_SKILLBASE ) + skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; + + // validate result + if( !skill_id || skill_id >= MAX_SKILL_DB ) + return 0; + + return skill_id; +} + +const char* skill_get_name( uint16 skill_id ) +{ + return skill_db[skill_get_index(skill_id)].name; +} + +const char* skill_get_desc( uint16 skill_id ) +{ + return skill_db[skill_get_index(skill_id)].desc; +} + +// out of bounds error checking [celest] +static void skill_chk(int16* skill_id, uint16 skill_lv) +{ + *skill_id = skill_get_index(*skill_id); // checks/adjusts id + if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0; +} + +#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; } + +// Skill DB +int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); } +int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); } +int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); } +int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); } +int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); } +int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); } +int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); } +int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); } +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); } +int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); } +int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); } +int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); } +int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); } +int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); } +int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); } +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); } +int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); } +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); } +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); } +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); } +int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); } +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); } +int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); } +int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); } +int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); } +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); } +int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); } +int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); } +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); } +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); } +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); } +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); } +int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); } +int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); } +int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); } +int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); } +int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); } +int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); } +int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); } +int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); } +int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); } +int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); } +#ifdef RENEWAL_CAST +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); } +#endif +int skill_tree_get_max(uint16 skill_id, int b_class) +{ + int i; + b_class = pc_class2idx(b_class); + + ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id ); + if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id ) + return skill_tree[b_class][i].max; + else + return skill_get_max(skill_id); +} + +int skill_frostjoke_scream(struct block_list *bl,va_list ap); +int skill_attack_area(struct block_list *bl,va_list ap); +struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] +int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] +int skill_greed(struct block_list *bl, va_list ap); +static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id); +static int skill_cell_overlap(struct block_list *bl, va_list ap); +static int skill_trap_splash(struct block_list *bl, va_list ap); +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); +static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); +static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick); +static int skill_unit_effect(struct block_list *bl,va_list ap); + +int enchant_eff[5] = { 10, 14, 17, 19, 20 }; +int deluge_eff[5] = { 5, 9, 12, 14, 15 }; + +int skill_get_casttype (uint16 skill_id) +{ + int inf = skill_get_inf(skill_id); + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill_get_nk(skill_id)&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +} + +//Returns actual skill range taking into account attack range and AC_OWL [Skotlex] +int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) +{ + int range; + if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) + return 9; //Mobs have a range of 9 regardless of skill used. + + range = skill_get_range(skill_id, skill_lv); + + if( range < 0 ) + { + if( battle_config.use_weapon_skill_range&bl->type ) + return status_get_range(bl); + range *=-1; + } + + //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE + switch( skill_id ) + { + case AC_SHOWER: case MA_SHOWER: + case AC_DOUBLE: case MA_DOUBLE: + case HT_BLITZBEAT: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case SN_FALCONASSAULT: + case HT_POWER: + /** + * Ranger + **/ + case RA_ARROWSTORM: + case RA_AIMEDBOLT: + case RA_WUGBITE: + if( bl->type == BL_PC ) + range += pc_checkskill((TBL_PC*)bl, AC_VULTURE); + else + range += 10; //Assume level 10? + break; + // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] + case GS_RAPIDSHOWER: + case GS_PIERCINGSHOT: + case GS_FULLBUSTER: + case GS_SPREADATTACK: + case GS_GROUNDDRIFT: + if (bl->type == BL_PC) + range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE); + else + range += 10; //Assume level 10? + break; + case NJ_KIRIKAGE: + if (bl->type == BL_PC) + range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); + break; + /** + * Warlock + **/ + case WL_WHITEIMPRISON: + case WL_SOULEXPANSION: + case WL_FROSTMISTY: + case WL_MARSHOFABYSS: + case WL_SIENNAEXECRATE: + case WL_DRAINLIFE: + case WL_CRIMSONROCK: + case WL_HELLINFERNO: + case WL_COMET: + case WL_CHAINLIGHTNING: + case WL_TETRAVORTEX: + case WL_RELEASE: + if( bl->type == BL_PC ) + range += pc_checkskill((TBL_PC*)bl, WL_RADIUS); + break; + /** + * Ranger Bonus + **/ + case HT_LANDMINE: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + if( bl->type == BL_PC ) + range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2; + } + + if( !range && bl->type != BL_PC ) + return 9; // Enable non players to use self skills on others. [Skotlex] + return range; +} + +int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { + int skill, hp; + struct map_session_data *sd = BL_CAST(BL_PC, src); + struct map_session_data *tsd = BL_CAST(BL_PC, target); + struct status_change* sc; + + switch( skill_id ) { + case BA_APPLEIDUN: + #ifdef RENEWAL + 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 + #endif + if( sd ) + hp += 5*pc_checkskill(sd,BA_MUSICALLESSON); + break; + case PR_SANCTUARY: + hp = (skill_lv>6)?777:skill_lv*100; + break; + case NPC_EVILLAND: + hp = (skill_lv>6)?666:skill_lv*100; + break; + default: + if (skill_lv >= battle_config.max_heal_lv) + return battle_config.max_heal; + #ifdef RENEWAL + /** + * Renewal Heal Formula + * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK + **/ + hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; + #else + hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); + #endif + if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) ) + hp += hp * skill * 2 / 100; + else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) + hp += hp * skill * 2 / 100; + break; + } + + if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) + hp >>= 1; + + if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) ) + hp += hp*skill/100; + + if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) ) + hp += hp*skill/100; + + sc = status_get_sc(target); + if( sc && sc->count ) { + if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] + hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; + if( sc->data[SC_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_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) + hp += hp / 10; + } + +#ifdef RENEWAL + // MATK part of the RE heal formula [malufett] + // Note: in this part matk bonuses from items or skills are not applied + switch( skill_id ) { + case BA_APPLEIDUN: case PR_SANCTUARY: + case NPC_EVILLAND: break; + default: + { + struct status_data *status = status_get_status_data(src); + int min, max, wMatk, variance; + + min = max = status_base_matk(status, status_get_lv(src)); + if( status->rhw.matk > 0 ){ + 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; + } + } +#endif + return hp; +} + +// Making plagiarize check its own function [Aru] +int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) +{ + // Never copy NPC/Wedding Skills + if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) + return 0; + + // High-class skills + if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) + { + if(battle_config.copyskill_restrict == 2) + return 0; + else if(battle_config.copyskill_restrict) + return (sd->status.class_ == JOB_STALKER); + } + + //Added so plagarize can't copy agi/bless if you're undead since it damages you + if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING || + skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || + skill_id == MER_INCAGI || skill_id == MER_BLESSING)) + return 0; + + // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] + if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) ) + return 0; + // Reproduce will only copy skills according on the list. [Jobbie] + else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] ) + return 0; + + return 1; +} + +// [MouseJstr] - skill ok to cast? and when? +int skillnotok (uint16 skill_id, struct map_session_data *sd) +{ + int16 idx,m; + nullpo_retr (1, sd); + m = sd->bl.m; + idx = skill_get_index(skill_id); + + if (idx == 0) + return 1; // invalid skill id + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return 0; // can do any damn thing they want + + if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 ) + return 0; // Teleport lv 3 bypasses this check.[Inkfish] + + // Epoque: + // This code will compare the player's attack motion value which is influenced by ASPD before + // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as + // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. + if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && + DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) + {// attempted to cast a skill before the attack motion has finished + return 1; + } + + if (sd->blockskill[idx] > 0){ + clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); + return 1; + } + /** + * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above + * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map + **/ + if( sd->skillitem == skill_id ) + return 0; + // Check skill restrictions [Celest] + if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) || + (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) || + (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) || + (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) || + (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){ + clif_msg(sd, 0x536); // This skill cannot be used within this area + return 1; + } + + if( sd->sc.option&OPTION_MOUNTING ) + return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) + + switch (skill_id) { + case AL_WARP: + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + if(map[m].flag.nowarp) { + clif_skill_teleportmessage(sd,0); + return 1; + } + return 0; + case AL_TELEPORT: + case SC_FATALMENACE: + case SC_DIMENSIONDOOR: + if(map[m].flag.noteleport) { + clif_skill_teleportmessage(sd,0); + return 1; + } + return 0; // gonna be checked in 'skill_castend_nodamage_id' + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + if (map[m].flag.nomemo) { + clif_skill_teleportmessage(sd,1); + return 1; + } + break; + case MC_VENDING: + case MC_IDENTIFY: + case ALL_BUYING_STORE: + return 0; // always allowed + case WZ_ICEWALL: + // noicewall flag [Valaris] + if (map[m].flag.noicewall) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GC_DARKILLUSION: + if( map_flag_gvg(m) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GD_EMERGENCYCALL: + if ( + !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) || + !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || + (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle) + ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case BS_GREED: + case WS_CARTBOOST: + case BS_HAMMERFALL: + case BS_ADRENALINE: + case MC_CARTREVOLUTION: + case MC_MAMMONITE: + case WS_MELTDOWN: + case MG_SIGHT: + case TF_HIDING: + /** + * 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); + return 1; + } + break; + + case WM_SIRCLEOFNATURE: + case WM_SOUND_OF_DESTRUCTION: + case SC_MANHOLE: + 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. + return 1; + } + break; + + } + return (map[m].flag.noskill); +} + +int skillnotok_hom(uint16 skill_id, struct homun_data *hd) +{ + uint16 idx = skill_get_index(skill_id); + nullpo_retr(1,hd); + + if (idx == 0) + return 1; // invalid skill id + + if (hd->blockskill[idx] > 0) + return 1; + switch(skill_id){ + case MH_LIGHT_OF_REGENE: + if(hd->homunculus.intimacy <= 750) //if not cordial + return 1; + break; + case MH_OVERED_BOOST: + if(hd->homunculus.hunger <= 1) //if we starving + return 1; + case MH_GOLDENE_FERSE: //can be used with angriff + if(hd->sc.data[SC_ANGRIFFS_MODUS]) + return 1; + case MH_ANGRIFFS_MODUS: + if(hd->sc.data[SC_GOLDENE_FERSE]) + return 1; + break; + } + + //Use master's criteria. + return skillnotok(skill_id, hd->master); +} + +int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) +{ + uint16 idx = skill_get_index(skill_id); + nullpo_retr(1,md); + + if( idx == 0 ) + return 1; // Invalid Skill ID + if( md->blockskill[idx] > 0 ) + return 1; + + return skillnotok(skill_id, md->master); +} + +struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) +{ + int pos = skill_get_unit_layout_type(skill_id,skill_lv); + uint8 dir; + + if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { + ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); + pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout + } + + if (pos != -1) // simple single-definition layout + return &skill_unit_layout[pos]; + + dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction + + if (skill_id == MG_FIREWALL) + return &skill_unit_layout [firewall_unit_pos + dir]; + else if (skill_id == WZ_ICEWALL) + return &skill_unit_layout [icewall_unit_pos + dir]; + else if( skill_id == WL_EARTHSTRAIN ) //Warlock + return &skill_unit_layout [earthstrain_unit_pos + dir]; + + ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); + return &skill_unit_layout[0]; // default 1x1 layout +} + +/*========================================== + * + *------------------------------------------*/ +int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick) +{ + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct status_data *sstatus, *tstatus; + struct status_change *sc, *tsc; + + enum sc_type status; + int skill; + int rate; + + nullpo_ret(src); + nullpo_ret(bl); + + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + + if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. + return 0; + + sd = BL_CAST(BL_PC, src); + md = BL_CAST(BL_MOB, src); + dstsd = BL_CAST(BL_PC, bl); + dstmd = BL_CAST(BL_MOB, bl); + + sc = status_get_sc(src); + tsc = status_get_sc(bl); + sstatus = status_get_status_data(src); + tstatus = status_get_status_data(bl); + if (!tsc) //skill additional effect is about adding effects to the target... + //So if the target can't be inflicted with statuses, this is pointless. + return 0; + + if( sd ) + { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] + if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) + { // Trigger status effects + enum sc_type type; + int i; + for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) + { + rate = sd->addeff[i].rate; + if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] + rate += sd->addeff[i].arrow_rate; + if( !rate ) continue; + + if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) + { // Trigger has attack type consideration. + if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) || + (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) || + (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ; + else + continue; + } + + if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) + { // Trigger has range consideration. + if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || + (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) + continue; //Range Failed. + } + + type = sd->addeff[i].id; + skill = skill_get_time2(status_sc2skill(type),7); + + if (sd->addeff[i].flag&ATF_TARGET) + status_change_start(bl,type,rate,7,0,0,0,skill,0); + + if (sd->addeff[i].flag&ATF_SELF) + status_change_start(src,type,rate,7,0,0,0,skill,0); + } + } + + if( skill_id ) + { // Trigger status effects on skills + enum sc_type type; + int i; + for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) + { + if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) + continue; + type = sd->addeff3[i].id; + skill = skill_get_time2(status_sc2skill(type),7); + + if( sd->addeff3[i].target&ATF_TARGET ) + status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0); + if( sd->addeff3[i].target&ATF_SELF ) + status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0); + } + } + } + + if( dmg_lv < ATK_DEF ) // no damage, return; + return 0; + + switch(skill_id) + { + case 0: // Normal attacks (no skill used) + { + if( attack_type&BF_SKILL ) + break; // If a normal attack is a skill, it's splash damage. [Inkfish] + if(sd) { + // Automatic trigger of Blitz Beat + if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && + rnd()%1000 <= sstatus->luk*10/3+1 ) { + rate=(sd->status.job_level+9)/10; + skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL); + } + // Automatic trigger of Warg Strike [Jobbie] + if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 ) + skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0); + // Gank + if(dstmd && sd->status.weapon != W_BOW && + (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && + (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) { + if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) + clif_skill_nodamage(src,bl,TF_STEAL,skill,1); + else + clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); + } + // Chance to trigger Taekwon kicks [Dralnu] + if(sc && !sc->data[SC_COMBO]) { + if(sc->data[SC_READYSTORM] && + sc_start(src,SC_COMBO, 15, TK_STORMKICK, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sc->data[SC_READYDOWN] && + sc_start(src,SC_COMBO, 15, TK_DOWNKICK, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sc->data[SC_READYTURN] && + sc_start(src,SC_COMBO, 15, TK_TURNKICK, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] + rate = 20; + if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { + rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; + status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); + } + sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id, + (2000 - 4*sstatus->agi - 2*sstatus->dex)); + } + } + if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) ) + skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); + } + + if (sc) { + struct status_change_entry *sce; + // Enchant Poison gives a chance to poison attacked enemies + if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. + status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + skill_get_time2(AS_ENCHANTPOISON,sce->val1),0); + // Enchant Deadly Poison gives a chance to deadly poison attacked enemies + if((sce=sc->data[SC_EDP])) + sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, + skill_get_time2(ASC_EDP,sce->val1)); + } + } + break; + + case SM_BASH: + if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ + //TODO: How much % per base level it actually is? + sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10), + skill_lv,skill_get_time2(SM_FATALBLOW,skill_lv)); + } + break; + + case MER_CRASH: + sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case AS_VENOMKNIFE: + if (sd) //Poison chance must be that of Envenom. [Skotlex] + skill_lv = pc_checkskill(sd, TF_POISON); + case TF_POISON: + case AS_SPLASHER: + if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)) + && sd && skill_id==TF_POISON + ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case AS_SONICBLOW: + sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case WZ_FIREPILLAR: + unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1); + break; + + case MG_FROSTDIVER: +#ifndef RENEWAL + case WZ_FROSTNOVA: +#endif + sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + +#ifdef RENEWAL + case WZ_FROSTNOVA: + sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; +#endif + + case WZ_STORMGUST: + /** + * Storm Gust counter was dropped in renewal + **/ + #ifdef RENEWAL + sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + #else + //Tharis pointed out that this is normal freeze chance with a base of 300% + if(tsc->sg_counter >= 3 && + sc_start(bl,SC_FREEZE,300,skill_lv,skill_get_time2(skill_id,skill_lv))) + tsc->sg_counter = 0; + /** + * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value + **/ + else if( tsc->sg_counter > 250 ) + tsc->sg_counter = 0; + #endif + break; + + case WZ_METEOR: + sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case WZ_VERMILION: + sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case HT_FLASHER: + sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case HT_LANDMINE: + case MA_LANDMINE: + sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case HT_SHOCKWAVE: + status_percent_damage(src, bl, 0, 15*skill_lv+5, false); + break; + + case HT_SANDMAN: + case MA_SANDMAN: + sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case TF_SPRINKLESAND: + sc_start(bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case TF_THROWSTONE: + sc_start(bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start(bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case NPC_DARKCROSS: + case CR_HOLYCROSS: + sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Chance to cause blind status vs demon and undead element, but not against players + if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + attack_type |= BF_WEAPON; + break; + + case AM_ACIDTERROR: + sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv)); + if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY)) + clif_emotion(bl,E_OMG); + break; + + case AM_DEMONSTRATION: + skill_break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); + break; + + case CR_SHIELDCHARGE: + sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case PA_PRESSURE: + status_percent_damage(src, bl, 0, 15+5*skill_lv, false); + break; + + case RG_RAID: + sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + +#ifdef RENEWAL + sc_start(bl,SC_RAID,100,7,5000); + break; + + case RG_BACKSTAP: + sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv)); +#endif + break; + + case BA_FROSTJOKER: + sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case DC_SCREAM: + sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case BD_LULLABY: + sc_start(bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case DC_UGLYDANCE: + rate = 5+5*skill_lv; + if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) + rate += 5+skill; + status_zap(bl, 0, rate); + break; + case SL_STUN: + if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. + sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv)); + break; + + case NPC_PETRIFYATTACK: + sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv, + skill_lv,0,0,skill_get_time(skill_id,skill_lv), + skill_get_time2(skill_id,skill_lv)); + break; + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_HELLPOWER: + sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case NPC_ACIDBREATH: + case NPC_ICEBREATH: + sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case NPC_BLEEDING: + sc_start(bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case NPC_MENTALBREAKER: + { //Based on observations by Tharis, Mental Breaker should do SP damage + //equal to Matk*skLevel. + rate = sstatus->matk_min; + if (rate < sstatus->matk_max) + rate += rnd()%(sstatus->matk_max - sstatus->matk_min); + rate*=skill_lv; + status_zap(bl, 0, rate); + break; + } + // Equipment breaking monster skills [Celest] + case NPC_WEAPONBRAKER: + skill_break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); + break; + case NPC_ARMORBRAKE: + skill_break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); + break; + case NPC_HELMBRAKE: + skill_break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); + break; + case NPC_SHIELDBRAKE: + skill_break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); + break; + + case CH_TIGERFIST: + sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv)); + break; + + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill_get_time2(skill_id,skill_lv)); + break; + + case ST_REJECTSWORD: + sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv)); + break; + + case PF_FOGWALL: + if (src != bl && !tsc->data[SC_DELUGE]) + sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element + if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(bl, SC_BLEEDING,50, skill_lv, skill_get_time2(skill_id,skill_lv)); + break; + + case LK_JOINTBEAT: + status = status_skill2sc(skill_id); + if (tsc->jb_flag) { + sc_start2(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skill_id,skill_lv)); + tsc->jb_flag = 0; + } + break; + case ASC_METEORASSAULT: + //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. + switch(rnd()%3) { + case 0: + sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1)); + break; + case 1: + sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2)); + break; + default: + sc_start(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,3)); + } + break; + + case HW_NAPALMVULCAN: + sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case WS_CARTTERMINATION: // Cart termination + sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case CR_ACIDDEMONSTRATION: + skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); + break; + + case TK_DOWNKICK: + sc_start(bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case TK_JUMPKICK: + if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) + {// debuff the following statuses + status_change_end(bl, SC_SPIRIT, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); + status_change_end(bl, SC_KAITE, INVALID_TIMER); + status_change_end(bl, SC_KAAHI, INVALID_TIMER); + status_change_end(bl, SC_ONEHAND, INVALID_TIMER); + status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); + } + break; + case TK_TURNKICK: + case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. + if(attack_type&BF_MISC) //70% base stun chance... + sc_start(bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case GS_BULLSEYE: //0.1% coma rate. + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + break; + case GS_PIERCINGSHOT: + sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case NJ_HYOUSYOURAKU: + sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case GS_FLING: + sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv)); + break; + case GS_DISARM: + rate = 3*skill_lv; + if (sstatus->dex > tstatus->dex) + rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula + skill_strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case NPC_EVILLAND: + sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case NPC_HELLJUDGEMENT: + sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case NPC_CRITICALWOUND: + sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case RK_HUNDREDSPEAR: + if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 ) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + rate = 10 + 3 * skill_lv; + if( rnd()%100 < rate ) + skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + break; + case RK_WINDCUTTER: + sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH: + sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); + break; + case AB_ADORAMUS: + if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect. + sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case WL_CRIMSONROCK: + sc_start(bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case WL_COMET: + sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); + break; + case WL_EARTHSTRAIN: + { + int rate = 0, i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech] + //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found. + + for( i = 0; i < skill_lv; i++ ) + skill_strip_equip(bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv)); + } + break; + case WL_JACKFROST: + sc_start(bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case RA_WUGBITE: + sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) ); + break; + case RA_SENSITIVEKEEN: + if( rnd()%100 < 8 * skill_lv ) + skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); + break; + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); + break; + case NC_PILEBUNKER: + if( rnd()%100 < 5 + 15*skill_lv ) + { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); + } + break; + case NC_FLAMELAUNCHER: + sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv)); + break; + case NC_COLDSLOWER: + sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); + sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case NC_POWERSWING: + sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); + if( rnd()%100 < 5*skill_lv ) + skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1); + break; + case GC_WEAPONCRUSH: + skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); + break; + case LG_SHIELDPRESS: + sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv)); + break; + case LG_PINPOINTATTACK: + rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10); + switch( skill_lv ) { + case 1: + sc_start(bl,SC_BLEEDING,rate,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case 2: + if( dstsd && dstsd->spiritball && rnd()%100 < rate ) + pc_delspiritball(dstsd, dstsd->spiritball, 0); + break; + default: + skill_break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); + break; + } + break; + case LG_MOONSLASHER: + rate = 32 + 8 * skill_lv; + if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet. + skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) + sc_start(bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv)); + break; + case LG_EARTHDRIVE: + skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF); + sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case SR_DRAGONCOMBO: + sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case SR_FALLENEMPIRE: + sc_start(bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case SR_WINDMILL: + if( dstsd ) + skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); + break; + case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] + sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case SR_EARTHSHAKER: + sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case SR_HOWLINGOFLION: + sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case WM_SOUND_OF_DESTRUCTION: + if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula + status_change_end(bl, SC_DANCING, INVALID_TIMER); + status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); + status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); + status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); + status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); + status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); + status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); + status_change_end(bl, SC_WHISTLE, INVALID_TIMER); + status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); + status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); + status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); + status_change_end(bl, SC_HUMMING, INVALID_TIMER); + status_change_end(bl, SC_FORTUNE, INVALID_TIMER); + status_change_end(bl, SC_SERVICE4U, INVALID_TIMER); + status_change_end(bl, SC_LONGING, INVALID_TIMER); + status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); + status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_WINKCHARM, INVALID_TIMER); + status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); + status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); + status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); + } + break; + case SO_EARTHGRAVE: + sc_start(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + break; + case SO_DIAMONDDUST: + rate = 5 + 5 * skill_lv; + if( sc && sc->data[SC_COOLER_OPTION] ) + rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; + sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv)); + break; + case SO_VARETYR_SPEAR: + sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); + break; + case GN_SLINGITEM_RANGEMELEEATK: + if( sd ) { + switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code. + case 13261: + sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv)); + sc_start(bl, SC_BLEEDING, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv)); + break; + case 13262: + sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed + break; + case 13264: + sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE? + sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds. + break; + } + sd->itemid = -1; + } + break; + case GN_HELLS_PLANT_ATK: + sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); + sc_start(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); + break; + case EL_WIND_SLASH: // Non confirmed rate. + sc_start(bl, SC_BLEEDING, 25, skill_lv, skill_get_time(skill_id,skill_lv)); + break; + case EL_STONE_HAMMER: + rate = 10 * skill_lv; + sc_start(bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv)); + break; + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv)); + break; + case EL_TYPOON_MIS: + sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case KO_JYUMONJIKIRI: // needs more info + sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case KO_MAKIBISHI: + sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv)); + break; + case MH_LAVA_SLIDE: + if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv)); + break; + case MH_STAHL_HORN: + sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv)); + break; + case MH_NEEDLE_OF_PARALYZE: + sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv)); + break; + } + + if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) + { //Pass heritage to Master for status causing effects. [Skotlex] + sd = map_id2sd(md->master_id); + src = sd?&sd->bl:src; + } + + if( attack_type&BF_WEAPON ) + { // Coma, Breaking Equipment + if( sd && sd->special_state.bonus_coma ) + { + rate = sd->weapon_coma_ele[tstatus->def_ele]; + rate += sd->weapon_coma_race[tstatus->race]; + rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; + if (rate) + status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); + } + if( sd && battle_config.equip_self_break_rate ) + { // Self weapon breaking + rate = battle_config.equip_natural_break_rate; + if( sc ) + { + if(sc->data[SC_OVERTHRUST]) + rate += 10; + if(sc->data[SC_MAXOVERTHRUST]) + rate += 10; + } + if( rate ) + skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF); + } + if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK ) + { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. + // Target weapon breaking + rate = 0; + if( sd ) + rate += sd->bonus.break_weapon_rate; + if( sc && sc->data[SC_MELTDOWN] ) + rate += sc->data[SC_MELTDOWN]->val2; + if( rate ) + skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY); + + // Target armor breaking + rate = 0; + if( sd ) + rate += sd->bonus.break_armor_rate; + if( sc && sc->data[SC_MELTDOWN] ) + rate += sc->data[SC_MELTDOWN]->val3; + if( rate ) + skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); + } + } + + if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){ + struct unit_data *ud = unit_bl2ud(src); + + if( sc->data[SC_WILD_STORM_OPTION] ) + skill = sc->data[SC_WILD_STORM_OPTION]->val2; + else if( sc->data[SC_UPHEAVAL_OPTION] ) + skill = sc->data[SC_UPHEAVAL_OPTION]->val2; + else if( sc->data[SC_TROPIC_OPTION] ) + skill = sc->data[SC_TROPIC_OPTION]->val3; + else if( sc->data[SC_CHILLY_AIR_OPTION] ) + skill = sc->data[SC_CHILLY_AIR_OPTION]->val3; + else + skill = 0; + + if ( rnd()%100 < 25 && skill ){ + skill_castend_damage_id(src, bl, skill, 5, tick, 0); + + if (ud) { + rate = skill_delayfix(src, skill, skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers ) + clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + // Autospell when attacking + if( sd && !status_isdead(bl) && sd->autospell[0].id ) + { + struct block_list *tbl; + struct unit_data *ud; + int i, skill_lv, type, notok; + + for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { + + if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && + sd->autospell[i].flag&attack_type&BF_RANGEMASK && + sd->autospell[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; + + sd->state.autocast = 1; + notok = skillnotok(skill, sd); + sd->state.autocast = 0; + + if ( notok ) + continue; + + skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; + if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv); + + rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; + + if (rnd()%1000 >= rate) + continue; + + tbl = (sd->autospell[i].id < 0) ? src : bl; + + if( (type = skill_get_casttype(skill)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(skill)&UF_NOREITERATION && + skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(skill)&UF_NOFOOTSET && + skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 + ) { + int v; + for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == skill) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + if( battle_config.autospell_check_range && + !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) ) + continue; + + if (skill == AS_SONICBLOW) + pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. + if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding. + type = CAST_GROUND; + + sd->state.autocast = 1; + skill_consume_requirement(sd,skill,skill_lv,1); + skill_toggle_magicpower(src, skill); + switch (type) { + case CAST_GROUND: + skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0); + break; + } + sd->state.autocast = 0; + //Set canact delay. [Skotlex] + ud = unit_bl2ud(src); + if (ud) { + rate = skill_delayfix(src, skill, skill_lv); + 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); + } + } + } + } + + //Autobonus when attacking + if( sd && sd->autobonus[0].rate ) + { + int i; + for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) + { + if( rnd()%1000 >= sd->autobonus[i].rate ) + continue; + if( sd->autobonus[i].active != INVALID_TIMER ) + continue; + if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && + sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && + sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc_exeautobonus(sd,&sd->autobonus[i]); + } + } + + //Polymorph + if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && + dstmd && !(tstatus->mode&MD_BOSS) && + (rnd()%10000 < sd->bonus.classchange)) + { + struct mob_db *mob; + int class_; + skill = 0; + do { + do { + class_ = rnd() % MAX_MOB_DB; + } while (!mobdb_checkid(class_)); + + rate = rnd() % 1000000; + mob = mob_db(class_); + } while ( + (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) && + (skill++) < 2000); + if (skill < 2000) + mob_class_change(dstmd,class_); + } + + return 0; +} + +int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) { + int skill, skill_lv, i, type, notok; + struct block_list *tbl; + + if( sd == NULL || !skill_id ) + return 0; + + for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { + if( sd->autospell3[i].flag != skill_id ) + continue; + + if( sd->autospell3[i].lock ) + continue; // autospell already being executed + + skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; + + sd->state.autocast = 1; + notok = skillnotok(skill, sd); + sd->state.autocast = 0; + + if ( notok ) + continue; + + skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; + if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv); + + if( sd->autospell3[i].id >= 0 && bl == NULL ) + continue; // No target + if( rnd()%1000 >= sd->autospell3[i].rate ) + continue; + + tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; + + if( (type = skill_get_casttype(skill)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(skill)&UF_NOREITERATION && + skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(skill)&UF_NOFOOTSET && + skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 + ) { + int v; + for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == skill) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + if( battle_config.autospell_check_range && + !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) ) + continue; + + sd->state.autocast = 1; + sd->autospell3[i].lock = true; + skill_consume_requirement(sd,skill,skill_lv,1); + switch( type ) + { + case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break; + case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break; + case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break; + } + sd->autospell3[i].lock = false; + sd->state.autocast = 0; + } + + if( sd && sd->autobonus3[0].rate ) + { + for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) + { + if( rnd()%1000 >= sd->autobonus3[i].rate ) + continue; + if( sd->autobonus3[i].active != INVALID_TIMER ) + continue; + if( sd->autobonus3[i].atk_type != skill_id ) + continue; + pc_exeautobonus(sd,&sd->autobonus3[i]); + } + } + + return 1; +} + +/* Splitted off from skill_additional_effect, which is never called when the + * attack skill kills the enemy. Place in this function counter status effects + * when using skills (eg: Asura's sp regen penalty, or counter-status effects + * from cards) that will take effect on the source, not the target. [Skotlex] + * Note: Currently this function only applies to Extremity Fist and BF_WEAPON + * type of skills, so not every instance of skill_additional_effect needs a call + * to this one. + */ +int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick) +{ + int rate; + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + + nullpo_ret(src); + nullpo_ret(bl); + + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + + sd = BL_CAST(BL_PC, src); + dstsd = BL_CAST(BL_PC, bl); + + if(dstsd && attack_type&BF_WEAPON) + { //Counter effects. + enum sc_type type; + int i, time; + for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) + { + rate = dstsd->addeff2[i].rate; + if (attack_type&BF_LONG) + rate+=dstsd->addeff2[i].arrow_rate; + if (!rate) continue; + + if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) + { //Trigger has range consideration. + if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || + (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) + continue; //Range Failed. + } + type = dstsd->addeff2[i].id; + time = skill_get_time2(status_sc2skill(type),7); + + if (dstsd->addeff2[i].flag&ATF_TARGET) + status_change_start(src,type,rate,7,0,0,0,time,0); + + if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) + status_change_start(bl,type,rate,7,0,0,0,time,0); + } + } + + switch(skill_id){ + case MO_EXTREMITYFIST: + sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case GS_FULLBUSTER: + sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case HFLI_SBR44: //[orn] + case HVAN_EXPLOSION: + if(src->type == BL_HOM){ + TBL_HOM *hd = (TBL_HOM*)src; + hd->homunculus.intimacy = 200; + if (hd->master) + clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + attack_type |= BF_WEAPON; + break; + } + + if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && + rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] + sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + + if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) && + !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && + (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 + ){ //Soul Drain should only work on targetted spells [Skotlex] + if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] + clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); + status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); + } + + if( sd && status_isdead(bl) ) { + int sp = 0, hp = 0; + if( attack_type&BF_WEAPON ) { + sp += sd->bonus.sp_gain_value; + sp += sd->sp_gain_race[status_get_race(bl)]; + sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; + hp += sd->bonus.hp_gain_value; + } + if( attack_type&BF_MAGIC ) { + sp += sd->bonus.magic_sp_gain_value; + hp += sd->bonus.magic_hp_gain_value; + if( skill_id == WZ_WATERBALL ) {//(bugreport:5303) + 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( hp || sp ) { // updated to force healing to allow healing through berserk + status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); + } + } + + // Trigger counter-spells to retaliate against damage causing skills. + if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && + !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE)) + { + struct block_list *tbl; + struct unit_data *ud; + int i, skill_id, skill_lv, rate, type, notok; + + for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { + + if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && + dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && + dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; + skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; + if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv); + + rate = dstsd->autospell2[i].rate; + if (attack_type&BF_LONG) + rate>>=1; + + dstsd->state.autocast = 1; + notok = skillnotok(skill_id, dstsd); + dstsd->state.autocast = 0; + + if ( notok ) + continue; + + if (rnd()%1000 >= rate) + continue; + + tbl = (dstsd->autospell2[i].id < 0) ? bl : src; + + if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill_get_unit_flag(skill_id)&UF_NOREITERATION && + skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill_get_unit_flag(skill_id)&UF_NOFOOTSET && + skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0 + ) { + int v; + for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) { + if(dstsd->ud.skillunit[v]->skill_id == skill_id) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + + if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) + continue; + + dstsd->state.autocast = 1; + skill_consume_requirement(dstsd,skill_id,skill_lv,1); + switch (type) { + case CAST_GROUND: + skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0); + break; + } + dstsd->state.autocast = 0; + //Set canact delay. [Skotlex] + ud = unit_bl2ud(bl); + if (ud) { + rate = skill_delayfix(bl, skill_id, skill_lv); + 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); + } + } + } + } + + //Autobonus when attacked + if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) + { + int i; + for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) + { + if( rnd()%1000 >= dstsd->autobonus2[i].rate ) + continue; + if( dstsd->autobonus2[i].active != INVALID_TIMER ) + continue; + if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK && + dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK && + dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc_exeautobonus(dstsd,&dstsd->autobonus2[i]); + } + } + + return 0; +} +/*========================================================================= + Breaks equipment. On-non players causes the corresponding strip effect. + - rate goes from 0 to 10000 (100.00%) + - flag is a BCT_ flag to indicate which type of adjustment should be used + (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. +--------------------------------------------------------------------------*/ +int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) +{ + const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; + const enum sc_type scatk[4] = {SC_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}; + struct status_change *sc = status_get_sc(bl); + int i,j; + TBL_PC *sd; + sd = BL_CAST(BL_PC, bl); + if (sc && !sc->count) + sc = NULL; + + if (sd) { + if (sd->bonus.unbreakable_equip) + where &= ~sd->bonus.unbreakable_equip; + if (sd->bonus.unbreakable) + rate -= rate*sd->bonus.unbreakable/100; + if (where&EQP_WEAPON) { + switch (sd->status.weapon) { + case W_FIST: //Bare fists should not break :P + case W_1HAXE: + case W_2HAXE: + case W_MACE: // Axes and Maces can't be broken [DracoRPG] + case W_2HMACE: + case W_STAFF: + case W_2HSTAFF: + case W_BOOK: //Rods and Books can't be broken [Skotlex] + case W_HUUMA: + where &= ~EQP_WEAPON; + } + } + } + if (flag&BCT_ENEMY) { + if (battle_config.equip_skill_break_rate != 100) + rate = rate*battle_config.equip_skill_break_rate/100; + } else if (flag&(BCT_PARTY|BCT_SELF)) { + if (battle_config.equip_self_break_rate != 100) + rate = rate*battle_config.equip_self_break_rate/100; + } + + for (i = 0; i < 4; i++) { + if (where&where_list[i]) { + if (sc && sc->count && sc->data[scdef[i]]) + where&=~where_list[i]; + else if (rnd()%10000 >= rate) + where&=~where_list[i]; + else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. + sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1)); + } + } + if (!where) //Nothing to break. + return 0; + if (sd) { + for (i = 0; i < EQI_MAX; i++) { + j = sd->equip_index[i]; + if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) + continue; + + switch(i) { + case EQI_HEAD_TOP: //Upper Head + flag = (where&EQP_HELM); + break; + case EQI_ARMOR: //Body + flag = (where&EQP_ARMOR); + break; + case EQI_HAND_R: //Left/Right hands + case EQI_HAND_L: + flag = ( + (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || + (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); + break; + case EQI_SHOES: + flag = (where&EQP_SHOES); + break; + case EQI_GARMENT: + flag = (where&EQP_GARMENT); + break; + default: + continue; + } + if (flag) { + sd->status.inventory[j].attribute = 1; + pc_unequipitem(sd, j, 3); + } + } + clif_equiplist(sd); + } + + return where; //Return list of pieces broken. +} + +int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) +{ + struct status_change *sc; + const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC}; + const enum sc_type sc_atk[5] = {SC_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}; + int i; + + if (rnd()%100 >= rate) + return 0; + + sc = status_get_sc(bl); + if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind] + return 0; + + for (i = 0; i < ARRAYLENGTH(pos); i++) { + if (where&pos[i] && sc->data[sc_def[i]]) + where&=~pos[i]; + } + if (!where) return 0; + + for (i = 0; i < ARRAYLENGTH(pos); i++) { + if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time)) + where&=~pos[i]; + } + return where?1:0; +} +//Early declaration +static int skill_area_temp[8]; +/*========================================================================= + Used to knock back players, monsters, traps, etc + - 'count' is the number of squares to knock back + - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) + - if 'flag&0x1', position update packets must not be sent. + - if 'flag&0x2', skill blown ignores players' special_state.no_knockback + -------------------------------------------------------------------------*/ +int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) +{ + int dx = 0, dy = 0; + struct skill_unit* su = NULL; + + nullpo_ret(src); + + if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground)) + return 0; //No knocking back in WoE + if (count == 0) + return 0; //Actual knockback distance is 0. + + switch (target->type) { + case BL_MOB: { + struct mob_data* md = BL_CAST(BL_MOB, target); + if( md->class_ == MOBID_EMPERIUM ) + return 0; + if(src != target && is_boss(target)) //Bosses can't be knocked-back + return 0; + } + break; + case BL_PC: { + struct map_session_data *sd = BL_CAST(BL_PC, target); + if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) + return 0; // Basilica caster can't be knocked-back by normal monsters. + if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) + return 0; + } + break; + case BL_SKILL: + su = (struct skill_unit *)target; + if( su && su->group && su->group->unit_id == UNT_ANKLESNARE ) + return 0; // ankle snare cannot be knocked back + break; + } + + if (dir == -1) // <optimized>: do the computation here instead of outside + dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed + + if (dir >= 0 && dir < 8) + { // take the reversed 'direction' and reverse it + dx = -dirx[dir]; + dy = -diry[dir]; + } + + return unit_blown(target, dx, dy, count, flag); // send over the proper flag +} + + +//Checks if 'bl' should reflect back a spell cast by 'src'. +//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) +static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) +{ + struct status_change *sc = status_get_sc(bl); + struct map_session_data* sd = BL_CAST(BL_PC, bl); + + if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability + return 0; + + // item-based reflection + if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) + return 1; + + if( is_boss(src) ) + return 0; + + // status-based reflection + if( !sc || sc->count == 0 ) + return 0; + + if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) + return 1; + + if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) + {// Kaite only works against non-players if they are low-level. + clif_specialeffect(bl, 438, AREA); + if( --sc->data[SC_KAITE]->val2 <= 0 ) + status_change_end(bl, SC_KAITE, INVALID_TIMER); + return 2; + } + + return 0; +} + +/* + * ========================================================================= + * Does a skill attack with the given properties. + * src is the master behind the attack (player/mob/pet) + * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL + * bl is the target to be attacked. + * flag can hold a bunch of information: + * flag&0xFFF is passed to the underlying battle_calc_attack for processing + * (usually holds number of targets, or just 1 for simple splash attacks) + * flag&0x1000 is used to tag that this is a splash-attack (so the damage + * packet shouldn't display a skill animation) + * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the + * client (causes player characters to not scream skill name) + *-------------------------------------------------------------------------*/ +int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) +{ + struct Damage dmg; + struct status_data *sstatus, *tstatus; + struct status_change *sc; + struct map_session_data *sd, *tsd; + int type,damage,rdamage=0; + int8 rmdamage=0;//magic reflected + + if(skill_id > 0 && !skill_lv) return 0; + + nullpo_ret(src); //Source is the master behind the attack (player/mob/pet) + nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. + nullpo_ret(bl); //Target to be attacked. + + if (src != dsrc) { + //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] + if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) + return 0; + } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) { + //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] + if (!status_check_skilluse(src, bl, skill_id, 2)) + return 0; + } + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + + sstatus = status_get_status_data(src); + tstatus = status_get_status_data(bl); + sc= status_get_sc(bl); + if (sc && !sc->count) sc = NULL; //Don't need it. + + // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? + if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) + return 0; + //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. + if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS)) + return 0; + + dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); + + //Skotlex: Adjusted to the new system + if(src->type==BL_PET) + { // [Valaris] + struct pet_data *pd = (TBL_PET*)src; + if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) + { + int element = skill_get_ele(skill_id, skill_lv); + /*if (skill_id == -1) Does it ever worked? + element = sstatus->rhw.ele;*/ + if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) + dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv); + else + dmg.damage= skill_lv; + dmg.damage2=0; + dmg.div_= pd->a_skill->div_; + } + } + + if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) + { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] + if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) ) + { //Magic reflection, switch caster/target + struct block_list *tbl = bl; + rmdamage = 1; + bl = src; + src = tbl; + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; //Don't need it. + /* bugreport:2564 flag&2 disables double casting trigger */ + flag |= 2; + + //Spirit of Wizard blocks Kaite's reflection + if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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; + } + } + + /** + * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target + **/ + #if MAGIC_REFLECTION_TYPE + if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment + dmg = battle_calc_attack(BF_MAGIC,bl,bl,skill_id,skill_lv,flag&0xFFF); + #endif + } + if(sc && sc->data[SC_MAGICROD] && src == dsrc) { + int sp = skill_get_sp(skill_id,skill_lv); + dmg.damage = dmg.damage2 = 0; + dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] + sp = sp * sc->data[SC_MAGICROD]->val2 / 100; + if(skill_id == WZ_WATERBALL && skill_lv > 1) + sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball + status_heal(bl, 0, sp, 2); + } + } + + damage = dmg.damage + dmg.damage2; + + if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || + skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || + skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) + 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 = NULL; + nbl = battle_getenemyarea(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); + } + } + + //Skill hit type + type=(skill_id==0)?5:skill_get_hit(skill_id); + + if(damage < dmg.div_ + //Only skills that knockback even when they miss. [Skotlex] + && skill_id != CH_PALMSTRIKE) + dmg.blewcount = 0; + + if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) { + if(battle_config.gx_disptype) dsrc = src; + if(src == bl) type = 4; + else flag|=SD_ANIMATION; + } + if(skill_id == NJ_TATAMIGAESHI) { + dsrc = src; //For correct knockback. + flag|=SD_ANIMATION; + } + + if(sd) { + int 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] + switch (skill_id) { + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. + sce->val1 = skill_id; //Update combo-skill + sce->val3 = skill_id; + if( sce->timer != INVALID_TIMER ) + delete_timer(sce->timer, status_change_timer); + sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO); + 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); + } + } + switch(skill_id) { + case MO_TRIPLEATTACK: + if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) + flag=1; + break; + case MO_CHAINCOMBO: + if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) + flag=1; + break; + case MO_COMBOFINISH: + if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] + party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv); + if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) + flag=1; + case CH_TIGERFIST: + if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + flag=1; + case CH_CHAINCRUSH: + if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) + flag=1; + break; + case AC_DOUBLE: + 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); + clif_combo_delay(src,2000); + } + break; + case TK_COUNTER: + { //bonus from SG_FRIEND [Komurka] + int level; + if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND))) + party_skill_check(sd, sd->status.party_id, TK_COUNTER,level); + } + break; + case SL_STIN: + case SL_STUN: + if (skill_lv >= 7 && !sd->sc.data[SC_SMA]) + sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv)); + break; + case GS_FULLBUSTER: + //Can't attack nor use items until skill's delay expires. [Skotlex] + sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; + break; + case SR_DRAGONCOMBO: + if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 ) + flag = 1; + break; + case SR_FALLENEMPIRE: + if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 ) + flag = 1; + break; + } //Switch End + if (flag) { //Possible to chain + flag = DIFF_TICK(sd->ud.canact_tick, tick); + if (flag < 1) flag = 1; + sc_start2(src,SC_COMBO,100,skill_id,bl->id,flag); + clif_combo_delay(src, flag); + } + } + + //Display damage. + switch( skill_id ) + { + case PA_GOSPEL: //Should look like Holy Cross [Skotlex] + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); + break; + //Skills that need be passed as a normal attack for the client to display correctly. + case HVAN_EXPLOSION: + case NPC_SELFDESTRUCTION: + if(src->type==BL_PC) + dmg.blewcount = 10; + dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] + // fall through + case KN_AUTOCOUNTER: + case NPC_CRITICALSLASH: + case TF_DOUBLE: + case GS_CHAINACTION: + dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); + break; + + case AS_SPLASHER: + if( flag&SD_ANIMATION ) // the surrounding targets + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level + else // the central target doesn't display an animation + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level + break; + case WL_HELLINFERNO: + case SR_EARTHSHAKER: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); + break; + case WL_SOULEXPANSION: + case WL_COMET: + case KO_MUCHANAGE: + case NJ_HUUMA: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8); + break; + case WL_CHAINLIGHTNING_ATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + case EL_FIRE_BOMB: + case EL_FIRE_BOMB_ATK: + case EL_FIRE_WAVE: + case EL_FIRE_WAVE_ATK: + case EL_FIRE_MANTLE: + case EL_CIRCLE_OF_FIRE: + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WATER_SCREW: + case EL_WATER_SCREW_ATK: + case EL_WIND_SLASH: + case EL_TIDAL_WEAPON: + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + case EL_HURRICANE: + case EL_HURRICANE_ATK: + case KO_BAKURETSU: + case GN_CRAZYWEED_ATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); + break; + case GN_SLINGITEM_RANGEMELEEATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); + break; + case EL_STONE_RAIN: + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); + break; + case WM_SEVERE_RAINSTORM_MELEE: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5); + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); + break; + case HT_CLAYMORETRAP: + case HT_BLASTMINE: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); + if( dsrc != src ) // avoid damage display redundancy + break; + case HT_LANDMINE: + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); + break; + case WZ_SIGHTBLASTER: + dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + break; + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ + default: + if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. + type = 5; + if( bl->type == BL_SKILL ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets + clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + } + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type); + break; + } + + map_freeblock_lock(); + + if(damage > 0 && dmg.flag&BF_SKILL && tsd + && pc_checkskill(tsd,RG_PLAGIARISM) + && (!sc || !sc->data[SC_PRESERVE]) + && damage < tsd->battle_status.hp) + { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] + int copy_skill = skill_id; + /** + * Copy Referal: dummy skills should point to their source upon copying + **/ + switch( skill_id ) { + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + copy_skill = AB_DUPLELIGHT; + break; + case WL_CHAINLIGHTNING_ATK: + copy_skill = WL_CHAINLIGHTNING; + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + copy_skill = WM_REVERBERATION; + break; + case WM_SEVERE_RAINSTORM_MELEE: + copy_skill = WM_SEVERE_RAINSTORM; + break; + case GN_CRAZYWEED_ATK: + copy_skill = GN_CRAZYWEED; + break; + case GN_HELLS_PLANT_ATK: + copy_skill = GN_HELLS_PLANT; + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + copy_skill = LG_OVERBRAND; + break; + } + + if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) && + can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] + { + int lv; + if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { + //Level dependent and limitation. + lv = min(lv,skill_get_max(copy_skill)); + if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) { + tsd->status.skill[tsd->reproduceskill_id].id = 0; + tsd->status.skill[tsd->reproduceskill_id].lv = 0; + tsd->status.skill[tsd->reproduceskill_id].flag = 0; + clif_deleteskill(tsd,tsd->reproduceskill_id); + } + + tsd->reproduceskill_id = copy_skill; + pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill); + pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv); + + tsd->status.skill[copy_skill].id = copy_skill; + tsd->status.skill[copy_skill].lv = lv; + tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED; + clif_addskill(tsd,copy_skill); + } else { + lv = skill_lv; + if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){ + tsd->status.skill[tsd->cloneskill_id].id = 0; + tsd->status.skill[tsd->cloneskill_id].lv = 0; + tsd->status.skill[tsd->cloneskill_id].flag = 0; + clif_deleteskill(tsd,tsd->cloneskill_id); + } + + if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv) + lv = type; + + tsd->cloneskill_id = copy_skill; + pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill); + pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); + + tsd->status.skill[skill_id].id = copy_skill; + tsd->status.skill[skill_id].lv = lv; + tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED; + clif_addskill(tsd,skill_id); + } + } + } + + if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0) + { //Skills with can't walk delay also stop normal attacking for that + //duration when the attack connects. [Skotlex] + struct unit_data *ud = unit_bl2ud(src); + if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) + ud->attackabletime = tick + type; + } + + if( !dmg.amotion ) + { //Instant damage + if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) ) + status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. + if( !status_isdead(bl) ) + skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); + if( damage > 0 ) //Counter status effects [Skotlex] + skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); + } + // Hell Inferno burning status only starts if Fire part hits. + if( skill_id == WL_HELLINFERNO && dmg.damage > 0 ) + sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); + // Apply knock back chance in SC_TRIANGLESHOT skill. + else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) + dmg.blewcount = 0; + + //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] + //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) + if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) { + int8 dir = -1; // default + switch(skill_id) {//direction + case MG_FIREWALL: + case PR_SANCTUARY: + case SC_TRIANGLESHOT: + case LG_OVERBRAND: + case SR_KNUCKLEARROW: + case GN_WALLOFTHORN: + case EL_FIRE_MANTLE: + dir = unit_getdir(bl);// backwards + break; + // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. + case WZ_STORMGUST: + dir = rand()%8; + break; + case WL_CRIMSONROCK: + dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); + break; + + } + //blown-specific handling + switch( skill_id ) { + case LG_OVERBRAND: + if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) { + short dir_x, dir_y; + dir_x = dirx[(dir+4)%8]; + dir_y = diry[(dir+4)%8]; + if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) + skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag ); + } else + skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag ); + break; + case SR_KNUCKLEARROW: + if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { + short dir_x, dir_y; + dir_x = dirx[(dir+4)%8]; + dir_y = diry[(dir+4)%8]; + if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) + skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); + } + break; + case GN_WALLOFTHORN: + unit_stop_walking(bl,1); + skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 ); + clif_fixpos(bl); + break; + default: + skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); + if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && su->group->skill_id == HT_BLASTMINE) + skill_blown(src, bl, 3, -1, 0); + } + break; + } + } + + //Delayed damage must be dealt after the knockback (it needs to know actual position of target) + if (dmg.amotion) + battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion); + + if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) + { + struct status_change_entry *sce = sc->data[SC_DEVOTION]; + struct block_list *d_bl = map_id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) + ) && check_distance_bl(bl, d_bl, sce->val3) ) + { + if(!rmdamage){ + clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0); + status_fix_damage(NULL,d_bl, damage, 0); + } + else{//Reflected magics are done directly on the target not on paladin + //This check is only for magical skill. + //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage + clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0); + status_fix_damage(bl,bl, damage, 0); + } + } + else { + status_change_end(bl, SC_DEVOTION, INVALID_TIMER); + if( !dmg.amotion ) + status_fix_damage(src,bl,damage,dmg.dmotion); + } + } + + if(damage > 0 && !(tstatus->mode&MD_BOSS)) { + if( skill_id == RG_INTIMIDATE ) { + int rate = 50 + skill_lv * 5; + rate = rate + (status_get_lv(src) - status_get_lv(bl)); + if(rnd()%100 < rate) + skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); + } else if( skill_id == SC_FATALMENACE ) + skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag); + } + + if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) + dmg.flag |= BF_WEAPON; + + if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || + (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) ) + { + if (battle_config.left_cardfix_to_right) + battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); + else + battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); + } + + if( rdamage > 0 ) { + if( sc && sc->data[SC_REFLECTDAMAGE] ) { + if( src != bl )// Don't reflect your own damage (Grand Cross) + map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race); + } else { + if( dmg.amotion ) + battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); + 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 + **/ + switch( skill_id ) { + case RK_CRUSHSTRIKE: + skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. + break; + case GC_VENOMPRESSURE: { + struct status_change *ssc = status_get_sc(src); + if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { + sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); + status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + break; + case WM_METALICSOUND: + status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10))); + break; + case SR_TIGERCANNON: + status_zap(bl, 0, damage/10); // 10% of damage dealt + break; + } + if( sd ) + skill_onskillusage(sd, bl, skill_id, tick); + } + + if (!(flag&2) && + ( + skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT + ) && + (sc = status_get_sc(src)) && + sc->data[SC_DOUBLECAST] && + rnd() % 100 < sc->data[SC_DOUBLECAST]->val2) + { +// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); + skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); + } + + map_freeblock_unlock(); + + return damage; +} + +/*========================================== + * sub fonction for recursive skill call. + * Checking bl battle flag and display dammage + * then call func with source,target,skill_id,skill_lv,tick,flag + *------------------------------------------*/ +typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); +int skill_area_sub (struct block_list *bl, va_list ap) +{ + struct block_list *src; + uint16 skill_id,skill_lv; + int flag; + unsigned int tick; + SkillFunc func; + + nullpo_ret(bl); + + src=va_arg(ap,struct block_list *); + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + flag=va_arg(ap,int); + func=va_arg(ap,SkillFunc); + + if(battle_check_target(src,bl,flag) > 0) + { + // several splash skills need this initial dummy packet to display correctly + if (flag&SD_PREAMBLE && skill_area_temp[2] == 0) + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + + if (flag&(SD_SPLASH|SD_PREAMBLE)) + skill_area_temp[2]++; + + return func(src,bl,skill_id,skill_lv,tick,flag); + } + return 0; +} + +static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) +{ + struct skill_unit *unit; + uint16 skill_id,g_skill_id; + + unit = (struct skill_unit *)bl; + + if(bl->prev == NULL || bl->type != BL_SKILL) + return 0; + + if(!unit->alive) + return 0; + + skill_id = va_arg(ap,int); + g_skill_id = unit->group->skill_id; + + switch (skill_id) { + case MH_STEINWAND: + case MG_SAFETYWALL: + case AL_PNEUMA: + case SC_MAELSTROM: + if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM) + return 0; + break; + case AL_WARP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + case HP_BASILICA: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_DIMENSIONDOOR: + case SC_BLOODYLUST: + //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) + if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) + return 0; + break; + default: //Avoid stacking with same kind of trap. [Skotlex] + if (g_skill_id != skill_id) + return 0; + break; + } + + return 1; +} + +static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) +{ + //Non players do not check for the skill's splash-trigger area. + int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0; + int layout_type = skill_get_unit_layout_type(skill_id,skill_lv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + + range += layout_type; + return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); +} + +static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) +{ + uint16 skill_id; + + if(bl->prev == NULL) + return 0; + + skill_id = va_arg(ap,int); + + if( status_isdead(bl) && skill_id != AL_WARP ) + return 0; + + if( skill_id == HP_BASILICA && bl->type == BL_PC ) + return 0; + + if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) + return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] + return 1; +} + +static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) +{ + int range, type; + + switch (skill_id) { // to be expanded later + case WZ_ICEWALL: + range = 2; + break; + default: + { + int layout_type = skill_get_unit_layout_type(skill_id,skill_lv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + range = skill_get_unit_range(skill_id,skill_lv) + layout_type; + } + break; + } + + // if the caster is a monster/NPC, only check for players + // otherwise just check characters + if (bl->type == BL_PC) + type = BL_CHAR; + else + type = BL_PC; + + return map_foreachinarea(skill_check_unit_range2_sub, bl->m, + x - range, y - range, x + range, y + range, + type, skill_id); +} + +int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex) +{ + if(id == sd->bl.id && battle_config.guild_aura&16) + return 0; // Do not affect guild leader + + if (sd->sc.data[SC_GUILDAURA]) { + struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA]; + if( sce->val3 != strvit || sce->val4 != agidex ) { + sce->val3 = strvit; + sce->val4 = agidex; + status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA)); + } + return 0; + } + sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000); + return 1; +} + +/*========================================== + * Checks that you have the requirements for casting a skill for homunculus/mercenary. + * Flag: + * &1: finished casting the skill (invoke hp/sp/item consumption) + * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) + *------------------------------------------*/ +static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type) +{ + struct status_data *status; + struct map_session_data *sd = NULL; + int i, hp, sp, hp_rate, sp_rate, state, mhp; + uint16 idx; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; + + if( lv < 1 || lv > MAX_SKILL_LEVEL ) + return 0; + nullpo_ret(bl); + + switch( bl->type ) + { + case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; + case BL_MER: sd = ((TBL_MER*)bl)->master; break; + } + + status = status_get_status_data(bl); + if( (idx = skill_get_index(skill)) == 0 ) + return 0; + + // Requeriments + for( i = 0; i < ARRAYLENGTH(itemid); i++ ) + { + itemid[i] = skill_db[idx].itemid[i]; + amount[i] = skill_db[idx].amount[i]; + } + hp = skill_db[idx].hp[lv-1]; + sp = skill_db[idx].sp[lv-1]; + hp_rate = skill_db[idx].hp_rate[lv-1]; + sp_rate = skill_db[idx].sp_rate[lv-1]; + state = skill_db[idx].state; + if( (mhp = skill_db[idx].mhp[lv-1]) > 0 ) + hp += (status->max_hp * mhp) / 100; + if( hp_rate > 0 ) + hp += (status->hp * hp_rate) / 100; + else + hp += (status->max_hp * (-hp_rate)) / 100; + if( sp_rate > 0 ) + sp += (status->sp * sp_rate) / 100; + else + sp += (status->max_sp * (-sp_rate)) / 100; + + if( bl->type == BL_HOM ) + { // Intimacy Requeriments + struct homun_data *hd = BL_CAST(BL_HOM, bl); + switch( skill ) + { + case HFLI_SBR44: + if( hd->homunculus.intimacy <= 200 ) + return 0; + break; + case HVAN_EXPLOSION: + if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) + return 0; + break; + } + } + + if( !(type&2) ) + { + if( hp > 0 && status->hp <= (unsigned int)hp ) + { + clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0); + return 0; + } + if( sp > 0 && status->sp <= (unsigned int)sp ) + { + clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0); + return 0; + } + } + + if( !type ) + switch( state ) + { + case ST_MOVE_ENABLE: + if( !unit_can_move(bl) ) + { + clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); + return 0; + } + break; + } + if( !(type&1) ) + return 1; + + // Check item existences + for( i = 0; i < ARRAYLENGTH(itemid); i++ ) + { + index[i] = -1; + if( itemid[i] < 1 ) continue; // No item + index[i] = pc_search_inventory(sd, itemid[i]); + if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] ) + { + clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + + // Consume items + for( i = 0; i < ARRAYLENGTH(itemid); i++ ) + { + if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); + } + + if( type&2 ) + return 1; + + if( sp || hp ) + status_zap(bl, hp, sp); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) +{ + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) +{ + struct block_list *src = map_id2bl(id),*target; + struct unit_data *ud = unit_bl2ud(src); + struct skill_timerskill *skl = NULL; + int range; + + nullpo_ret(src); + nullpo_ret(ud); + skl = ud->skilltimerskill[data]; + nullpo_ret(skl); + ud->skilltimerskill[data] = NULL; + + do { + if(src->prev == NULL) + break; // Source not on Map + if(skl->target_id) { + target = map_id2bl(skl->target_id); + if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) + target = src; //Required since it has to warp. + if(target == NULL) + break; // Target offline? + if(target->prev == NULL) + break; // Target not on Map + if(src->m != target->m) + break; // Different Maps + if(status_isdead(src)) + break; // Caster is Dead + if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) + break; + + switch(skl->skill_id) { + case RG_INTIMIDATE: + if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { + short x,y; + map_search_freecell(src, 0, &x, &y, 1, 1, 0); + if (target != src && !status_isdead(target)) + unit_warp(target, -1, x, y, CLR_TELEPORT); + } + break; + case BA_FROSTJOKER: + case DC_SCREAM: + range= skill_get_splash(skl->skill_id, skl->skill_lv); + map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range, + skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); + break; + case NPC_EARTHQUAKE: + if( skl->type > 1 ) + skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count); + skill_area_temp[1] = src->id; + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id); + break; + case WZ_WATERBALL: + skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if (!status_isdead(target)) + skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) { + skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + } else { + struct status_change *sc = status_get_sc(src); + if(sc) { + if(sc->data[SC_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. + } + } + break; + /** + * Warlock + **/ + case WL_CHAINLIGHTNING_ATK: + { + struct block_list *nbl = NULL; // Next Target of Chain + skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target + skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if( skl->type > 1 ) + { // Remaining Chains Hit + nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one... + if( nbl == NULL && skl->x > 1 ) + { + nbl = target; + skl->x--; + } + else skl->x = 3; + } + + if( nbl ) + skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag); + } + break; + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION); + skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if( skl->type >= 3 ) + { // Final Hit + if( !status_isdead(target) ) + { // Final Status Effect + 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 : 0), + (i == SC_BURNING ? src->id : 0), + 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0); + } + } + } + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets + break; + case SC_FATALMENACE: + if( src == target ) // Casters Part + unit_warp(src, -1, skl->x, skl->y, 3); + else { // Target's Part + short x = skl->x, y = skl->y; + map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1); + unit_warp(target,-1,x,y,3); + } + break; + case LG_MOONSLASHER: + case SR_WINDMILL: + if( target->type == BL_PC ) { + struct map_session_data *tsd = NULL; + if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { + pc_setsit(tsd); + skill_sit(tsd,1); + clif_sitting(&tsd->bl); + } + } + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + case SR_KNUCKLEARROW: + skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); + break; + case GN_SPORE_EXPLOSION: + map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, + src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id); + break; + case CH_PALMSTRIKE: + { + struct status_change* tsc = status_get_sc(target); + struct status_change* sc = status_get_sc(src); + if( tsc && tsc->option&OPTION_HIDE || + sc && sc->option&OPTION_HIDE ){ + skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); + break; + } + } + default: + skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + break; + } + } + else { + if(src->m != skl->map) + break; + switch( skl->skill_id ) + { + case WZ_METEOR: + if( skl->type >= 0 ) + { + int x = skl->type>>16, y = skl->type&0xFFFF; + if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) + skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); + if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); + } + else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); + break; + case GN_CRAZYWEED_ATK: + { + int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv); + map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src); + } + case WL_EARTHSTRAIN: + skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); + break; + + } + } + } while (0); + //Free skl now that it is no longer needed. + ers_free(skill_timer_ers, skl); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) +{ + int i; + struct unit_data *ud; + nullpo_retr(1, src); + if (src->prev == NULL) + return 0; + ud = unit_bl2ud(src); + nullpo_retr(1, ud); + + ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); + if( i == MAX_SKILLTIMERSKILL ) return 1; + + ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill); + ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i); + ud->skilltimerskill[i]->src_id = src->id; + ud->skilltimerskill[i]->target_id = target; + ud->skilltimerskill[i]->skill_id = skill_id; + ud->skilltimerskill[i]->skill_lv = skill_lv; + ud->skilltimerskill[i]->map = src->m; + ud->skilltimerskill[i]->x = x; + ud->skilltimerskill[i]->y = y; + ud->skilltimerskill[i]->type = type; + ud->skilltimerskill[i]->flag = flag; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_cleartimerskill (struct block_list *src) +{ + int i; + struct unit_data *ud; + nullpo_ret(src); + ud = unit_bl2ud(src); + nullpo_ret(ud); + + for(i=0;i<MAX_SKILLTIMERSKILL;i++) { + if(ud->skilltimerskill[i]) { + delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); + ers_free(skill_timer_ers, ud->skilltimerskill[i]); + ud->skilltimerskill[i]=NULL; + } + } + return 1; +} +static int skill_ative_reverberation( struct block_list *bl, va_list ap) { + struct skill_unit *su = (TBL_SKILL*)bl; + struct skill_unit_group *sg; + if( bl->type != BL_SKILL ) + return 0; + if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) { + map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick()); + su->limit=DIFF_TICK(gettick(),sg->tick); + sg->unit_id = UNT_USED_TRAPS; + } + return 0; +} + +static int skill_reveal_trap (struct block_list *bl, va_list ap) +{ + TBL_SKILL *su = (TBL_SKILL*)bl; + if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) + { //Reveal trap. + //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] + //clif_changetraplook(bl, su->group->unit_id); + clif_skill_setunit(su); + return 1; + } + return 0; +} + +/*========================================== + * + * + *------------------------------------------*/ +int skill_castend_damage_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 = NULL; + struct status_data *tstatus; + struct status_change *sc; + + if (skill_id > 0 && !skill_lv) return 0; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + if (bl->prev == NULL) + return 1; + + sd = BL_CAST(BL_PC, src); + + if (status_isdead(bl)) + return 1; + + if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) + { //GTB makes all targetted magic display miss with a single bolt. + sc_type sct = status_skill2sc(skill_id); + if(sct != SC_NONE) + status_change_end(bl, sct, INVALID_TIMER); + clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id)); + return 1; + } + + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + + tstatus = status_get_status_data(bl); + + map_freeblock_lock(); + + switch(skill_id) + { + case MER_CRASH: + case SM_BASH: + case MS_BASH: + case MC_MAMMONITE: + case TF_DOUBLE: + case AC_DOUBLE: + case MA_DOUBLE: + case AS_SONICBLOW: + case KN_PIERCE: + case ML_PIERCE: + case KN_SPEARBOOMERANG: + case TF_POISON: + case TF_SPRINKLESAND: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case RG_INTIMIDATE: + case AM_ACIDTERROR: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case BA_DISSONANCE: + case CR_HOLYCROSS: + case NPC_DARKCROSS: + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + case NPC_PIERCINGATT: + case NPC_MENTALBREAKER: + case NPC_RANGEATTACK: + case NPC_CRITICALSLASH: + case NPC_COMBOATTACK: + case NPC_GUIDEDATTACK: + case NPC_POISON: + case NPC_RANDOMATTACK: + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + case NPC_UNDEADATTACK: + case NPC_ARMORBRAKE: + case NPC_WEAPONBRAKER: + case NPC_HELMBRAKE: + case NPC_SHIELDBRAKE: + case NPC_BLINDATTACK: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case LK_AURABLADE: + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + case LK_HEADCRUSH: + case CG_ARROWVULCAN: + case HW_MAGICCRASHER: + case ITM_TOMAHAWK: + case MO_TRIPLEATTACK: + case CH_CHAINCRUSH: + case CH_TIGERFIST: + case PA_SHIELDCHAIN: // Shield Chain + case PA_SACRIFICE: + case WS_CARTTERMINATION: // Cart Termination + case AS_VENOMKNIFE: + case HT_PHANTASMIC: + case HT_POWER: + case TK_DOWNKICK: + case TK_COUNTER: + case GS_CHAINACTION: + case GS_TRIPLEACTION: + case GS_MAGICALBULLET: + case GS_TRACKING: + case GS_PIERCINGSHOT: + case GS_RAPIDSHOWER: + case GS_DUST: + case GS_DISARM: // Added disarm. [Reddozen] + case GS_FULLBUSTER: + case NJ_SYURIKEN: + case NJ_KUNAI: + case ASC_BREAKER: + case HFLI_MOON: //[orn] + case HFLI_SBR44: //[orn] + case NPC_BLEEDING: + case NPC_CRITICALWOUND: + case NPC_HELLPOWER: + case RK_SONICWAVE: + case RK_HUNDREDSPEAR: + case AB_DUPLELIGHT_MELEE: + case RA_AIMEDBOLT: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case GC_CROSSIMPACT: + case GC_VENOMPRESSURE: + case SC_TRIANGLESHOT: + case SC_FEINTBOMB: + case LG_BANISHINGPOINT: + case LG_SHIELDPRESS: + case LG_RAGEBURST: + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: + case SR_FALLENEMPIRE: + case SR_CRESCENTELBOW_AUTOSPELL: + case SR_GATEOFHELL: + case SR_GENTLETOUCH_QUIET: + case WM_SEVERE_RAINSTORM_MELEE: + case WM_GREAT_ECHO: + case GN_SLINGITEM_RANGEMELEEATK: + case KO_JYUMONJIKIRI: + case KO_SETSUDAN: + case KO_KAIHOU: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + /** + * Mechanic (MADO GEAR) + **/ + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_VULCANARM: + case NC_COLDSLOWER: + case NC_ARMSCANNON: + if (sd) pc_overheat(sd,1); + case RK_WINDCUTTER: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + + case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) + switch( rnd()%6 ){ + case 0: flag |= BREAK_ANKLE; break; + case 1: flag |= BREAK_WRIST; break; + case 2: flag |= BREAK_KNEE; break; + case 3: flag |= BREAK_SHOULDER; break; + case 4: flag |= BREAK_WAIST; break; + case 5: flag |= BREAK_NECK; break; + } + //TODO: is there really no cleaner way to do this? + sc = status_get_sc(bl); + if (sc) sc->jb_flag = flag; + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case MO_COMBOFINISH: + if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) + { //Becomes a splash attack when Soul Linked. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skill_id, skill_lv),splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } else + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case TK_STORMKICK: // Taekwon kicks [Dralnu] + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_area_temp[1] = 0; + map_foreachinrange(skill_attack_area, src, + skill_get_splash(skill_id, skill_lv), splash_target(src), + BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case KN_CHARGEATK: + { + bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + unsigned int dist = distance_bl(src, bl); + uint8 dir = map_calc_dir(bl, src->x, src->y); + + // teleport to target (if not on WoE grounds) + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) ) + clif_slide(src, bl->x, bl->y); + + // cause damage and knockback if the path to target was a straight one + if( path ) + { + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); + skill_blown(src, bl, dist, dir, 0); + //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, + // make the caster look in the direction of the target + unit_setdir(src, (dir+4)%8); + } + + } + break; + + case NC_FLAMELAUNCHER: + if (sd) pc_overheat(sd,1); + case SN_SHARPSHOOTING: + case MA_SHARPSHOOTING: + case NJ_KAMAITACHI: + case LG_CANNONSPEAR: + //It won't shoot through walls since on castend there has to be a direct + //line of sight between caster and target. + skill_area_temp[1] = bl->id; + map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src), + skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; + + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + skill_area_temp[1] = bl->id; + map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src), + skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; + + case MO_INVESTIGATE: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case RG_BACKSTAP: + { + uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); + if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] + unit_setdir(bl,dir); + } + else if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case MO_FINGEROFFENSIVE: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if (battle_config.finger_offensive_type && sd) { + int i; + for (i = 1; i < sd->spiritball_old; i++) + skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + } + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case MO_CHAINCOMBO: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case NJ_ISSEN: + status_change_end(src, SC_NEN, INVALID_TIMER); + status_change_end(src, SC_HIDING, INVALID_TIMER); + // fall through + case MO_EXTREMITYFIST: + { + short x, y, i = 2; // Move 2 cells for Issen(from target) + struct block_list *mbl = bl; + short dir = 0; + + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + + if( skill_id == MO_EXTREMITYFIST ) + { + mbl = src; + i = 3; // for Asura(from caster) + status_set_sp(src, 0, 0); + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); +#ifdef RENEWAL + sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); +#endif + }else + status_set_hp(src, +#ifdef RENEWAL + max(status_get_max_hp(src)/100, 1) +#else + 1 +#endif + , 0); + + dir = map_calc_dir(src,bl->x,bl->y); + if( dir > 0 && dir < 4) x = -i; + else if( dir > 4 ) x = i; + else x = 0; + if( dir > 2 && dir < 6 ) y = -i; + else if( dir == 7 || dir < 2 ) y = i; + else y = 0; + if( (mbl == src || !map_flag_gvg(src->m) && !map[src->m].flag.battleground) && // only NJ_ISSEN don't have slide effect in GVG + unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) { + clif_slide(src, src->x, src->y); + //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett] + //clif_fixpos(src); + } + } + break; + + //Splash attack skills. + case AS_GRIMTOOTH: + case MC_CARTREVOLUTION: + case NPC_SPLASHATTACK: + flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit + case AS_SPLASHER: + case SM_MAGNUM: + case MS_MAGNUM: + case HT_BLITZBEAT: + case AC_SHOWER: + case MA_SHOWER: + case MG_NAPALMBEAT: + case MG_FIREBALL: + case RG_RAID: + case HW_NAPALMVULCAN: + case NJ_HUUMA: + case NJ_BAKUENRYU: + case ASC_METEORASSAULT: + case GS_DESPERADO: + case GS_SPREADATTACK: + case NPC_EARTHQUAKE: + case NPC_PULSESTRIKE: + case NPC_HELLJUDGEMENT: + case NPC_VAMPIRE_GIFT: + case RK_IGNITIONBREAK: + case AB_JUDEX: + case WL_SOULEXPANSION: + case WL_CRIMSONROCK: + case WL_COMET: + case WL_JACKFROST: + case RA_ARROWSTORM: + case RA_WUGDASH: + case NC_SELFDESTRUCTION: + case NC_AXETORNADO: + case GC_ROLLINGCUTTER: + case GC_COUNTERSLASH: + case LG_MOONSLASHER: + case LG_EARTHDRIVE: + case SR_TIGERCANNON: + case SR_RAMPAGEBLASTER: + case SR_SKYNETBLOW: + case SR_WINDMILL: + case SR_RIDEINLIGHTNING: + case WM_SOUND_OF_DESTRUCTION: + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + case SO_VARETYR_SPEAR: + case GN_CART_TORNADO: + case GN_CARTCANNON: + case KO_HAPPOKUNAI: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + if( flag&1 ) {//Recursive invocation + // skill_area_temp[0] holds number of targets in area + // skill_area_temp[1] holds the id of the original target + // skill_area_temp[2] counts how many targets have already been processed + int sflag = skill_area_temp[0] & 0xFFF, heal; + if( flag&SD_LEVEL ) + sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level + if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) ) + sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) + + heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); + if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src,heal,0,0); + } + } else { + switch ( skill_id ) { + case NJ_BAKUENRYU: + case LG_EARTHDRIVE: + case GN_CARTCANNON: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case LG_MOONSLASHER: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? + skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); + default: + break; + } + + skill_area_temp[0] = 0; + skill_area_temp[1] = bl->id; + skill_area_temp[2] = 0; + if( skill_id == WL_CRIMSONROCK ) { + skill_area_temp[4] = bl->x; + skill_area_temp[5] = bl->y; + } + if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC ) + skill_area_temp[1] = 0; + // if skill damage should be split among targets, count them + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets + //special case: Venom Splasher uses a different range for searching than for splashing + if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT ) + skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); + + // recursive invocation of skill_castend_damage_id() with flag|1 + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + } + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + //Coded apart for it needs the flag passed to the damage calculation. + if (skill_area_temp[1] != bl->id) + skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + else + skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + if(flag&1){ + if(bl->id==skill_area_temp[1]) + break; + //two hits for 500% + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); + } else { + int i,c; + c = skill_get_blewcount(skill_id,skill_lv); + // keep moving target in the direction that src is looking, square by square + for(i=0;i<c;i++){ + if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1)) + break; //Can't knockback + skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count); + if( skill_area_temp[0] > 1 ) break; // collision + } + clif_blown(bl); //Update target pos. + if (i!=c) { //Splash + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + } + //Weirdo dual-hit property, two attacks for 500% + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); + } + break; + + case KN_SPEARSTAB: + if(flag&1) { + if (bl->id==skill_area_temp[1]) + break; + if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) + skill_blown(src,bl,skill_area_temp[2],-1,0); + } else { + int x=bl->x,y=bl->y,i,dir; + dir = map_calc_dir(bl,src->x,src->y); + skill_area_temp[1] = bl->id; + skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv); + // all the enemies between the caster and the target are hit, as well as the target + if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) + skill_blown(src,bl,skill_area_temp[2],-1,0); + for (i=0;i<4;i++) { + map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + x += dirx[dir]; + y += diry[dir]; + } + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] + { + skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. + if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) + map_foreachinrange(skill_area_sub,bl, + skill_get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, + skill_castend_nodamage_id); + } + break; + case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] + // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ + clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. + skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + break; + + case PR_TURNUNDEAD: + case ALL_RESURRECTION: + if (!battle_check_undead(tstatus->race, tstatus->def_ele)) + break; + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case MG_SOULSTRIKE: + case NPC_DARKSTRIKE: + case MG_COLDBOLT: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case WZ_EARTHSPIKE: + case AL_HEAL: + case AL_HOLYLIGHT: + case WZ_JUPITEL: + case NPC_DARKTHUNDER: + case PR_ASPERSIO: + case MG_FROSTDIVER: + case WZ_SIGHTBLASTER: + case WZ_SIGHTRASHER: + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HUUJIN: + case AB_ADORAMUS: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AB_DUPLELIGHT_MAGIC: + case WM_METALICSOUND: + case MH_ERASER_CUTTER: + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NPC_MAGICALATTACK: + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + + case HVAN_CAPRICE: //[blackhole89] + { + int ran=rnd()%4; + int sid = 0; + switch(ran) + { + case 0: sid=MG_COLDBOLT; break; + case 1: sid=MG_FIREBOLT; break; + case 2: sid=MG_LIGHTNINGBOLT; break; + case 3: sid=WZ_EARTHSPIKE; break; + } + skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); + } + break; + case WZ_WATERBALL: + { + int range = skill_lv / 2; + int maxlv = skill_get_max(skill_id); // learnable level + int count = 0; + int x, y; + struct skill_unit* unit; + + if( skill_lv > maxlv ) + { + if( src->type == BL_MOB && skill_lv == 10 ) + range = 4; + else + range = maxlv / 2; + } + + for( y = src->y - range; y <= src->y + range; ++y ) + for( x = src->x - range; x <= src->x + range; ++x ) + { + if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) + { + if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement + count++; // natural water cell + else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) + { + count++; // skill-induced water cell + skill_delunit(unit); // consume cell + } + } + } + + if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs + skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); + } + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case PR_BENEDICTIO: + //Should attack undead and demons. [Skotlex] + if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) + skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case SL_SMA: + status_change_end(src, SC_SMA, INVALID_TIMER); + case SL_STIN: + case SL_STUN: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NPC_DARKBREATH: + clif_emotion(src,E_AG); + case SN_FALCONASSAULT: + case PA_PRESSURE: + case CR_ACIDDEMONSTRATION: + case TF_THROWSTONE: + case NPC_SMOKING: + case GS_FLING: + case NJ_ZENYNAGE: + case GN_THORNS_TRAP: + case GN_HELLS_PLANT_ATK: + skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + /** + * Rune Knight + **/ + case RK_DRAGONBREATH: { + struct status_change *tsc = NULL; + if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + } else + skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case NPC_SELFDESTRUCTION: { + struct status_change *tsc = NULL; + if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] ) + break; + } + case HVAN_EXPLOSION: + if (src != bl) + skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + // Celest + case PF_SOULBURN: + if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (skill_lv == 5) + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + status_percent_damage(src, bl, 0, 100, false); + } else { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + if (skill_lv == 5) + skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); + status_percent_damage(src, src, 0, 100, false); + } + break; + + case NPC_BLOODDRAIN: + case NPC_ENERGYDRAIN: + { + int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + src, src, bl, skill_id, skill_lv, tick, flag); + if (heal > 0){ + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src, heal, 0, 0); + } + } + break; + + case GS_BULLSEYE: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NJ_KASUMIKIRI: + if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) + sc_start(src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case NJ_KIRIKAGE: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) + { //You don't move on GVG grounds. + short x, y; + map_search_freecell(bl, 0, &x, &y, 1, 1, 0); + if (unit_movepos(src, x, y, 0, 0)) + clif_slide(src,src->x,src->y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + case RK_PHANTOMTHRUST: + unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + + skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); + if( battle_check_target(src,bl,BCT_ENEMY) ) + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case RK_STORMBLAST: + case RK_CRUSHSTRIKE: + if( sd ) { + if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) ) + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else //non-sd support + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + case GC_DARKILLUSION: + { + short x, y; + short dir = map_calc_dir(src,bl->x,bl->y); + + 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, bl->x+x, bl->y+y, 1, 1) ) + { + clif_slide(src,bl->x+x,bl->y+y); + clif_fixpos(src); // the official server send these two packts. + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if( rnd()%100 < 4 * skill_lv ) + skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); + } + + } + break; + + case GC_WEAPONCRUSH: + if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); + break; + + case GC_CROSSRIPPERSLASHER: + if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + else + { + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + if( flag&1 ) + { // Only Hits Invisible Targets + struct status_change *tsc = status_get_sc(bl); + if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + case WL_CHAINLIGHTNING: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag); + break; + case WL_DRAINLIFE: + { + int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + int rate = 70 + 5 * skill_lv; + + heal = heal * (5 + 5 * skill_lv) / 100; + + if( bl->type == BL_SKILL ) + heal = 0; // Don't absorb heal from Ice Walls or other skill units. + + if( heal && rnd()%100 < rate ) + { + status_heal(src, heal, 0, 0); + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + } + } + break; + + case WL_TETRAVORTEX: + if( 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]); + } + + 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; + } + 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; + // Priority is to release SpellBook + if( sc && sc->data[SC_READING_SB] ) + { // SpellBook + uint16 skill_id, skill_lv, point, s = 0; + int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; + + for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released + if( sc->data[i] ) spell[s++] = i; + + if ( s == 0 ) + break; + + i = spell[s==1?0:rand()%s];// Random select of spell to be released. + if( s && sc->data[i] ){// Now extract the data from the preserved spell + skill_id = sc->data[i]->val1; + skill_lv = sc->data[i]->val2; + point = sc->data[i]->val3; + status_change_end(src, (sc_type)i, INVALID_TIMER); + }else //something went wrong :( + break; + + if( sc->data[SC_READING_SB]->val2 > point ) + sc->data[SC_READING_SB]->val2 -= point; + else // Last spell to be released + status_change_end(src, SC_READING_SB, INVALID_TIMER); + + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) ) + break; + + switch( skill_get_casttype(skill_id) ) + { + case CAST_GROUND: + skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); + break; + } + + sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv); + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0); + } + else + { // Summon Balls + int j = 0, k, skele; + int spheres[5] = { 0, 0, 0, 0, 0 }, + positions[5] = {-1,-1,-1,-1,-1 }; + + for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) + if( sc && sc->data[i] ) + { + spheres[j] = i; + positions[j] = sc->data[i]->val2; + sc->data[i]->val2--; // Prepares for next position + j++; + } + + if( j == 0 ) + { // No Spheres + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); + break; + } + + // Sphere Sort + for( i = 0; i <= j - 2; i++ ) + for( k = i + 1; k <= j - 1; k++ ) + if( positions[i] > positions[k] ) + { + swap(positions[i],positions[k]); + swap(spheres[i],spheres[k]); + } + + if( skill_lv == 1 ) j = 1; // Limit only to one ball + for( i = 0; i < j; i++ ) + { + skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls + // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND + skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL); + status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball + } + clif_skill_nodamage(src,bl,skill_id,0,1); + } + } + break; + case WL_FROSTMISTY: + // Causes Freezing status through walls. + sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv)); + // Doesn't deal damage through non-shootable walls. + if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + case WL_HELLINFERNO: + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); + break; + case RA_WUGSTRIKE: + if( sd && pc_isridingwug(sd) ){ + short x[8]={0,-1,-1,-1,0,1,1,1}; + short y[8]={1,1,0,-1,-1,-1,0,1}; + uint8 dir = map_calc_dir(bl, src->x, src->y); + + if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) + { + clif_slide(src, bl->x+x[dir], bl->y+y[dir]); + clif_fixpos(src); + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + } + break; + } + case RA_WUGBITE: + if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + + break; + + case RA_SENSITIVEKEEN: + if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets + struct status_change * tsc = status_get_sc(bl); + if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } + } + else + { + struct skill_unit *su = BL_CAST(BL_SKILL,bl); + struct skill_unit_group* sg; + + if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP ) + { + if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) + { + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid ) + map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + } + skill_delunit(su); + } + } + break; + case NC_INFRAREDSCAN: + if( flag&1 ) + { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] + if( rnd()%100 < 50 ) + sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. + } + else + { + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( sd ) pc_overheat(sd,1); + } + break; + + case NC_MAGNETICFIELD: + sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)); + break; + case SC_FATALMENACE: + if( flag&1 ) + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else + { + short x, y; + map_search_freecell(src, 0, &x, &y, -1, -1, 0); + // Destination area + skill_area_temp[4] = x; + skill_area_temp[5] = y; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + } + break; + case LG_PINPOINTATTACK: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) + clif_slide(src,bl->x,bl->y); + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case LG_SHIELDSPELL: + // flag&1: Phisycal Attack, flag&2: Magic Attack. + skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case LG_OVERBRAND: + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + break; + + case LG_OVERBRAND_BRANDISH: + skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL); + break; + case SR_DRAGONCOMBO: + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case SR_KNUCKLEARROW: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) { + clif_slide(src,bl->x,bl->y); + clif_fixpos(src); // Aegis send this packet too. + } + + if( flag&1 ) + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + else + skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); + break; + + case SR_HOWLINGOFLION: + status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); + status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); + status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); + status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + break; + + case SR_EARTHSHAKER: + if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } else{ + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } + break; + + case WM_LULLABY_DEEPSLEEP: + if( bl != src && rnd()%100 < 88 + 2 * skill_lv ) + sc_start(bl,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + + case SO_POISON_BUSTER: { + struct status_change *tsc = status_get_sc(bl); + if( tsc && tsc->data[SC_POISON] ) { + skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_POISON, INVALID_TIMER); + } + else if( sd ) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } + break; + + case GN_SPORE_EXPLOSION: + if( flag&1 ) + skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + else { + clif_skill_nodamage(src, bl, skill_id, 0, 1); + skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0); + } + break; + + case EL_FIRE_BOMB: + case EL_FIRE_WAVE: + case EL_WATER_SCREW: + case EL_HURRICANE: + case EL_TYPOON_MIS: + if( flag&1 ) + skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); + else { + int i = skill_get_splash(skill_id,skill_lv); + clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + else + skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case EL_ROCK_CRUSHER: + clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 50 ) + skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + else + skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); + break; + + case EL_STONE_RAIN: + if( flag&1 ) + skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + int i = skill_get_splash(skill_id,skill_lv); + clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + else + skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WIND_SLASH: + case EL_STONE_HAMMER: + clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case EL_TIDAL_WEAPON: + if( src->type == BL_ELEM ) { + struct elemental_data *ele = BL_CAST(BL_ELEM,src); + struct status_change *sc = status_get_sc(&ele->bl); + struct status_change *tsc = status_get_sc(bl); + sc_type type = status_skill2sc(skill_id), type2; + type2 = type-1; + + clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental_clean_single_effect(ele, skill_id); + } + if( rnd()%100 < 50 ) + skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv)); + } + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; + + + //recursive homon skill + case MH_MAGMA_FLOW: + case MH_XENO_SLASHER: + case MH_HEILIGE_STANGE: + if(flag & 1) + skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + else { + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id); + } + break; + + case MH_STAHL_HORN: + case MH_NEEDLE_OF_PARALYZE: + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + case MH_TINDER_BREAKER: + if (unit_movepos(src, bl->x, bl->y, 1, 1)) { +#if PACKETVER >= 20111005 + clif_snap(src, bl->x, bl->y); +#else + clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); +#endif + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv))); + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case 0:/* no skill - basic/normal attack */ + if(sd) { + if (flag & 3){ + if (bl->id != skill_area_temp[1]) + skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); + } else { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub, bl, + sd->bonus.splash_range, BL_CHAR, + src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, + skill_castend_damage_id); + flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] + } + } + break; + + default: + ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); + clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, + 0, abs(skill_get_num(skill_id, skill_lv)), + skill_id, skill_lv, skill_get_hit(skill_id)); + map_freeblock_unlock(); + return 1; + } + + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + + map_freeblock_unlock(); + + if( sd && !(flag&1) ) + {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = gettick(); + + if( sd->state.arrow_atk ) + {// consume arrow on last invocation to this skill. + battle_consume_ammo(sd, skill_id, skill_lv); + } + + // perform skill requirement consumption + skill_consume_requirement(sd,skill_id,skill_lv,2); + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_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; + struct mob_data *md, *dstmd; + struct homun_data *hd; + struct mercenary_data *mer; + struct status_data *sstatus, *tstatus; + struct status_change *tsc; + struct status_change_entry *tsce; + + int i = 0; + enum sc_type type; + + if(skill_id > 0 && !skill_lv) return 0; // celest + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + sd = BL_CAST(BL_PC, src); + hd = BL_CAST(BL_HOM, src); + md = BL_CAST(BL_MOB, src); + mer = BL_CAST(BL_MER, src); + + dstsd = BL_CAST(BL_PC, bl); + dstmd = BL_CAST(BL_MOB, bl); + + if(bl->prev == NULL) + return 1; + if(status_isdead(src)) + return 1; + + if( src != bl && status_isdead(bl) ) { + /** + * Skills that may be cast on dead targets + **/ + switch( skill_id ) { + case NPC_WIDESOULDRAIN: + case PR_REDEMPTIO: + case ALL_RESURRECTION: + case WM_DEADHILLHERE: + break; + default: + return 1; + } + } + + tstatus = status_get_status_data(bl); + sstatus = status_get_status_data(src); + + //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] + switch (skill_id) { + case HLIF_HEAL: //[orn] + if (bl->type != BL_HOM) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; + break ; + } + case AL_HEAL: + case ALL_RESURRECTION: + case PR_ASPERSIO: + /** + * Arch Bishop + **/ + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + //Apparently only player casted skills can be offensive like this. + if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) { + if (battle_check_target(src, bl, BCT_ENEMY) < 1) { + //Offensive heal does not works on non-enemies. [Skotlex] + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag); + } + break; + case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] + return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag); + case MH_STEINWAND: { + struct block_list *s_src = battle_get_master(src); + short ret = 0; + if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration + ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon + if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) + ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master + if (hd) + skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + return ret; + } + break; + default: + //Skill is actually ground placed. + if (src == bl && skill_get_unit_id(skill_id,0)) + return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); + } + + type = status_skill2sc(skill_id); + tsc = status_get_sc(bl); + tsce = (tsc && type != -1)?tsc->data[type]:NULL; + + if (src!=bl && type > -1 && + (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && + skill_get_inf(skill_id) != INF_SUPPORT_SKILL && + battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0) + return 1; //Skills that cause an status should be blocked if the target element blocks its element. + + map_freeblock_lock(); + switch(skill_id) + { + case HLIF_HEAL: //[orn] + case AL_HEAL: + /** + * Arch Bishop + **/ + case AB_HIGHNESSHEAL: + { + int heal = skill_calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); + int heal_get_jobexp; + //Highness Heal: starts at 1.5 boost + 0.5 for each level + if( skill_id == AB_HIGHNESSHEAL ) { + heal = heal * ( 15 + 5 * skill_lv ) / 10; + } + if( status_isimmune(bl) || + (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) || + (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal + heal=0; + + if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) + heal = heal*2; + + if( tsc && tsc->count ) + { + if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) + { //Bounce back heal + if (--tsc->data[SC_KAITE]->val2 <= 0) + status_change_end(bl, SC_KAITE, INVALID_TIMER); + if (src == bl) + heal=0; //When you try to heal yourself under Kaite, the heal is voided. + else { + bl = src; + dstsd = sd; + } + } + else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST]) + heal = 0; //Needed so that it actually displays 0 when healing. + } + clif_skill_nodamage (src, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) + heal = ~heal + 1; + heal_get_jobexp = status_heal(bl,heal,0,0); + + if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ + heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; + if (heal_get_jobexp <= 0) + heal_get_jobexp = 1; + pc_gainexp (sd, bl, 0, heal_get_jobexp, false); + } + } + break; + + case PR_REDEMPTIO: + if (sd && !(flag&1)) { + if (sd->status.party_id == 0) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill_area_temp[0] = 0; + party_foreachsamemap(skill_area_sub, + sd,skill_get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill_castend_nodamage_id); + if (skill_area_temp[0] == 0) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... + if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000); + clif_updatestatus(sd,SP_BASEEXP); + clif_updatestatus(sd,SP_JOBEXP); + } + status_set_hp(src, 1, 0); + status_set_sp(src, 0, 0); + break; + } else if (status_isdead(bl) && flag&1) { //Revive + skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. + skill_lv = 3; //Resurrection level 3 is used + } else //Invalid target, skip resurrection. + break; + + case ALL_RESURRECTION: + if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) + { //No reviving in WoE grounds! + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (!status_isdead(bl)) + break; + { + int per = 0, sper = 0; + if (tsc && tsc->data[SC_HELLPOWER]) + break; + + if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) + break; + + switch(skill_lv){ + case 1: per=10; break; + case 2: per=30; break; + case 3: per=50; break; + case 4: per=80; break; + } + if(dstsd && dstsd->special_state.restart_full_recover) + per = sper = 100; + if (status_revive(bl, per, sper)) + { + clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. + if(sd && dstsd && battle_config.resurrection_exp > 0) + { + int exp = 0,jexp = 0; + int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; + if(lv > 0 && pc_nextbaseexp(dstsd)) { + exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (exp < 1) exp = 1; + } + if(jlv > 0 && pc_nextjobexp(dstsd)) { + jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (jexp < 1) jexp = 1; + } + if(exp > 0 || jexp > 0) + pc_gainexp (sd, bl, exp, jexp, false); + } + } + } + break; + + case AL_DECAGI: + case MER_DECAGI: + clif_skill_nodamage (src, bl, skill_id, skill_lv, + sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv))); + break; + + case AL_CRUCIS: + if (flag&1) + sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv)); + else { + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case PR_LEXDIVINA: + case MER_LEXDIVINA: + if( tsce ) + status_change_end(bl,type, INVALID_TIMER); + else + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + break; + + case SA_ABRACADABRA: + { + int abra_skill_id = 0, abra_skill_lv; + do { + i = rnd() % MAX_SKILL_ABRA_DB; + abra_skill_id = skill_abra_db[i].skill_id; + } while (abra_skill_id == 0 || + skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill_abra_db[i].per + ); + abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id)); + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) + {// player-casted + sd->state.abra_flag = 1; + sd->skillitem = abra_skill_id; + sd->skillitemlv = abra_skill_lv; + clif_item_skill(sd, abra_skill_id, abra_skill_lv); + } + else + {// mob-casted + struct unit_data *ud = unit_bl2ud(src); + int inf = skill_get_inf(abra_skill_id); + int target_id = 0; + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); + } else { //Assume offensive skills + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill_get_casttype(abra_skill_id) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); + } else + unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); + } + } + } + break; + + case SA_COMA: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv))); + break; + case SA_FULLRECOVERY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (status_isimmune(bl)) + break; + status_percent_heal(bl, 100, 100); + break; + case NPC_ALLHEAL: + { + int heal; + if( status_isimmune(bl) ) + break; + heal = status_percent_heal(bl, 100, 0); + clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1); + if( dstmd ) + { // Reset Damage Logs + memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); + dstmd->tdmg = 0; + } + } + break; + case SA_SUMMONMONSTER: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); + break; + case SA_LEVELUP: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false); + break; + case SA_INSTANTDEATH: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_set_hp(bl,1,0); + break; + case SA_QUESTION: + case SA_GRAVITY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case SA_CLASSCHANGE: + case SA_MONOCELL: + if (dstmd) + { + int class_; + if ( sd && dstmd->status.mode&MD_BOSS ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + mob_class_change(dstmd,class_); + if( tsc && dstmd->status.mode&MD_BOSS ) + { + const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP }; + for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) + if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER); + for (i = 0; i < ARRAYLENGTH(scs); i++) + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + } + break; + case SA_DEATH: + if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(bl); + break; + case SA_REVERSEORCISH: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv))); + break; + case SA_FORTUNE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + break; + case SA_TAMINGMONSTER: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && dstmd) { + ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ ); + if( i < MAX_PET_DB ) + pet_catch_process1(sd, dstmd->class_); + } + break; + + case CR_PROVIDENCE: + if(sd && dstsd){ //Check they are not another crusader [Skotlex] + if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + + case CG_MARIONETTE: + { + struct status_change* sc = status_get_sc(src); + + if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) + {// Cannot cast on another bard/dancer-type class of the same gender as caster + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + + if( sc && tsc ) + { + if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) + { + sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv)); + sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + else + if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id && + tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id ) + { + status_change_end(src, SC_MARIONETTE, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); + } + else + { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + + map_freeblock_unlock(); + return 1; + } + } + } + break; + + case RG_CLOSECONFINE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv))); + break; + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + if (dstsd) { + if(dstsd->status.weapon == W_FIST || + (dstsd->sc.count && !dstsd->sc.data[type] && + ( //Allow re-enchanting to lenghten time. [Skotlex] + dstsd->sc.data[SC_FIREWEAPON] || + dstsd->sc.data[SC_WATERWEAPON] || + dstsd->sc.data[SC_WINDWEAPON] || + dstsd->sc.data[SC_EARTHWEAPON] || + dstsd->sc.data[SC_SHADOWWEAPON] || + dstsd->sc.data[SC_GHOSTWEAPON] || + dstsd->sc.data[SC_ENCPOISON] + )) + ) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + } + // 100% success rate at lv4 & 5, but lasts longer at lv5 + if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) { + if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) + clif_displaymessage(sd->fd, msg_txt(669)); + } + break; + + case PR_ASPERSIO: + if (sd && dstmd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + + case ITEM_ENCHANTARMS: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv, + skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv))); + break; + + case TK_SEVENWIND: + switch(skill_get_ele(skill_id,skill_lv)) { + case ELE_EARTH : type = SC_EARTHWEAPON; break; + case ELE_WIND : type = SC_WINDWEAPON; break; + case ELE_WATER : type = SC_WATERWEAPON; break; + case ELE_FIRE : type = SC_FIREWEAPON; break; + case ELE_GHOST : type = SC_GHOSTWEAPON; break; + case ELE_DARK : type = SC_SHADOWWEAPON; break; + case ELE_HOLY : type = SC_ASPERSIO; break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + + sc_start(bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv)); + + break; + + case PR_KYRIE: + case MER_KYRIE: + clif_skill_nodamage(bl,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + //Passive Magnum, should had been casted on yourself. + case SM_MAGNUM: + case MS_MAGNUM: + skill_area_temp[1] = 0; + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + clif_skill_nodamage (src,src,skill_id,skill_lv,1); + // Initiate 10% of your damage becomes fire element. + sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); + if( sd ) + skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv)); + else if( bl->type == BL_MER ) + skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv)); + break; + + case TK_JUMPKICK: + /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */ + if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) + { + if( unit_movepos(src, bl->x, bl->y, 1, 1) ) + { + skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + clif_slide(src,bl->x,bl->y); + } + } + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; + + case AL_INCAGI: + case AL_BLESSING: + case MER_INCAGI: + case MER_BLESSING: + if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { + skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + } + case PR_SLOWPOISON: + case PR_IMPOSITIO: + case PR_LEXAETERNA: + case PR_SUFFRAGIUM: + case PR_BENEDICTIO: + case LK_BERSERK: + case MS_BERSERK: + case KN_AUTOCOUNTER: + case KN_TWOHANDQUICKEN: + case KN_ONEHAND: + case MER_QUICKEN: + case CR_SPEARQUICKEN: + case CR_REFLECTSHIELD: + case MS_REFLECTSHIELD: + case AS_POISONREACT: + case MC_LOUD: + case MG_ENERGYCOAT: + case MO_EXPLOSIONSPIRITS: + case MO_STEELBODY: + case MO_BLADESTOP: + case LK_AURABLADE: + case LK_PARRYING: + case MS_PARRYING: + case LK_CONCENTRATION: + case WS_CARTBOOST: + case SN_SIGHT: + case WS_MELTDOWN: + case WS_OVERTHRUSTMAX: + case ST_REJECTSWORD: + case HW_MAGICPOWER: + case PF_MEMORIZE: + case PA_SACRIFICE: + case ASC_EDP: + case PF_DOUBLECASTING: + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + case NPC_HALLUCINATION: + case GS_MADNESSCANCEL: + case GS_ADJUSTMENT: + case GS_INCREASING: + case NJ_KASUMIKIRI: + case NJ_UTSUSEMI: + case NJ_NEN: + case NPC_DEFENDER: + case NPC_MAGICMIRROR: + case ST_PRESERVE: + case NPC_INVINCIBLE: + case NPC_INVINCIBLEOFF: + case RK_DEATHBOUND: + case AB_RENOVATIO: + case AB_EXPIATIO: + case AB_DUPLELIGHT: + case AB_SECRAMENT: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_SHAPESHIFT: + case WL_RECOGNIZEDSPELL: + case GC_VENOMIMPRESS: + case SC_DEADLYINFECT: + case LG_EXEEDBREAK: + case LG_PRESTIGE: + case SR_CRESCENTELBOW: + case SR_LIGHTNINGWALK: + case SR_GENTLETOUCH_ENERGYGAIN: + case GN_CARTBOOST: + case KO_MEIKYOUSISUI: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + + case SO_STRIKING: + if (sd) { + int bonus = 25 + 10 * skill_lv; + bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5; + clif_skill_nodamage( src, bl, skill_id, skill_lv, + battle_check_target(src,bl,BCT_PARTY) ? + sc_start2(bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) : + 0 + ); + } + break; + + case NPC_STOP: + if( clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) ) + sc_start2(src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)); + break; + case HP_ASSUMPTIO: + if( sd && dstmd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + case MG_SIGHT: + case MER_SIGHT: + case AL_RUWACH: + case WZ_SIGHTBLASTER: + case NPC_WIDESIGHT: + case NPC_STONESKIN: + case NPC_ANTIMAGIC: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv))); + break; + case HLIF_AVOID: + case HAMI_DEFENCE: + i = skill_get_time(skill_id,skill_lv); + clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master + clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc + break; + case NJ_BUNSINJYUTSU: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + status_change_end(bl, SC_NEN, INVALID_TIMER); + break; +/* Was modified to only affect targetted char. [Skotlex] + case HP_ASSUMPTIO: + if (flag&1) + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + else + { + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skill_id, skill_lv), BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; +*/ + case SM_ENDURE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + if (sd) + skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv)); + break; + + case AS_ENCHANTPOISON: // Prevent spamming [Valaris] + if (sd && dstsd && dstsd->sc.count) { + if (dstsd->sc.data[SC_FIREWEAPON] || + dstsd->sc.data[SC_WATERWEAPON] || + dstsd->sc.data[SC_WINDWEAPON] || + dstsd->sc.data[SC_EARTHWEAPON] || + dstsd->sc.data[SC_SHADOWWEAPON] || + dstsd->sc.data[SC_GHOSTWEAPON] + // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] + ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + + case LK_TENSIONRELAX: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv), + skill_get_time(skill_id,skill_lv))); + break; + + case MC_CHANGECART: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case TK_MISSION: + if (sd) { + int id; + if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one + clif_mission_info(sd, sd->mission_mobid, sd->mission_count); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + id = mob_get_random_id(0,0xF, sd->status.base_level); + if (!id) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + sd->mission_mobid = id; + sd->mission_count = 0; + pc_setglobalreg(sd,"TK_MISSION_ID", id); + clif_mission_info(sd, id, 0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case AC_CONCENTRATION: + { + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + map_foreachinrange( status_change_timer_sub, src, + skill_get_splash(skill_id, skill_lv), BL_CHAR, + src,NULL,type,tick); + } + break; + + case SM_PROVOKE: + case SM_SELFPROVOKE: + case MER_PROVOKE: + if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) ) + { + map_freeblock_unlock(); + return 1; + } + //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] + clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, + (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv)))); + if( !i ) + { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + unit_skillcastcancel(bl, 2); + + if( tsc && tsc->count ) + { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); + } + + if( dstmd ) + { + dstmd->state.provoke_flag = src->id; + mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv)); + } + break; + + case ML_DEVOTION: + case CR_DEVOTION: + { + int count, lv; + if( !dstsd || (!sd && !mer) ) + { // Only players can be devoted + if( sd ) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + + if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 ) + lv = -lv; + if( lv > battle_config.devotion_level_difference || // Level difference requeriments + (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source + (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner + (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted + (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. + { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + + i = 0; + count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner + if( sd ) + { // Player Devoting Player + ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); + if( i == count ) + { + ARR_FIND(0, count, i, sd->devotion[i] == 0 ); + if( i == count ) + { // No free slots, skill Fail + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + map_freeblock_unlock(); + return 1; + } + } + + sd->devotion[i] = bl->id; + } + else + mer->devotion_flag = 1; // Mercenary Devoting Owner + + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv))); + clif_devotion(src, NULL); + } + break; + + case MO_CALLSPIRITS: + if(sd) { + int limit = skill_lv; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit); + } + break; + + case CH_SOULCOLLECT: + if(sd) { + int limit = 5; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + for (i = 0; i < limit; i++) + pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit); + } + break; + + case MO_KITRANSLATION: + if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5); + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] + if (skill_area_temp[1] != bl->id) { + skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0); + skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback + } + break; + + case MO_ABSORBSPIRITS: + i = 0; + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) + { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + i = dstsd->spiritball * 7; + pc_delspiritball(dstsd,dstsd->spiritball,0); + } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) + { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + i = 2 * dstmd->level; + mob_target(dstmd,src,0); + } + if (i) status_heal(src, 0, i, 3); + clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0); + break; + + case AC_MAKINGARROW: + if(sd) { + clif_arrow_create_list(sd); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case AM_PHARMACY: + if(sd) { + clif_skill_produce_mix_list(sd,skill_id,22); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SA_CREATECON: + if(sd) { + clif_elementalconverter_list(sd); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case BS_HAMMERFALL: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv))); + break; + case RG_RAID: + skill_area_temp[1] = 0; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skill_id, skill_lv), splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + + case ASC_METEORASSAULT: + case GS_SPREADATTACK: + case RK_STORMBLAST: + case NC_AXETORNADO: + case GC_COUNTERSLASH: + case SR_SKYNETBLOW: + case SR_RAMPAGEBLASTER: + case SR_HOWLINGOFLION: + case KO_HAPPOKUNAI: + skill_area_temp[1] = 0; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); + if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + + case NC_EMERGENCYCOOL: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); + status_change_end(src,SC_OVERHEAT,INVALID_TIMER); + break; + case SR_WINDMILL: + case GN_CART_TORNADO: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + case SR_EARTHSHAKER: + case NC_INFRAREDSCAN: + case NPC_EARTHQUAKE: + case NPC_VAMPIRE_GIFT: + case NPC_HELLJUDGEMENT: + case NPC_PULSESTRIKE: + case LG_MOONSLASHER: + skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag); + break; + + case WZ_SIGHTRASHER: + //Passive side of the attack. + status_change_end(src, SC_SIGHT, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub,src, + skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case WZ_FROSTNOVA: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_area_temp[1] = 0; + map_foreachinrange(skill_attack_area, src, + skill_get_splash(skill_id, skill_lv), splash_target(src), + BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case HVAN_EXPLOSION: //[orn] + case NPC_SELFDESTRUCTION: + //Self Destruction hits everyone in range (allies+enemies) + //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. + i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? + BCT_ENEMY:BCT_ALL; + clif_skill_nodamage(src, src, skill_id, -1, 1); + map_delblock(src); //Required to prevent chain-self-destructions hitting back. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|i, + skill_castend_damage_id); + map_addblock(src); + status_damage(src, src, sstatus->max_hp,0,0,1); + break; + + case AL_ANGELUS: + case PR_MAGNIFICAT: + case PR_GLORIA: + case SN_WINDWALK: + case CASH_BLESSING: + case CASH_INCAGI: + case CASH_ASSUMPTIO: + if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + else if( sd ) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + case MER_MAGNIFICAT: + if( mer != NULL ) + { + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) + party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + else if( mer->master && !(flag&1) ) + clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + } + break; + + case BS_ADRENALINE: + case BS_ADRENALINE2: + case BS_WEAPONPERFECT: + case BS_OVERTHRUST: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { + clif_skill_nodamage(bl,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv))); + } else if (sd) { + party_foreachsamemap(skill_area_sub, + sd,skill_get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill_castend_nodamage_id); + } + break; + + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case CR_DEFENDER: + case ML_DEFENDER: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case TK_READYSTORM: + case TK_READYDOWN: + case TK_READYTURN: + case TK_READYCOUNTER: + case TK_DODGE: + case CR_SHRINK: + case SG_FUSION: + case GS_GATLINGFEVER: + if( tsce ) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + case SL_KAITE: + case SL_KAAHI: + case SL_KAIZEL: + case SL_KAUPE: + if (sd) { + if (!dstsd || !( + (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) || + (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || + dstsd->status.char_id == sd->status.char_id || + dstsd->status.char_id == sd->status.partner_id || + dstsd->status.char_id == sd->status.child + )) { + status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv))); + break; + case SM_AUTOBERSERK: + case MER_AUTOBERSERK: + if( tsce ) + i = status_change_end(bl, type, INVALID_TIMER); + else + i = sc_start(bl,type,100,skill_lv,60000); + clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + break; + case TF_HIDING: + case ST_CHASEWALK: + case KO_YAMIKUMO: + if (tsce) + { + clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. + map_freeblock_unlock(); + return 0; + } else if( tsc && tsc->option&OPTION_MADOGEAR ) { + //Mado Gear cannot hide + if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + case TK_RUN: + if (tsce) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0)); + if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] + clif_walkok(sd); // So aegis has to resend the walk ok. + break; + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case LG_FORCEOFVANGUARD: + case SC_REPRODUCE: + case SC_INVISIBILITY: + if (tsce) { + i = status_change_end(bl, type, INVALID_TIMER); + if( i ) + clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); + else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + case RA_CAMOUFLAGE: + i = sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + if( i ) + clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i); + else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case BD_ADAPTATION: + if(tsc && tsc->data[SC_DANCING]){ + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + break; + + case BA_FROSTJOKER: + case DC_SCREAM: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); + + if (md) { + // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves + //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) + char temp[70]; + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc); + clif_message(&md->bl,temp); + } + break; + + case BA_PANGVOICE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv))); + break; + + case DC_WINKCHARM: + if( dstsd ) + clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv))); + else + if( dstmd ) + { + if( status_get_lv(src) > status_get_lv(bl) + && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) + && !(tstatus->mode&MD_BOSS) ) + clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv))); + else + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + } + break; + + case TF_STEAL: + if(sd) { + if(pc_steal_item(sd,bl,skill_lv)) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + } + break; + + case RG_STEALCOIN: + if(sd) { + if(pc_steal_coin(sd,bl)) + { + dstmd->state.provoke_flag = src->id; + mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + + } + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case MG_STONECURSE: + { + int brate = 0; + if (tstatus->mode&MD_BOSS) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status_isimmune(bl) || !tsc) + break; + + if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) + brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; + + if (tsc->data[SC_STONE]) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate, + skill_lv, 0, 0, skill_get_time(skill_id, skill_lv), + skill_get_time2(skill_id,skill_lv))) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + else if(sd) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + // Level 6-10 doesn't consume a red gem if it fails [celest] + if (skill_lv > 5) + { // not to consume items + map_freeblock_unlock(); + return 0; + } + } + } + break; + + case NV_FIRSTAID: + clif_skill_nodamage(src,bl,skill_id,5,1); + status_heal(bl,5,0,0); + break; + + case AL_CURE: + if(status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case TF_DETOXIFY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_DPOISON, INVALID_TIMER); + break; + + case PR_STRECOVERY: + if(status_isimmune(bl)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + if (tsc && tsc->opt1) { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); + } + //Is this equation really right? It looks so... special. + if(battle_check_undead(tstatus->race,tstatus->def_ele)) + { + status_change_start(bl, SC_BLIND, + 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), + 1,0,0,0, + skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(dstmd) + mob_unlocktarget(dstmd,tick); + break; + + // Mercenary Supportive Skills + case MER_BENEDICTION: + status_change_end(bl, SC_CURSE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_COMPRESS: + status_change_end(bl, SC_BLEEDING, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_MENTALCURE: + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_RECUPERATE: + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_REGAIN: + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_TENDER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case MER_SCAPEGOAT: + if( mer && mer->master ) + { + status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2); + status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1); + } + break; + + case MER_ESTIMATION: + if( !mer ) + break; + sd = mer->master; + case WZ_ESTIMATION: + if( sd == NULL ) + break; + if( dstsd ) + { // Fail on Players + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) + break; // Cannot be Used on Emperium + + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + clif_skill_estimation(sd, bl); + if( skill_id == MER_ESTIMATION ) + sd = NULL; + break; + + case BS_REPAIRWEAPON: + if(sd && dstsd) + clif_item_repair_list(sd,dstsd,skill_lv); + break; + + case MC_IDENTIFY: + if(sd) + clif_item_identify_list(sd); + break; + + // Weapon Refining [Celest] + case WS_WEAPONREFINE: + if(sd) + clif_item_refine_list(sd); + break; + + case MC_VENDING: + if(sd) + { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] + if ( !pc_can_give_items(sd) ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else { + sd->state.prevend = 1; + clif_openvendingreq(sd,2+skill_lv); + } + } + break; + + case AL_TELEPORT: + if(sd) + { + if (map[bl->m].flag.noteleport && skill_lv <= 2) { + clif_skill_teleportmessage(sd,0); + break; + } + if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT)); + clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." + break; + } + + if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) + { + if( skill_lv == 1 ) + pc_randomwarp(sd,CLR_TELEPORT); + else + pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + break; + } + + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if( skill_lv == 1 ) + clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); + else + clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); + } else + unit_warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case NPC_EXPULSION: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + unit_warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case AL_HOLYWATER: + if(sd) { + if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case TF_PICKSTONE: + if(sd) { + int eflag; + struct item item_tmp; + struct block_list tbl; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + memset(&item_tmp,0,sizeof(item_tmp)); + memset(&tbl,0,sizeof(tbl)); // [MouseJstr] + item_tmp.nameid = ITEMID_STONE; + item_tmp.identify = 1; + tbl.id = 0; + clif_takeitem(&sd->bl,&tbl); + eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); + if(eflag) { + clif_additem(sd,0,0,eflag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + break; + case ASC_CDP: + if(sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. + } + break; + + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case RG_STRIPHELM: + case ST_FULLSTRIP: + case GC_WEAPONCRUSH: + case SC_STRIPACCESSARY: { + unsigned short location = 0; + int d = 0; + + //Rate in percent + if ( skill_id == ST_FULLSTRIP ) { + i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; + } else if( skill_id == SC_STRIPACCESSARY ) { + i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; + } else { + i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; + } + + if (i < 5) i = 5; //Minimum rate 5% + + //Duration in ms + if( skill_id == GC_WEAPONCRUSH){ + d = skill_get_time(skill_id,skill_lv); + if(bl->type == BL_PC) + d += skill_lv * 15 + (sstatus->dex - tstatus->dex); + else + d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2; + }else + d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; + + if (d < 0) d = 0; //Minimum duration 0ms + + switch (skill_id) { + case RG_STRIPWEAPON: + case GC_WEAPONCRUSH: + location = EQP_WEAPON; + break; + case RG_STRIPSHIELD: + location = EQP_SHIELD; + break; + case RG_STRIPARMOR: + location = EQP_ARMOR; + break; + case RG_STRIPHELM: + location = EQP_HELM; + break; + case ST_FULLSTRIP: + location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; + break; + case SC_STRIPACCESSARY: + location = EQP_ACC; + break; + } + + //Special message when trying to use strip on FCP [Jobbie] + if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) + { + clif_gospel_info(sd, 0x28); + break; + } + + //Attempts to strip at rate i and duration d + if( (i = skill_strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) + clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + + //Nothing stripped. + if( sd && !i ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + case AM_BERSERKPITCHER: + case AM_POTIONPITCHER: { + int i,x,hp = 0,sp = 0,bonus=100; + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { + map_freeblock_unlock(); + return 1; + } + if( sd ) { + x = skill_lv%11 - 1; + i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]); + if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + if( skill_id == AM_BERSERKPITCHER ) { + if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + } + potion_flag = 1; + potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; + potion_target = bl->id; + run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); + potion_flag = potion_target = 0; + if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST ) + bonus += sd->status.base_level; + if( potion_per_hp > 0 || potion_per_sp > 0 ) { + hp = tstatus->max_hp * potion_per_hp / 100; + hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + if( dstsd ) { + sp = dstsd->status.max_sp * potion_per_sp / 100; + sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + } + } else { + if( potion_hp > 0 ) { + hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if( potion_sp > 0 ) { + sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + sp = sp * (100 + (tstatus->int_<<1)) / 100; + if( dstsd ) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; + } + } + + if (sd->itemgrouphealrate[IG_POTION]>0) { + hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; + sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; + } + + if( (i = pc_skillheal_bonus(sd, skill_id)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + } else { + hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + if( tsc && tsc->count ) { + if( tsc->data[SC_CRITICALWOUND] ) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if( tsc->data[SC_DEATHHURT] ) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { + hp += hp / 10; + sp += sp / 10; + } + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if( sp > 0 ) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); +#ifdef RENEWAL + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp = 0; +#endif + status_heal(bl,hp,sp,0); + } + break; + case AM_CP_WEAPON: + case AM_CP_SHIELD: + case AM_CP_ARMOR: + case AM_CP_HELM: + { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; + + if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } + + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + } + break; + case AM_TWILIGHT1: + if (sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 White Potions. + if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200)) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT2: + if (sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 Slim White Potions. + if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200)) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT3: + if (sd) { + int ebottle = pc_search_inventory(sd,713); + if( ebottle >= 0 ) + ebottle = sd->status.inventory[ebottle].amount; + //check if you can produce all three, if not, then fail: + if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol + || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle + || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle + || ebottle < 200 //200 empty bottle are required at total. + ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100); + skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50); + skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50); + } + break; + case SA_DISPELL: + if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. + || rnd()%100 >= 50+10*skill_lv + || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind] + { + if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status_isimmune(bl) || !tsc || !tsc->count) + break; + for(i=0;i<SC_MAX;i++) + { + if (!tsc->data[i]) + continue; + switch (i) { + case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: + case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: + case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: + case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: + case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: + case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: + case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: + case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: + case SC_EDP: case SC_AUTOBERSERK: + case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: + case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: + case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: + case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: + case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: + case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: + case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: + case SC_READYCOUNTER: case SC_DODGE: case SC_WARM: + case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: + case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF: + case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF: + case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK: + case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS: + case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL: + case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH: + case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: + case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND: + case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: + case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY: + //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ: + //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: + case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: + case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD: + case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION: + case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM: + case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: + case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART: + case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: + case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION: + case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING: + case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS: + case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING: + case SC_ADJUSTMENT: case SC_MADNESSCANCEL: +#ifdef RENEWAL + case SC_EXTREMITYFIST2: +#endif + continue; + /** + * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore + **/ + case SC_WHISTLE: + case SC_ASSNCROS: + case SC_POEMBRAGI: + case SC_APPLEIDUN: + case SC_HUMMING: + case SC_DONTFORGETME: + case SC_FORTUNE: + case SC_SERVICE4U: + if( tsc->data[i]->val4 ) //val4 = out-of-song-area + continue; + break; + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + } + if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + status_change_end(bl, (sc_type)i, INVALID_TIMER); + } + break; + } + //Affect all targets on splash area. + map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|1, + skill_castend_damage_id); + break; + + case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + break; + + case TK_HIGHJUMP: + { + int x,y, dir = unit_getdir(src); + + //Fails on noteleport maps, except for GvG and BG maps [Skotlex] + if( map[src->m].flag.noteleport && + !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) + ) { + x = src->x; + y = src->y; + } else { + x = src->x + dirx[dir]*skill_lv*2; + y = src->y + diry[dir]*skill_lv*2; + } + + clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); + if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) { + clif_slide(src,x,y); + unit_movepos(src, x, y, 1, 0); + } + } + break; + + case SA_CASTCANCEL: + case SO_SPELLFIST: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + unit_skillcastcancel(src,1); + if(sd) { + int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old); + if( skill_id == SO_SPELLFIST ){ + sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv)); + sd->skill_id_old = sd->skill_lv_old = 0; + break; + } + sp = sp * (90 - (skill_lv-1)*20) / 100; + if(sp < 0) sp = 0; + status_zap(src, 0, sp); + } + break; + case SA_SPELLBREAKER: + { + int sp; + if(tsc && tsc->data[SC_MAGICROD]) { + sp = skill_get_sp(skill_id,skill_lv); + sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; + if(sp < 1) sp = 1; + status_heal(bl,0,sp,2); + status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. + } else { + struct unit_data *ud = unit_bl2ud(bl); + int bl_skill_id=0,bl_skill_lv=0,hp = 0; + if (!ud || ud->skilltimer == INVALID_TIMER) + break; //Nothing to cancel. + bl_skill_id = ud->skill_id; + bl_skill_lv = ud->skill_lv; + if (tstatus->mode & MD_BOSS) + { //Only 10% success chance against bosses. [Skotlex] + if (rnd()%100 < 90) + { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. + hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] + + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + unit_skillcastcancel(bl,0); + sp = skill_get_sp(bl_skill_id,bl_skill_lv); + status_zap(bl, hp, sp); + + if (hp && skill_lv >= 5) + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + else + hp = 0; + + if (sp) //Recover some of the SP used + sp = sp*(25*(skill_lv-1))/100; + + if(hp || sp) + status_heal(src, hp, sp, 2); + } + } + break; + case SA_MAGICROD: + clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + case SA_AUTOSPELL: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) + clif_autospell(sd,skill_lv); + else { + int maxlv=1,spellid=0; + static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; + if(skill_lv >= 10) { + spellid = MG_FROSTDIVER; +// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) +// maxlv = 10; +// else + maxlv = skill_lv - 9; + } + else if(skill_lv >=8) { + spellid = MG_FIREBALL; + maxlv = skill_lv - 7; + } + else if(skill_lv >=5) { + spellid = MG_SOULSTRIKE; + maxlv = skill_lv - 4; + } + else if(skill_lv >=2) { + int i = rnd()%3; + spellid = spellarray[i]; + maxlv = skill_lv - 1; + } + else if(skill_lv > 0) { + spellid = MG_NAPALMBEAT; + maxlv = 3; + } + if(spellid > 0) + sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + skill_get_time(SA_AUTOSPELL,skill_lv)); + } + break; + + case BS_GREED: + if(sd){ + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_greed,bl, + skill_get_splash(skill_id, skill_lv),BL_ITEM,bl); + } + break; + + case SA_ELEMENTWATER: + case SA_ELEMENTFIRE: + case SA_ELEMENTGROUND: + case SA_ELEMENTWIND: + if(sd && !dstmd) //Only works on monsters. + break; + if(tstatus->mode&MD_BOSS) + break; + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv), + skill_get_time(skill_id, skill_lv))); + break; + case NPC_CHANGEUNDEAD: + //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] + //TO-DO This is ugly, fix it + if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv), + skill_get_time(skill_id, skill_lv))); + break; + + case NPC_PROVOCATION: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (md) mob_unlocktarget(md, tick); + break; + + case NPC_KEEPING: + case NPC_BARRIER: + { + int skill_time = skill_get_time(skill_id,skill_lv); + struct unit_data *ud = unit_bl2ud(bl); + if (clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_time)) + && ud) { //Disable attacking/acting/moving for skill's duration. + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = tick + skill_time; + } + } + break; + + case NPC_REBIRTH: + if( md && md->state.rebirth ) + break; // only works once + sc_start(bl,type,100,skill_lv,-1); + break; + + case NPC_DARKBLESSING: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv))); + break; + + case NPC_LICK: + status_zap(bl, 0, 100); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv))); + break; + + case NPC_SUICIDE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(src); //When suiciding, neither exp nor drops is given. + break; + + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + if(md && md->skill_idx >= 0) + mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); + break; + + case NPC_CALLSLAVE: + mob_warpslave(src,MOB_SLAVEDISTANCE); + break; + + case NPC_RANDOMMOVE: + if (md) { + md->next_walktime = tick - 1; + mob_randomwalk(md,tick); + } + break; + + case NPC_SPEEDUP: + { + // or does it increase casting rate? just a guess xD + int i = SC_ASPDPOTION0 + skill_lv - 1; + if (i > SC_ASPDPOTION3) + i = SC_ASPDPOTION3; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + } + break; + + case NPC_REVENGE: + // not really needed... but adding here anyway ^^ + if (md && md->master_id > 0) { + struct block_list *mbl, *tbl; + if ((mbl = map_id2bl(md->master_id)) == NULL || + (tbl = battle_gettargeted(mbl)) == NULL) + break; + md->state.provoke_flag = tbl->id; + mob_target(md, tbl, sstatus->rhw.range); + } + break; + + case NPC_RUN: + { + const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; + uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. + unit_stop_attack(src); + //Run skillv tiles overriding the can-move check. + if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if(md && md->skill_idx >= 0) { + int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0); + if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] + mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); + if (class_) mob_class_change(md, class_); + } + break; + + case NPC_EMOTION_ON: + case NPC_EMOTION: + //va[0] is the emotion to use. + //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] + //val[1] 'sets' the mode + //val[2] adds to the current mode + //val[3] removes from the current mode + //val[4] if set, asks to delete the previous mode change. + if(md && md->skill_idx >= 0 && tsc) + { + clif_emotion(bl, md->db->skill[md->skill_idx].val[0]); + if(md->db->skill[md->skill_idx].val[4] && tsce) + status_change_end(bl, type, INVALID_TIMER); + + if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) + sc_start4(src, type, 100, skill_lv, + md->db->skill[md->skill_idx].val[1], + md->db->skill[md->skill_idx].val[2], + md->db->skill[md->skill_idx].val[3], + skill_get_time(skill_id, skill_lv)); + } + break; + + case NPC_POWERUP: + sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv))); + break; + + case NPC_AGIUP: + sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,100,skill_get_time(skill_id, skill_lv))); + break; + + case NPC_INVISIBLE: + //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv))); + break; + + case NPC_SIEGEMODE: + // not sure what it does + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case WE_MALE: + { + int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1]; + int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1); + } + break; + case WE_FEMALE: + { + int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1]; + int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1); + } + break; + + // parent-baby skills + case WE_BABY: + if(sd){ + struct map_session_data *f_sd = pc_get_father(sd); + struct map_session_data *m_sd = pc_get_mother(sd); + // if neither was found + if(!f_sd && !m_sd){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8); + if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + } + break; + + case PF_HPCONVERSION: + { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skill_lv / 100; + if (!status_charge(src,hp,0)) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + status_heal(bl,0,sp,2); + } + break; + + case MA_REMOVETRAP: + case HT_REMOVETRAP: + { + struct skill_unit* su; + struct skill_unit_group* sg; + su = BL_CAST(BL_SKILL, bl); + + // Mercenaries can remove any trap + // Players can only remove their own traps or traps on Vs maps. + if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) ) + { + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) + { // prevent picking up expired traps + if( battle_config.skill_removetrap_type ) + { // get back all items used to deploy the trap + for( i = 0; i < 10; i++ ) + { + if( skill_db[su->group->skill_id].itemid[i] > 0 ) + { + int flag; + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; + item_tmp.identify = 1; + if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) + { + clif_additem(sd,0,0,flag); + map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + } + } + else + { // get back 1 trap + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) + { + clif_additem(sd,0,0,flag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + } + skill_delunit(su); + }else if(sd) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + + } + break; + case HT_SPRINGTRAP: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + { + struct skill_unit *su=NULL; + if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ + switch(su->group->unit_id){ + case UNT_ANKLESNARE: // ankle snare + if (su->group->val2 != 0) + // if it is already trapping something don't spring it, + // remove trap should be used instead + break; + // otherwise fallthrough to below + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + su->group->unit_id = UNT_USED_TRAPS; + clif_changetraplook(bl, UNT_USED_TRAPS); + su->group->limit=DIFF_TICK(tick+1500,su->group->tick); + su->limit=DIFF_TICK(tick+1500,su->group->tick); + } + } + } + break; + case BD_ENCORE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) + unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); + break; + + case AS_SPLASHER: + if(tstatus->mode&MD_BOSS + /** + * Renewal dropped the 3/4 hp requirement + **/ + #ifndef RENEWAL + || tstatus-> hp > tstatus->max_hp*3/4 + #endif + ) { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 1; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000)); +#ifndef RENEWAL + if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000); +#endif + break; + + case PF_MINDBREAKER: + { + if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) + { + map_freeblock_unlock(); + return 1; + } + + if (tsce) + { //HelloKitty2 (?) explained that this silently fails when target is + //already inflicted. [Skotlex] + map_freeblock_unlock(); + return 1; + } + + //Has a 55% + skill_lv*5% success chance. + if (!clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)))) + { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + + unit_skillcastcancel(bl,0); + + if(tsc && tsc->count){ + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + } + + if(dstmd) + mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv)); + } + break; + + case PF_SOULCHANGE: + { + unsigned int sp1 = 0, sp2 = 0; + if (dstmd) { + if (dstmd->state.soul_change_flag) { + if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + dstmd->state.soul_change_flag = 1; + sp2 = sstatus->max_sp * 3 /100; + status_heal(src, 0, sp2, 2); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + } + sp1 = sstatus->sp; + sp2 = tstatus->sp; + #ifdef RENEWAL + sp1 = sp1 / 2; + sp2 = sp2 / 2; + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp1 = tstatus->sp; + #endif + status_set_sp(src, sp2, 3); + status_set_sp(bl, sp1, 3); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + // Slim Pitcher + case CR_SLIMPITCHER: + // Updated to block Slim Pitcher from working on barricades and guardian stones. + if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) + break; + if (potion_hp || potion_sp) { + int hp = potion_hp, sp = potion_sp; + hp = hp * (100 + (tstatus->vit<<1))/100; + sp = sp * (100 + (tstatus->int_<<1))/100; + if (dstsd) { + if (hp) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100; + if (sp) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100; + } + if( tsc && tsc->count ) { + if (tsc->data[SC_CRITICALWOUND]) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if (tsc->data[SC_DEATHHURT]) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { + hp += hp / 10; + sp += sp / 10; + } + } + if(hp > 0) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if(sp > 0) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + status_heal(bl,hp,sp,0); + } + break; + // Full Chemical Protection + case CR_FULLPROTECTION: + { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; + int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv); + + for (i=0 ; i<4; i++) { + if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) ) + continue; + sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime); + s++; + } + if( sd && !s ){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RG_CLEANER: //AppleGirl + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case CG_LONGINGFREEDOM: + { + if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 + && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + { + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + } + } + break; + + case CG_TAROTCARD: + { + int eff, count = -1; + if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) + { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + + map_freeblock_unlock(); + return 0; + } + status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] + do { + eff = rnd() % 14; + clif_specialeffect(bl, 523 + eff, AREA); + switch (eff) + { + case 0: // heals SP to 0 + status_percent_damage(src, bl, 0, 100, false); + break; + case 1: // matk halved + sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); + break; + case 2: // all buffs removed + status_change_clear_buffs(bl,1); + break; + case 3: // 1000 damage, random armor destroyed + { + int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; + status_fix_damage(src, bl, 1000, 0); + clif_damage(src,bl,tick,0,0,1000,0,0,0); + if( !status_isdead(bl) ) + skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + } + break; + case 4: // atk halved + sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); + break; + case 5: // 2000HP heal, random teleported + status_heal(src, 2000, 0, 0); + if( !map_flag_vs(bl->m) ) + unit_warp(bl, -1,-1,-1, CLR_TELEPORT); + break; + case 6: // random 2 other effects + if (count == -1) + count = 3; + else + count++; //Should not retrigger this one. + break; + case 7: // stop freeze or stoned + { + enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; + sc_start(bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv)); + } + break; + case 8: // curse coma and poison + sc_start(bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case 9: // confusion + sc_start(bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + case 10: // 6666 damage, atk matk halved, cursed + status_fix_damage(src, bl, 6666, 0); + clif_damage(src,bl,tick,0,0,6666,0,0,0); + sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv)); + break; + case 11: // 4444 damage + status_fix_damage(src, bl, 4444, 0); + clif_damage(src,bl,tick,0,0,4444,0,0,0); + break; + case 12: // stun + sc_start(bl,SC_STUN,100,skill_lv,5000); + break; + case 13: // atk,matk,hit,flee,def reduced + sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv)); + sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv)); + break; + default: + break; + } + } while ((--count) > 0); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SL_ALCHEMIST: + case SL_ASSASIN: + case SL_BARDDANCER: + case SL_BLACKSMITH: + case SL_CRUSADER: + case SL_HUNTER: + case SL_KNIGHT: + case SL_MONK: + case SL_PRIEST: + case SL_ROGUE: + case SL_SAGE: + case SL_SOULLINKER: + case SL_STAR: + case SL_SUPERNOVICE: + case SL_WIZARD: + //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. + if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) + { //Erase death count 1% of the casts + dstsd->die_counter = 0; + pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); + clif_specialeffect(bl, 0x152, AREA); + //SC_SPIRIT invokes status_calc_pc for us. + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv))); + sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv)); + break; + case SL_HIGH: + if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv))); + sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv)); + break; + + case SL_SWOO: + if (tsce) { + if(sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + status_change_end(bl, SC_SWOO, INVALID_TIMER); + break; + } + case SL_SKA: // [marquis007] + case SL_SKE: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + if (skill_id == SL_SKE) + sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv)); + break; + + // New guild skills [Celest] + case GD_BATTLEORDER: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skill_id,skill_lv)); + } + break; + case GD_REGENERATION: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skill_id,skill_lv)); + } + break; + case GD_RESTORE: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skill_id,skill_lv)); + } + break; + case GD_EMERGENCYCALL: + { + int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; + int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; + int j = 0; + struct guild *g = NULL; + // i don't know if it actually summons in a circle, but oh well. ;P + g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); + if (!g) + break; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + for(i = 0; i < g->max_member; i++, j++) { + if (j>8) j=0; + if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { + if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) + continue; + if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) + dx[j] = dy[j] = 0; + pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); + } + } + if (sd) + guild_block_skill(sd,skill_get_time2(skill_id,skill_lv)); + } + break; + + case SG_FEEL: + //AuronX reported you CAN memorize the same map as all three. [Skotlex] + if (sd) { + if(!sd->feel_map[skill_lv-1].index) + clif_feel_req(sd->fd,sd, skill_lv); + else + clif_feel_info(sd, skill_lv-1, 1); + } + break; + + case SG_HATE: + if (sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if (!pc_set_hate_mob(sd, skill_lv-1, bl)) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case GS_GLITTERING: + if(sd) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if(rnd()%100 < (20+10*skill_lv)) + pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10); + else if(sd->spiritball > 0) + pc_delspiritball(sd,1,0); + } + break; + + case GS_CRACKER: + /* per official standards, this skill works on players and mobs. */ + if (sd && (dstsd || dstmd)) + { + i =65 -5*distance_bl(src,bl); //Base rate + if (i < 30) i = 30; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + sc_start(bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv)); + } + break; + + case AM_CALLHOMUN: //[orn] + if (sd && !merc_call_homunculus(sd)) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case AM_REST: + if (sd) { + if (merc_hom_vaporize(sd,1)) + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case HAMI_CASTLE: //[orn] + if(rnd()%100 < 20*skill_lv && src != bl) + { + int x,y; + x = src->x; + y = src->y; + if (hd) + skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv)); + + if (unit_movepos(src,bl->x,bl->y,0,0)) { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc + clif_slide(src,bl->x,bl->y) ; + if (unit_movepos(bl,x,y,0,0)) + { + clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master + clif_slide(bl,x,y) ; + } + + //TODO: Shouldn't also players and the like switch targets? + map_foreachinrange(skill_chastle_mob_changetarget,src, + AREA_SIZE, BL_MOB, bl, src); + } + } + // Failed + else if (hd && hd->master) + clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); + else if (sd) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + case HVAN_CHAOTIC: //[orn] + { + static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; + int r = rnd()%100; + i = (skill_lv-1)%5; + if(r<per[i][0]) //Self + bl = src; + else if(r<per[i][1]) //Master + bl = battle_get_master(src); + else //Enemy + bl = map_id2bl(battle_gettarget(src)); + + if (!bl) bl = src; + i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); + //Eh? why double skill packet? + clif_skill_nodamage(src,bl,AL_HEAL,i,1); + clif_skill_nodamage(src,bl,skill_id,i,1); + status_heal(bl, i, 0, 0); + } + break; + //Homun single-target support skills [orn] + case HAMI_BLOODLUST: + case HFLI_FLEET: + case HFLI_SPEED: + case HLIF_CHANGE: + case MH_ANGRIFFS_MODUS: + case MH_GOLDENE_FERSE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + if (hd) + skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv)); + break; + + case NPC_DRAGONFEAR: + if (flag&1) { + const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; + int j; + j = i = rnd()%ARRAYLENGTH(sc); + while ( !sc_start(bl,sc[i],100,skill_lv,skill_get_time2(skill_id,i+1)) ) { + i++; + if ( i == ARRAYLENGTH(sc) ) + i = 0; + if (i == j) + break; + } + break; + } + case NPC_WIDEBLEEDING: + case NPC_WIDECONFUSE: + case NPC_WIDECURSE: + case NPC_WIDEFREEZE: + case NPC_WIDESLEEP: + case NPC_WIDESILENCE: + case NPC_WIDESTONE: + case NPC_WIDESTUN: + case NPC_SLOWCAST: + case NPC_WIDEHELLDIGNITY: + if (flag&1) + sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + else { + skill_area_temp[2] = 0; //For SD_PREAMBLE + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill_castend_nodamage_id); + } + break; + case NPC_WIDESOULDRAIN: + if (flag&1) + status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); + else { + skill_area_temp[2] = 0; //For SD_PREAMBLE + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill_castend_nodamage_id); + } + break; + case ALL_PARTYFLEE: + if( sd && !(flag&1) ) + { + if( !sd->status.party_id ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + else + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + break; + case NPC_TALK: + case ALL_WEWISH: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case ALL_BUYING_STORE: + if( sd ) + {// players only, skill allows 5 buying slots + clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS)); + } + break; + case RK_ENCHANTBLADE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed + sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skill_id,skill_lv))); + break; + case RK_DRAGONHOWLING: + if( flag&1) + sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); + else + { + skill_area_temp[2] = 0; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, + skill_castend_nodamage_id); + } + break; + case RK_IGNITIONBREAK: + case LG_EARTHDRIVE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + i = skill_get_splash(skill_id,skill_lv); + if( skill_id == LG_EARTHDRIVE ) { + int dummy = 1; + map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); + } + map_foreachinrange(skill_area_sub, bl,i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + case RK_STONEHARDSKIN: + if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 ) + { + int heal = sstatus->hp / 4; // 25% HP + if( status_charge(bl,heal,0) ) + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv))); + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case RK_REFRESH: + if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 ) + { + int heal = status_get_max_hp(bl) * 25 / 100; + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + status_heal(bl,heal,0,1); + status_change_clear_buffs(bl,4); + } + break; + + case RK_MILLENNIUMSHIELD: + if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 ) + { + short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); + sc_start4(bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv)); + clif_millenniumshield(sd,shields); + clif_skill_nodamage(src,bl,skill_id,1,1); + } + break; + + case RK_GIANTGROWTH: + case RK_VITALITYACTIVATION: + case RK_ABUNDANCE: + case RK_CRUSHSTRIKE: + if( sd ) + { + int lv = 1; // RK_GIANTGROWTH + if( skill_id == RK_VITALITYACTIVATION ) + lv = 2; + else if( skill_id == RK_ABUNDANCE ) + lv = 6; + else if( skill_id == RK_CRUSHSTRIKE ) + lv = 7; + if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + } + break; + + case RK_FIGHTINGSPIRIT: + if( flag&1 ) { + if( src == bl ) + sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv)); + else + sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skill_id,skill_lv)); + } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) { + if( sd->status.party_id ) { + i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count); + skill_area_temp[5] = 7 * i; // ATK + party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); + } else + sc_start2(bl,type,100,7,5,skill_get_time(skill_id,skill_lv)); + } + clif_skill_nodamage(src,bl,skill_id,1,1); + break; + /** + * Guilotine Cross + **/ + case GC_ROLLINGCUTTER: + { + short count = 1; + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id); + if( tsc && tsc->data[SC_ROLLINGCUTTER] ) + { // Every time the skill is casted the status change is reseted adding a counter. + count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; + if( count > 10 ) + count = 10; // Max coounter + status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); + } + sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; + + case GC_WEAPONBLOCKING: + if( tsc && tsc->data[SC_WEAPONBLOCKING] ) + status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); + else + sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case GC_CREATENEWPOISON: + if( sd ) + { + clif_skill_produce_mix_list(sd,skill_id,25); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case GC_POISONINGWEAPON: + if( sd ) { + clif_poison_list(sd,skill_lv); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case GC_ANTIDOTE: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if( tsc ) + { + status_change_end(bl, SC_PARALYSE, INVALID_TIMER); + status_change_end(bl, SC_PYREXIA, INVALID_TIMER); + status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); + status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); + status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); + status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); + status_change_end(bl, SC_TOXIN, INVALID_TIMER); + status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + + case GC_HALLUCINATIONWALK: + { + int heal = status_get_max_hp(bl) / 10; + if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. + if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + if( !status_charge(bl,heal,0) ) + { + if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + if( sd ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); + } + break; + + case AB_CLEMENTIA: + case AB_CANTO: + { + int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10); + int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10); + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100, + (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv))); + else if( sd ) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + break; + + case AB_PRAEFATIO: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv))); + else if( sd ) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_CHEAL: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + { + if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) ) + { + i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true); + + if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl)) + i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] + + clif_skill_nodamage(bl, bl, skill_id, i, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && i ) + i = ~i + 1; + status_heal(bl, i, 0, 0); + } + } + else if( sd ) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_ORATIO: + if( flag&1 ) + sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); + else + { + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case AB_LAUDAAGNUS: + if( flag&1 || sd == NULL ) { + if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || + tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) { + // Success Chance: (40 + 10 * Skill Level) % + if( rnd()%100 > 40+10*skill_lv ) break; + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); + }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif_skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); + } else if( sd ) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_LAUDARAMUS: + if( flag&1 || sd == NULL ) { + if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){ + // Success Chance: (40 + 10 * Skill Level) % + if( rnd()%100 > 40+10*skill_lv ) break; + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif_skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); + } else if( sd ) + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + break; + + case AB_CLEARANCE: + if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) + { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) + { + if (sd) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status_isimmune(bl) || !tsc || !tsc->count) + break; + for(i=0;i<SC_MAX;i++) + { + if (!tsc->data[i]) + continue; + switch (i) { + case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: + case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: + case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: + case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: + case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: + case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: + case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: + case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: + case SC_SPIRIT: case SC_AUTOBERSERK: + case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: + case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: + case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: + case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: + case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: + case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: + case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: + case SC_READYCOUNTER:case SC_DODGE: case SC_WARM: + case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: + case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF: + case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF: + case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK: + case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS: + case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL: + case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE: + case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: + case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: + case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: + case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: + case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE: + case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY: + case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY: + case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: + case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA: + //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: + case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: + case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: + case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: + case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART: + case SC_PARTYFLEE: case SC_GT_REVITALIZE: + case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: +#ifdef RENEWAL + case SC_EXTREMITYFIST2: +#endif + continue; + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + } + if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + status_change_end(bl,(sc_type)i,INVALID_TIMER); + } + break; + } + map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id); + break; + + case AB_SILENTIUM: + // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, + src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; + /** + * Warlock + **/ + case WL_STASIS: + if( flag&1 ) + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + else + { + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case WL_WHITEIMPRISON: + if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses. + { + int rate = ( sd? sd->status.job_level : 50 ) / 4; + + if( src == bl ) rate = 100; // Success Chance: On self, 100% + else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % + else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % + + if( sd ) + skill_blockpc_start(sd,skill_id,4000); + + if( !(tsc && tsc->data[type]) ){ + i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,i); + if( !i ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + }else + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + break; + + case WL_FROSTMISTY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id); + break; + + case WL_JACKFROST: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + + case WL_MARSHOFABYSS: + // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine] + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0, + skill_get_time(skill_id, skill_lv))); + break; + + case WL_SIENNAEXECRATE: + if( status_isimmune(bl) || !tsc ) + break; + + if( flag&1 ) { + if( bl->id == skill_area_temp[1] ) + break; // Already work on this target + + if( tsc && tsc->data[SC_STONE] ) + status_change_end(bl,SC_STONE,INVALID_TIMER); + else + status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2); + } else { + int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4; + // IroWiki says Rate should be reduced by target stats, but currently unknown + if( rnd()%100 < rate ) { // Success on First Target + if( !tsc->data[SC_STONE] ) + rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2); + else { + rate = 1; + status_change_end(bl,SC_STONE,INVALID_TIMER); + } + + if( rate ) { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + } + // Doesn't send failure packet if it fails on defense. + } + else if( sd ) // Failure on Rate + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + { + short element = 0, sctype = 0, pos = -1; + struct status_change *sc = status_get_sc(src); + if( !sc ) break; + + for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) + { + if( !sctype && !sc->data[i] ) + sctype = i; // Take the free SC + if( sc->data[i] ) + pos = max(sc->data[i]->val2,pos); + } + + if( !sctype ) + { + if( sd ) // No free slots to put SC + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + 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; + + case WL_READING_SB: + if( sd ) { + struct status_change *sc = status_get_sc(bl); + + for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) + if( sc && !sc->data[i] ) + break; + if( i == SC_MAXSPELLBOOK ) { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); + break; + } + + sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + clif_spellbook_list(sd); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + /** + * Ranger + **/ + case RA_FEARBREEZE: + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); + break; + + case RA_WUGMASTERY: + if( sd ) { + if( !pc_iswug(sd) ) + pc_setoption(sd,sd->sc.option|OPTION_WUG); + else + pc_setoption(sd,sd->sc.option&~OPTION_WUG); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RA_WUGRIDER: + if( sd ) { + if( !pc_isridingwug(sd) && pc_iswug(sd) ) { + pc_setoption(sd,sd->sc.option&~OPTION_WUG); + pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER); + } else if( pc_isridingwug(sd) ) { + pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER); + pc_setoption(sd,sd->sc.option|OPTION_WUG); + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RA_WUGDASH: + if( tsce ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map_freeblock_unlock(); + return 0; + } + if( sd && pc_isridingwug(sd) ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1)); + clif_walkok(sd); + } + break; + + case RA_SENSITIVEKEEN: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id); + break; + /** + * Mechanic + **/ + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + { + uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); + skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1); + clif_slide(src,src->x,src->y); + clif_fixpos(src); //Aegis sent this packet + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case NC_SELFDESTRUCTION: + if( sd ) { + if( pc_ismadogear(sd) ) + pc_setmadogear(sd, 0); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + status_set_sp(src, 0, 0); + } + break; + + case NC_ANALYZE: + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))); + if( sd ) pc_overheat(sd,1); + break; + + case NC_MAGNETICFIELD: + if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) ) + { + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);; + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + if (sd) pc_overheat(sd,1); + } + clif_skill_nodamage(src,src,skill_id,skill_lv,i); + break; + + case NC_REPAIR: + if( sd ) + { + int heal; + if( dstsd && pc_ismadogear(dstsd) ) + { + heal = dstsd->status.max_hp * (3+3*skill_lv) / 100; + status_heal(bl,heal,0,2); + } else { + heal = sd->status.max_hp * (3+3*skill_lv) / 100; + status_heal(src,heal,0,2); + } + + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif_skill_nodamage(src, bl, skill_id, skill_lv, heal); + } + break; + + case NC_DISJOINT: + { + if( bl->type != BL_MOB ) break; + md = map_id2md(bl->id); + if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) + status_kill(bl); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + case SC_AUTOSHADOWSPELL: + if( sd ) { + if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) { + sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + clif_autoshadowspell_list(sd); + clif_skill_nodamage(src,bl,skill_id,1,1); + } + else + clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); + } + break; + + case SC_SHADOWFORM: + if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { + if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) ) + dstsd->shadowform_id = src->id; + } + else if( sd ) + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case SC_BODYPAINT: + if( flag&1 ) { + if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || + tsc->data[SC__INVISIBILITY]) ) { + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); + + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); + } + } else { + clif_skill_nodamage(src, bl, skill_id, 0, 1); + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + } + break; + + case SC_ENERVATION: + case SC_GROOMY: + case SC_LAZINESS: + case SC_UNLUCKY: + case SC_WEAKNESS: + if( !(tsc && tsc->data[type]) ) { + //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 + - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); + rate = cap_value(rate, skill_lv+sstatus->dex/20, 100); + clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv))); + } else if( sd ) + clif_skill_fail(sd,skill_id,0,0); + break; + + case SC_IGNORANCE: + if( !(tsc && tsc->data[type]) ) { + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 + - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); + rate = cap_value(rate, skill_lv+sstatus->dex/20, 100); + if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) { + int sp = 200 * skill_lv; + if( dstmd ) sp = dstmd->level * 2; + if( status_zap(bl,0,sp) ) + status_heal(src,0,sp/2,3); + } + else if( sd ) clif_skill_fail(sd,skill_id,0,0); + } else if( sd ) + clif_skill_fail(sd,skill_id,0,0); + break; + + case LG_TRAMPLE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick); + break; + + case LG_REFLECTDAMAGE: + if( tsc && tsc->data[type] ) + status_change_end(bl,type,INVALID_TIMER); + else + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case LG_SHIELDSPELL: + if( flag&1 ) { + int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; + sc_start(bl,SC_SILENCE,100,skill_lv,duration); + } else if( sd ) { + int opt = skill_lv; + int rate = rnd()%100; + int val, brate; + switch( skill_lv ) { + case 1: + { + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + brate = shield_data->def * 10; + if( rate < 50 ) + opt = 1; + else if( rate < 75 ) + opt = 2; + else + opt = 3; + + switch( opt ) { + case 1: + sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rate < brate ) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); + break; + case 2: + val = shield_data->def / 10; // % Reflected damage. + sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); + break; + case 3: + val = shield_data->def; // Attack increase. + sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); + break; + } + } + break; + + case 2: + brate = sd->bonus.shieldmdef * 20; + if( rate < 30 ) + opt = 1; + else if( rate < 60 ) + opt = 2; + else + opt = 3; + switch( opt ) { + case 1: + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rate < brate ) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); + break; + case 2: + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rate < brate ) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + break; + case 3: + if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) + clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, + sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + break; + } + break; + + case 3: + { + struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + if( !it ) { // No shield? + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + brate = it->refine * 5; + if( rate < 25 ) + opt = 1; + else if( rate < 50 ) + opt = 2; + else + opt = 3; + switch( opt ) { + case 1: + val = 105 * it->refine / 10; + sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv)); + break; + case 2: case 3: + if( rate < brate ) + { + val = sstatus->max_hp * (11 + it->refine) / 100; + status_heal(bl, val, 0, 3); + } + break; + /*case 3: + // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. + break;*/ + } + } + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case LG_PIETY: + if( flag&1 ) + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + else { + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case LG_INSPIRATION: + if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { + sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty. + sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100); + clif_updatestatus(sd,SP_BASEEXP); + clif_updatestatus(sd,SP_JOBEXP); + } + clif_skill_nodamage(bl,src,skill_id,skill_lv, + sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); + break; + case SR_CURSEDCIRCLE: + if( flag&1 ) { + if( is_boss(bl) ) break; + if( sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) { + if( bl->type == BL_MOB ) + mob_unlocktarget((TBL_MOB*)bl,gettick()); + unit_stop_attack(bl); + clif_bladestop(src, bl->id, 1); + map_freeblock_unlock(); + return 1; + } + } else { + int count = 0; + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors + BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + if( sd ) pc_delspiritball(sd, count, 0); + clif_skill_nodamage(src, src, skill_id, skill_lv, + sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv))); + } + break; + + case SR_RAISINGDRAGON: + if( sd ) { + short max = 5 + skill_lv; + sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + for( i = 0; i < max; i++ ) // Don't call more than max available spheres. + pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv))); + } + break; + + case SR_ASSIMILATEPOWER: + if( flag&1 ) { + i = 0; + if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) + { + i = dstsd->spiritball; //1%sp per spiritball. + pc_delspiritball(dstsd, dstsd->spiritball, 0); + } + if( i ) status_percent_heal(src, 0, i); + clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0); + } else { + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id); + } + break; + + case SR_POWERVELOCITY: + if( !dstsd ) + break; + if( sd && dstsd->spiritball <= 5 ) { + for(i = 0; i <= 5; i++) { + pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i); + pc_delspiritball(sd, sd->spiritball, 0); + } + } + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; + + case SR_GENTLETOUCH_CURE: + { + int heal; + + if( status_isimmune(bl) ) + { + clif_skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + + heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; + status_heal(bl, heal, 0, 0); + + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) + { + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FREEZING, INVALID_TIMER); + } + + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case SR_GENTLETOUCH_CHANGE: + case SR_GENTLETOUCH_REVITALIZE: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))); + break; + case WA_SWING_DANCE: + case WA_MOONLIT_SERENADE: + if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + else if( sd ) { // Only shows effects on caster. + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + break; + + case WA_SYMPHONY_OF_LOVER: + case MI_RUSH_WINDMILL: + case MI_ECHOSONG: + if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) + sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv)); + else if( sd ) { // Only shows effects on caster. + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); + } + break; + + case MI_HARMONIZE: + if( src != bl ) + clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv))); + clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv))); + break; + + case WM_DEADHILLHERE: + if( bl->type == BL_PC ) { + if( !status_isdead(bl) ) + break; + + if( rnd()%100 < 88 + 2 * skill_lv ) { + int heal = tstatus->sp; + if( heal <= 0 ) + heal = 1; + tstatus->hp = heal; + tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100; + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + pc_revive((TBL_PC*)bl,heal,0); + clif_resurrection(bl,1); + } + } + break; + + case WM_SIRCLEOFNATURE: + flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; + case WM_VOICEOFSIREN: + if( skill_id != WM_SIRCLEOFNATURE ) + flag &= ~BCT_SELF; + if( flag&1 ) { + sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv)); + } else { + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case WM_GLOOMYDAY: + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) || + pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) || + pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) ) + { + sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + } + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + break; + + case WM_SATURDAY_NIGHT_FEVER: + if( flag&1 ) { // Affect to all targets arround the caster and caster too. + if( !(tsc && tsc->data[type]) ) + sc_start(bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)); + } else if( flag&2 ) { + if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 ) + status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); + } else if( sd ) { + short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4; + if( !sd->status.party_id || (rnd()%100 > chance)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); + break; + } + if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv), + BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 ) + flag |= 2; + else + flag |= 1; + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id); + clif_skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv))); + if( flag&2 ) // Dealed here to prevent conflicts + status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); + } + break; + + case WM_SONG_OF_MANA: + case WM_DANCE_WITH_WUG: + case WM_LERADS_DEW: + if( flag&1 ) { // These affect to to all party members near the caster. + struct status_change *sc = status_get_sc(src); + if( sc && sc->data[type] ) { + sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv)); + } + } else if( sd ) { + short lv = (short)skill_lv; + int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1); + if( sc_start2(bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) ) + party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + + } + break; + + case WM_MELODYOFSINK: + case WM_BEYOND_OF_WARCRY: + case WM_UNLIMITED_HUMMING_VOICE: + if( flag&1 ) { + sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv)); + } else { // These affect to all targets arround the caster. + short lv = (short)skill_lv; + skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones). + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case WM_RANDOMIZESPELL: { + int improv_skill_id = 0, improv_skill_lv; + do { + i = rnd() % MAX_SKILL_IMPROVISE_DB; + improv_skill_id = skill_improvise_db[i].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per ); + improv_skill_lv = 4 + skill_lv; + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) { + sd->state.abra_flag = 2; + sd->skillitem = improv_skill_id; + sd->skillitemlv = improv_skill_lv; + clif_item_skill(sd, improv_skill_id, improv_skill_lv); + } else { + struct unit_data *ud = unit_bl2ud(src); + int inf = skill_get_inf(improv_skill_id); + int target_id = 0; + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); + } else { + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill_get_casttype(improv_skill_id) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); + } else + unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); + } + } + } + break; + + + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + if( sd ) + { + short x, y; // Destiny position. + unsigned short mapindex; + + if( skill_id == RETURN_TO_ELDICASTES) + { + x = 198; + y = 187; + mapindex = mapindex_name2id(MAP_DICASTES); + } + else + { + x = 44; + y = 151; + mapindex = mapindex_name2id(MAP_MORA); + } + + if(!mapindex) + { //Given map not found? + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); + return 0; + } + pc_setpos(sd, mapindex, x, y, CLR_TELEPORT); + } + break; + + case GM_SANDMAN: + if( tsc ) { + if( tsc->opt1 == OPT1_SLEEP ) + tsc->opt1 = 0; + else + tsc->opt1 = OPT1_SLEEP; + clif_changeoption(bl); + clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); + } + break; + + case SO_ARRULLO: + if( flag&1 ) + sc_start2(bl, type, 88 + 2 * skill_lv, skill_lv, 1, skill_get_time(skill_id, skill_lv)); + else { + clif_skill_nodamage(src, bl, skill_id, 0, 1); + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + } + break; + + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + if( sd ) { + int elemental_class = skill_get_elemental_type(skill_id,skill_lv); + + // Remove previous elemental fisrt. + if( sd->ed ) + elemental_delete(sd->ed,0); + + // Summoning the new one. + if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) { + clif_skill_fail(sd,skill_id,0,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SO_EL_CONTROL: + if( sd ) { + int mode = EL_MODE_PASSIVE; // Standard mode. + + if( !sd->ed ) break; + + if( skill_lv == 4 ) {// At level 4 delete elementals. + elemental_delete(sd->ed, 0); + break; + } + switch( skill_lv ) {// Select mode bassed on skill level used. + case 2: mode = EL_MODE_ASSIST; break; + case 3: mode = EL_MODE_AGGRESSIVE; break; + } + if( !elemental_change_mode(sd->ed,mode) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SO_EL_ACTION: + if( sd ) { + int duration = 3000; + if( !sd->ed ) break; + sd->skill_id_old = skill_id; + elemental_action(sd->ed, bl, tick); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + switch(sd->ed->db->class_){ + case 2115:case 2124: + case 2118:case 2121: + duration = 6000; + break; + case 2116:case 2119: + case 2122:case 2125: + duration = 9000; + break; + } + skill_blockpc_start(sd, skill_id, duration); + } + break; + + case SO_EL_CURE: + if( sd ) { + struct elemental_data *ed = sd->ed; + int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; + int e_hp, e_sp; + + if( !ed ) break; + if( !status_charge(&sd->bl,s_hp,s_sp) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + e_hp = ed->battle_status.max_hp * 10 / 100; + e_sp = ed->battle_status.max_sp * 10 / 100; + status_heal(&ed->bl,e_hp,e_sp,3); + clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); + } + break; + + case GN_CHANGEMATERIAL: + case SO_EL_ANALYSIS: + if( sd ) { + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + clif_skill_itemlistwindow(sd,skill_id,skill_lv); + } + break; + + case GN_BLOOD_SUCKER: + { + struct status_change *sc = status_get_sc(src); + + if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) { + if( tsc && tsc->data[type] ){ + (sc->bs_counter)--; + status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer + } + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv)); + (sc->bs_counter)++; + } else if( sd ) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + } + break; + + case GN_MANDRAGORA: + if( flag&1 ) { + if ( clif_skill_nodamage(bl, src, skill_id, skill_lv, + sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) ) + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); + } else + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); + break; + + case GN_SLINGITEM: + if( sd ) { + short ammo_id; + i = sd->equip_index[EQI_AMMO]; + if( i <= 0 ) + break; // No ammo. + ammo_id = sd->inventory_data[i]->nameid; + if( ammo_id <= 0 ) + break; + sd->itemid = ammo_id; + if( itemdb_is_GNbomb(ammo_id) ) { + if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. + if( ammo_id == 13263 ) + map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + else + skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); + } else //Otherwise, it fails, shows animation and removes items. + clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); + } else if( itemdb_is_GNthrowable(ammo_id) ){ + struct script_code *script = sd->inventory_data[i]->script; + if( !script ) + break; + if( dstsd ) + run_script(script,0,dstsd->bl.id,fake_nd->bl.id); + else + run_script(script,0,src->id,0); + } + } + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. + break; + + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + if( sd ) { + int qty = 1; + sd->skill_id_old = skill_id; + sd->skill_lv_old = skill_lv; + if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) + qty = 10; + clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case EL_CIRCLE_OF_FIRE: + case EL_PYROTECHNIC: + case EL_HEATER: + case EL_TROPIC: + case EL_AQUAPLAY: + case EL_COOLER: + case EL_CHILLY_AIR: + case EL_GUST: + case EL_BLAST: + case EL_WILD_STORM: + case EL_PETROLOGY: + case EL_CURSED_SOIL: + case EL_UPHEAVAL: + case EL_FIRE_CLOAK: + case EL_WATER_DROP: + case EL_WIND_CURTAIN: + case EL_SOLID_SKIN: + case EL_STONE_SHIELD: + case EL_WIND_STEP: { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + sc_type type2 = type-1; + struct status_change *sc = status_get_sc(&ele->bl); + + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental_clean_single_effect(ele, skill_id); + } else { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0); + sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); + } + } + } + break; + + case EL_FIRE_MANTLE: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); + break; + + case EL_WATER_SCREEN: { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + struct status_change *sc = status_get_sc(&ele->bl); + sc_type type2 = type-1; + + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental_clean_single_effect(ele, skill_id); + } else { + // This not heals at the end. + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start(bl,type,100,src->id,skill_get_time(skill_id,skill_lv)); + } + } + } + break; + + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + if(sd) { + int ttype = skill_get_ele(skill_id, skill_lv); + clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); + pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype); + } + break; + + case KO_ZANZOU: + if(sd){ + struct mob_data *md; + + md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); + if( md ) + { + md->master_id = src->id; + md->special_state.ai = AI_ZANZOU; + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn( md ); + pc_setinvincibletimer(sd,500);// unlock target lock + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); + } + } + break; + + case KO_KYOUGAKU: + if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){ + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + }else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case KO_JYUSATSU: + if( dstsd && tsc && !tsc->data[type] && + rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. + clif_skill_nodamage(src,bl,skill_id,skill_lv, + status_change_start(bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1)); + status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0); + if( status_get_lv(bl) <= status_get_lv(src) ) + status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + }else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case KO_GENWAKU: + if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { + int x = src->x, y = src->y; + + if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%. + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + if (unit_movepos(src,bl->x,bl->y,0,0)) { + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + clif_slide(src,bl->x,bl->y) ; + sc_start(src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv)); + if (unit_movepos(bl,x,y,0,0)) + { + clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6); + if( bl->type == BL_PC && pc_issit((TBL_PC*)bl)) + clif_sitting(bl); //Avoid sitting sync problem + clif_slide(bl,x,y) ; + sc_start(bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv)); + } + } + } + break; + + case OB_AKAITSUKI: + case OB_OBOROGENSOU: + if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. + || is_boss(bl) ) ){ // Does not work on Boss monsters. + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + case KO_IZAYOI: + case OB_ZANGETSU: + case KG_KYOMU: + case KG_KAGEMUSYA: + clif_skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + + case KG_KAGEHUMI: + if( flag&1 ){ + if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || + tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || + tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){ + sc_start(src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + } + if( skill_area_temp[2] == 1 ){ + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + } + }else{ + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id); + } + break; + + case MH_SILENT_BREEZE: { + struct status_change *ssc = status_get_sc(src); + struct block_list *m_bl = battle_get_master(src); + const enum sc_type scs[] = { + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION + }; + int heal; + if(tsc){ + for (i = 0; i < ARRAYLENGTH(scs); i++) { + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target + status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8); + } + heal = status_get_matk_min(src)*4; + status_heal(bl, heal, 0, 7); + + //now inflict silence on everyone + if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun + status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8); + if(m_bl){ + struct status_change *msc = status_get_sc(m_bl); + if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master + status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8); + } + if (hd) + skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + } + break; + case MH_OVERED_BOOST: + if (hd){ + struct block_list *s_bl = battle_get_master(src); + if(hd->homunculus.hunger>50) //reduce hunger + hd->homunculus.hunger = hd->homunculus.hunger/2; + else + hd->homunculus.hunger = min(1,hd->homunculus.hunger); + if(s_bl && s_bl->type==BL_PC){ + status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp + clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info + sc_start(s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus + } + sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + } + break; + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: { + struct block_list *s_bl = battle_get_master(src); + if(s_bl) sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master + sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); + if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + } + break; + + case MH_LIGHT_OF_REGENE: + if(hd){ + hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) + if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info + } + //don't break need to start status and start block timer + case MH_STYLE_CHANGE: + case MH_MAGMA_FLOW: + case MH_PAIN_KILLER: + sc_start(bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); + if (hd) + skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + break; + case MH_SUMMON_LEGION: + { + int summons[5] = {1004, 1303, 1303, 1994, 1994}; + int qty[5] = {3 , 3 , 4 , 4 , 5}; + struct mob_data *md; + int i; + + for(i=0; i<qty[skill_lv - 1]; i++){ //easy way + md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); + if (md) { + md->master_id = src->id; + if (md->deletetimer != INVALID_TIMER) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); //Now it is ready for spawning. + sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000); + } + } + if (hd) + skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); + } + break; + default: + ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); + clif_skill_nodamage(src,bl,skill_id,skill_lv,1); + map_freeblock_unlock(); + return 1; + } + + if(skill_id != SR_CURSEDCIRCLE){ + struct status_change *sc = status_get_sc(src); + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + } + + if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] + mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) + mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); + } + + if( sd && !(flag&1) ) + {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = gettick(); + + if( sd->state.arrow_atk ) + {// consume arrow on last invocation to this skill. + battle_consume_ammo(sd, skill_id, skill_lv); + } + skill_onskillusage(sd, bl, skill_id, tick); + // perform skill requirement consumption + skill_consume_requirement(sd,skill_id,skill_lv,2); + } + + map_freeblock_unlock(); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +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 = map_id2bl(id); + if( src == NULL ) + { + ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); + return 0;// not found + } + + ud = unit_bl2ud(src); + if( ud == NULL ) + { + ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); + return 0;// ??? + } + + sd = BL_CAST(BL_PC, src); + md = BL_CAST(BL_MOB, src); + + if( src->prev == NULL ) { + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel() + if( ud->skilltimer != tid ) { + ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) + {// restore original walk speed + ud->skilltimer = INVALID_TIMER; + status_calc_bl(&sd->bl, SCB_SPEED); + } + + ud->skilltimer = INVALID_TIMER; + } + + if (ud->skilltarget == id) + target = src; + else + target = map_id2bl(ud->skilltarget); + + // Use a do so that you can break out of it when the skill fails. + do { + if(!target || target->prev==NULL) break; + + if(src->m != target->m || status_isdead(src)) break; + + switch (ud->skill_id) { + //These should become skill_castend_pos + case WE_CALLPARTNER: + if(sd) clif_callpartner(sd); + case WE_CALLPARENT: + case WE_CALLBABY: + case AM_RESURRECTHOMUN: + case PF_SPIDERWEB: + //Find a random spot to place the skill. [Skotlex] + inf2 = skill_get_splash(ud->skill_id, ud->skill_lv); + ud->skillx = target->x + inf2; + ud->skilly = target->y + inf2; + if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) { + ud->skillx = target->x; + ud->skilly = target->y; + } + ud->skilltimer=tid; + return skill_castend_pos(tid,tick,id,data); + case GN_WALLOFTHORN: + ud->skillx = target->x; + ud->skilly = target->y; + ud->skilltimer = tid; + return skill_castend_pos(tid,tick,id,data); + } + + if(ud->skill_id == RG_BACKSTAP) { + uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); + if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) { + break; + } + } + + if( ud->skill_id == PR_TURNUNDEAD ) + { + struct status_data *tstatus = status_get_status_data(target); + if( !battle_check_undead(tstatus->race, tstatus->def_ele) ) + break; + } + + if( ud->skill_id == RA_WUGSTRIKE ){ + if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) + break; + } + + if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) + { + sc = status_get_sc(target); + if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) + { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] + clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); + break; + } + } + else + { // Check target validity. + inf = skill_get_inf(ud->skill_id); + inf2 = skill_get_inf2(ud->skill_id); + + if(inf&INF_ATTACK_SKILL || + (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills + ) // Casted through combo. + inf = BCT_ENEMY; //Offensive skill. + else if(inf2&INF2_NO_ENEMY) + inf = BCT_NOENEMY; + else + inf = 0; + + if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) + { + inf |= + (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| + (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); + //Remove neutral targets (but allow enemy if skill is designed to be so) + inf &= ~BCT_NEUTRAL; + } + + if( 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_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] + if (sd) { //Cooldown application + int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. + if (sd->skillcooldown[i].id == ud->skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill_blockpc_start(sd, ud->skill_id, cooldown); + } + if( battle_config.display_status_timers && sd ) + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(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 = get_timer(sc->data[SC_STRIPSHIELD]->timer); + if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 ) + 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); + + map_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); + } + + if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish] + sd->skillitem = sd->skillitemlv = 0; + + if (ud->skilltimer == INVALID_TIMER) { + if(md) md->skill_idx = -1; + else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skill_lv = ud->skilltarget = 0; + } + map_freeblock_unlock(); + return 1; + } while(0); + + //Skill failed. + if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) + { //When Asura fails... (except when it fails from Fog of Wall) + //Consume SP/spheres + skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1); + status_set_sp(src, 0, 0); + sc = &sd->sc; + if (sc->count) + { //End states + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); +#ifdef RENEWAL + sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv)); +#endif + } + if (target && target->m == src->m) + { //Move character to target anyway. + if (unit_movepos(src, src->x+3, src->y+3, 1, 1)) + { //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 = map_id2bl(id); + int maxcount; + struct map_session_data *sd; + struct unit_data *ud = unit_bl2ud(src); + struct mob_data *md; + + nullpo_ret(ud); + + sd = BL_CAST(BL_PC , src); + md = BL_CAST(BL_MOB, src); + + if( src->prev == NULL ) { + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( ud->skilltimer != tid ) + { + ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) + {// restore original walk speed + ud->skilltimer = INVALID_TIMER; + status_calc_bl(&sd->bl, SCB_SPEED); + } + ud->skilltimer = INVALID_TIMER; + + do { + if( status_isdead(src) ) + break; + + if( !(src->type&battle_config.skill_reiteration) && + skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION && + skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + ) + { + if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( src->type&battle_config.skill_nofootset && + skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET && + skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + ) + { + if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( src->type&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0 + ) { + int i; + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) { + if(ud->skillunit[i]->skill_id == ud->skill_id) + maxcount--; + } + if( maxcount == 0 ) + { + if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + + if(tid != INVALID_TIMER) + { //Avoid double checks on instant cast skills. [Skotlex] + if (!status_check_skilluse(src, NULL, ud->skill_id, 1)) + break; + if(battle_config.skill_add_range && + !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { + if (sd && battle_config.skill_out_range_consume) //Consume items anyway. + skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); + break; + } + } + + if( sd ) + { + if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) + break; + else + skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1); + } + + if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + break; + + if(md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) + clif_emotion(src, md->db->skill[md->skill_idx].emotion); + } + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", + src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); + + if (ud->walktimer != INVALID_TIMER) + unit_stop_walking(src,1); + + if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); + if (sd) { //Cooldown application + int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. + if (sd->skillcooldown[i].id == ud->skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill_blockpc_start(sd, ud->skill_id, cooldown); + } + if( battle_config.display_status_timers && sd ) + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); +// if( sd ) +// { +// switch( ud->skill_id ) +// { +// case ????: +// sd->canequip_tick = tick + ????; +// break; +// } +// } + unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1); + status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses + map_freeblock_lock(); + skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); + + if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] + sd->skillitem = sd->skillitemlv = 0; + + if (ud->skilltimer == INVALID_TIMER) { + if (md) md->skill_idx = -1; + else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skill_lv = ud->skillx = ud->skilly = 0; + } + + map_freeblock_unlock(); + return 1; + } while(0); + + if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick; + ud->skill_id = ud->skill_lv = 0; + if(sd) + sd->skillitem = sd->skillitemlv = 0; + else if(md) + md->skill_idx = -1; + return 0; + +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) +{ + struct map_session_data* sd; + struct status_change* sc; + struct status_change_entry *sce; + struct skill_unit_group* sg; + enum sc_type type; + int i; + + //if(skill_lv <= 0) return 0; + if(skill_id > 0 && !skill_lv) return 0; // celest + + nullpo_ret(src); + + if(status_isdead(src)) + return 0; + + sd = BL_CAST(BL_PC, src); + + sc = status_get_sc(src); + type = status_skill2sc(skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + switch (skill_id) { //Skill effect. + case WZ_METEOR: + case MO_BODYRELOCATION: + case CR_CULTIVATION: + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + break; //Effect is displayed on respective switch case. + default: + if(skill_get_inf(skill_id)&INF_SELF_SKILL) + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + else + clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); + } + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill_toggle_magicpower(src, skill_id); + + switch(skill_id) + { + case PR_BENEDICTIO: + skill_area_temp[1] = src->id; + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill_castend_nodamage_id); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case BS_HAMMERFALL: + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea (skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, + skill_castend_nodamage_id); + break; + + case HT_DETECTING: + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea( status_change_timer_sub, + src->m, x-i, y-i, x+i,y+i,BL_CHAR, + src,NULL,SC_SIGHT,tick); + if(battle_config.traps_setting&1) + map_foreachinarea( skill_reveal_trap, + src->m, x-i, y-i, x+i,y+i,BL_SKILL); + break; + + case SR_RIDEINLIGHTNING: + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + break; + + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + { //Does not consumes if the skill is already active. [Skotlex] + struct skill_unit_group *sg; + if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) + { + if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) + { + skill_unitsetting(src,skill_id,skill_lv,x,y,0); + return 0; // not to consume items + } + else + sg->limit = 0; //Disable it. + } + skill_unitsetting(src,skill_id,skill_lv,x,y,0); + break; + } + case MG_SAFETYWALL: + case MG_FIREWALL: + case MG_THUNDERSTORM: + + case AL_PNEUMA: + case WZ_ICEWALL: + case WZ_FIREPILLAR: + case WZ_QUAGMIRE: + case WZ_VERMILION: + case WZ_STORMGUST: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_MAGNUS: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case AS_VENOMDUST: + case AM_DEMONSTRATION: + case PF_FOGWALL: + case PF_SPIDERWEB: + case HT_TALKIEBOX: + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + case AC_SHOWER: //Ground-placed skill implementation. + case MA_SHOWER: + case SA_LANDPROTECTOR: + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + case CG_MOONLIT: + case GS_DESPERADO: + case NJ_KAENSIN: + case NJ_BAKUENRYU: + case NJ_SUITON: + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case NJ_KAMAITACHI: +#ifdef RENEWAL + case NJ_HUUMA: +#endif + case NPC_EVILLAND: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + case SC_CHAOSPANIC: + case SC_MAELSTROM: + case WM_REVERBERATION: + case WM_SEVERE_RAINSTORM: + case WM_POEMOFNETHERWORLD: + case SO_PSYCHIC_WAVE: + case SO_VACUUM_EXTREME: + case GN_WALLOFTHORN: + case GN_THORNS_TRAP: + case GN_DEMONIC_FIRE: + case GN_HELLS_PLANT: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + case KO_ZENKAI: + case MH_LAVA_SLIDE: + case MH_VOLCANIC_ASH: + case MH_POISON_MIST: + case MH_STEINWAND: + case MH_XENO_SLASHER: + flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). + case GS_GROUNDDRIFT: //Ammo should be deleted right away. + skill_unitsetting(src,skill_id,skill_lv,x,y,0); + break; + case RG_GRAFFITI: /* Graffiti [Valaris] */ + skill_clear_unitgroup(src); + skill_unitsetting(src,skill_id,skill_lv,x,y,0); + flag|=1; + break; + case HP_BASILICA: + if( sc->data[SC_BASILICA] ) + status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica + else + { // Create Basilica. Start SC on caster. Unit timer start SC on others. + skill_clear_unitgroup(src); + if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) ) + sc_start4(src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv)); + flag|=1; + } + break; + case CG_HERMODE: + skill_clear_unitgroup(src); + if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,SC_DANCING,100, + skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv)); + flag|=1; + break; + case RG_CLEANER: // [Valaris] + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); + break; + + case SO_WARMER: + flag|= 8; + case SO_CLOUD_KILL: + skill_unitsetting(src,skill_id,skill_lv,x,y,0); + break; + + case WZ_METEOR: { + int area = skill_get_splash(skill_id, skill_lv); + short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; + + for( i = 0; i < 2 + (skill_lv>>1); i++ ) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); + + if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) + clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); + + if( i > 0 ) + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); + + x1 = tmpx; + y1 = tmpy; + } + + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); + } + break; + + case AL_WARP: + if(sd) + { + clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, + (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, + (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, + (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 + ); + } + return 0; // not to consume item. + + case MO_BODYRELOCATION: + if (unit_movepos(src, x, y, 1, 1)) { +#if PACKETVER >= 20111005 + clif_snap(src, src->x, src->y); +#else + clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); +#endif + if (sd) + skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); + } + break; + case NJ_SHADOWJUMP: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds. + unit_movepos(src, x, y, 1, 0); + clif_slide(src,x,y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + case AM_SPHEREMINE: + case AM_CANNIBALIZE: + { + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; + struct mob_data *md; + + // Correct info, don't change any of this! [celest] + md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = src->id; + md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn (md); //Now it is ready for spawning. + } + } + break; + + // Slim Pitcher [Celest] + case CR_SLIMPITCHER: + if (sd) { + int i = skill_lv%11 - 1; + int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]); + if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + potion_flag = 1; + potion_hp = 0; + potion_sp = 0; + run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); + potion_flag = 0; + //Apply skill bonuses + i = pc_checkskill(sd,CR_SLIMPITCHER)*10 + + pc_checkskill(sd,AM_POTIONPITCHER)*10 + + pc_checkskill(sd,AM_LEARNINGPOTION)*5 + + pc_skillheal_bonus(sd, skill_id); + + potion_hp = potion_hp * (100+i)/100; + potion_sp = potion_sp * (100+i)/100; + + if(potion_hp > 0 || potion_sp > 0) { + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill_castend_nodamage_id); + } + } else { + int i = skill_lv%11 - 1; + struct item_data *item; + i = skill_db[skill_id].itemid[i]; + item = itemdb_search(i); + potion_flag = 1; + potion_hp = 0; + potion_sp = 0; + run_script(item->script,0,src->id,0); + potion_flag = 0; + i = skill_get_max(CR_SLIMPITCHER)*10; + + potion_hp = potion_hp * (100+i)/100; + potion_sp = potion_sp * (100+i)/100; + + if(potion_hp > 0 || potion_sp > 0) { + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill_castend_nodamage_id); + } + } + break; + + case HW_GANBANTEIN: + if (rnd()%100 < 80) { + int dummy = 1; + clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); + } else { + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case HW_GRAVITATION: + if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv)); + flag|=1; + break; + + // Plant Cultivation [Celest] + case CR_CULTIVATION: + if (sd) { + if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); + if (rnd()%100 < 50) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else { + TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); + int i; + if (!md) break; + if ((i = skill_get_time(skill_id, skill_lv)) > 0) + { + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0); + } + mob_spawn (md); + } + } + break; + + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + skill_clear_unitgroup(src); + if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) + sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv)); + flag|=1; + break; + + case PA_GOSPEL: + if (sce && sce->val4 == BCT_SELF) + { + status_change_end(src, SC_GOSPEL, INVALID_TIMER); + return 0; + } + else + { + sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0); + if (!sg) break; + if (sce) + status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] + sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv)); + clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet + } + break; + case NJ_TATAMIGAESHI: + if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) + sc_start(src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + break; + + case AM_RESURRECTHOMUN: //[orn] + if (sd) + { + if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y)) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + break; + + case RK_WINDCUTTER: + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + case NC_COLDSLOWER: + case NC_ARMSCANNON: + case RK_DRAGONBREATH: + case WM_LULLABY_DEEPSLEEP: + i = skill_get_splash(skill_id,skill_lv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src,skill_id,skill_lv,tick,flag|(skill_id==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id); + break; + /** + * Guilotine Cross + **/ + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { + if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); + return 0; + } + clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + skill_unitsetting(src, skill_id, skill_lv, x, y, flag); + //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. + break; + /** + * Arch Bishop + **/ + case AB_EPICLESIS: + if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { + i = sg->unit->range; + map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id); + } + break; + /** + * Warlock + **/ + case WL_COMET: + if( sc ) { + sc->comet_x = x; + sc->comet_y = y; + } + i = skill_get_splash(skill_id,skill_lv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + break; + + case WL_EARTHSTRAIN: + { + int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y); + int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting + + for( i = 1; i <= wave; i++ ) + { + switch( dir ){ + case 0: case 1: case 7: sy = y + i; break; + case 3: case 4: case 5: sy = y - i; break; + case 2: sx = x - i; break; + case 6: sx = x + i; break; + } + skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); + } + } + break; + /** + * Ranger + **/ + case RA_DETONATOR: + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src); + clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + /** + * Mechanic + **/ + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + skill_clear_unitgroup(src); // To remove previous skills - cannot used combined + if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv)); + if( sd ) pc_overheat(sd,1); + } + break; + + case NC_SILVERSNIPER: + { + int class_ = 2042; + struct mob_data *md; + + md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + if( md ) + { + md->master_id = src->id; + md->special_state.ai = AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); + mob_spawn( md ); + } + } + break; + + case NC_MAGICDECOY: + if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y); + break; + + case SC_FEINTBOMB: + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position + if( skill_blown(src,src,6,unit_getdir(src),0) ) + skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0); + break; + + case LG_OVERBRAND: + { + int width;//according to data from irowiki it actually is a square + for( width = 0; width < 7; width++ ) + for( i = 0; i < 7; i++ ) + map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id); + for( width = 0; width < 7; width++ ) + for( i = 0; i < 7; i++ ) + map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id); + } + break; + + case LG_BANDING: + if( sc && sc->data[SC_BANDING] ) + status_change_end(src,SC_BANDING,INVALID_TIMER); + else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv)); + if( sd ) pc_banding(sd,skill_lv); + } + clif_skill_nodamage(src,src,skill_id,skill_lv,1); + break; + + case LG_RAYOFGENESIS: + if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + i = skill_get_splash(skill_id,skill_lv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + } else if( sd ) + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; + + case WM_DOMINION_IMPULSE: + i = skill_get_splash(skill_id, skill_lv); + map_foreachinarea( skill_ative_reverberation, + src->m, x-i, y-i, x+i,y+i,BL_SKILL); + break; + + case WM_GREAT_ECHO: + flag|=1; // Should counsume 1 item per skill usage. + map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id); + break; + case GN_CRAZYWEED: { + int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv); + short x1 = 0, y1 = 0; + + for( i = 0; i < 3 + (skill_lv/2); i++ ) { + x1 = x - area + rnd()%(area * 2 + 1); + y1 = y - area + rnd()%(area * 2 + 1); + skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0); + } + } + break; + case GN_FIRE_EXPANSION: { + int i; + struct unit_data *ud = unit_bl2ud(src); + + if( !ud ) break; + + for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { + if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && + distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) { + switch( skill_lv ) { + case 3: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; + clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); + break; + case 4: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; + clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); + break; + case 5: + map_foreachinarea(skill_area_sub, src->m, + ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3, + ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR, + src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id); + skill_delunit(ud->skillunit[i]->unit); + break; + default: + ud->skillunit[i]->unit->val2 = skill_lv; + ud->skillunit[i]->unit->group->val2 = skill_lv; + break; + } + } + } + } + break; + + case SO_FIREWALK: + case SO_ELECTRICWALK: + if( sc && sc->data[type] ) + status_change_end(src,type,INVALID_TIMER); + clif_skill_nodamage(src, src ,skill_id, skill_lv, + sc_start2(src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv))); + break; + + case SC_BLOODYLUST: //set in another group so instance will move if recasted + flag |= 33; + skill_unitsetting(src, skill_id, skill_lv, x, y, 0); + break; + + case KO_MAKIBISHI: + for( i = 0; i < (skill_lv+2); i++ ) { + x = src->x - 1 + rnd()%3; + y = src->y - 1 + rnd()%3; + skill_unitsetting(src,skill_id,skill_lv,x,y,0); + } + break; + + default: + ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); + return 1; + } + + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + + if( sd ) + {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = gettick(); + + if( sd->state.arrow_atk && !(flag&1) ) + {// consume arrow if this is a ground skill + battle_consume_ammo(sd, skill_id, skill_lv); + } + + // perform skill requirement consumption + skill_consume_requirement(sd,skill_id,skill_lv,2); + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +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) +static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) +{ + struct skill_unit* target = (struct skill_unit*)bl; + struct skill_unit* src = va_arg(ap, struct skill_unit*); + int flag = va_arg(ap, int); + + if (src == target) + return 0; + if (!target->group || !(target->group->state.song_dance&0x1)) + return 0; + if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. + return 0; + + if (flag) //Set dissonance + target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. + else //Remove dissonance + target->val2 &= ~UF_ENSEMBLE; + + clif_skill_setunit(target); //Update look of affected cell. + + return 1; +} + +//Does the song/dance overlapping -> dissonance check. [Skotlex] +//When flag is 0, this unit is about to be removed, cancel the dissonance effect +//When 1, this unit has been positioned, so start the cancel effect. +int skill_dance_overlap(struct skill_unit* unit, int flag) +{ + if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) + return 0; + if (!flag && !(unit->val2&UF_ENSEMBLE)) + return 0; //Nothing to remove, this unit is not overlapped. + + if (unit->val1 != unit->group->skill_id) + { //Reset state + unit->val1 = unit->group->skill_id; + unit->val2 &= ~UF_ENSEMBLE; + } + + return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); +} + +/*========================================== + * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. + * Flag: 0 - Convert, 1 - Revert. + *------------------------------------------*/ +static bool skill_dance_switch(struct skill_unit* unit, int flag) +{ + static int prevflag = 1; // by default the backup is empty + static struct skill_unit_group backup; + struct skill_unit_group* group = unit->group; + + // val2&UF_ENSEMBLE is a hack to indicate dissonance + if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) + return false; + + if( flag == prevflag ) + {// protection against attempts to read an empty backup / write to a full backup + ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", + flag ? "read an empty backup" : "write to a full backup", + group->skill_id, group->skill_lv, group->src_id); + return false; + } + prevflag = flag; + + if( !flag ) + { //Transform + uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + + // backup + backup.skill_id = group->skill_id; + backup.skill_lv = group->skill_lv; + backup.unit_id = group->unit_id; + backup.target_flag = group->target_flag; + backup.bl_flag = group->bl_flag; + backup.interval = group->interval; + + // replace + group->skill_id = skill_id; + group->skill_lv = 1; + group->unit_id = skill_get_unit_id(skill_id,0); + group->target_flag = skill_get_unit_target(skill_id); + group->bl_flag = skill_get_unit_bl_target(skill_id); + group->interval = skill_get_unit_interval(skill_id); + } + else + { //Restore + group->skill_id = backup.skill_id; + group->skill_lv = backup.skill_lv; + group->unit_id = backup.unit_id; + group->target_flag = backup.target_flag; + group->bl_flag = backup.bl_flag; + group->interval = backup.interval; + } + + return true; +} +/** + * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW + **/ +static int skill_icewall_block(struct block_list *bl,va_list ap) { + struct block_list *target = NULL; + struct mob_data *md = ((TBL_MOB*)bl); + + nullpo_ret(bl); + nullpo_ret(md); + if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL ) + return 0; + + if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) + return 0; + + if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { + mob_unlocktarget(md,gettick()); + mob_stop_walking(md,1); + } + + return 0; +} +/*========================================== + * Initializes and sets a ground skill. + * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) + *------------------------------------------*/ +struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) +{ + struct skill_unit_group *group; + int i,limit,val1=0,val2=0,val3=0; + int target,interval,range,unit_flag,req_item=0; + struct s_skill_unit_layout *layout; + struct map_session_data *sd; + struct status_data *status; + struct status_change *sc; + int active_flag=1; + int subunt=0; + + nullpo_retr(NULL, src); + + limit = skill_get_time(skill_id,skill_lv); + range = skill_get_unit_range(skill_id,skill_lv); + interval = skill_get_unit_interval(skill_id); + target = skill_get_unit_target(skill_id); + unit_flag = skill_get_unit_flag(skill_id); + layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y); + + sd = BL_CAST(BL_PC, src); + status = status_get_status_data(src); + sc = status_get_sc(src); // for traps, firewall and fogwall - celest + + switch( skill_id ) { + case MH_STEINWAND: + val2 = 4 + skill_lv; //nb of attack blocked + break; + case MG_SAFETYWALL: + #ifdef RENEWAL + /** + * According to data provided in RE, SW life is equal to 3 times caster's health + **/ + val2 = status_get_max_hp(src) * 3; + #else + val2 = skill_lv+1; + #endif + break; + case MG_FIREWALL: + if(sc && sc->data[SC_VIOLENTGALE]) + limit = limit*3/2; + val2=4+skill_lv; + break; + + case AL_WARP: + val1=skill_lv+6; + if(!(flag&1)) + limit=2000; + else // previous implementation (not used anymore) + { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] + if( src->type != BL_SKILL ) return NULL; + group = ((TBL_SKILL*)src)->group; + src = map_id2bl(group->src_id); + if( !src ) return NULL; + val2 = group->val2; //Copy the (x,y) position you warp to + val3 = group->val3; //as well as the mapindex to warp to. + } + break; + case HP_BASILICA: + val1 = src->id; // Store caster id. + break; + + case PR_SANCTUARY: + case NPC_EVILLAND: + val1=(skill_lv+3)*2; + break; + + case WZ_FIREPILLAR: + if((flag&1)!=0) + limit=1000; + val1=skill_lv+2; + break; + case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] + case AM_DEMONSTRATION: + case GN_HELLS_PLANT: + if (map_flag_vs(src->m) && battle_config.vs_traps_bctall + && (src->type&battle_config.vs_traps_bctall)) + target = BCT_ALL; + break; + case HT_SHOCKWAVE: + val1=skill_lv*15+10; + case HT_SANDMAN: + case MA_SANDMAN: + case HT_CLAYMORETRAP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + /** + * Ranger + **/ + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + { + struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv); + ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); + if( req.itemid[i] ) + req_item = req.itemid[i]; + if( map_flag_gvg(src->m) || map[src->m].flag.battleground ) + limit *= 4; // longer trap times in WOE [celest] + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + } + break; + + case SA_LANDPROTECTOR: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + { + struct skill_unit_group *old_sg; + if ((old_sg = skill_locate_element_field(src)) != NULL) + { //HelloKitty confirmed that these are interchangeable, + //so you can change element and not consume gemstones. + if (( + old_sg->skill_id == SA_VOLCANO || + old_sg->skill_id == SA_DELUGE || + old_sg->skill_id == SA_VIOLENTGALE + ) && old_sg->limit > 0) + { //Use the previous limit (minus the elapsed time) [Skotlex] + limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick); + if (limit < 0) //This can happen... + limit = skill_get_time(skill_id,skill_lv); + } + skill_clear_group(src,1); + } + break; + } + + case BA_DISSONANCE: + case DC_UGLYDANCE: + val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] + break; + case BA_WHISTLE: + val1 = skill_lv +status->agi/10; // Flee increase + val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase + if(sd){ + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + val2 += pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_HUMMING: + val1 = 2*skill_lv+status->dex/10; // Hit increase + #ifdef RENEWAL + val1 *= 2; + #endif + if(sd) + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + break; + case BA_POEMBRAGI: + val1 = 3*skill_lv+status->dex/10; // Casting time reduction + //For some reason at level 10 the base delay reduction is 50%. + val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction + if(sd){ + val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON); + val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_DONTFORGETME: + val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease + val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. + if(sd){ + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val2 += pc_checkskill(sd,DC_DANCINGLESSON); + } + break; + case BA_APPLEIDUN: + val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase + if(sd) + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + break; + case DC_SERVICEFORYOU: + val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed + val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction + if(sd){ + val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed + val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value + } + break; + case BA_ASSASSINCROSS: + val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase + if(sd) + val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON); + break; + case DC_FORTUNEKISS: + val1 = 10+skill_lv+(status->luk/10); // Critical increase + if(sd) + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val1*=10; //Because every 10 crit is an actual cri point. + break; + case BD_DRUMBATTLEFIELD: + #ifdef RENEWAL + val1 = (skill_lv+5)*25; //Watk increase + val2 = skill_lv*10; //Def increase + #else + val1 = (skill_lv+1)*25; //Watk increase + val2 = (skill_lv+1)*2; //Def increase + #endif + break; + case BD_RINGNIBELUNGEN: + val1 = (skill_lv+2)*25; //Watk increase + break; + case BD_RICHMANKIM: + val1 = 25 + 11*skill_lv; //Exp increase bonus. + break; + case BD_SIEGFRIED: + val1 = 55 + skill_lv*5; //Elemental Resistance + val2 = skill_lv*10; //Status ailment resistance + break; + case WE_CALLPARTNER: + if (sd) val1 = sd->status.partner_id; + break; + case WE_CALLPARENT: + if (sd) { + val1 = sd->status.father; + val2 = sd->status.mother; + } + break; + case WE_CALLBABY: + if (sd) val1 = sd->status.child; + break; + case NJ_KAENSIN: + skill_clear_group(src, 1); //Delete previous Kaensins/Suitons + val2 = (skill_lv+1)/2 + 4; + break; + case NJ_SUITON: + skill_clear_group(src, 1); + break; + + case GS_GROUNDDRIFT: + { + int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; + + val1 = status->rhw.ele; + if (!val1) + val1=element[rnd()%5]; + + switch (val1) + { + case ELE_FIRE: + subunt++; + case ELE_WATER: + subunt++; + case ELE_POISON: + subunt++; + case ELE_DARK: + subunt++; + case ELE_WIND: + break; + default: + subunt=rnd()%5; + break; + } + + break; + } + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) + return NULL; + val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison + val3 = sc->data[SC_POISONINGWEAPON]->val1; + limit = 4000 + 2000 * skill_lv; + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + limit = 1000000;//it doesn't matter + break; + case LG_BANDING: + limit = -1; + break; + case WM_REVERBERATION: + interval = limit; + val2 = 1; + case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. + if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + break; + case SO_CLOUD_KILL: + skill_clear_group(src, 4); + break; + case SO_WARMER: + skill_clear_group(src, 8); + break; + case SO_VACUUM_EXTREME: + range++; + + break; + case SC_BLOODYLUST: + skill_clear_group(src, 32); + break; + case GN_WALLOFTHORN: + if( flag&1 ) + limit = 3000; + val3 = (x<<16)|y; + break; + case KO_ZENKAI: + if( sd ){ + ARR_FIND(1, 6, i, sd->talisman[i] > 0); + if( i < 5 ){ + val1 = sd->talisman[i]; // no. of aura + val2 = i; // aura type + limit += val1 * 1000; + subunt = i - 1; + pc_del_talisman(sd, sd->talisman[i], i); + } + } + break; + } + + nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)); + group->val1=val1; + group->val2=val2; + group->val3=val3; + group->target_flag=target; + group->bl_flag= skill_get_unit_bl_target(skill_id); + group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. + group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet + group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; + group->item_id = req_item; + //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] + if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL) + active_flag = 0; + + if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ + group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); + if (sd) + safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); + else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] + safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); + } + + if (group->state.song_dance) { + if(sd){ + sd->skill_id_dance = skill_id; + sd->skill_lv_dance = skill_lv; + } + if ( + sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, + (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! + ) + skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1); + } + + limit = group->limit; + for( i = 0; i < layout->count; i++ ) + { + struct skill_unit *unit; + int ux = x + layout->dx[i]; + int uy = y + layout->dy[i]; + int val1 = skill_lv; + int val2 = 0; + int alive = 1; + + if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) + continue; // don't place skill units on walls (except for songs/dances/encores) + if( battle_config.skill_wall_check && skill_get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) + continue; // no path between cell and center of casting. + + switch( skill_id ) + { + case MG_FIREWALL: + case NJ_KAENSIN: + val2=group->val2; + break; + case WZ_ICEWALL: + val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; + val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); + break; + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_TALKIEBOX: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_CLAYMORETRAP: + case HT_BLASTMINE: + /** + * Ranger + **/ + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + val1 = 3500; + break; + case GS_DESPERADO: + val1 = abs(layout->dx[i]); + val2 = abs(layout->dy[i]); + if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals + if (val2 > val1) val1 = val2; + if (val1) val1--; + val1 = 36 -12*val1; + } else //Diagonal edges + val1 = 28 -4*val1 -4*val2; + if (val1 < 1) val1 = 1; + val2 = 0; + break; + case WM_REVERBERATION: + val1 = 1 + skill_lv; + break; + case GN_WALLOFTHORN: + val1 = 1000 * skill_lv; // Need official value. [LimitLine] + break; + default: + if (group->state.song_dance&0x1) + val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance + break; + } + if (skill_get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) + val2 |= UF_RANGEDSINGLEUNIT; // center. + + if( range <= 0 ) + map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); + if( !alive ) + continue; + + nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); + unit->limit=limit; + unit->range=range; + + if (skill_id == PF_FOGWALL && alive == 2) + { //Double duration of cells on top of Deluge/Suiton + unit->limit *= 2; + group->limit = unit->limit; + } + + // execute on all targets standing on this cell + if (range==0 && active_flag) + map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); + } + + if (!group->alive_count) + { //No cells? Something that was blocked completely by Land Protector? + skill_delunitgroup(group); + return NULL; + } + + //success, unit created. + switch( skill_id ) { + case WZ_ICEWALL: + map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB); + break; + case NJ_TATAMIGAESHI: //Store number of tiles. + group->val1 = group->alive_count; + break; + } + + return group; +} + +/*========================================== + * + *------------------------------------------*/ +void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);} +static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) +{ + struct skill_unit_group *sg; + struct block_list *ss; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + uint16 skill_id; + + nullpo_ret(src); + nullpo_ret(bl); + + if(bl->prev==NULL || !src->alive || status_isdead(bl)) + return 0; + + nullpo_ret(sg=src->group); + nullpo_ret(ss=map_id2bl(sg->src_id)); + + if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) + return 0; //AoE skills are ineffective. [Skotlex] + + sc = status_get_sc(bl); + + if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) + return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] + + type = status_skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. + switch (sg->unit_id) + { + case UNT_SPIDERWEB: + if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) + { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] + sc->data[SC_SPIDERWEB]->val2++; + break; + } + else if( sc ) + { + int sec = skill_get_time2(sg->skill_id,sg->skill_lv); + if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) + { + const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK(td->tick, tick); + map_moveblock(bl, src->bl.x, src->bl.y, tick); + clif_fixpos(bl); + sg->val2 = bl->id; + } + else + sec = 3000; //Couldn't trap it? + sg->limit = DIFF_TICK(tick,sg->tick)+sec; + } + break; + case UNT_SAFETYWALL: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + break; + + case UNT_PNEUMA: + case UNT_CHAOSPANIC: + case UNT_MAELSTROM: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + case UNT_BLOODYLUST: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + if (!sce) { + TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit + if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1)) + clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, + sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); + else { + if (sd) sd->bloodylust_tick = gettick(); + clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, + sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); + } + } + break; + + case UNT_WARP_WAITING: { + int working = sg->val1&0xffff; + + if(bl->type==BL_PC && !working){ + struct map_session_data *sd = (struct map_session_data *)bl; + if((!sd->chatID || battle_config.chat_warpportal) + && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) + { + int x = sg->val2>>16; + int y = sg->val2&0xffff; + int count = sg->val1>>16; + unsigned short m = sg->val3; + + if( --count <= 0 ) + skill_delunitgroup(sg); + + if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) + working = 1;/* we break it because officials break it, lovely stuff. */ + + sg->val1 = (count<<16)|working; + + pc_setpos(sd,m,x,y,CLR_TELEPORT); + } + } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { + int16 m = map_mapindex2mapid(sg->val3); + if (m < 0) break; //Map not available on this map-server. + unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); + } + } + break; + + case UNT_QUAGMIRE: + if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) + sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + + case UNT_VOLCANO: + case UNT_DELUGE: + case UNT_VIOLENTGALE: + if(!sce) + sc_start(bl,type,100,sg->skill_lv,sg->limit); + break; + + case UNT_SUITON: + if(!sce) + sc_start4(bl,type,100,sg->skill_lv, + map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. + 0,0,sg->limit); + break; + + case UNT_HERMODE: + if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) + status_change_clear_buffs(bl,1); //Should dispell only allies. + case UNT_RICHMANKIM: + case UNT_ETERNALCHAOS: + case UNT_DRUMBATTLEFIELD: + case UNT_RINGNIBELUNGEN: + case UNT_ROKISWEIL: + case UNT_INTOABYSS: + case UNT_SIEGFRIED: + //Needed to check when a dancer/bard leaves their ensemble area. + if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) + return skill_id; + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + break; + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_POEMBRAGI: + case UNT_APPLEIDUN: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) + return 0; + + if (!sc) return 0; + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + else if (sce->val4 == 1) { + //Readjust timers since the effect will not last long. + sce->val4 = 0; + delete_timer(sce->timer, status_change_timer); + sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); + } + break; + + case UNT_FOGWALL: + if (!sce) + { + sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) + skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); + } + break; + + case UNT_GRAVITATION: + if (!sce) + sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + break; + +// officially, icewall has no problems existing on occupied cells [ultramage] +// case UNT_ICEWALL: //Destroy the cell. [Skotlex] +// src->val1 = 0; +// if(src->limit + sg->tick > tick + 700) +// src->limit = DIFF_TICK(tick+700,sg->tick); +// break; + + case UNT_MOONLIT: + //Knockback out of area if affected char isn't in Moonlit effect + if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) + break; + if (ss == bl) //Also needed to prevent infinite loop crash. + break; + skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); + break; + + case UNT_WALLOFTHORN: + if( status_get_mode(bl)&MD_BOSS ) + break; // iRO Wiki says that this skill don't affect to Boss monsters. + if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 ) + skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_VOLCANIC_ASH: + if (!sce) + sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + break; + + case UNT_GD_LEADERSHIP: + case UNT_GD_GLORYWOUNDS: + case UNT_GD_SOULCOLD: + case UNT_GD_HAWKEYES: + if ( !sce ) + sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); + break; + } + return skill_id; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) +{ + struct skill_unit_group *sg; + struct block_list *ss; + TBL_PC* tsd; + struct status_data *tstatus; + struct status_change *tsc; + struct skill_unit_group_tickset *ts; + enum sc_type type; + uint16 skill_id; + int diff=0; + + nullpo_ret(src); + nullpo_ret(bl); + + if (bl->prev==NULL || !src->alive || status_isdead(bl)) + return 0; + + nullpo_ret(sg=src->group); + nullpo_ret(ss=map_id2bl(sg->src_id)); + tsd = BL_CAST(BL_PC, bl); + tsc = status_get_sc(bl); + + if ( tsc && tsc->data[SC_HOVERING] ) + return 0; //Under hovering characters are immune to trap and ground target skills. + + tstatus = status_get_status_data(bl); + type = status_skill2sc(sg->skill_id); + skill_id = sg->skill_id; + + if (sg->interval == -1) { + switch (sg->unit_id) { + case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. + case UNT_FIREPILLAR_ACTIVE: + case UNT_ELECTRICSHOCKER: + case UNT_MANHOLE: + return 0; + default: + ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); + return 0; + } + } + + if ((ts = skill_unitgrouptickset_search(bl,sg,tick))) + { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] + diff = DIFF_TICK(tick,ts->tick); + if (diff < 0) + return 0; + ts->tick = tick+sg->interval; + + if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) + ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); + } + + switch (sg->unit_id) + { + case UNT_FIREWALL: + case UNT_KAEN: + { + int count=0; + const int x = bl->x, y = bl->y; + + if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) ) + break; + + //Take into account these hit more times than the timer interval can handle. + do + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); + while(--src->val2 && x == bl->x && y == bl->y && + ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl)); + + if (src->val2<=0) + skill_delunit(src); + } + break; + + case UNT_SANCTUARY: + if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON ) + { //Only damage enemies with offensive Sanctuary. [Skotlex] + if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) ) + sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate] + } + else + { + int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); + struct mob_data *md = BL_CAST(BL_MOB, bl); +#ifdef RENEWAL + if( md && md->class_ == MOBID_EMPERIUM ) + break; +#endif + if( md && mob_is_battleground(md) ) + break; + if( tstatus->hp >= tstatus->max_hp ) + break; + if( status_isimmune(bl) ) + heal = 0; + clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status_heal(bl, heal, 0, 0); + if( diff >= 500 ) + sg->val1--; + } + if( sg->val1 <= 0 ) + skill_delunitgroup(sg); + break; + + case UNT_EVILLAND: + //Will heal demon and undead element monsters, but not players. + if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) + { //Damage enemies + if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0) + skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + } else { + int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); + if (tstatus->hp >= tstatus->max_hp) + break; + if (status_isimmune(bl)) + heal = 0; + clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + status_heal(bl, heal, 0, 0); + } + break; + + case UNT_MAGNUS: + if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) + break; + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_DUMMYSKILL: + switch (sg->skill_id) + { + case SG_SUN_WARM: //SG skills [Komurka] + case SG_MOON_WARM: + case SG_STAR_WARM: + { + int count = 0; + const int x = bl->x, y = bl->y; + + //If target isn't knocked back it should hit every "interval" ms [Playtester] + do + { + if( bl->type == BL_PC ) + status_zap(bl, 0, 15); // sp damage to players + else // mobs + if( status_charge(ss, 0, 2) ) // costs 2 SP per hit + { + if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) + status_charge(ss, 0, 8); //costs additional 8 SP if miss + } + else + { //should end when out of sp. + sg->limit = DIFF_TICK(tick,sg->tick); + break; + } + } while( x == bl->x && y == bl->y && + ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); + } + break; + /** + * The storm gust counter was dropped in renewal + **/ + #ifndef RENEWAL + case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. + if (tsc) + tsc->sg_counter++; //SG hit counter. + if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) + tsc->sg_counter=0; //Attack absorbed. + break; + #endif + case GS_DESPERADO: + if (rnd()%100 < src->val1) + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case GN_CRAZYWEED_ATK: + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) ) + break; + } + default: + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + } + break; + + case UNT_FIREPILLAR_WAITING: + skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); + skill_delunit(src); + break; + + case UNT_SKIDTRAP: + { + skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); + sg->unit_id = UNT_USED_TRAPS; + clif_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + } + break; + + case UNT_ANKLESNARE: + case UNT_MANHOLE: + if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { + int sec = skill_get_time2(sg->skill_id,sg->skill_lv); + if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { + const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK(td->tick, tick); + unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); + clif_fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; //Couldn't trap it? + if( sg->unit_id == UNT_ANKLESNARE ) { + clif_skillunit_update(&src->bl); + /** + * If you're snared from a trap that was invisible this makes the trap be + * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") + * bugreport:3961 + **/ + clif_changetraplook(&src->bl, UNT_ANKLESNARE); + } + sg->limit = DIFF_TICK(tick,sg->tick)+sec; + sg->interval = -1; + src->range = 0; + } + break; + + case UNT_ELECTRICSHOCKER: + if( bl->id != ss->id ) { + if( status_get_mode(bl)&MD_BOSS ) + break; + if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) { + + map_moveblock(bl, src->bl.x, src->bl.y, tick); + clif_fixpos(bl); + + } + + map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); + sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. + } + break; + + case UNT_VENOMDUST: + if(tsc && !tsc->data[type]) + status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + break; + + + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if( bl->type == BL_PC )// it won't work on players + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + case UNT_CLUSTERBOMB: + if( bl->id == ss->id )// it won't trigger on caster + break; + case UNT_LANDMINE: + case UNT_CLAYMORETRAP: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIREPILLAR_ACTIVE: + map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) + clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + sg->limit=DIFF_TICK(tick,sg->tick)+1500 + + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. + sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. + break; + + case UNT_TALKIEBOX: + if (sg->src_id == bl->id) + break; + if (sg->val2 == 0){ + clif_talkiebox(&src->bl, sg->valstr); + sg->unit_id = UNT_USED_TRAPS; + clif_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit = DIFF_TICK(tick, sg->tick) + 5000; + sg->val2 = -1; + } + break; + + case UNT_LULLABY: + if (ss->id == bl->id) + break; + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_UGLYDANCE: //Ugly Dance [Skotlex] + if (ss->id != bl->id) + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_DISSONANCE: + skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_APPLEIDUN: //Apple of Idun [Skotlex] + { + int heal; +#ifdef RENEWAL + struct mob_data *md = BL_CAST(BL_MOB, bl); + if( md && md->class_ == MOBID_EMPERIUM ) + break; +#endif + if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) ) + break; // affects self only when soullinked + heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); + if( tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + status_heal(bl, heal, 0, 0); + break; + } + + case UNT_TATAMIGAESHI: + case UNT_DEMONSTRATION: + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_GOSPEL: + if (rnd()%100 > sg->skill_lv*10 || ss == bl) + break; + if (battle_check_target(ss,bl,BCT_PARTY)>0) + { // Support Effect only on party, not guild + int heal; + int i = rnd()%13; // Positive buff count + int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration + switch (i) + { + case 0: // Heal 1~9999 HP + heal = rnd() %9999+1; + clif_skill_nodamage(ss,bl,AL_HEAL,heal,1); + status_heal(bl,heal,0,0); + break; + case 1: // End all negative status + status_change_clear_buffs(bl,6); + if (tsd) clif_gospel_info(tsd, 0x15); + break; + case 2: // Immunity to all status + sc_start(bl,SC_SCRESIST,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x16); + break; + case 3: // MaxHP +100% + sc_start(bl,SC_INCMHPRATE,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x17); + break; + case 4: // MaxSP +100% + sc_start(bl,SC_INCMSPRATE,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x18); + break; + case 5: // All stats +20 + sc_start(bl,SC_INCALLSTATUS,100,20,time); + if (tsd) clif_gospel_info(tsd, 0x19); + break; + case 6: // Level 10 Blessing + sc_start(bl,SC_BLESSING,100,10,time); + break; + case 7: // Level 10 Increase AGI + sc_start(bl,SC_INCREASEAGI,100,10,time); + break; + case 8: // Enchant weapon with Holy element + sc_start(bl,SC_ASPERSIO,100,1,time); + if (tsd) clif_gospel_info(tsd, 0x1c); + break; + case 9: // Enchant armor with Holy element + sc_start(bl,SC_BENEDICTIO,100,1,time); + if (tsd) clif_gospel_info(tsd, 0x1d); + break; + case 10: // DEF +25% + sc_start(bl,SC_INCDEFRATE,100,25,time); + if (tsd) clif_gospel_info(tsd, 0x1e); + break; + case 11: // ATK +100% + sc_start(bl,SC_INCATKRATE,100,100,time); + if (tsd) clif_gospel_info(tsd, 0x1f); + break; + case 12: // HIT/Flee +50 + sc_start(bl,SC_INCHIT,100,50,time); + sc_start(bl,SC_INCFLEE,100,50,time); + if (tsd) clif_gospel_info(tsd, 0x20); + break; + } + } + else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) + { // Offensive Effect + int i = rnd()%9; // Negative buff count + int time = skill_get_time2(sg->skill_id, sg->skill_lv); + switch (i) + { + case 0: // Deal 1~9999 damage + skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case 1: // Curse + sc_start(bl,SC_CURSE,100,1,time); + break; + case 2: // Blind + sc_start(bl,SC_BLIND,100,1,time); + break; + case 3: // Poison + sc_start(bl,SC_POISON,100,1,time); + break; + case 4: // Level 10 Provoke + sc_start(bl,SC_PROVOKE,100,10,time); + break; + case 5: // DEF -100% + sc_start(bl,SC_INCDEFRATE,100,-100,time); + break; + case 6: // ATK -100% + sc_start(bl,SC_INCATKRATE,100,-100,time); + break; + case 7: // Flee -100% + sc_start(bl,SC_INCFLEERATE,100,-100,time); + break; + case 8: // Speed/ASPD -25% + sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + break; + } + } + break; + + case UNT_BASILICA: + { + int i = battle_check_target(&src->bl, bl, BCT_ENEMY); + if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) + { // knock-back any enemy except Boss + skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0); + clif_fixpos(bl); + } + + if( sg->src_id != bl->id && i <= 0 ) + sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + } + break; + + case UNT_GRAVITATION: + case UNT_EARTHSTRAIN: + case UNT_FIREWALK: + case UNT_ELECTRICWALK: + case UNT_PSYCHIC_WAVE: + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + map_foreachinrange(skill_trap_splash,&src->bl, + skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, + &src->bl,tick); + sg->unit_id = UNT_USED_TRAPS; + //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + break; + /** + * 3rd stuff + **/ + case UNT_POISONSMOKE: + if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 ) + sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1)); + break; + + case UNT_EPICLESIS: + if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) + { + if( ++sg->val2 % 3 == 0 ) { + int hp, sp; + switch( sg->skill_lv ) + { + case 1: case 2: hp = 3; sp = 2; break; + case 3: case 4: hp = 4; sp = 3; break; + case 5: default: hp = 5; sp = 4; break; + } + hp = tstatus->max_hp * hp / 100; + sp = tstatus->max_sp * sp / 100; + status_heal(bl, hp, sp, 2); + sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); + } + // Reveal hidden players every 5 seconds. + if( sg->val2 % 5 == 0 ) { + // TODO: check if other hidden status can be removed. + status_change_end(bl,SC_HIDING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKING,INVALID_TIMER); + } + } + /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] + else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) ) + skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ + break; + + case UNT_STEALTHFIELD: + if( bl->id == sg->src_id ) + break; // Dont work on Self (video shows that) + case UNT_NEUTRALBARRIER: + sc_start(bl,type,100,sg->skill_lv,sg->interval + 100); + break; + + case UNT_DIMENSIONDOOR: + if( tsd && !map[bl->m].flag.noteleport ) + pc_randomwarp(tsd,3); + else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) + unit_warp(bl,-1,-1,-1,3); + break; + + case UNT_REVERBERATION: + clif_changetraplook(&src->bl,UNT_USED_TRAPS); + map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + sg->limit = DIFF_TICK(tick,sg->tick)+1000; + sg->unit_id = UNT_USED_TRAPS; + break; + + case UNT_SEVERE_RAINSTORM: + if( battle_check_target(&src->bl, bl, BCT_ENEMY) ) + skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); + break; + case UNT_NETHERWORLD: + if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) { + if( !(tsc && tsc->data[type]) ){ + sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); + sg->limit = DIFF_TICK(tick,sg->tick); + sg->unit_id = UNT_USED_TRAPS; + } + } + break; + case UNT_THORNS_TRAP: + if( tsc ) { + if( !sg->val2 ) { + int sec = skill_get_time2(sg->skill_id, sg->skill_lv); + if( sc_start(bl, type, 100, sg->skill_lv, sec) ) { + const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK(td->tick, tick); + ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] + clif_fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; // Couldn't trap it? + sg->limit = DIFF_TICK(tick, sg->tick) + sec; + } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 ) + skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); + } + break; + + case UNT_DEMONIC_FIRE: { + TBL_PC* sd = BL_CAST(BL_PC, ss); + switch( sg->val2 ) { + case 1: + case 2: + default: + sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, + skill_get_time2(sg->skill_id, sg->skill_lv)); + skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, + sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); + break; + case 3: + skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, + CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); + break; + + } + } + break; + + case UNT_FIRE_EXPANSION_SMOKE_POWDER: + sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + break; + + case UNT_FIRE_EXPANSION_TEAR_GAS: + sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); + break; + + case UNT_HELLS_PLANT: + if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ) + skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); + if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them + sg->limit = DIFF_TICK(tick, sg->tick) + 100; + break; + + case UNT_CLOUD_KILL: + if(tsc && !tsc->data[type]) + status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_WARMER: + if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { + int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv. + struct status_change *ssc = status_get_sc(ss); + if( ssc && ssc->data[SC_HEATER_OPTION] ) + hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; + if( tstatus->hp != tstatus->max_hp ) + clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); + if( tsc && tsc->data[SC_AKAITSUKI] && hp ) + hp = ~hp + 1; + status_heal(bl, hp, 0, 0); + sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); + } + break; + + case UNT_FIRE_INSIGNIA: + case UNT_WATER_INSIGNIA: + case UNT_WIND_INSIGNIA: + case UNT_EARTH_INSIGNIA: + case UNT_ZEPHYR: + sc_start(bl,type, 100, sg->skill_lv, sg->interval); + if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) { + int hp = tstatus->max_hp / 100; //+1% each 5s + if ((sg->val3) % 5) { //each 5s + if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){ + status_heal(bl, hp, 0, 2); + } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) + ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) + ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) + ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) + ){ + status_heal(bl, -hp, 0, 0); + } + } + sg->val3++; //timer + if (sg->val3 > 5) sg->val3 = 0; + } + break; + + case UNT_VACUUM_EXTREME: + {// TODO: official behavior in gvg area. [malufett] + int sec = sg->limit - DIFF_TICK(tick, sg->tick); + int range = skill_get_unit_range(sg->skill_id, sg->skill_lv); + + if( tsc && !tsc->data[type] && + distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies + sc_start(bl, type, 100, sg->skill_lv, sec); + + if( unit_is_walking(bl) && // wait until target stop walking + ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range )) + break; + + if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) ) + break; + + if( unit_is_walking(bl) && + distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop + unit_stop_walking(bl,1); + + if( !unit_is_walking(bl) && + distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or + src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center + unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); + clif_fixpos(bl); + } + } + break; + + case UNT_FIRE_MANTLE: + if( battle_check_target(&src->bl, bl, BCT_ENEMY) ) + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_ZENKAI_WATER: + case UNT_ZENKAI_LAND: + case UNT_ZENKAI_FIRE: + case UNT_ZENKAI_WIND: + if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ + switch( sg->unit_id ){ + case UNT_ZENKAI_WATER: + sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_LAND: + sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); + 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)); + 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)); + 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); + break; + } + + if (bl->type == BL_MOB && ss != bl) + mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); + + return skill_id; +} +/*========================================== + * Triggered when a char steps out of a skill cell + *------------------------------------------*/ +int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) +{ + struct skill_unit_group *sg; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + + nullpo_ret(src); + nullpo_ret(bl); + nullpo_ret(sg=src->group); + sc = status_get_sc(bl); + type = status_skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + if( bl->prev==NULL || + (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died. + return 0; + + switch(sg->unit_id){ + case UNT_SAFETYWALL: + case UNT_PNEUMA: + case UNT_EPICLESIS://Arch Bishop + case UNT_NEUTRALBARRIER: + case UNT_STEALTHFIELD: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_BASILICA: + if( sce && sce->val4 == src->bl.id ) + status_change_end(bl, type, INVALID_TIMER); + break; + case UNT_HERMODE: //Clear Hermode if the owner moved. + if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_SPIDERWEB: + { + struct block_list *target = map_id2bl(sg->val2); + if (target && target==bl) + { + if (sce && sce->val3 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + sg->limit = DIFF_TICK(tick,sg->tick)+1000; + } + break; + } + } + return sg->skill_id; +} + +/*========================================== + * Triggered when a char steps out of a skill group (entirely) [Skotlex] + *------------------------------------------*/ +static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) +{ + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; + + type = status_skill2sc(skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + switch (skill_id) + { + case WZ_QUAGMIRE: + if (bl->type==BL_MOB) + break; + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) + { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] + //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. + //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, + //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble + //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel + //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + case MH_STEINWAND: + case MG_SAFETYWALL: + case AL_PNEUMA: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case CG_HERMODE: + case HW_GRAVITATION: + case NJ_SUITON: + case SC_MAELSTROM: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + case SC_BLOODYLUST: + if (sce) { + status_change_end(bl, type, INVALID_TIMER); + status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone + } + break; + + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + if (sce) + { + delete_timer(sce->timer, status_change_timer); + //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... + //not possible on our current implementation. + sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. + sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); + } + break; + case PF_FOGWALL: + if (sce) + { + status_change_end(bl, type, INVALID_TIMER); + if ((sce=sc->data[SC_BLIND])) + { + if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] + status_change_end(bl, SC_BLIND, INVALID_TIMER); + else { + delete_timer(sce->timer, status_change_timer); + sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND); + } + } + } + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + if( !(sce && sce->val4) ) + status_change_end(bl, type, INVALID_TIMER); + break; + } + + return skill_id; +} + +/*========================================== + * Invoked when a unit cell has been placed/removed/deleted. + * flag values: + * flag&1: Invoke onplace function (otherwise invoke onout) + * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) + *------------------------------------------*/ +static int skill_unit_effect (struct block_list* bl, va_list ap) +{ + struct skill_unit* unit = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); + unsigned int flag = va_arg(ap,unsigned int); + uint16 skill_id; + bool dissonance; + + if( (!unit->alive && !(flag&4)) || bl->prev == NULL ) + return 0; + + nullpo_ret(group); + + dissonance = skill_dance_switch(unit, 0); + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = group->skill_id; + //Target-type check. + if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) { + if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) + skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. + } else { + if( flag&1 ) + skill_unit_onplace(unit,bl,tick); + else + skill_unit_onout(unit,bl,tick); + + if( flag&4 ) + skill_unit_onleft(skill_id, bl, tick); + } + + if( dissonance ) skill_dance_switch(unit, 1); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) +{ + struct skill_unit_group *sg; + + nullpo_ret(src); + nullpo_ret(sg=src->group); + + switch( sg->unit_id ) { + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + case UNT_ICEWALL: + case UNT_REVERBERATION: + case UNT_WALLOFTHORN: + src->val1-=damage; + break; + default: + damage = 0; + break; + } + return damage; +} + +/*========================================== + * + *------------------------------------------*/ +static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) +{ + int *c, skill_id; + struct block_list *src; + struct map_session_data *sd; + struct map_session_data *tsd; + int *p_sd; //Contains the list of characters found. + + nullpo_ret(bl); + nullpo_ret(tsd=(struct map_session_data*)bl); + nullpo_ret(src=va_arg(ap,struct block_list *)); + nullpo_ret(sd=(struct map_session_data*)src); + + c=va_arg(ap,int *); + p_sd = va_arg(ap, int *); + skill_id = va_arg(ap,int); + + if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) ) + return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] + + if (bl == src) + return 0; + + if(pc_isdead(tsd)) + return 0; + + if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING )) + return 0; + + if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) { + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + } else { + + switch(skill_id) { + case PR_BENEDICTIO: { + uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); + dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. + if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. + && sd->status.sp >= 10) + p_sd[(*c)++]=tsd->bl.id; + return 1; + } + case AB_ADORAMUS: + // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster + if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case WL_COMET: + // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster + if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case LG_RAYOFGENESIS: + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && + tsd->sc.data[SC_BANDING] ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] + { + uint16 skill_lv; + if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) + return 0; + if (sd->status.sex != tsd->status.sex && + (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && + (skill_lv = pc_checkskill(tsd, skill_id)) > 0 && + (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && + sd->status.party_id && tsd->status.party_id && + sd->status.party_id == tsd->status.party_id && + !tsd->sc.data[SC_DANCING]) + { + p_sd[(*c)++]=tsd->bl.id; + return skill_lv; + } else { + return 0; + } + } + break; + } + + } + return 0; +} + +/*========================================== + * Checks and stores partners for ensemble skills [Skotlex] + *------------------------------------------*/ +int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag) +{ + static int c=0; + static int p_sd[2] = { 0, 0 }; + int i; + bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ); + + if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. + + if (cast_flag) { //Execute the skill on the partners. + struct map_session_data* tsd; + switch (skill_id) { + case PR_BENEDICTIO: + for (i = 0; i < c; i++) { + if ((tsd = map_id2sd(p_sd[i])) != NULL) + status_charge(&tsd->bl, 0, 10); + } + return c; + case AB_ADORAMUS: + if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) { + i = 2 * (*skill_lv); + status_charge(&tsd->bl, 0, i); + } + break; + case WM_GREAT_ECHO: + for( i = 0; i < c; i++ ) { + if( (tsd = map_id2sd(p_sd[i])) != NULL ) + status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c); + } + break; + default: //Warning: Assuming Ensemble skills here (for speed) + if( is_chorus ) + break;//Chorus skills are not to be parsed as ensambles + if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) { + sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; + sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); + clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); + tsd->skill_id_dance = skill_id; + tsd->skill_lv_dance = *skill_lv; + } + return c; + } + } + + //Else: new search for partners. + c = 0; + memset (p_sd, 0, sizeof(p_sd)); + if( is_chorus ) + i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); + else + i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); + + if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. + *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. + return c; +} + +/*========================================== + * + *------------------------------------------*/ +static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) +{ + int *c,src_id,mob_class,skill; + struct mob_data *md; + + md=(struct mob_data*)bl; + src_id=va_arg(ap,int); + mob_class=va_arg(ap,int); + skill=va_arg(ap,int); + c=va_arg(ap,int *); + + if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) ) + return 0; //Non alchemist summoned mobs have nothing to do here. + + if(md->class_==mob_class) + (*c)++; + + return 1; +} + +/*========================================== + * Determines if a given skill should be made to consume ammo + * when used by the player. [Skotlex] + *------------------------------------------*/ +int skill_isammotype (struct map_session_data *sd, int skill) +{ + return ( + battle_config.arrow_decrement==2 && + (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + skill != HT_PHANTASMIC && + skill_get_type(skill) == BF_WEAPON && + !(skill_get_nk(skill)&NK_NO_DAMAGE) && + !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. + ); +} + +int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct status_data *status; + struct status_change *sc; + struct skill_condition require; + int i; + + nullpo_ret(sd); + + if (sd->chatID) return 0; + + if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) + { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check. + sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. + return 1; + } + + switch( sd->menuskill_id ) { + case AM_PHARMACY: + switch( skill_id ) { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + return 0; + } + break; + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + if( sd->menuskill_id != skill_id ) + return 0; + break; + } + status = &sd->battle_status; + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + if( sd->skillitem == skill_id ) + { + if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] + sd->state.abra_flag = 0; + else + { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] + if( (i = sd->itemindex) == -1 || + sd->status.inventory[i].nameid != sd->itemid || + sd->inventory_data[i] == NULL || + !sd->inventory_data[i]->flag.delay_consume || + sd->status.inventory[i].amount < 1 + ) + { //Something went wrong, item exploit? + sd->itemid = sd->itemindex = -1; + return 0; + } + //Consume + sd->itemid = sd->itemindex = -1; + if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] + ; //Do not consume item. + else if( sd->status.inventory[i].expire_time == 0 ) + pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration + } + return 1; + } + + if( pc_is90overweight(sd) ) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) + return 0; + + switch( skill_id ) { // Turn off check. + case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: + case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: + case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: + case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO: + if( sc && sc->data[status_skill2sc(skill_id)] ) + return 1; + } + + // Check the skills that can be used while mounted on a warg + if( pc_isridingwug(sd) ) { + switch( skill_id ) { + case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: + case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: + case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB: + case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: + case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE: + break; + default: // in official there is no message. + return 0; + } + + } + if( pc_ismadogear(sd) ) { + switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie] + case BS_REPAIRWEAPON: case WS_MELTDOWN: + case BS_HAMMERFALL: case WS_CARTBOOST: + 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_GREED: + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + default: //Only Mechanic exlcusive skill can be used. + break; + } + } + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return 0; + + require = skill_get_requirement(sd,skill_id,skill_lv); + + //Can only update state when weapon/arrow info is checked. + sd->state.arrow_atk = require.ammo?1:0; + + // perform skill-specific checks (and actions) + switch( skill_id ) { + case SO_SPELLFIST: + if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case SA_CASTCANCEL: + if(sd->ud.skilltimer == INVALID_TIMER) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AL_WARP: + if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP)); + clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." + return 0; + } + break; + case MO_CALLSPIRITS: + if(sc && sc->data[SC_RAISINGDRAGON]) + skill_lv += sc->data[SC_RAISINGDRAGON]->val1; + if(sd->spiritball >= skill_lv) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case MO_FINGEROFFENSIVE: + case GS_FLING: + case SR_RAMPAGEBLASTER: + case SR_RIDEINLIGHTNING: + if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else + sd->spiritball_old = require.spiritball; + break; + case MO_CHAINCOMBO: + if(!sc) + return 0; + if(sc->data[SC_BLADESTOP]) + break; + if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) + break; + return 0; + case MO_COMBOFINISH: + if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) + return 0; + break; + case CH_TIGERFIST: + if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) + return 0; + break; + 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) + return 0; + break; + 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) { + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + break; + default: + return 0; + } + } + else if( !unit_can_move(&sd->bl) ) + { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_MISSION: + if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) + {// Cannot be used by Non-Taekwon classes + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case TK_JUMPKICK: + if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) + {// Soul Linkers cannot use this skill + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + return 0; //Anti-Soul Linker check in case you job-changed with Stances active. + if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK) + return 0; //Combo needs to be ready + + if (sc->data[SC_COMBO]->val3) { //Kick chain + //Do not repeat a kick. + if (sc->data[SC_COMBO]->val3 != skill_id) + break; + status_change_end(&sd->bl, SC_COMBO, 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. + unit_cancel_combo(&sd->bl); + return 0; + } + break; //Combo ready. + case BD_ADAPTATION: + { + int time; + if(!(sc && sc->data[SC_DANCING])) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + time = 1000*(sc->data[SC_DANCING]->val3>>16); + if (skill_get_time( + (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID + (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV + - time < skill_get_time2(skill_id,skill_lv)) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + + case PR_BENEDICTIO: + if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case SL_SMA: + if(!(sc && sc->data[SC_SMA])) + return 0; + break; + + case HT_POWER: + if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)) + return 0; + break; + + case CG_HERMODE: + if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] + { + int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1; + int size = range*2+1; + for (i=0;i<size*size;i++) { + x = sd->bl.x+(i%size-range); + y = sd->bl.y+(i/size-range); + if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + } + break; + case PR_REDEMPTIO: + { + int exp; + if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) || + ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. + return 0; + } + break; + } + case AM_TWILIGHT2: + case AM_TWILIGHT3: + if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + if (sc && sc->data[SC_MIRACLE]) + break; + i = skill_id-SG_SUN_WARM; + if (sd->bl.m == sd->feel_map[i].m) + break; + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + break; + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + if (sc && sc->data[SC_MIRACLE]) + break; + i = skill_id-SG_SUN_COMFORT; + if (sd->bl.m == sd->feel_map[i].m && + (battle_config.allow_skill_without_day || sg_info[i].day_func())) + break; + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + case SG_FUSION: + if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR) + break; + //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] + //Only invoke on skill begin cast (instant cast skill). [Kevin] + if( require.sp > 0 ) + { + if (status->sp < (unsigned int)require.sp) + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); + else + status_zap(&sd->bl, 0, require.sp); + } + return 0; + case GD_BATTLEORDER: + case GD_REGENERATION: + case GD_RESTORE: + if (!map_flag_gvg2(sd->bl.m)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case GD_EMERGENCYCALL: + // other checks were already done in skillnotok() + if (!sd->status.guild_id || !sd->state.gmaster_flag) + return 0; + break; + + case GS_GLITTERING: + if(sd->spiritball >= 10) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ISSEN: +#ifdef RENEWAL + if (status->hp < (status->hp/100)) { +#else + if (status->hp < 2) { +#endif + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case NJ_BUNSINJYUTSU: + if (!(sc && sc->data[SC_NEN])) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + if(sd->status.zeny < require.zeny) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); + return 0; + } + break; + case PF_HPCONVERSION: + if (status->sp == status->max_sp) + return 0; //Unusable when at full SP. + break; + case AM_CALLHOMUN: //Can't summon if a hom is already out + if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% + if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + { + int count = 0; + for( i = 0; i < MAX_INVENTORY; i ++ ) + if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) + count += sd->status.inventory[i].amount; + if( count >= 3 ) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); + return 0; + } + } + break; + /** + * Keeping as a note: + * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed + **/ + //case AB_LAUDAAGNUS: + //case AB_LAUDARAMUS: + // if( !sd->status.party_id ) { + // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + // return 0; + // } + // break; + + case AB_ADORAMUS: + /** + * Warlock + **/ + case WL_COMET: + if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) + { + //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + if( sc ) + { + 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; + } + } + break; + /** + * Guilotine Cross + **/ + case GC_HALLUCINATIONWALK: + if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); + return 0; + } + break; + /** + * Ranger + **/ + case RA_WUGMASTERY: + if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case RA_WUGSTRIKE: + if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + 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); + return 0; + } + break; + case RA_WUGDASH: + if(!pc_isridingwug(sd)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Royal Guard + **/ + case LG_BANDING: + if( sc && sc->data[SC_INSPIRATION] ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_PRESTIGE: + if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_RAGEBURST: + if( sd->spiritball == 0 ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0); + return 0; + } + sd->spiritball_old = require.spiritball = sd->spiritball; + break; + case LG_RAYOFGENESIS: + if( sc && sc->data[SC_INSPIRATION] ) + return 1; // Don't check for partner. + if( !(sc && sc->data[SC_BANDING]) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); + return 0; + } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 ) + return 0; // Just fails, no msg here. + break; + case LG_HESPERUSLIT: + if( !sc || !sc->data[SC_BANDING] ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SR_FALLENEMPIRE: + if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) ) + return 0; + break; + + case SR_CRESCENTELBOW: + if( sc && sc->data[SC_CRESCENTELBOW] ) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); + return 0; + } + break; + case SR_CURSEDCIRCLE: + if (map_flag_gvg(sd->bl.m)) { + if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB, + MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { + char output[128]; + sprintf(output, "You're too close to a stone or emperium to do this skill"); + clif_colormes(sd, COLOR_RED, output); + return 0; + } + } + if( sd->spiritball > 0 ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else { + clif_skill_fail(sd,skill_id,0,0); + return 0; + } + break; + case SR_GATEOFHELL: + if( sd->spiritball > 0 ) + sd->spiritball_old = require.spiritball; + break; + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + if( sc && sc->data[SC_MAGNETICFIELD] ) { + clif_skill_fail(sd,skill_id,0,0); + return 0; + } + break; + case WM_GREAT_ECHO: { + int count; + count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0); + if( count < 1 ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); + return 0; + } else + require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. + } + break; + case SO_FIREWALK: + case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. + if( sc && sc->data[SC_PROPERTYWALK] && + sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { + clif_skill_fail(sd,skill_id,0x0,0); + return 0; + } + break; + case SO_EL_CONTROL: + if( !sd->status.ele_id || !sd->ed ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case RETURN_TO_ELDICASTES: + if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_REFLECTDAMAGE: + case CR_REFLECTSHIELD: + if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + { + int ttype = skill_get_ele(skill_id, skill_lv); + 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); + return 0; + } + } + break; + case KO_KAIHOU: + case KO_ZENKAI: + ARR_FIND(1, 6, i, sd->talisman[i] > 0); + if( i > 4 ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + + switch(require.state) { + case ST_HIDING: + if(!(sc && sc->option&OPTION_HIDE)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CLOAKING: + if(!pc_iscloaking(sd)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_HIDDEN: + if(!pc_ishiding(sd)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RIDING: + if(!pc_isriding(sd)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_FALCON: + if(!pc_isfalcon(sd)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CARTBOOST: + if(!(sc && sc->data[SC_CARTBOOST])) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_CART: + if(!pc_iscarton(sd)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_SHIELD: + if(sd->status.shield <= 0) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_SIGHT: + if(!(sc && sc->data[SC_SIGHT])) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_EXPLOSIONSPIRITS: + if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RECOV_WEIGHT_RATE: + if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_MOVE_ENABLE: + if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id) + sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] + + if (!unit_can_move(&sd->bl)) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_WATER: + if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON])) + break; + if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) + break; + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + /** + * Rune Knight + **/ + case ST_RIDINGDRAGON: + if( !pc_isridingdragon(sd) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Wug + **/ + case ST_WUG: + if( !pc_iswug(sd) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Riding Wug + **/ + case ST_RIDINGWUG: + if( !pc_isridingwug(sd) ){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Mechanic + **/ + case ST_MADO: + if( !pc_ismadogear(sd) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Sorcerer + **/ + case ST_ELEMENTALSPIRIT: + if(!sd->ed) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); + return 0; + } + break; + case ST_POISONINGWEAPON: + if (!(sc && sc->data[SC_POISONINGWEAPON])) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); + return 0; + } + break; + case ST_ROLLINGCUTTER: + if (!(sc && sc->data[SC_ROLLINGCUTTER])) { + clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0); + return 0; + } + break; + case ST_MH_FIGHTING: + if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_MH_GRAPPLING: + if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + + if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) { + //mhp is the max-hp-requirement, that is, + //you must have this % or less of HP to cast it. + clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if( require.sp > 0 && status->sp < (unsigned int)require.sp) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); + return 0; + } + + if( require.zeny > 0 && sd->status.zeny < require.zeny ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); + return 0; + } + + if( require.spiritball > 0 && sd->spiritball < require.spiritball) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball); + return 0; + } + + return 1; +} + +int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) +{ + struct skill_condition require; + struct status_data *status; + int i; + int index[MAX_SKILL_ITEM_REQUIRE]; + + nullpo_ret(sd); + + if( sd->chatID ) + return 0; + + if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { + //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check. + sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. + return 1; + } + + switch( sd->menuskill_id ) { // Cast start or cast end?? + case AM_PHARMACY: + switch( skill_id ) { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + return 0; + } + break; + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + if( sd->menuskill_id != skill_id ) + return 0; + break; + } + + if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus) + return 1; + + if( pc_is90overweight(sd) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + // perform skill-specific checks (and actions) + switch( skill_id ) { + case PR_BENEDICTIO: + skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1); + break; + case AM_CANNIBALIZE: + case AM_SPHEREMINE: { + int c=0; + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv); + int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; + if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { + i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if(c >= maxcount || + (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) + { //Fails when: exceed max limit. There are other plant types already out. + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + } + case NC_SILVERSNIPER: + case NC_MAGICDECOY: { + int c = 0, j; + int maxcount = skill_get_maxcount(skill_id,skill_lv); + int mob_class = 2042; + if( skill_id == NC_MAGICDECOY ) + mob_class = 2043; + + if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { + if( skill_id == NC_MAGICDECOY ) { + for( j = mob_class; j <= 2046; j++ ) + map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); + } else + map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if( c >= maxcount ) { + clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + } + break; + case KO_ZANZOU: { + int c = 0; + i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); + if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) + { + clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + break; + } + + status = &sd->battle_status; + + require = skill_get_requirement(sd,skill_id,skill_lv); + + if( require.hp > 0 && status->hp <= (unsigned int)require.hp) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. + if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { + clif_arrow_fail(sd,0); + return 0; + } else if( sd->status.inventory[i].amount < require.ammo_qty ) { + char e_msg[100]; + sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.", + skill_get_desc(skill_id), + require.ammo_qty, + itemdb_jname(sd->status.inventory[i].nameid)); + clif_colormes(sd,COLOR_RED,e_msg); + return 0; + } + if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message + //which is the closest we have to wrong ammo type. [Skotlex] + clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] + //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { + if( !require.itemid[i] ) + continue; + index[i] = pc_search_inventory(sd,require.itemid[i]); + if( index[i] < 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); + return 0; + } + } + + return 1; +} + +// type&2: consume items (after skill was used) +// type&1: consume the others (before skill was used) +int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) +{ + struct skill_condition req; + + nullpo_ret(sd); + + req = skill_get_requirement(sd,skill_id,skill_lv); + + if( type&1 ) + { + if( skill_id == CG_TAROTCARD || sd->state.autocast ) + req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] + if(req.hp || req.sp) + status_zap(&sd->bl, req.hp, req.sp); + + if(req.spiritball > 0) + pc_delspiritball(sd,req.spiritball,0); + + if(req.zeny > 0) + { + if( skill_id == NJ_ZENYNAGE ) + req.zeny = 0; //Zeny is reduced on skill_attack. + if( sd->status.zeny < req.zeny ) + req.zeny = sd->status.zeny; + pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL); + } + } + + if( type&2 ) + { + struct status_change *sc = &sd->sc; + int n,i; + + if( !sc->count ) + sc = NULL; + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) + { + if( !req.itemid[i] ) + continue; + + if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) + continue; //Gemstones are checked, but not substracted from inventory. + + switch( skill_id ){ + case SA_SEISMICWEAPON: + if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_FLAMELAUNCHER: + case SA_VOLCANO: + if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_FROSTWEAPON: + case SA_DELUGE: + if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_LIGHTNINGLOADER: + case SA_VIOLENTGALE: + if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) + continue; + break; + } + + if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 ) + pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); + } + } + + return 1; +} + +struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) +{ + struct skill_condition req; + struct status_data *status; + struct status_change *sc; + int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; + uint16 idx; + + memset(&req,0,sizeof(req)); + + if( !sd ) + return req; + + if( sd->skillitem == skill_id ) + return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish] + + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + switch( skill_id ) + { // Turn off check. + case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: + case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: + case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: + case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO: + if( sc && sc->data[status_skill2sc(skill_id)] ) + return req; + } + + idx = skill_get_index(skill_id); + if( idx == 0 ) // invalid skill id + return req; + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return req; + + status = &sd->battle_status; + + req.hp = skill_db[idx].hp[skill_lv-1]; + hp_rate = skill_db[idx].hp_rate[skill_lv-1]; + if(hp_rate > 0) + req.hp += (status->hp * hp_rate)/100; + else + req.hp += (status->max_hp * (-hp_rate))/100; + + req.sp = skill_db[idx].sp[skill_lv-1]; + if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) + req.sp /= 2; + sp_rate = skill_db[idx].sp_rate[skill_lv-1]; + if(sp_rate > 0) + req.sp += (status->sp * sp_rate)/100; + else + req.sp += (status->max_sp * (-sp_rate))/100; + if( sd->dsprate != 100 ) + req.sp = req.sp * sd->dsprate / 100; + + ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id); + if( i < ARRAYLENGTH(sd->skillusesprate) ) + sp_skill_rate_bonus += sd->skillusesprate[i].val; + ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); + if( i < ARRAYLENGTH(sd->skillusesp) ) + req.sp -= sd->skillusesp[i].val; + + req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); + + if( sc ) { + if( sc->data[SC__LAZINESS] ) + req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; + if (sc->data[SC_UNLIMITEDHUMMINGVOICE]) + req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100; + if( sc->data[SC_RECOGNIZEDSPELL] ) + req.sp += req.sp / 4; + } + + req.zeny = skill_db[idx].zeny[skill_lv-1]; + + if( sc && sc->data[SC__UNLUCKY] ) + req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; + + req.spiritball = skill_db[idx].spiritball[skill_lv-1]; + + req.state = skill_db[idx].state; + + req.mhp = skill_db[idx].mhp[skill_lv-1]; + + req.weapon = skill_db[idx].weapon; + + req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1]; + if (req.ammo_qty) + req.ammo = skill_db[idx].ammo; + + if (!req.ammo && skill_id && skill_isammotype(sd, skill_id)) + { //Assume this skill is using the weapon, therefore it requires arrows. + req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. + req.ammo_qty = 1; + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { + if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) + continue; + + switch( skill_id ) { + case AM_CALLHOMUN: + if (sd->status.hom_id) //Don't delete items when hom is already out. + continue; + break; + case NC_SHAPESHIFT: + if( i < 4 ) + continue; + break; + case WZ_FIREPILLAR: // celest + if (skill_lv <= 5) // no gems required at level 1-5 + continue; + break; + case AB_ADORAMUS: + if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) + continue; + break; + case WL_COMET: + if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) + continue; + break; + case GN_FIRE_EXPANSION: + if( i < 5 ) + continue; + break; + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if( i < 3 ) + continue; + break; + } + + req.itemid[i] = skill_db[idx].itemid[i]; + req.amount[i] = skill_db[idx].amount[i]; + + if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN ) + { + if( sd->special_state.no_gemstone ) + { //Make it substract 1 gem rather than skipping the cost. + if( --req.amount[i] < 1 ) + req.itemid[i] = 0; + } + if(sc && sc->data[SC_INTOABYSS]) + { + if( skill_id != SA_ABRACADABRA ) + req.itemid[i] = req.amount[i] = 0; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem + } + } + if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){ + int16 itIndex; + if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){ + req.itemid[i] = ITEMID_TRAP_ALLOY; + req.amount[i] = 1; + } + break; + } + } + + /* requirements are level-dependent */ + switch( skill_id ) { + case NC_SHAPESHIFT: + case GN_FIRE_EXPANSION: + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1]; + break; + } + + // Check for cost reductions due to skills & SCs + switch(skill_id) { + case MC_MAMMONITE: + if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) + req.zeny -= req.zeny*10/100; + break; + case AL_HOLYLIGHT: + if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST) + req.sp *= 5; + break; + case SL_SMA: + case SL_STUN: + case SL_STIN: + { + int kaina_lv = pc_checkskill(sd,SL_KAINA); + + if(kaina_lv==0 || sd->status.base_level<70) + break; + if(sd->status.base_level>=90) + req.sp -= req.sp*7*kaina_lv/100; + else if(sd->status.base_level>=80) + req.sp -= req.sp*5*kaina_lv/100; + else if(sd->status.base_level>=70) + req.sp -= req.sp*3*kaina_lv/100; + } + break; + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) + req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. + break; + case MO_BODYRELOCATION: + if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) + req.spiritball = 0; + break; + case MO_EXTREMITYFIST: + if( sc ) + { + if( sc->data[SC_BLADESTOP] ) + req.spiritball--; + else if( sc->data[SC_COMBO] ) + { + switch( sc->data[SC_COMBO]->val1 ) + { + case MO_COMBOFINISH: + req.spiritball = 4; + break; + case CH_TIGERFIST: + req.spiritball = 3; + break; + case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. + req.spiritball = sd->spiritball?sd->spiritball:1; + break; + } + }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5) + req.spiritball = sd->spiritball; // must consume all regardless of the amount required + } + break; + case SR_RAMPAGEBLASTER: + req.spiritball = sd->spiritball?sd->spiritball:15; + break; + case SR_GATEOFHELL: + if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) + req.sp -= req.sp * 10 / 100; + break; + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100; + break; + case SO_PSYCHIC_WAVE: + if( sc && sc->data[SC_BLAST_OPTION] ) + req.sp += req.sp * 150 / 100; + break; + } + + return req; +} + +/*========================================== + * Does cast-time reductions based on dex, item bonuses and config setting + *------------------------------------------*/ +int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int time = skill_get_cast(skill_id, skill_lv); + + nullpo_ret(bl); +#ifndef RENEWAL_CAST + { + struct map_session_data *sd; + + sd = BL_CAST(BL_PC, bl); + + // calculate base cast time (reduced by dex) + if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) { + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if( scale > 0 ) // not instant cast + time = time * scale / battle_config.castrate_dex_scale; + else + return 0; // instant cast + } + + // calculate cast time reduced by item/card bonuses + if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd ) + { + int i; + if( sd->castrate != 100 ) + time = time * sd->castrate / 100; + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + { + if( sd->skillcast[i].id == skill_id ) + { + time+= time * sd->skillcast[i].val / 100; + break; + } + } + } + + } +#endif + // config cast time multiplier + if (battle_config.cast_rate != 100) + time = time * battle_config.cast_rate / 100; + // return final cast time + time = max(time, 0); + +// ShowInfo("Castime castfix = %d\n",time); + return time; +} + +/*========================================== + * Does cast-time reductions based on sc data. + *------------------------------------------*/ +int skill_castfix_sc (struct block_list *bl, int time) +{ + struct status_change *sc = status_get_sc(bl); + + if( time < 0 ) + return 0; + + if (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_SUFFRAGIUM]) { + time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; + status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); + } + if (sc->data[SC_MEMORIZE]) { + time>>=1; + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; + if (sc->data[SC_IZAYOI]) + time -= time * 50 / 100; + } + time = max(time, 0); + +// ShowInfo("Castime castfix_sc = %d\n",time); + return time; +} +#ifdef RENEWAL_CAST +int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) +{ + struct status_change *sc = status_get_sc(bl); + struct map_session_data *sd = BL_CAST(BL_PC,bl); + int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; + + if( time < 0 ) + return 0; + + if( fixed == 0 ){ + fixed = (int)time * 20 / 100; // fixed time + time = time * 80 / 100; // variable time + }else if( fixed < 0 ) // no fixed cast time + fixed = 0; + + if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. + if( sd->bonus.varcastrate < 0 ) + VARCAST_REDUCTION(sd->bonus.varcastrate); + for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) + if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast + fixed += sd->skillfixcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) + if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast + time += sd->skillvarcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) < 0) + VARCAST_REDUCTION(i); + break; + } + } + + if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) { + // All variable cast additive bonuses must come first + if (sc->data[SC_SLOWCAST]) + VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); + + // Variable cast reduction bonuses + if (sc->data[SC_SUFFRAGIUM]) { + VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); + status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); + } + if (sc->data[SC_MEMORIZE]) { + VARCAST_REDUCTION(50); + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); + if (sc->data[SC_IZAYOI]) + VARCAST_REDUCTION(50); + if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER)) + VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. + // 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); + // Fixed cast non percentage bonuses + if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) ) + fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; + if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN)) + fixed = 0; + if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) + fixed -= 1000; + } + + if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ + VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); + fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); + } + + if( varcast_r < 0 ) // now compute overall factors + time = time * (1 - (float)varcast_r / 100); + if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point + time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; + // underflow checking/capping + time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); + + return (int)time; +} +#endif + +/*========================================== + * Does delay reductions based on dex/agi, sc data, item bonuses, ... + *------------------------------------------*/ +int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) +{ + int delaynodex = skill_get_delaynodex(skill_id, skill_lv); + int time = skill_get_delay(skill_id, skill_lv); + struct map_session_data *sd; + struct status_change *sc = status_get_sc(bl); + + nullpo_ret(bl); + sd = BL_CAST(BL_PC, bl); + + if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL) + return 0; //Will use picked skill's delay. + + if (bl->type&battle_config.no_skill_delay) + return battle_config.min_skill_delay_limit; + + if (time < 0) + time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. + + // Delay reductions + switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex. + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); + break; + case HP_BASILICA: + if( sc && !sc->data[SC_BASILICA] ) + time = 0; // There is no Delay on Basilica creation, only on cancel + break; + default: + if (battle_config.delay_dependon_dex && !(delaynodex&1)) + { // if skill delay is allowed to be reduced by dex + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + if (battle_config.delay_dependon_agi && !(delaynodex&1)) + { // if skill delay is allowed to be reduced by agi + int scale = battle_config.castrate_dex_scale - status_get_agi(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + } + + if ( sc && sc->data[SC_SPIRIT] ) + { + switch (skill_id) { + case CR_SHIELDBOOMERANG: + if (sc->data[SC_SPIRIT]->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) + time /= 2; + break; + } + } + + if (!(delaynodex&2)) + { + if (sc && sc->count) { + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; + if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND)) + time /= 2; // After Delay of Wind element spells reduced by 50%. + } + + } + + if( !(delaynodex&4) && sd && sd->delayrate != 100 ) + time = time * sd->delayrate / 100; + + if (battle_config.delay_rate != 100) + time = time * battle_config.delay_rate / 100; + + //min delay + time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] + time = max(time, battle_config.min_skill_delay_limit); + +// ShowInfo("Delay delayfix = %d\n",time); + return time; +} + +/*========================================= + * + *-----------------------------------------*/ +struct square { + int val1[5]; + int val2[5]; +}; + +static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) +{ + nullpo_retv(tc); + + if(dir == 0){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y-1; + } + else if(dir==2){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x+1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } + else if(dir==4){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y+1; + } + else if(dir==6){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x-1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } + else if(dir==1){ + tc->val1[0]=x-1; + tc->val1[1]=x; + tc->val1[2]=x+1; + tc->val1[3]=x+2; + tc->val1[4]=x+3; + tc->val2[0]=y-4; + tc->val2[1]=y-3; + tc->val2[2]=y-1; + tc->val2[3]=y; + tc->val2[4]=y+1; + } + else if(dir==3){ + tc->val1[0]=x+3; + tc->val1[1]=x+2; + tc->val1[2]=x+1; + tc->val1[3]=x; + tc->val1[4]=x-1; + tc->val2[0]=y-1; + tc->val2[1]=y; + tc->val2[2]=y+1; + tc->val2[3]=y+2; + tc->val2[4]=y+3; + } + else if(dir==5){ + tc->val1[0]=x+1; + tc->val1[1]=x; + tc->val1[2]=x-1; + tc->val1[3]=x-2; + tc->val1[4]=x-3; + tc->val2[0]=y+3; + tc->val2[1]=y+2; + tc->val2[2]=y+1; + tc->val2[3]=y; + tc->val2[4]=y-1; + } + else if(dir==7){ + tc->val1[0]=x-3; + tc->val1[1]=x-2; + tc->val1[2]=x-1; + tc->val1[3]=x; + tc->val1[4]=x+1; + tc->val2[1]=y; + tc->val2[0]=y+1; + tc->val2[2]=y-1; + tc->val2[3]=y-2; + tc->val2[4]=y-3; + } + +} + +static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) +{ + int c; + nullpo_retv(tc); + + for( c = 0; c < 5; c++ ) + { + switch( dir ) + { + case 0: tc->val2[c]+=are; break; + case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; + case 2: tc->val1[c]-=are; break; + case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; + case 4: tc->val2[c]-=are; break; + case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; + case 6: tc->val1[c]+=are; break; + case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; + } + } +} + +void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) +{ + int c,n=4; + uint8 dir = map_calc_dir(src,bl->x,bl->y); + struct square tc; + int x=bl->x,y=bl->y; + skill_brandishspear_first(&tc,dir,x,y); + skill_brandishspear_dir(&tc,dir,4); + skill_area_temp[1] = bl->id; + + if(skill_lv > 9){ + for(c=1;c<4;c++){ + map_foreachincell(skill_area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill_castend_damage_id); + } + } + if(skill_lv > 6){ + skill_brandishspear_dir(&tc,dir,-1); + n--; + }else{ + skill_brandishspear_dir(&tc,dir,-2); + n-=2; + } + + if(skill_lv > 3){ + for(c=0;c<5;c++){ + map_foreachincell(skill_area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill_castend_damage_id); + if(skill_lv > 6 && n==3 && c==4){ + skill_brandishspear_dir(&tc,dir,-1); + n--;c=-1; + } + } + } + for(c=0;c<10;c++){ + if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); + map_foreachincell(skill_area_sub, + bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } +} + +/*========================================== + * Weapon Repair [Celest/DracoRPG] + *------------------------------------------*/ +void skill_repairweapon (struct map_session_data *sd, int idx) { + int material; + int materials[4] = { 1002, 998, 999, 756 }; + struct item *item; + struct map_session_data *target_sd; + + nullpo_retv(sd); + + if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed.... + return; + + if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) + return; + if( idx < 0 || idx >= MAX_INVENTORY ) + return; //Invalid index?? + + item = &target_sd->status.inventory[idx]; + if( item->nameid <= 0 || item->attribute == 0 ) + return; //Again invalid item.... + + if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){ + clif_item_repaireffect(sd,idx,1); + return; + } + + if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) + material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon + else + material = materials [2]; // Armors consume 1 Steel + if ( pc_search_inventory(sd,material) < 0 ) { + clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + return; + } + + clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); + + item->attribute = 0;/* clear broken state */ + + clif_equiplist(target_sd); + + pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); + + clif_item_repaireffect(sd,idx,0); + + if( sd != target_sd ) + clif_item_repaireffect(target_sd,idx,0); +} + +/*========================================== + * Item Appraisal + *------------------------------------------*/ +void skill_identify (struct map_session_data *sd, int idx) +{ + int flag=1; + + nullpo_retv(sd); + + if(idx >= 0 && idx < MAX_INVENTORY) { + if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + flag=0; + sd->status.inventory[idx].identify=1; + } + } + clif_item_identified(sd,idx,flag); +} + +/*========================================== + * Weapon Refine [Celest] + *------------------------------------------*/ +void skill_weaponrefine (struct map_session_data *sd, int idx) +{ + nullpo_retv(sd); + + if (idx >= 0 && idx < MAX_INVENTORY) + { + int i = 0, ep = 0, per; + int material[5] = { 0, 1010, 1011, 984, 984 }; + struct item *item; + struct item_data *ditem = sd->inventory_data[idx]; + item = &sd->status.inventory[idx]; + + if(item->nameid > 0 && ditem->type == IT_WEAPON) + { + if( 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 ) + { + clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + 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] + + pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); + if (per > rnd() % 100) { + log_pick_pc(sd, LOG_TYPE_OTHER, -1, item); + item->refine++; + log_pick_pc(sd, LOG_TYPE_OTHER, 1, item); + if(item->equip) { + ep = item->equip; + pc_unequipitem(sd,idx,3); + } + clif_refine(sd->fd,0,idx,item->refine); + clif_delitem(sd,idx,1,3); + clif_additem(sd,idx,1,0); + if (ep) + pc_equipitem(sd,idx,ep); + clif_misceffect(&sd->bl,3); + if(item->refine == 10 && + item->card[0] == CARD0_FORGE && + (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) + { // Fame point system [DracoRPG] + switch(ditem->wlv){ + case 1: + pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point + break; + case 2: + pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point + break; + case 3: + pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point + break; + } + } + } else { + item->refine = 0; + if(item->equip) + pc_unequipitem(sd,idx,3); + clif_refine(sd->fd,1,idx,item->refine); + pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER); + clif_misceffect(&sd->bl,2); + clif_emotion(&sd->bl, E_OMG); + } + } + } +} + +/*========================================== + * + *------------------------------------------*/ +int skill_autospell (struct map_session_data *sd, uint16 skill_id) +{ + uint16 skill_lv; + int maxlv=1,lv; + + nullpo_ret(sd); + + skill_lv = sd->menuskill_val; + lv=pc_checkskill(sd,skill_id); + + if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] + + if(skill_id==MG_NAPALMBEAT) maxlv=3; + else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ + if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) + maxlv =10; //Soul Linker bonus. [Skotlex] + else if(skill_lv==2) maxlv=1; + else if(skill_lv==3) maxlv=2; + else if(skill_lv>=4) maxlv=3; + } + else if(skill_id==MG_SOULSTRIKE){ + if(skill_lv==5) maxlv=1; + else if(skill_lv==6) maxlv=2; + else if(skill_lv>=7) maxlv=3; + } + else if(skill_id==MG_FIREBALL){ + if(skill_lv==8) maxlv=1; + else if(skill_lv>=9) maxlv=2; + } + else if(skill_id==MG_FROSTDIVER) maxlv=1; + else return 0; + + if(maxlv > lv) + maxlv = lv; + + sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, + skill_get_time(SA_AUTOSPELL,skill_lv)); + return 0; +} + +/*========================================== + * Sitting skills functions. + *------------------------------------------*/ +static int skill_sit_count (struct block_list *bl, va_list ap) +{ + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data*)bl; + + if(!pc_issit(sd)) + return 0; + + if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) + return 1; + + if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0)) + return 1; + + return 0; +} + +static int skill_sit_in (struct block_list *bl, va_list ap) +{ + struct map_session_data *sd; + int type =va_arg(ap,int); + + sd=(struct map_session_data*)bl; + + if(!pc_issit(sd)) + return 0; + + if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) + sd->state.gangsterparadise=1; + + if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) + { + sd->state.rest=1; + status_calc_regen(bl, &sd->battle_status, &sd->regen); + status_calc_regen_rate(bl, &sd->regen, &sd->sc); + } + + return 0; +} + +static int skill_sit_out (struct block_list *bl, va_list ap) +{ + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data*)bl; + if(sd->state.gangsterparadise && type&1) + sd->state.gangsterparadise=0; + if(sd->state.rest && type&2) { + sd->state.rest=0; + status_calc_regen(bl, &sd->battle_status, &sd->regen); + status_calc_regen_rate(bl, &sd->regen, &sd->sc); + } + return 0; +} + +int skill_sit (struct map_session_data *sd, int type) +{ + int flag = 0; + int range = 0, lv; + nullpo_ret(sd); + + + if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) { + flag|=1; + range = skill_get_splash(RG_GANGSTER, lv); + } + if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) { + flag|=2; + range = skill_get_splash(TK_HPTIME, lv); + } + else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) { + flag|=2; + range = skill_get_splash(TK_SPTIME, lv); + } + + if( type ) { + clif_status_load(&sd->bl,SI_SIT,1); + } else { + clif_status_load(&sd->bl,SI_SIT,0); + } + + if (!flag) return 0; + + if(type) { + if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1) + map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag); + } else { + if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2) + map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag); + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_frostjoke_scream (struct block_list *bl, va_list ap) +{ + struct block_list *src; + uint16 skill_id,skill_lv; + unsigned int tick; + + nullpo_ret(bl); + nullpo_ret(src=va_arg(ap,struct block_list*)); + + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + if(!skill_lv) return 0; + tick=va_arg(ap,unsigned int); + + if (src == bl || status_isdead(bl)) + return 0; + if (bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)bl; + if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) ) + return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] + } + //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] + if(battle_check_target(src,bl,BCT_ENEMY) > 0) + skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); + else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) + skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) +{ + int range = skill_get_unit_range(skill_id,skill_lv); + int x,y; + + for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) + for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) + map_setcell(src->bl.m, x, y, cell, flag); +} + +/*========================================== + * + *------------------------------------------*/ +int skill_attack_area (struct block_list *bl, va_list ap) +{ + struct block_list *src,*dsrc; + int atk_type,skill_id,skill_lv,flag,type; + unsigned int tick; + + if(status_isdead(bl)) + return 0; + + atk_type = va_arg(ap,int); + src=va_arg(ap,struct block_list*); + dsrc=va_arg(ap,struct block_list*); + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + flag=va_arg(ap,int); + type=va_arg(ap,int); + + + if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. + return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + + if(battle_check_target(dsrc,bl,type) <= 0 || + !status_check_skilluse(NULL, bl, skill_id, 2)) + return 0; + + + switch (skill_id) { + case WZ_FROSTNOVA: //Skills that don't require the animation to be removed + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + default: + //Area-splash, disable skill animation. + return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + } +} +/*========================================== + * + *------------------------------------------*/ +int skill_clear_group (struct block_list *bl, int flag) +{ + struct unit_data *ud = unit_bl2ud(bl); + struct skill_unit_group *group[MAX_SKILLUNITGROUP]; + int i, count=0; + + nullpo_ret(bl); + if (!ud) return 0; + + //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) + { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case NJ_KAENSIN: + if (flag&1) + group[count++]= ud->skillunit[i]; + break; + case SO_WARMER: + if( flag&8 ) + group[count++]= ud->skillunit[i]; + break; + case SC_BLOODYLUST: + if (flag & 32) + group[count++] = ud->skillunit[i]; + break; + default: + if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) + group[count++]= ud->skillunit[i]; + break; + } + + } + for (i=0;i<count;i++) + skill_delunitgroup(group[i]); + return count; +} + +/*========================================== + * Returns the first element field found [Skotlex] + *------------------------------------------*/ +struct skill_unit_group *skill_locate_element_field(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + int i; + nullpo_ret(bl); + if (!ud) return NULL; + + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case SO_WARMER: + case SC_BLOODYLUST: + return ud->skillunit[i]; + } + } + return NULL; +} + +// for graffiti cleaner [Valaris] +int skill_graffitiremover (struct block_list *bl, va_list ap) +{ + struct skill_unit *unit=NULL; + + nullpo_ret(bl); + nullpo_ret(ap); + + if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) + return 0; + + if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) + skill_delunit(unit); + + return 0; +} + +int skill_greed (struct block_list *bl, va_list ap) +{ + struct block_list *src; + struct map_session_data *sd=NULL; + struct flooritem_data *fitem=NULL; + + nullpo_ret(bl); + nullpo_ret(src = va_arg(ap, struct block_list *)); + + if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) + pc_takeitem(sd, fitem); + + return 0; +} +//For Ranger's Detonator [Jobbie/3CeAM] +int skill_detonator(struct block_list *bl, va_list ap) +{ + struct skill_unit *unit=NULL; + struct block_list *src; + int unit_id; + + nullpo_ret(bl); + nullpo_ret(ap); + src = va_arg(ap,struct block_list *); + + if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group ) + return 0; + if( unit->group->src_id != src->id ) + return 0; + + unit_id = unit->group->unit_id; + switch( unit_id ) + { //List of Hunter and Ranger Traps that can be detonate. + case UNT_BLASTMINE: + case UNT_SANDMAN: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + if( unit_id == UNT_TALKIEBOX ) + { + clif_talkiebox(bl,unit->group->valstr); + unit->group->val2 = -1; + } + else + map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); + + clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS); + unit->group->unit_id = UNT_USED_TRAPS; + unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) ); + break; + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +static int skill_cell_overlap(struct block_list *bl, va_list ap) +{ + uint16 skill_id; + int *alive; + struct skill_unit *unit; + + skill_id = va_arg(ap,int); + alive = va_arg(ap,int *); + unit = (struct skill_unit *)bl; + + if (unit == NULL || unit->group == NULL || (*alive) == 0) + return 0; + + switch (skill_id) { + case SA_LANDPROTECTOR: + if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] + (*alive) = 0; + skill_delunit(unit); + return 1; + } + if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps + skill_delunit(unit); + return 1; + } + break; + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. + skill_delunit(unit); + return 1; + } + break; + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: +// The official implementation makes them fail to appear when casted on top of ANYTHING +// but I wonder if they didn't actually meant to fail when casted on top of each other? +// hence, I leave the alternate implementation here, commented. [Skotlex] + if (unit->range <= 0) + { + (*alive) = 0; + return 1; + } +/* + switch (unit->group->skill_id) + { //These cannot override each other. + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + } +*/ + break; + case PF_FOGWALL: + switch(unit->group->skill_id) { + case SA_VOLCANO: //Can't be placed on top of these + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + case SA_DELUGE: + case NJ_SUITON: + //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] + (*alive) = 2; + break; + } + break; + case HP_BASILICA: + if (unit->group->skill_id == HP_BASILICA) + { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] + (*alive) = 0; + return 1; + } + break; + case GN_CRAZYWEED_ATK: + switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected. + case UNT_WALLOFTHORN: + case UNT_THORNS_TRAP: + case UNT_BLOODYLUST: + case UNT_CHAOSPANIC: + case UNT_MAELSTROM: + case UNT_FIREPILLAR_ACTIVE: + case UNT_LANDPROTECTOR: + case UNT_VOLCANO: + case UNT_DELUGE: + case UNT_VIOLENTGALE: + case UNT_SAFETYWALL: + case UNT_PNEUMA: + skill_delunit(unit); + return 1; + } + break; + } + + if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps + (*alive) = 0; + return 1; + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) +{ + struct mob_data* md; + struct unit_data*ud = unit_bl2ud(bl); + struct block_list *from_bl; + struct block_list *to_bl; + md = (struct mob_data*)bl; + from_bl = va_arg(ap,struct block_list *); + to_bl = va_arg(ap,struct block_list *); + + if(ud && ud->target == from_bl->id) + ud->target = to_bl->id; + + if(md->bl.type == BL_MOB && md->target_id == from_bl->id) + md->target_id = to_bl->id; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +static int skill_trap_splash (struct block_list *bl, va_list ap) +{ + struct block_list *src; + int tick; + struct skill_unit *unit; + struct skill_unit_group *sg; + struct block_list *ss; + src = va_arg(ap,struct block_list *); + unit = (struct skill_unit *)src; + tick = va_arg(ap,int); + + if( !unit->alive || bl->prev == NULL ) + return 0; + + nullpo_ret(sg = unit->group); + nullpo_ret(ss = map_id2bl(sg->src_id)); + + if(battle_check_target(src,bl,sg->target_flag) <= 0) + return 0; + + switch(sg->unit_id){ + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); + break; + case UNT_GROUNDDRIFT_WIND: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_DARK: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_POISON: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_WATER: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_FIRE: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0); + break; + case UNT_ELECTRICSHOCKER: + clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + case UNT_CLUSTERBOMB: + if( ss != bl ) + skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); + break; + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if( bl->type != BL_PC && !is_boss(bl) ) + sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv)); + break; + case UNT_REVERBERATION: + skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse + skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0); + break; + default: + skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + } + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_enchant_elemental_end (struct block_list *bl, int type) +{ + struct status_change *sc; + const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK }; + int i; + nullpo_ret(bl); + nullpo_ret(sc= status_get_sc(bl)); + + if (!sc->count) return 0; + + for (i = 0; i < ARRAYLENGTH(scs); i++) + if (type != scs[i] && sc->data[scs[i]]) + status_change_end(bl, scs[i], INVALID_TIMER); + + return 0; +} + +bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) +{ + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + bool wall = true; + + if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) + || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) ) + { //Check for walls. + int i; + ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); + if( i == 8 ) + wall = false; + } + + if( sce ) + { + if( !wall ) + { + if( sce->val1 < 3 ) //End cloaking. + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + else + if( sce->val4&1 ) + { //Remove wall bonus + sce->val4&=~1; + status_calc_bl(bl,SCB_SPEED); + } + } + else + { + if( !(sce->val4&1) ) + { //Add wall speed bonus + sce->val4|=1; + status_calc_bl(bl,SCB_SPEED); + } + } + } + + return wall; +} +bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) +{ + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + bool wall = true; + + if( bl->type == BL_PC ) + { //Check for walls. + int i; + ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); + if( i == 8 ) + wall = false; + } + + if( sce ) + { + if( !wall ) + { + if( sce->val1 < 3 ) //End camouflage. + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + else + if( sce->val3&1 ) + { //Remove wall bonus + sce->val3&=~1; + status_calc_bl(bl,SCB_SPEED); + } + } + } + + return wall; +} + +/*========================================== + * + *------------------------------------------*/ +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) +{ + struct skill_unit *unit; + + nullpo_retr(NULL, group); + nullpo_retr(NULL, group->unit); // crash-protection against poor coding + nullpo_retr(NULL, unit=&group->unit[idx]); + + if(!unit->alive) + group->alive_count++; + + unit->bl.id=map_get_new_object_id(); + unit->bl.type=BL_SKILL; + unit->bl.m=group->map; + unit->bl.x=x; + unit->bl.y=y; + unit->group=group; + unit->alive=1; + unit->val1=val1; + unit->val2=val2; + + idb_put(skillunit_db, unit->bl.id, unit); + map_addiddb(&unit->bl); + map_addblock(&unit->bl); + + // perform oninit actions + switch (group->skill_id) { + case WZ_ICEWALL: + map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); + clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + map[unit->bl.m].icewall_num++; + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); + break; + case SC_MAELSTROM: + skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); + break; + default: + if (group->state.song_dance&0x1) //Check for dissonance. + skill_dance_overlap(unit, 1); + break; + } + + clif_skill_setunit(unit); + + return unit; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_delunit (struct skill_unit* unit) +{ + struct skill_unit_group *group; + + nullpo_ret(unit); + if( !unit->alive ) + return 0; + unit->alive=0; + + nullpo_ret(group=unit->group); + + if( group->state.song_dance&0x1 ) //Cancel dissonance effect. + skill_dance_overlap(unit, 0); + + // invoke onout event + if( !unit->range ) + map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4); + + // perform ondelete actions + switch (group->skill_id) { + case HT_ANKLESNARE: { + struct block_list* target = map_id2bl(group->val2); + if( target ) + status_change_end(target, SC_ANKLE, INVALID_TIMER); + } + break; + case WZ_ICEWALL: + map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); + clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); + map[unit->bl.m].icewall_num--; + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); + break; + case RA_ELECTRICSHOCKER: { + struct block_list* target = map_id2bl(group->val2); + if( target ) + status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); + } + break; + case SC_MAELSTROM: + skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); + break; + case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) + if( group->val2 ) { // Someone Traped + struct status_change *tsc = status_get_sc( map_id2bl(group->val2)); + if( tsc && tsc->data[SC__MANHOLE] ) + tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID + } + break; + } + + clif_skill_delunit(unit); + + unit->group=NULL; + map_delblock(&unit->bl); // don't free yet + map_deliddb(&unit->bl); + idb_remove(skillunit_db, unit->bl.id); + if(--group->alive_count==0) + skill_delunitgroup(group); + + return 0; +} +/*========================================== + * + *------------------------------------------*/ +static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group* + +/// Returns the target skill_unit_group or NULL if not found. +struct skill_unit_group* skill_id2group(int group_id) +{ + return (struct skill_unit_group*)idb_get(group_db, group_id); +} + + +static int skill_unit_group_newid = MAX_SKILL_DB; + +/// Returns a new group_id that isn't being used in group_db. +/// Fatal error if nothing is available. +static int skill_get_new_group_id(void) +{ + if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL ) + return skill_unit_group_newid++;// available + {// find next id + int base_id = skill_unit_group_newid; + while( base_id != ++skill_unit_group_newid ) + { + if( skill_unit_group_newid < MAX_SKILL_DB ) + skill_unit_group_newid = MAX_SKILL_DB; + if( skill_id2group(skill_unit_group_newid) == NULL ) + return skill_unit_group_newid++;// available + } + // full loop, nothing available + ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); + exit(1); + } +} + +struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) +{ + struct unit_data* ud = unit_bl2ud( src ); + struct skill_unit_group* group; + int i; + + if(!(skill_id && skill_lv)) return 0; + + nullpo_retr(NULL, src); + nullpo_retr(NULL, ud); + + // find a free spot to store the new unit group + ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); + if(i == MAX_SKILLUNITGROUP) + { + // array is full, make room by discarding oldest group + int j=0; + unsigned maxdiff=0,x,tick=gettick(); + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) + if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ + maxdiff=x; + j=i; + } + skill_delunitgroup(ud->skillunit[j]); + //Since elements must have shifted, we use the last slot. + i = MAX_SKILLUNITGROUP-1; + } + + group = ers_alloc(skill_unit_ers, struct skill_unit_group); + group->src_id = src->id; + group->party_id = status_get_party_id(src); + group->guild_id = status_get_guild_id(src); + group->bg_id = bg_team_get_id(src); + group->group_id = skill_get_new_group_id(); + group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); + group->unit_count = count; + group->alive_count = 0; + group->val1 = 0; + group->val2 = 0; + group->val3 = 0; + group->skill_id = skill_id; + group->skill_lv = skill_lv; + group->unit_id = unit_id; + group->map = src->m; + group->limit = limit; + group->interval = interval; + group->tick = gettick(); + group->valstr = NULL; + + ud->skillunit[i] = group; + + if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] + group->tick += 1500; + + idb_put(group_db, group->group_id, group); + return group; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func) +{ + struct block_list* src; + struct unit_data *ud; + int i,j; + + if( group == NULL ) + { + ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); + return 0; + } + + src=map_id2bl(group->src_id); + ud = unit_bl2ud(src); + if(!src || !ud) { + ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + return 0; + } + + if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { + switch( group->skill_id ) { + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); + break; + } + } + + if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) + { + struct status_change* sc = status_get_sc(src); + if (sc && sc->data[SC_DANCING]) + { + sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] + status_change_end(src, SC_DANCING, INVALID_TIMER); + } + } + + // end Gospel's status change on 'src' + // (needs to be done when the group is deleted by other means than skill deactivation) + if (group->unit_id == UNT_GOSPEL) { + struct status_change *sc = status_get_sc(src); + if(sc && sc->data[SC_GOSPEL]) { + sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] + status_change_end(src, SC_GOSPEL, INVALID_TIMER); + } + } + + switch( group->skill_id ) { + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + { + struct status_change *sc = NULL; + if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) { + sc->data[SC_WARM]->val4 = 0; + status_change_end(src, SC_WARM, INVALID_TIMER); + } + } + break; + case NC_NEUTRALBARRIER: + { + struct status_change *sc = NULL; + if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { + sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; + status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); + } + } + break; + case NC_STEALTHFIELD: + { + struct status_change *sc = NULL; + if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { + sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; + status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); + } + } + break; + case LG_BANDING: + { + struct status_change *sc = NULL; + if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) { + sc->data[SC_BANDING]->val4 = 0; + status_change_end(src,SC_BANDING,INVALID_TIMER); + } + } + break; + } + + if (src->type==BL_PC && group->state.ammo_consume) + battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); + + group->alive_count=0; + + // remove all unit cells + if(group->unit != NULL) + for( i = 0; i < group->unit_count; i++ ) + skill_delunit(&group->unit[i]); + + // clear Talkie-box string + if( group->valstr != NULL ) + { + aFree(group->valstr); + group->valstr = NULL; + } + + idb_remove(group_db, group->group_id); + map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) + group->unit=NULL; + group->group_id=0; + group->unit_count=0; + + // locate this group, swap with the last entry and delete it + ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group ); + ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--; + if( i < MAX_SKILLUNITGROUP ) + { + ud->skillunit[i] = ud->skillunit[j]; + ud->skillunit[j] = NULL; + ers_free(skill_unit_ers, group); + } + else + ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_clear_unitgroup (struct block_list *src) +{ + struct unit_data *ud = unit_bl2ud(src); + + nullpo_ret(ud); + + while (ud->skillunit[0]) + skill_delunitgroup(ud->skillunit[0]); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) +{ + int i,j=-1,k,s,id; + struct unit_data *ud; + struct skill_unit_group_tickset *set; + + nullpo_ret(bl); + if (group->interval==-1) + return NULL; + + ud = unit_bl2ud(bl); + if (!ud) return NULL; + + set = ud->skillunittick; + + if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP) + id = s = group->skill_id; + else + id = s = group->group_id; + + for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { + k = (i+s) % MAX_SKILLUNITGROUPTICKSET; + if (set[k].id == id) + return &set[k]; + else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) + j=k; + } + + if (j == -1) { + ShowWarning ("skill_unitgrouptickset_search: tickset is full\n"); + j = id % MAX_SKILLUNITGROUPTICKSET; + } + + set[j].id = id; + set[j].tick = tick; + return &set[j]; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) +{ + struct skill_unit* unit = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); + + if( !unit->alive || bl->prev == NULL ) + return 0; + + nullpo_ret(group); + + if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) + return 0; //AoE skills are ineffective. [Skotlex] + + if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 ) + return 0; + + skill_unit_onplace_timer(unit,bl,tick); + + return 1; +} + +/** + * @see DBApply + */ +static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) +{ + struct skill_unit* unit = db_data2ptr(data); + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); + bool dissonance; + struct block_list* bl = &unit->bl; + + if( !unit->alive ) + return 0; + + nullpo_ret(group); + + // check for expiration + if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) + {// skill unit expired (inlined from skill_unit_onlimit()) + switch( group->unit_id ) + { + case UNT_BLASTMINE: +#ifdef RENEWAL + case UNT_CLAYMORETRAP: +#endif + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + group->unit_id = UNT_USED_TRAPS; + //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); + group->limit=DIFF_TICK(tick+1500,group->tick); + unit->limit=DIFF_TICK(tick+1500,group->tick); + break; + + case UNT_ANKLESNARE: + case UNT_ELECTRICSHOCKER: + if( group->val2 > 0 ) { + // Used Trap don't returns back to item + skill_delunit(unit); + break; + } + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: +#ifndef RENEWAL + case UNT_CLAYMORETRAP: +#endif + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + + { + struct block_list* src; + if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC ) + { // revert unit back into a trap + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + } + skill_delunit(unit); + } + break; + + case UNT_WARP_ACTIVE: + // warp portal opens (morph to a UNT_WARP_WAITING cell) + group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING + clif_changelook(&unit->bl, LOOK_BASE, group->unit_id); + // restart timers + group->limit = skill_get_time(group->skill_id,group->skill_lv); + unit->limit = skill_get_time(group->skill_id,group->skill_lv); + // apply effect to all units standing on it + map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); + break; + + case UNT_CALLFAMILY: + { + struct map_session_data *sd = NULL; + if(group->val1) { + sd = map_charid2sd(group->val1); + group->val1 = 0; + if (sd && !map[sd->bl.m].flag.nowarp) + pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + } + if(group->val2) { + sd = map_charid2sd(group->val2); + group->val2 = 0; + if (sd && !map[sd->bl.m].flag.nowarp) + pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + } + skill_delunit(unit); + } + break; + + case UNT_REVERBERATION: + if( unit->val1 <= 0 ) { // If it was deactivated. + skill_delunit(unit); + break; + } + clif_changetraplook(bl,UNT_USED_TRAPS); + map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK(tick,group->tick)+1000; + unit->limit = DIFF_TICK(tick,group->tick)+1000; + group->unit_id = UNT_USED_TRAPS; + break; + + case UNT_FEINTBOMB: { + struct block_list *src = map_id2bl(group->src_id); + if( src ) + map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id); + skill_delunit(unit); + break; + } + + case UNT_BANDING: + { + struct block_list *src = map_id2bl(group->src_id); + struct status_change *sc; + if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) + { + skill_delunit(unit); + break; + } + // This unit isn't removed while SC_BANDING is active. + group->limit = DIFF_TICK(tick+group->interval,group->tick); + unit->limit = DIFF_TICK(tick+group->interval,group->tick); + } + break; + + default: + skill_delunit(unit); + } + } + else + {// skill unit is still active + switch( group->unit_id ) + { + case UNT_ICEWALL: + // icewall loses 50 hp every second + unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp + if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) + unit->limit = DIFF_TICK(tick+700,group->tick); + break; + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + if( unit->val1 <= 0 ) { + if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) + skill_delunit(unit); + else { + clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + group->limit = DIFF_TICK(tick, group->tick) + 1500; + group->unit_id = UNT_USED_TRAPS; + } + } + break; + case UNT_REVERBERATION: + if( unit->val1 <= 0 ){ + clif_changetraplook(bl,UNT_USED_TRAPS); + map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK(tick,group->tick)+1000; + unit->limit = DIFF_TICK(tick,group->tick)+1000; + group->unit_id = UNT_USED_TRAPS; + } + break; + case UNT_WALLOFTHORN: + if( unit->val1 <= 0 ) { + group->unit_id = UNT_USED_TRAPS; + group->limit = DIFF_TICK(tick, group->tick) + 1500; + } + break; + } + } + + //Don't continue if unit or even group is expired and has been deleted. + if( !group || !unit->alive ) + return 0; + + dissonance = skill_dance_switch(unit, 0); + + if( unit->range >= 0 && group->interval != -1 ) + { + if( battle_config.skill_wall_check ) + map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + else + map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + + if(unit->range == -1) //Unit disabled, but it should not be deleted yet. + group->unit_id = UNT_USED_TRAPS; + + if( group->unit_id == UNT_TATAMIGAESHI ) + { + unit->range = -1; //Disable processed cell. + if (--group->val1 <= 0) // number of live cells + { //All tiles were processed, disable skill. + group->target_flag=BCT_NOONE; + group->bl_flag= BL_NUL; + } + } + } + + if( dissonance ) skill_dance_switch(unit, 1); + + return 0; +} +/*========================================== + * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. + *------------------------------------------*/ +int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) +{ + map_freeblock_lock(); + + skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick); + + map_freeblock_unlock(); + + return 0; +} + +static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them +/*========================================== + * + *------------------------------------------*/ +int skill_unit_move_sub (struct block_list* bl, va_list ap) +{ + struct skill_unit* unit = (struct skill_unit *)bl; + struct skill_unit_group* group = unit->group; + + struct block_list* target = va_arg(ap,struct block_list*); + unsigned int tick = va_arg(ap,unsigned int); + int flag = va_arg(ap,int); + + bool dissonance; + uint16 skill_id; + int i; + + nullpo_ret(group); + + if( !unit->alive || target->prev == NULL ) + return 0; + + if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) ) + return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish] + + dissonance = skill_dance_switch(unit, 0); + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = unit->group->skill_id; + + if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 + { //Non-dualmode unit skills with a timer don't trigger when walking, so just return + if( dissonance ) skill_dance_switch(unit, 1); + return 0; + } + + //Target-type check. + if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) + { + if( group->src_id == target->id && group->state.song_dance&0x2 ) + { //Ensemble check to see if they went out/in of the area [Skotlex] + if( flag&1 ) + { + if( flag&2 ) + { //Clear this skill id. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = 0; + } + } + else + { + if( flag&2 ) + { //Store this skill id. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = skill_id; + else + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } + + } + + if( flag&4 ) + skill_unit_onleft(skill_id,target,tick); + } + + if( dissonance ) skill_dance_switch(unit, 1); + + return 0; + } + else + { + if( flag&1 ) + { + int result = skill_unit_onplace(unit,target,tick); + if( flag&2 && result ) + { //Clear skill ids we have stored in onout. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = 0; + } + } + else + { + int result = skill_unit_onout(unit,target,tick); + if( flag&2 && result ) + { //Store this unit id. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = skill_id; + else + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } + } + + //TODO: Normally, this is dangerous since the unit and group could be freed + //inside the onout/onplace functions. Currently it is safe because we know song/dance + //cells do not get deleted within them. [Skotlex] + if( dissonance ) skill_dance_switch(unit, 1); + + if( flag&4 ) + skill_unit_onleft(skill_id,target,tick); + + return 1; + } +} + +/*========================================== + * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) + * Flag values: + * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) + * flag&2: this function is being invoked twice as a bl moves, store in memory the affected + * units to figure out when they have left a group. + * flag&4: Force a onleft event (triggered when the bl is killed, for example) + *------------------------------------------*/ +int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) +{ + nullpo_ret(bl); + + if( bl->prev == NULL ) + return 0; + + if( flag&2 && !(flag&1) ) + { //Onout, clear data + memset(skill_unit_temp, 0, sizeof(skill_unit_temp)); + } + + map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); + + if( flag&2 && flag&1 ) + { //Onplace, check any skill units you have left. + int i; + for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ ) + if( skill_unit_temp[i] ) + skill_unit_onleft(skill_unit_temp[i], bl, tick); + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy) +{ + int i,j; + unsigned int tick = gettick(); + int *m_flag; + struct skill_unit *unit1; + struct skill_unit *unit2; + + if (group == NULL) + return 0; + if (group->unit_count<=0) + return 0; + if (group->unit==NULL) + return 0; + + if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) + return 0; //Ensembles may not be moved around. + + if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) + return 0; //Icewalls and Wall of Thorns don't get knocked back + + m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); + // m_flag + // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) + // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) + // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) + // 3: Both 1+2. + for(i=0;i<group->unit_count;i++){ + unit1=&group->unit[i]; + if (!unit1->alive || unit1->bl.m!=m) + continue; + for(j=0;j<group->unit_count;j++){ + unit2=&group->unit[j]; + if (!unit2->alive) + continue; + if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ + m_flag[i] |= 0x1; + } + if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ + m_flag[i] |= 0x2; + } + } + } + j = 0; + for (i=0;i<group->unit_count;i++) { + unit1=&group->unit[i]; + if (!unit1->alive) + continue; + if (!(m_flag[i]&0x2)) { + if (group->state.song_dance&0x1) //Cancel dissonance effect. + skill_dance_overlap(unit1, 0); + map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); + } + //Move Cell using "smart" criteria (avoid useless moving around) + switch(m_flag[i]) + { + case 0: + //Cell moves independently, safely move it. + map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); + break; + case 1: + //Cell moves unto another cell, look for a replacement cell that won't collide + //and has no cell moving into it (flag == 2) + for(;j<group->unit_count;j++) + { + if(m_flag[j]!=2 || !group->unit[j].alive) + continue; + //Move to where this cell would had moved. + unit2 = &group->unit[j]; + map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); + j++; //Skip this cell as we have used it. + break; + } + break; + case 2: + case 3: + break; //Don't move the cell as a cell will end on this tile anyway. + } + if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 + if (group->state.song_dance&0x1) //Check for dissonance effect. + skill_dance_overlap(unit1, 1); + clif_skill_setunit(unit1); + map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); + } + } + aFree(m_flag); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) +{ + int i,j; + + nullpo_ret(sd); + + if(nameid<=0) + return 0; + + for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ + if(skill_produce_db[i].nameid == nameid ){ + if((j=skill_produce_db[i].req_skill)>0 && + pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) + continue; // must iterate again to check other skills that produce it. [malufett] + if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) + continue; // special case + break; + } + } + + if( i >= MAX_SKILL_PRODUCE_DB ) + return 0; + + if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) + {// cannot carry the produced stuff + return 0; + } + + if(trigger>=0){ + if(trigger>20) { // Non-weapon, non-food item (itemlv must match) + if(skill_produce_db[i].itemlv!=trigger) + return 0; + } else if(trigger>10) { // Food (any item level between 10 and 20 will do) + if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20) + return 0; + } else { // Weapon (itemlv must be higher or equal) + if(skill_produce_db[i].itemlv>trigger) + return 0; + } + } + + for(j=0;j<MAX_PRODUCE_RESOURCE;j++){ + int id,x,y; + if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) + continue; + if(skill_produce_db[i].mat_amount[j] <= 0) { + if(pc_search_inventory(sd,id) < 0) + return 0; + } + else { + for(y=0,x=0;y<MAX_INVENTORY;y++) + if( sd->status.inventory[y].nameid == id ) + x+=sd->status.inventory[y].amount; + if(x<qty*skill_produce_db[i].mat_amount[j]) + return 0; + } + } + return i+1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) +{ + int slot[3]; + int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; + int num = -1; // exclude the recipe + struct status_data *status; + struct item_data* data; + + nullpo_ret(sd); + status = status_get_status_data(&sd->bl); + + if( sd->skill_id_old == skill_id ) + skill_lv = sd->skill_lv_old; + + if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) + return 0; + idx--; + + if (qty < 1) + qty = 1; + + if (!skill_id) //A skill can be specified for some override cases. + skill_id = skill_produce_db[idx].req_skill; + + if( skill_id == GC_RESEARCHNEWPOISON ) + skill_id = GC_CREATENEWPOISON; + + slot[0]=slot1; + slot[1]=slot2; + slot[2]=slot3; + + for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! + int j; + if( slot[i]<=0 ) + continue; + j = pc_search_inventory(sd,slot[i]); + if(j < 0) + continue; + if(slot[i]==1000){ /* Star Crumb */ + pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + sc++; + } + if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ + static const int ele_table[4]={3,1,4,2}; + pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + ele=ele_table[slot[i]-994]; + } + } + + if( skill_id == RK_RUNEMASTERY ) { + int temp_qty, skill_lv = pc_checkskill(sd,skill_id); + data = itemdb_search(nameid); + + if( skill_lv == 10 ) temp_qty = 1 + rnd()%3; + else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2; + else temp_qty = 1; + + if (data->stack.inventory) { + for( i = 0; i < MAX_INVENTORY; i++ ) { + if( sd->status.inventory[i].nameid == nameid ) { + if( sd->status.inventory[i].amount >= data->stack.amount ) { + clif_msgtable(sd->fd,0x61b); + return 0; + } else { + /** + * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. + **/ + if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) + temp_qty = data->stack.amount - sd->status.inventory[i].amount; + } + break; + } + } + } + qty = temp_qty; + } + + for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ + int j,id,x; + if( (id=skill_produce_db[idx].mat_id[i]) <= 0 ) + continue; + num++; + x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i]; + do{ + int y=0; + j = pc_search_inventory(sd,id); + + if(j >= 0){ + y = sd->status.inventory[j].amount; + if(y>x)y=x; + pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); + } else + ShowError("skill_produce_mix: material item error\n"); + + x-=y; + }while( j>=0 && x>0 ); + } + + if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) + wlv = itemdb_wlv(nameid); + if(!equip) { + switch(skill_id){ + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] + i = pc_checkskill(sd,skill_id); + make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance + switch(nameid){ + case 998: // Iron + make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 + break; + case 999: // Steel + make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 + break; + case 1000: //Star Crumb + make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] + break; + default: // Enchanted Stones + make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 + break; + } + break; + case ASC_CDP: + make_per = (2000 + 40*status->dex + 20*status->luk); + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + make_per = 100000; //100% success + break; + case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50 + + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + + (status->int_/2)*10 + status->dex*10+status->luk*10; + if(merc_is_hom_active(sd->hd)) {//Player got a homun + int skill; + if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change + make_per += skill*100; //+1% bonus per level + } + switch(nameid){ + case 501: // Red Potion + case 503: // Yellow Potion + case 504: // White Potion + make_per += (1+rnd()%100)*10 + 2000; + break; + case 970: // Alcohol + make_per += (1+rnd()%100)*10 + 1000; + break; + case 7135: // Bottle Grenade + case 7136: // Acid Bottle + case 7137: // Plant Bottle + case 7138: // Marine Sphere Bottle + make_per += (1+rnd()%100)*10; + break; + case 546: // Condensed Yellow Potion + make_per -= (1+rnd()%50)*10; + break; + case 547: // Condensed White Potion + case 7139: // Glistening Coat + make_per -= (1+rnd()%100)*10; + break; + //Common items, recieve no bonus or penalty, listed just because they are commonly produced + case 505: // Blue Potion + case 545: // Condensed Red Potion + case 605: // Anodyne + case 606: // Aloevera + default: + break; + } + if(battle_config.pp_rate != 100) + make_per = make_per * battle_config.pp_rate / 100; + break; + case SA_CREATECON: // Elemental Converter Creation + make_per = 100000; // should be 100% success rate + break; + /** + * Rune Knight + **/ + case RK_RUNEMASTERY: + { + int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id)); + int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level); + int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() + int D = 0; + 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% + } + 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); + break; + case GN_CHANGEMATERIAL: + for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if( skill_changematerial_db[i].itemid == nameid ){ + make_per = skill_changematerial_db[i].rate * 10; + break; + } + break; + case GN_S_PHARMACY: + { + int difficulty = 0; + + difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) + + make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + + (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) + + switch(nameid){// difficulty factor + case 12422: case 12425: + case 12428: + difficulty += 10; + break; + case 6212: case 12426: + difficulty += 15; + break; + case 13264: case 12423: + case 12427: case 12436: + difficulty += 20; + break; + case 6210: case 6211: + case 12437: + difficulty += 30; + break; + case 12424: case 12475: + difficulty += 40; + break; + } + + if( make_per >= 400 && make_per > difficulty) + qty = 10; + else if( make_per >= 300 && make_per > difficulty) + qty = 7; + else if( make_per >= 100 && make_per > difficulty) + qty = 6; + else if( make_per >= 1 && make_per > difficulty) + qty = 5; + else + qty = 4; + make_per = 10000; + } + break; + case GN_MAKEBOMB: + case GN_MIX_COOKING: + { + int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) + + make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) + qty = ~(5 + rnd()%5) + 1; + + switch(nameid){// difficulty factor + case 13260: + difficulty += 5; + break; + case 13261: case 13262: + difficulty += 10; + break; + case 12429: case 12430: case 12431: + case 12432: case 12433: case 12434: + case 13263: + difficulty += 15; + break; + case 13264: + difficulty += 20; + break; + } + + if( make_per >= 30 && make_per > difficulty) + qty = 10 + rnd()%2; + else if( make_per >= 10 && make_per > difficulty) + qty = 10; + else if( make_per == 10 && make_per > difficulty) + qty = 8; + else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) + ;// Food/Bomb creation fails. + else if( make_per >= 30 && make_per < difficulty) + qty = 5; + + if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ + qty = ~qty + 1; + make_per = 0; + }else + make_per = 10000; + qty = (skill_lv > 1 ? qty : 1); + } + break; + default: + if (sd->menuskill_id == AM_PHARMACY && + sd->menuskill_val > 10 && sd->menuskill_val <= 20) + { //Assume Cooking Dish + if (sd->menuskill_val >= 15) //Legendary Cooking Set. + make_per = 10000; //100% Success + else + make_per = 1200 * (sd->menuskill_val - 10) + + 20 * (sd->status.base_level + 1) + + 20 * (status->dex + 1) + + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) + - 400 * (skill_produce_db[idx].itemlv - 11 + 1) + - 10 * (100 - status->luk + 1) + - 500 * (num - 1) + - 100 * (rnd()%4 + 1); + break; + } + make_per = 5000; + break; + } + } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] + make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base + make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 + make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 + make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 + if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 + else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 + else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 + else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? + if(battle_config.wp_rate != 100) + make_per = make_per * battle_config.wp_rate / 100; + } + + if (sd->class_&JOBL_BABY) //if it's a Baby Class + make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) + + if(make_per < 1) make_per = 1; + + + if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. + struct item tmp_item; + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid=nameid; + tmp_item.amount=1; + tmp_item.identify=1; + if(equip){ + tmp_item.card[0]=CARD0_FORGE; + tmp_item.card[1]=((sc*5)<<8)+ele; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } else { + //Flag is only used on the end, so it can be used here. [Skotlex] + switch (skill_id) { + case BS_DAGGER: + case BS_SWORD: + case BS_TWOHANDSWORD: + case BS_AXE: + case BS_MACE: + case BS_KNUCKLE: + case BS_SPEAR: + flag = battle_config.produce_item_name_input&0x1; + break; + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + flag = battle_config.produce_item_name_input&0x2; + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + flag = battle_config.produce_item_name_input&0x8; + break; + case ASC_CDP: + flag = battle_config.produce_item_name_input&0x10; + break; + default: + flag = battle_config.produce_item_name_input&0x80; + break; + } + if (flag) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + } + +// if(log_config.produce > 0) +// log_produce(sd,nameid,slot1,slot2,slot3,1); +//TODO update PICKLOG + + if(equip){ + clif_produceeffect(sd,0,nameid); + clif_misceffect(&sd->bl,3); + if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] + pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point + } else { + int fame = 0; + tmp_item.amount = 0; + + for (i=0; i< qty; i++) { //Apply quantity modifiers. + if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ + tmp_item.amount = qty; + break; + } + if (rnd()%10000 < make_per || qty == 1) { //Success + tmp_item.amount++; + if(nameid < 545 || nameid > 547) + continue; + if( skill_id != AM_PHARMACY && + skill_id != AM_TWILIGHT1 && + skill_id != AM_TWILIGHT2 && + skill_id != AM_TWILIGHT3 ) + continue; + //Add fame as needed. + switch(++sd->potion_success_counter) { + case 3: + fame+=1; // Success to prepare 3 Condensed Potions in a row + break; + case 5: + fame+=3; // Success to prepare 5 Condensed Potions in a row + break; + case 7: + fame+=10; // Success to prepare 7 Condensed Potions in a row + break; + case 10: + fame+=50; // Success to prepare 10 Condensed Potions in a row + sd->potion_success_counter = 0; + break; + } + } else //Failure + sd->potion_success_counter = 0; + } + + if (fame) + pc_addfame(sd,fame); + //Visual effects and the like. + switch (skill_id) { + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + case ASC_CDP: + clif_produceeffect(sd,2,nameid); + clif_misceffect(&sd->bl,5); + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif_produceeffect(sd,0,nameid); + clif_misceffect(&sd->bl,3); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif_produceeffect(sd,2,nameid); + clif_misceffect(&sd->bl,5); + break; + default: //Those that don't require a skill? + if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) + { //Cooking items. + clif_specialeffect(&sd->bl, 608, AREA); + if( sd->cook_mastery < 1999 ) + pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5); + } + break; + } + } + if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success + int j, k = 0; + for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if( skill_changematerial_db[i].itemid == nameid ){ + for(j=0; j<5; j++){ + if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill_changematerial_db[i].qty[j]; + if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + k++; + } + } + break; + } + if( k ){ + clif_msg_skill(sd,skill_id,0x627); + return 1; + } + } else if (tmp_item.amount) { //Success + if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) + clif_msg_skill(sd,skill_id,0x627); + return 1; + } + } + //Failure +// if(log_config.produce) +// log_produce(sd,nameid,slot1,slot2,slot3,0); +//TODO update PICKLOG + + if(equip){ + clif_produceeffect(sd,1,nameid); + clif_misceffect(&sd->bl,2); + } else { + switch (skill_id) { + case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. + status_percent_damage(NULL, &sd->bl, -25, 0, true); + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + clif_produceeffect(sd,3,nameid); + clif_misceffect(&sd->bl,6); + sd->potion_success_counter = 0; // Fame point system [DracoRPG] + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif_produceeffect(sd,1,nameid); + clif_misceffect(&sd->bl,2); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif_produceeffect(sd,3,nameid); + clif_misceffect(&sd->bl,6); + break; + case GN_MIX_COOKING: { + struct item tmp_item; + const int compensation[5] = {13265, 13266, 13267, 12435, 13268}; + int rate = rnd()%500; + memset(&tmp_item,0,sizeof(tmp_item)); + if( rate < 50) i = 4; + else if( rate < 100) i = 2+rnd()%1; + else if( rate < 250 ) i = 1; + else if( rate < 500 ) i = 0; + tmp_item.nameid = compensation[i]; + tmp_item.amount = qty; + tmp_item.identify = 1; + if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + clif_msg_skill(sd,skill_id,0x628); + } + break; + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + clif_msg_skill(sd,skill_id,0x628); + break; + default: + if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) + { //Cooking items. + clif_specialeffect(&sd->bl, 609, AREA); + if( sd->cook_mastery > 0 ) + pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); + } + } + } + return 0; +} + +int skill_arrow_create (struct map_session_data *sd, int nameid) +{ + int i,j,flag,index=-1; + struct item tmp_item; + + nullpo_ret(sd); + + if(nameid <= 0) + return 1; + + for(i=0;i<MAX_SKILL_ARROW_DB;i++) + if(nameid == skill_arrow_db[i].nameid) { + index = i; + break; + } + + if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0) + return 1; + + pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); + for(i=0;i<MAX_ARROW_RESOURCE;i++) { + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.identify = 1; + tmp_item.nameid = skill_arrow_db[index].cre_id[i]; + tmp_item.amount = skill_arrow_db[index].cre_amount[i]; + if(battle_config.produce_item_name_input&0x4) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) + continue; + if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + + return 0; +} +int skill_poisoningweapon( struct map_session_data *sd, int nameid) { + sc_type type; + int chance, i; + nullpo_ret(sd); + if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { + clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + switch( nameid ) + { // t_lv used to take duration from skill_get_time2 + case PO_PARALYSE: type = SC_PARALYSE; break; + case PO_PYREXIA: type = SC_PYREXIA; break; + case PO_DEATHHURT: type = SC_DEATHHURT; break; + case PO_LEECHESEND: type = SC_LEECHESEND; break; + case PO_VENOMBLEED: type = SC_VENOMBLEED; break; + case PO_TOXIN: type = SC_TOXIN; break; + case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break; + case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break; + default: + clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + + chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv + sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 + type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val)); + + return 0; +} + +static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) +{ + struct status_change *sc = status_get_sc(bl); + + // non-offensive and non-magic skills do not affect the status + if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC)) + return; + + if (sc && sc->count && sc->data[SC_MAGICPOWER]) + { + if (sc->data[SC_MAGICPOWER]->val4) + { + status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); + } + else + { + sc->data[SC_MAGICPOWER]->val4 = 1; + status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER)); +#ifndef RENEWAL + if(bl->type == BL_PC){// update current display. + clif_updatestatus(((TBL_PC *)bl),SP_MATK1); + clif_updatestatus(((TBL_PC *)bl),SP_MATK2); + } +#endif + } + } +} + + +int skill_magicdecoy(struct map_session_data *sd, int nameid) { + int x, y, i, class_, skill; + struct mob_data *md; + nullpo_ret(sd); + skill = sd->menuskill_val; + + if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) + { + clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); + return 0; + } + + // Spawn Position + pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); + x = sd->sc.comet_x; + y = sd->sc.comet_y; + sd->sc.comet_x = sd->sc.comet_y = 0; + sd->menuskill_val = 0; + + class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045; + + + md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); + if( md ) { + md->master_id = sd->bl.id; + md->special_state.ai = AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0); + mob_spawn(md); + md->status.matk_min = md->status.matk_max = 250 + (50 * skill); + } + + return 0; +} + +// Warlock Spellbooks. [LimitLine/3CeAM] +int skill_spellbook (struct map_session_data *sd, int nameid) { + int i, max_preserve, skill_id, point; + struct status_change *sc; + + nullpo_ret(sd); + + sc = status_get_sc(&sd->bl); + status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); + + for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; + if( i > SC_MAXSPELLBOOK ) + { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); + return 0; + } + + ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item + if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; + + if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) + { // User don't know the skill + sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB))); + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); + return 0; + } + + max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10; + point = skill_spellbook_db[i].point; + + if( sc && sc->data[SC_READING_SB] ){ + if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) + { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); + return 0; + } + for(i = SC_MAXSPELLBOOK; 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); + break; + } + } + }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); + } + + return 1; +} +int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { + int id, lv, prob, aslvl = 0; + nullpo_ret(sd); + + if (sd->sc.data[SC_STOP]) { + aslvl = sd->sc.data[SC_STOP]->val1; + status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); + } + + if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC || + (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) { + clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); + return 0; + } + + lv = (aslvl + 1) / 2; // The level the skill will be autocasted + lv = min(lv,sd->status.skill[skill_id].lv); + prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. + sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl)); + return 0; +} +int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { + int i; + + nullpo_ret(sd); + nullpo_ret(item_list); + + if( n <= 0 ) + return 1; + + for( i = 0; i < n; i++ ) { + int nameid, add_amount, del_amount, idx, product, flag; + struct item tmp_item; + + idx = item_list[i*2+0]-2; + del_amount = item_list[i*2+1]; + + if( skill_lv == 2 ) + del_amount -= (del_amount % 10); + add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; + + if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + switch( nameid ) { + // Level 1 + case 994: product = 990; break; // Flame Heart -> Red Blood. + case 995: product = 991; break; // Mystic Frozen -> Crystal Blue. + case 996: product = 992; break; // Rough Wind -> Wind of Verdure. + case 997: product = 993; break; // Great Nature -> Green Live. + // Level 2 + case 990: product = 994; break; // Red Blood -> Flame Heart. + case 991: product = 995; break; // Crystal Blue -> Mystic Frozen. + case 992: product = 996; break; // Wind of Verdure -> Rough Wind. + case 993: product = 997; break; // Green Live -> Great Nature. + default: + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails. + clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid = product; + tmp_item.amount = add_amount; + tmp_item.identify = 1; + + if( tmp_item.amount ) { + if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + + } + + return 0; +} + +int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { + int i, j, k, c, p = 0, nameid, amount; + + nullpo_ret(sd); + nullpo_ret(item_list); + + // Search for objects that can be created. + for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { + if( skill_produce_db[i].itemlv == 26 ) { + p = 0; + do { + c = 0; + // Verification of overlap between the objects required and the list submitted. + for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { + if( skill_produce_db[i].mat_id[j] > 0 ) { + for( k = 0; k < n; k++ ) { + int idx = item_list[k*2+0]-2; + nameid = sd->status.inventory[idx].nameid; + amount = item_list[k*2+1]; + if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D); + return 0; + } + if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] + && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount + c++; // match + } + } + else + break; // No more items required + } + p++; + } while(n == j && c == n); + p--; + if ( p > 0 ) { + skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p); + return 1; + } + } + } + + if( p == 0) + clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623); + + return 0; +} +/** + * for Royal Guard's LG_TRAMPLE + **/ +static int skill_destroy_trap( struct block_list *bl, va_list ap ) { + struct skill_unit *su = (struct skill_unit *)bl; + struct skill_unit_group *sg; + unsigned int tick; + + nullpo_ret(su); + tick = va_arg(ap, unsigned int); + + if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) { + switch( sg->unit_id ) { + case UNT_LANDMINE: + case UNT_CLAYMORETRAP: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLUSTERBOMB: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); + break; + } + // Traps aren't recovered. + skill_delunit(su); + } + return 0; +} +/*========================================== + * + *------------------------------------------*/ +int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) +{ + struct map_session_data *sd = map_id2sd(id); + struct skill_cd * cd = NULL; + + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (!sd) return 0; + if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0; + + if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) { + int i,cursor; + ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data ); + cd->duration[cursor] = 0; + cd->skidx[cursor] = 0; + cd->nameid[cursor] = 0; + // compact the cool down list + for( i = 0, cursor = 0; i < cd->cursor; i++ ) { + if( cd->duration[i] == 0 ) + continue; + if( cursor != i ) { + cd->duration[cursor] = cd->duration[i]; + cd->skidx[cursor] = cd->skidx[i]; + cd->nameid[cursor] = cd->nameid[i]; + } + cursor++; + } + if( cursor == 0 ) + idb_remove(skillcd_db,sd->status.char_id); + else + cd->cursor = cursor; + } + + sd->blockskill[data] = 0; + return 1; +} + +/** + * flags a singular skill as being blocked from persistent usage. + * @param sd the player the skill delay affects + * @param skill_id the skill which should be delayed + * @param tick the length of time the delay should last + * @param load whether this assignment is being loaded upon player login + * @return 0 if successful, -1 otherwise + */ +int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load) +{ + int oskill_id = skill_id; + struct skill_cd* cd = NULL; + uint16 idx = skill_get_index(skill_id); + + nullpo_retr (-1, sd); + + if (idx == 0) + return -1; + + if (tick < 1) { + sd->blockskill[idx] = 0; + return -1; + } + + if( battle_config.display_status_timers ) + clif_skill_cooldown(sd, idx, tick); + + if( !load ) + {// not being loaded initially so ensure the skill delay is recorded + if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) + {// create a new skill cooldown object for map storage + CREATE( cd, struct skill_cd, 1 ); + idb_put( skillcd_db, sd->status.char_id, cd ); + } + + // record the skill duration in the database map + cd->duration[cd->cursor] = tick; + cd->skidx[cd->cursor] = idx; + cd->nameid[cd->cursor] = oskill_id; + cd->cursor++; + } + + sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx)); + return 0; +} + +int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn] +{ + struct homun_data *hd = (TBL_HOM*) map_id2bl(id); + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (hd) hd->blockskill[data] = 0; + + return 1; +} + +int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn] +{ + uint16 idx = skill_get_index(skill_id); + nullpo_retr (-1, hd); + + + if (idx == 0) + return -1; + + if (tick < 1) { + hd->blockskill[idx] = 0; + return -1; + } + hd->blockskill[idx] = 1; + return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx); +} + +int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn] +{ + struct mercenary_data *md = (TBL_MER*)map_id2bl(id); + if( data <= 0 || data >= MAX_SKILL ) + return 0; + if( md ) md->blockskill[data] = 0; + + return 1; +} + +int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) +{ + uint16 idx = skill_get_index(skill_id); + nullpo_retr (-1, md); + + if (idx == 0) + return -1; + if( tick < 1 ) + { + md->blockskill[idx] = 0; + return -1; + } + md->blockskill[idx] = 1; + return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx); +} +/** + * Adds a new skill unit entry for this player to recast after map load + **/ +void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { + struct skill_usave * sus = NULL; + + if( idb_exists(skillusave_db,sd->status.char_id) ) { + idb_remove(skillusave_db,sd->status.char_id); + } + + CREATE( sus, struct skill_usave, 1 ); + idb_put( skillusave_db, sd->status.char_id, sus ); + + sus->skill_id = skill_id; + sus->skill_lv = skill_lv; + + return; +} +void skill_usave_trigger(struct map_session_data *sd) { + struct skill_usave * sus = NULL; + + if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) { + return; + } + + skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); + + idb_remove(skillusave_db,sd->status.char_id); + + return; +} +/* + * + */ +int skill_split_str (char *str, char **val, int num) +{ + int i; + + for( i = 0; i < num && str; i++ ) + { + val[i] = str; + str = strchr(str,','); + if( str ) + *str++=0; + } + + return i; +} +/* + * + */ +int skill_split_atoi (char *str, int *val) +{ + int i, j, diff, step = 1; + + for (i=0; i<MAX_SKILL_LEVEL; i++) { + if (!str) break; + val[i] = atoi(str); + str = strchr(str,':'); + if (str) + *str++=0; + } + if(i==0) //No data found. + return 0; + if(i==1) + { //Single value, have the whole range have the same value. + for (; i < MAX_SKILL_LEVEL; i++) + val[i] = val[i-1]; + return i; + } + //Check for linear change with increasing steps until we reach half of the data acquired. + for (step = 1; step <= i/2; step++) + { + diff = val[i-1] - val[i-step-1]; + for(j = i-1; j >= step; j--) + if ((val[j]-val[j-step]) != diff) + break; + + if (j>=step) //No match, try next step. + continue; + + for(; i < MAX_SKILL_LEVEL; i++) + { //Apply linear increase + val[i] = val[i-step]+diff; + if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. + { val[i] = 1; diff = 0; step = 1; } + } + return i; + } + //Okay.. we can't figure this one out, just fill out the stuff with the previous value. + for (;i<MAX_SKILL_LEVEL; i++) + val[i] = val[i-1]; + return i; +} + +/* + * + */ +void skill_init_unit_layout (void) +{ + int i,j,size,pos = 0; + + memset(skill_unit_layout,0,sizeof(skill_unit_layout)); + + // standard square layouts go first + for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { + size = i*2+1; + skill_unit_layout[i].count = size*size; + for (j=0; j<size*size; j++) { + skill_unit_layout[i].dx[j] = (j%size-i); + skill_unit_layout[i].dy[j] = (j/size-i); + } + } + + // afterwards add special ones + pos = i; + for (i=0;i<MAX_SKILL_DB;i++) { + if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1) + continue; + if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { + int skill = i; + + if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { + skill -= EL_SKILLRANGEMIN; + skill += EL_SKILLBASE; + } + if( skill == EL_FIRE_MANTLE ) { + static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; + static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; + skill_unit_layout[pos].count = 8; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + switch (i) { + case MG_FIREWALL: + case WZ_ICEWALL: + case WL_EARTHSTRAIN://Warlock + // these will be handled later + break; + case PR_SANCTUARY: + case NPC_EVILLAND: { + static const int dx[] = { + -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, + 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; + static const int dy[]={ + -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, + 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; + skill_unit_layout[pos].count = 21; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PR_MAGNUS: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; + skill_unit_layout[pos].count = 33; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case MH_POISON_MIST: + case AS_VENOMDUST: { + static const int dx[] = {-1, 0, 0, 0, 1}; + static const int dy[] = { 0,-1, 0, 1, 0}; + skill_unit_layout[pos].count = 5; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: { + static const int dx[] = { + 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, + -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, + -1, 0, 1, 2,-1, 0, 1, 0, 0}; + static const int dy[] = { + -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, + 1, 1, 1, 1, 2, 2, 2, 3, 4}; + skill_unit_layout[pos].count = 29; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PF_FOGWALL: { + static const int dx[] = { + -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { + -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; + skill_unit_layout[pos].count = 15; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PA_GOSPEL: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, + -1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, + 3, 3, 3}; + skill_unit_layout[pos].count = 33; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_KAENSIN: { + static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; + skill_unit_layout[pos].count = 24; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_TATAMIGAESHI: { + //Level 1 (count 4, cross of 3x3) + static const int dx1[] = {-1, 1, 0, 0}; + static const int dy1[] = { 0, 0,-1, 1}; + //Level 2-3 (count 8, cross of 5x5) + static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; + static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; + //Level 4-5 (count 12, cross of 7x7 + static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; + static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; + //lv1 + j = 0; + skill_unit_layout[pos].count = 4; + memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1)); + skill_db[i].unit_layout_type[j] = pos; + //lv2/3 + j++; + pos++; + skill_unit_layout[pos].count = 8; + memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2)); + skill_db[i].unit_layout_type[j] = pos; + skill_db[i].unit_layout_type[++j] = pos; + //lv4/5 + j++; + pos++; + skill_unit_layout[pos].count = 12; + memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3)); + skill_db[i].unit_layout_type[j] = pos; + skill_db[i].unit_layout_type[++j] = pos; + //Fill in the rest using lv 5. + for (;j<MAX_SKILL_LEVEL;j++) + skill_db[i].unit_layout_type[j] = pos; + //Skip, this way the check below will fail and continue to the next skill. + pos++; + } + break; + case GN_WALLOFTHORN: { + static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; + static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; + skill_unit_layout[pos].count = 16; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + default: + ShowError("unknown unit layout at skill %d\n",i); + break; + } + } + if (!skill_unit_layout[pos].count) + continue; + for (j=0;j<MAX_SKILL_LEVEL;j++) + skill_db[i].unit_layout_type[j] = pos; + pos++; + } + + // firewall and icewall have 8 layouts (direction-dependent) + firewall_unit_pos = pos; + for (i=0;i<8;i++) { + if (i&1) { + skill_unit_layout[pos].count = 5; + if (i&0x2) { + int dx[] = {-1,-1, 0, 0, 1}; + int dy[] = { 1, 0, 0,-1,-1}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 1, 1 ,0, 0,-1}; + int dy[] = { 1, 0, 0,-1,-1}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + skill_unit_layout[pos].count = 3; + if (i%4==0) { + int dx[] = {-1, 0, 1}; + int dy[] = { 0, 0, 0}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 0, 0, 0}; + int dy[] = {-1, 0, 1}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } + pos++; + } + icewall_unit_pos = pos; + for (i=0;i<8;i++) { + skill_unit_layout[pos].count = 5; + if (i&1) { + if (i&0x2) { + int dx[] = {-2,-1, 0, 1, 2}; + int dy[] = { 2, 1, 0,-1,-2}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 2, 1 ,0,-1,-2}; + int dy[] = { 2, 1, 0,-1,-2}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + if (i%4==0) { + int dx[] = {-2,-1, 0, 1, 2}; + int dy[] = { 0, 0, 0, 0, 0}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 0, 0, 0, 0, 0}; + int dy[] = {-2,-1, 0, 1, 2}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + } + pos++; + } + earthstrain_unit_pos = pos; + for( i = 0; i < 8; i++ ) + { // For each Direction + skill_unit_layout[pos].count = 15; + switch( i ) + { + case 0: case 1: case 3: case 4: case 5: case 7: + { + int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case 2: + case 6: + { + int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + } + pos++; + } + +} + +int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { + int inf = 0; + struct status_change *sc = status_get_sc(bl); + + if( !sc || !bl || !skill_id ) + return 0; // Can do it + + switch(type){ + case SC_STASIS: + inf = skill_get_inf2(skill_id); + if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) + return 1; // Can't do it. + switch( skill_id ) + { + case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: + case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR: + case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER: + case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL: + case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST: + case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL: + case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION: + case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE: + case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE: + case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE: + case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION: + case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER: + case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN: + case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE: + case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION: + case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT: + case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: + case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN: + case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER: + case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB: + case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND: + case SL_KAAHI: case SL_KAUPE: case SL_KAITE: + + // Skills that need to be confirmed. + case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE: + case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL: + case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR: + case SO_ARRULLO: + return 1; // Can't do it. + } + break; + case SC_KAGEHUMI: + switch(skill_id){ + case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM: + case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING: + case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL: + return 1; // needs more info + } + break; + } + + return 0; +} + +int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { + int type = 0; + + switch( skill_id ) { + case SO_SUMMON_AGNI: type = 2114; break; + case SO_SUMMON_AQUA: type = 2117; break; + case SO_SUMMON_VENTUS: type = 2120; break; + case SO_SUMMON_TERA: type = 2123; break; + } + + type += skill_lv - 1; + + return type; +} + +/** + * reload stored skill cooldowns when a player logs in. + * @param sd the affected player structure + */ +void skill_cooldown_load(struct map_session_data * sd) +{ + int i; + struct skill_cd* cd = NULL; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) + {// no skill cooldown is associated with this character + return; + } + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) + { + // block the skill from usage but ensure it is not recorded (load = true) + skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true ); + } +} + +/*========================================== + * sub-function of DB reading. + * skill_db.txt + *------------------------------------------*/ + +static bool skill_parse_row_skilldb(char* split[], int columns, int current) +{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description + uint16 skill_id = atoi(split[0]); + uint16 idx; + if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) + || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) + || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) + || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) { + ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id); + return false; + } + + idx = skill_get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[idx].range); + skill_db[idx].hit = atoi(split[2]); + skill_db[idx].inf = atoi(split[3]); + skill_split_atoi(split[4],skill_db[idx].element); + skill_db[idx].nk = (int)strtol(split[5], NULL, 0); + skill_split_atoi(split[6],skill_db[idx].splash); + skill_db[idx].max = atoi(split[7]); + skill_split_atoi(split[8],skill_db[idx].num); + + if( strcmpi(split[9],"yes") == 0 ) + skill_db[idx].castcancel = 1; + else + skill_db[idx].castcancel = 0; + skill_db[idx].cast_def_rate = atoi(split[10]); + skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0); + skill_split_atoi(split[12],skill_db[idx].maxcount); + if( strcmpi(split[13],"weapon") == 0 ) + skill_db[idx].skill_type = BF_WEAPON; + else if( strcmpi(split[13],"magic") == 0 ) + skill_db[idx].skill_type = BF_MAGIC; + else if( strcmpi(split[13],"misc") == 0 ) + skill_db[idx].skill_type = BF_MISC; + else + skill_db[idx].skill_type = 0; + skill_split_atoi(split[14],skill_db[idx].blewcount); + safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name)); + safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc)); + strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id); + + return true; +} + +static bool skill_parse_row_requiredb(char* split[], int columns, int current) +{// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 + char* p; + int j; + + uint16 skill_id = atoi(split[0]); + uint16 idx = skill_get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[idx].hp); + skill_split_atoi(split[2],skill_db[idx].mhp); + skill_split_atoi(split[3],skill_db[idx].sp); + skill_split_atoi(split[4],skill_db[idx].hp_rate); + skill_split_atoi(split[5],skill_db[idx].sp_rate); + skill_split_atoi(split[6],skill_db[idx].zeny); + + //Wich weapon type are required, see doc/item_db for types + p = split[7]; + for( j = 0; j < 32; j++ ) + { + int l = atoi(p); + if( l == 99 ) // Any weapon + { + skill_db[idx].weapon = 0; + break; + } + else + skill_db[idx].weapon |= 1<<l; + p = strchr(p,':'); + if(!p) + break; + p++; + } + + //FIXME: document this + p = split[8]; + for( j = 0; j < 32; j++ ) + { + int l = atoi(p); + if( l == 99 ) // Any ammo type + { + skill_db[idx].ammo = 0xFFFFFFFF; + break; + } + else if( l ) // 0 stands for no requirement + skill_db[idx].ammo |= 1<<l; + p = strchr(p,':'); + if( !p ) + break; + p++; + } + skill_split_atoi(split[9],skill_db[idx].ammo_qty); + + if( strcmpi(split[10],"hiding")==0 ) skill_db[idx].state = ST_HIDING; + else if( strcmpi(split[10],"cloaking")==0 ) skill_db[idx].state = ST_CLOAKING; + else if( strcmpi(split[10],"hidden")==0 ) skill_db[idx].state = ST_HIDDEN; + else if( strcmpi(split[10],"riding")==0 ) skill_db[idx].state = ST_RIDING; + else if( strcmpi(split[10],"falcon")==0 ) skill_db[idx].state = ST_FALCON; + else if( strcmpi(split[10],"cart")==0 ) skill_db[idx].state = ST_CART; + else if( strcmpi(split[10],"shield")==0 ) skill_db[idx].state = ST_SHIELD; + else if( strcmpi(split[10],"sight")==0 ) skill_db[idx].state = ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost")==0 ) skill_db[idx].state = ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable")==0 ) skill_db[idx].state = ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water")==0 ) skill_db[idx].state = ST_WATER; + /** + * New States + **/ + else if( strcmpi(split[10],"dragon")==0 ) skill_db[idx].state = ST_RIDINGDRAGON; + else if( strcmpi(split[10],"warg")==0 ) skill_db[idx].state = ST_WUG; + else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[idx].state = ST_RIDINGWUG; + else if( strcmpi(split[10],"mado")==0 ) skill_db[idx].state = ST_MADO; + else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT; + else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[idx].state = ST_POISONINGWEAPON; + else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[idx].state = ST_ROLLINGCUTTER; + else if (strcmpi(split[10], "mh_fighting") == 0) skill_db[idx].state = ST_MH_FIGHTING; + else if (strcmpi(split[10], "mh_grappling") == 0) skill_db[idx].state = ST_MH_GRAPPLING; + + /** + * Unknown or no state + **/ + else skill_db[idx].state = ST_NONE; + + skill_split_atoi(split[11],skill_db[idx].spiritball); + for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { + skill_db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill_db[idx].amount[j] = atoi(split[13+ 2*j]); + } + + return true; +} + +static bool skill_parse_row_castdb(char* split[], int columns, int current) +{// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 + uint16 skill_id = atoi(split[0]); + uint16 idx = skill_get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[idx].cast); + skill_split_atoi(split[2],skill_db[idx].delay); + skill_split_atoi(split[3],skill_db[idx].walkdelay); + skill_split_atoi(split[4],skill_db[idx].upkeep_time); + skill_split_atoi(split[5],skill_db[idx].upkeep_time2); + skill_split_atoi(split[6],skill_db[idx].cooldown); +#ifdef RENEWAL_CAST + skill_split_atoi(split[7],skill_db[idx].fixed_cast); +#endif + return true; +} + +static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) +{// Skill id,Cast,Delay (optional) + uint16 skill_id = atoi(split[0]); + uint16 idx = skill_get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill_split_atoi(split[1],skill_db[idx].castnodex); + if( split[2] ) // optional column + skill_split_atoi(split[2],skill_db[idx].delaynodex); + + return true; +} + +static bool skill_parse_row_nocastdb(char* split[], int columns, int current) +{// skill_id,Flag + uint16 skill_id = atoi(split[0]); + uint16 idx = skill_get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill_db[idx].nocast |= atoi(split[1]); + + return true; +} + +static bool skill_parse_row_unitdb(char* split[], int columns, int current) +{// ID,unit ID,unit ID 2,layout,range,interval,target,flag + uint16 skill_id = atoi(split[0]); + uint16 idx = skill_get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill_db[idx].unit_id[0] = strtol(split[1],NULL,16); + skill_db[idx].unit_id[1] = strtol(split[2],NULL,16); + skill_split_atoi(split[3],skill_db[idx].unit_layout_type); + skill_split_atoi(split[4],skill_db[idx].unit_range); + skill_db[idx].unit_interval = atoi(split[5]); + + if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY; + else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD; + else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD; + else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL; + else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY; + else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF; + else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE; + else skill_db[idx].unit_target = strtol(split[6],NULL,16); + + skill_db[idx].unit_flag = strtol(split[7],NULL,16); + + if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill_db[idx].unit_target = BCT_NOENEMY; + + //By default, target just characters. + skill_db[idx].unit_target |= BL_CHAR; + if (skill_db[idx].unit_flag&UF_NOPC) + skill_db[idx].unit_target &= ~BL_PC; + if (skill_db[idx].unit_flag&UF_NOMOB) + skill_db[idx].unit_target &= ~BL_MOB; + if (skill_db[idx].unit_flag&UF_SKILL) + skill_db[idx].unit_target |= BL_SKILL; + + return true; +} + +static bool skill_parse_row_producedb(char* split[], int columns, int current) +{// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... + int x,y; + + int i = atoi(split[0]); + if( !i ) + return false; + + skill_produce_db[current].nameid = i; + skill_produce_db[current].itemlv = atoi(split[1]); + skill_produce_db[current].req_skill = atoi(split[2]); + skill_produce_db[current].req_skill_lv = atoi(split[3]); + + for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) + { + skill_produce_db[current].mat_id[y] = atoi(split[x]); + skill_produce_db[current].mat_amount[y] = atoi(split[x+1]); + } + + return true; +} + +static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) +{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 + int x,y; + + int i = atoi(split[0]); + if( !i ) + return false; + + skill_arrow_db[current].nameid = i; + + for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) + { + skill_arrow_db[current].cre_id[y] = atoi(split[x]); + skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]); + } + + return true; +} +static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) +{// skill_id,PreservePoints + + uint16 skill_id = atoi(split[0]); + int points = atoi(split[1]); + int nameid = atoi(split[2]); + + if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) + ShowError("spellbook_db: Invalid skill ID %d\n", skill_id); + if ( !skill_get_inf(skill_id) ) + ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id)); + if( points < 1 ) + ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id)); + else + { + skill_spellbook_db[current].skill_id = skill_id; + skill_spellbook_db[current].point = points; + skill_spellbook_db[current].nameid = nameid; + + return true; + } + + return false; +} +static bool skill_parse_row_improvisedb(char* split[], int columns, int current) +{// SkillID,Rate + uint16 skill_id = atoi(split[0]); + short j = atoi(split[1]); + + if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) { + ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill_get_inf(skill_id) ) { + ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id)); + return false; + } + if( j < 1 ) { + ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id)); + return false; + } + if( current >= MAX_SKILL_IMPROVISE_DB ) { + ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); + } + skill_improvise_db[current].skill_id = skill_id; + skill_improvise_db[current].per = j; // Still need confirm it. + + return true; +} +static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) +{// SkillID + uint16 skill_id = atoi(split[0]); + + if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) + { + ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill_get_inf(skill_id) ) + { + ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id)); + return false; + } + + skill_magicmushroom_db[current].skill_id = skill_id; + + return true; +} + +static bool skill_parse_row_reproducedb(char* split[], int column, int current) { + uint16 skill_id = atoi(split[0]); + uint16 idx = skill_get_index(skill_id); + if( !idx ) + return false; + + skill_reproduce_db[idx] = true; + + return true; +} + + +static bool skill_parse_row_abradb(char* split[], int columns, int current) +{// skill_id,DummyName,RequiredHocusPocusLevel,Rate + uint16 skill_id = atoi(split[0]); + if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) + { + ShowError("abra_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill_get_inf(skill_id) ) + { + ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id)); + return false; + } + + skill_abra_db[current].skill_id = skill_id; + skill_abra_db[current].req_lv = atoi(split[2]); + skill_abra_db[current].per = atoi(split[3]); + + return true; +} + +static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) +{// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 + uint16 skill_id = atoi(split[0]); + short j = atoi(split[1]); + int x,y; + + for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){ + if( skill_produce_db[x].nameid == skill_id ) + if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL ) + break; + } + + if( x >= MAX_SKILL_PRODUCE_DB ){ + ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id); + return false; + } + + if( current >= MAX_SKILL_PRODUCE_DB ) { + ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); + } + + skill_changematerial_db[current].itemid = skill_id; + skill_changematerial_db[current].rate = j; + + for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) + { + skill_changematerial_db[current].qty[y] = atoi(split[x]); + skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]); + } + + return true; +} + +/*=============================== + * DB reading. + * skill_db.txt + * skill_require_db.txt + * skill_cast_db.txt + * skill_castnodex_db.txt + * skill_nocast_db.txt + * skill_unit_db.txt + * produce_db.txt + * create_arrow_db.txt + * abra_db.txt + *------------------------------*/ +static void skill_readdb(void) +{ + // init skill db structures + db_clear(skilldb_name2id); + memset(skill_db,0,sizeof(skill_db)); + memset(skill_produce_db,0,sizeof(skill_produce_db)); + memset(skill_arrow_db,0,sizeof(skill_arrow_db)); + memset(skill_abra_db,0,sizeof(skill_abra_db)); + memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); + memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); + memset(skill_reproduce_db,0,sizeof(skill_reproduce_db)); + memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); + + // load skill databases + safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name)); + safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc)); + + sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb); + sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb); +#ifdef RENEWAL_CAST + sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb); +#else + sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb); +#endif + sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb); + sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb); + + sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb); + + skill_init_unit_layout(); + sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb); + sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb); + sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb); + //Warlock + sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb); + //Guillotine Cross + sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb); + sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb); + sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb); + sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb); + +} + +void skill_reload (void) { + struct s_mapiterator *iter; + struct map_session_data *sd; + skill_readdb(); + /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ + iter = mapit_getallusers(); + for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) + clif_skillinfoblock(sd); + mapit_free(iter); + +} + +/*========================================== + * + *------------------------------------------*/ +int do_init_skill (void) +{ + skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); + skill_readdb(); + + group_db = idb_alloc(DB_OPT_BASE); + skillunit_db = idb_alloc(DB_OPT_BASE); + skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA); + skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); + skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE); + skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE); + + add_timer_func_list(skill_unit_timer,"skill_unit_timer"); + add_timer_func_list(skill_castend_id,"skill_castend_id"); + add_timer_func_list(skill_castend_pos,"skill_castend_pos"); + add_timer_func_list(skill_timerskill,"skill_timerskill"); + add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); + + add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); + + return 0; +} + +int do_final_skill(void) +{ + db_destroy(skilldb_name2id); + db_destroy(group_db); + db_destroy(skillunit_db); + db_destroy(skillcd_db); + db_destroy(skillusave_db); + ers_destroy(skill_unit_ers); + ers_destroy(skill_timer_ers); + return 0; +} |